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Jaypee Institute of Information Technology, Noida

(Deemed to be University)

Introduction to Programming using C


(22B21MA111)
Project Based Report
On
Doubly Even Magic Square
Student Name Prerna Kashyap

Enrollment ID 23203007

Branch B.Sc Computer Science

Semester Odd Semester 2023

4×4 Magic Square with Numbers


Project Title {1, 2,.....,16}

Lecturer’s Name Dr. Mukesh Nagar


Introduction

A magic square is a square array of numbers consisting of distinct


positive integers 1, 2, …, n2 arranged such that the sum of the n
numbers in any horizontal, vertical, or main diagonal line is always
the same number. The 'order' of the magic square is the number of
integers along one side (n), and the constant sum is called the 'magic
constant'. If every number in a magic square is subtracted form n2 + 1,
another magic square is obtained called the complementary magic
square. The puzzle’s complexity lies in arranging the numbers in the
square, ensuring that these specific conditions are met therefore I
created a program using the C to solve it. The pursuit of solving
magic square puzzles and comprehending not only sharpens analytical
skills but also fosters an appreciation for the delicate balance between
logic and creativity through computer science application. It stands as
a testament to the enduring mysteries, captivating minds and inspiring
further inquiry into the intricate complexities of number theory,
special reasoning and usage of advanced programming tools to
approach the program.
Basic Terminology and Definitions

General Terminology

Variable: A pointer(reference) to memory location which can hold


a value. In other words, it is a human readable name for some value
that we store like a number, string, array etc. and later use in the
program.

Arguments and Parameters: They are the variables or values that


are used to pass data to a function. they are passed inside the
parenthesis () while calling a function. empty parenthesis () or
(void) means no parameters are passed.

Prototype: The C function prototype is a statement that tells the


compiler about the function’s name, its return type, numbers and
data types of its parameters.

Loops: Loops in programming are used to repeat a block of code


until the specified condition is met. A loop statement allows
programmers to execute a statement or group of statements
multiple times without repetition of code.

If-Else Statement: The if-else statement in C is a flow control


statement used for decision-making in the C program. It is one of
the core concepts of C programming. It is an extension of the if in C
that includes an else block along with the already existing
Logic

The magic constant of a normal magic square depends only on


n and has the following value: M = n (n2 + 1) / 2 therefore for 4
x 4 magic square the constant value will be 34.
Magic squares are divided into three major categories
depending upon order of square. :
1) Odd order Magic Square, example: 3, 5, 7,... (2n +1)
2) Doubly-even order Magic Square, example: 4, 8, 12, 16,,..
(4n)
3) Singly-even order Magic Square, example: 6, 10, 14, 18,...(4n
+2)
A double even magic square is constructed by drawing X’s
through each 4 x 4 sub square, filling all square in sequence and
then replacing each entry aij on a crossed off diagonal by n x
n+1-aij or, equivalently, reversing the order of the crossed-out
entries.
Here, Siamese method is used to construct doubly even order
(4n, where n is an integer) magic squares.
1) Initialize the Grid
• Start with an empty grid of size 4n x 4n, all initials set to 0.
2) Numbering
• Number the cells from 1 to 16n2 in a consecutive manner.
3) Initial Position
• Place the first number 1 in the centre of the top row.
4) Move Diagonally
• Move diagonally up and to the right to the next cell.
• If moving outside the grid, wrap around to the opposite
side.
5) Placement Rules
• If the cell is empty, place the next number.
• If the cell is occupied, move vertically down one cell.

6) Special Rules
• If moving to a cell that is outside the grid, wrap around to
the opposite side.
• If moving to a cell already filled, move vertically down
instead.
• If moving to a cell outside both the rows and columns, stay
in the same column.
• Place the current number in the determined cell.
7) Repeat Until Grid is Full
• Continue placing numbers until all cells are filled.
Properties of Magic Squares

▪ A magic square will remain magic square if any number is


added to every number of a magic square.
▪ A magic number will remain magic square if any number
multiplies every number of a magic square.
▪ The transpose of a magic square is also a magic square [3].
▪ A magic square will remain magic if two rows, columns,
equidistant from the centre are interchanged.
▪ An even order magic square will remain magic if the diagonally
opposite quadrants are interchanged.
▪ An even order magic square will remain magic, if the columns
or the rows are exchanged, If the 1st and 2nd column/rows are
exchanged and the 3rd and the 4th columns/rows are exchanged,
this is called a 1-2-3-4 exchange.
A most-perfect (MP) magic square is of doubly-even order
(n = 4, 8,...) and has the following properties:
▪ Two elements that are n/2 elements apart along all diagonal
(including broken ones in both directions) sum n2+1.
▪ The elements of all 2 by 2 sub squares (including broken top-
bottom, broken left-right, and the four corners) sum to the
constant 2n2+1.
Algorithm of
Doubly Even Magic Square

Step 1: Declare the variables.


Step 2: Read the value of n, where n is doubly even.
Step 3: Initialize the grid by declaring a matrix of order n x n. Fill all
the cells of the matrix with zeros.
Step 4: Position the first by setting the first number (1) in the centre
of the top row: `currentRow = 0`, `currentCol = n/2`.
Step 5: Fill the grip for each number from 2 to 16n2 :
→ Place the current number in the current cell:
`grid[currentRow][currentCol] = currentNumber`.
→ Move diagonally up and to the right: `currentRow -= 1`,
`currentCol += 1`.
→ Handle wrapping around:
• If `currentRow` goes below 0, set it to `4n-1`.
• If `currentCol` goes beyond `4n-1`, set it to 0.
→ If the cell is already occupied:
• Move vertically down:
`currentRow +=2`.
• Handle wrapping around if needed.
→ Increment `currentNumber`.
Step 6: Stop the program. The filled grip now represents a doubly
even magic square.
Pseudocode

function generateDoublyEvenMagicSquare4x4():
Create a 4x4 grid with all elements initialized to 0

//Initialize starting position


currentRow = 0
currentCol = n/2

for num from 1 to 16n2:


Place num in the current cell (currentRow, currentCol)
Move diagonally up and to the right
(currentRow -= 1, currentCol += 1)
Handle wrapping around if needed:
If currentRow goes below 0, set it to 4n-1
If currentCol goes beyond 4n-1, set it to 0
If the cell is already occupied:
move vertically down (currentRow += 2)
If moving down goes beyond the bottom row, wrap around to
the top row. Return grid.
Mathematical Representation Example
Step 1: Initialization
Initialize the 4x4 square with zeros:
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
Step 2: Filling the Square
•Start at the Center (1): Place 1 at the centre of the top row (row 0, column 1)
0 1 0 0
0 0 0 0
0 0 0 0
0 0 0 0
•Move Diagonally Up and Right (2): Move diagonally up and to the right,
wrapping around if necessary. Place 2 in the new position
0 1 0 0
0 0 2 0
0 0 0 0
0 0 0 0
• Move Up and Right (3): Move up and to the right, placing 3 in the new position
0 1 0 0
0 0 2 3
0 0 0 0
0 0 0 0
• Wrap Around and Place (4): Since the next position is outside the matrix, wrap
around to the bottom. Place 4
4 1 0 0
0 0 2 3
0 0 0 0
0 0 0 0
• Continue Filling: Continue filling the square following the same rules until all
cells are filled
4 1 15 14
7 6 2 3
11 10 8 9
12 13 5 0
Programming Code

#include <stdio.h>

void generateMagicSquare(int n, int magicSquare[][n]) {


int i, j, k;

// Initialize the magic square with 0


for (i = 0; i < n; i++) {
for (j = 0; j < n; j++) {
magicSquare[i][j] = 0;
}
}

i = 0;
j = n / 2;

// Fill in the numbers from 1 to n*n


for (k = 1; k <= n * n; k++) {
magicSquare[i][j] = k;

i--;
j++;

if (i < 0) {
i = n - 1;
}
if (j == n) {
j = 0;
}

if (magicSquare[i][j] != 0) {
i += 2;
j--;

if (i >= n) {
i -= n;
}
if (j < 0) {
j = n - 1;
}
}
}
}

void printMagicSquare(int n, int magicSquare[][n]) {


int i, j;

for (i = 0; i < n; i++) {


for (j = 0; j < n; j++) {
printf("%2d ", magicSquare[i][j]);
}
printf("\n");
}
}

int main() {
int n = 4; // Order of the magic square

int magicSquare[n][n];
generateMagicSquare(n, magicSquare);

printf("4x4 Magic Square using numbers 1 to 16:\n");


printMagicSquare(n, magicSquare);

return 0;
}
Conclusion

In conclusion, the program provided for generating a 4x4 doubly even


magic square successfully adheres to the mathematical principles
governing the construction of such magic squares. Here are key points
summarizing the program:

• Symmetry:
o Doubly even magic squares often display symmetry along
both axes (horizontal and vertical) and across the main
diagonals.
• Programmatic Construction:
o Constructing a doubly even magic square
programmatically involves a systematic approach to
ensure the required properties are satisfied. Common
algorithms include the Strachey method or the Siamese
method.

1. Order Validation:
- The program ensures that the order of the magic square is 4, as it
must be a multiple of 4 for it to be doubly even.

2. Initialization and Filling:


- The magic square is initialized with zeros, and then various
functions are used to fill the square following the rules of a doubly
even magic square. These functions divide the square into smaller
squares and fill each square with appropriate values.
3. Sum Consistency:
- The resulting magic square satisfies the property that the sum of
each row, each column, and both main diagonals are constant and
equal to S = n(n2+1)/2

4. Structured Approach:
- The program employs a structured approach to construct the magic
square, following a systematic algorithmic procedure. This highlights
the mathematical elegance and regularity inherent in the construction
of doubly even magic squares.

5. User Interaction:
- The program prompts the user to input the order of the magic
square, providing flexibility for generating magic squares of different
orders (though the provided program is specifically designed for order
4).

6. Readability and Output:


- The program is written in a clear and readable manner, making use
of functions to encapsulate different parts of the construction process.
The resulting magic square is then printed to the console in a readable
format.

Overall, the program successfully generates a 4x4 doubly even magic


square, showcasing the structured and algorithmic nature of
constructing magic squares with specific mathematical properties.
This type of program contributes to both mathematical understanding
and programming skills.

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