What if you could skip all the guesswork and instantly know if you can reach the end?
Why Jump Game Problem in DSA Go?
Imagine you are playing a board game where each square tells you how many steps you can jump forward. You want to know if you can reach the last square starting from the first one. Doing this by checking every possible jump manually is like trying to guess the right moves without a plan.
Manually trying every jump is slow and confusing. You might miss some paths or waste time checking impossible jumps. It's easy to get stuck or repeat the same checks over and over, making the game frustrating and error-prone.
The Jump Game Problem uses a smart way to check if you can reach the end by keeping track of the farthest place you can jump so far. This way, you don't try every path but only focus on the best jumps, saving time and effort.
for i := 0; i < len(jumps); i++ { for j := 1; j <= jumps[i]; j++ { // check if can jump from i to i+j } }
maxReach := 0 for i := 0; i < len(jumps); i++ { if i > maxReach { return false } if maxReach < i+jumps[i] { maxReach = i + jumps[i] } } return true
This approach lets you quickly decide if the last square is reachable without wasting time on impossible jumps.
Think of planning a road trip where each city sign tells you how far you can drive next. Instead of checking every route, you track the farthest city you can reach to decide if the destination is possible.
Manual checking of all jumps is slow and confusing.
Tracking the farthest reachable position simplifies the problem.
This method quickly tells if the end is reachable or not.
Practice
Solution
Step 1: Understand the problem statement
The Jump Game problem asks if you can move from the first index to the last index by jumping forward within the allowed steps at each position.Step 2: Identify the key question
The key question is whether the last index is reachable, not how many jumps or maximum jump length.Final Answer:
If you can reach the last index starting from the first index by jumping within allowed steps -> Option AQuick Check:
Jump Game = Reach last index? [OK]
- Confusing reachability with minimum jumps
- Thinking about maximum jump length instead
- Assuming sum of jumps matters
Solution
Step 1: Recall Go slice declaration syntax
In Go, slices are declared with []type and curly braces for values, e.g., []int{...}.Step 2: Check each option
Only jumps := []int{2, 3, 1, 1, 4} uses correct slice syntax. The others use array syntax, invalid int{}, or parentheses.Final Answer:
jumps := []int{2, 3, 1, 1, 4} -> Option DQuick Check:
Slice declaration = []int{values} [OK]
- Using square brackets without type for slices
- Using parentheses instead of braces
- Confusing arrays and slices syntax
package main
import "fmt"
func canJump(nums []int) bool {
maxReach := 0
for i := 0; i < len(nums); i++ {
if i > maxReach {
return false
}
if i+nums[i] > maxReach {
maxReach = i + nums[i]
}
}
return true
}
func main() {
nums := []int{2, 3, 1, 1, 4}
fmt.Println(canJump(nums))
}Solution
Step 1: Trace maxReach updates
Start maxReach=0. At i=0, maxReach=max(0,0+2)=2. i=1 ≤ 2, maxReach=max(2,1+3)=4. i=2 ≤ 4, maxReach=max(4,2+1)=4. i=3 ≤ 4, maxReach=max(4,3+1)=4. i=4 ≤ 4, maxReach=max(4,4+4)=8.Step 2: Check if any index is unreachable
All i ≤ maxReach, so no false return. Loop ends, returns true.Final Answer:
true -> Option AQuick Check:
All indices reachable = true [OK]
- Not updating maxReach correctly
- Returning false too early
- Ignoring the condition i > maxReach
func canJump(nums []int) bool {
maxReach := 0
for i := 0; i <= len(nums); i++ {
if i > maxReach {
return false
}
if i+nums[i] > maxReach {
maxReach = i + nums[i]
}
}
return true
}Solution
Step 1: Analyze loop boundary
The loop runs with i <= len(nums), which causes index out of range error at i == len(nums).Step 2: Fix loop condition
Changing to i < len(nums) prevents out of range access and fixes the bug.Final Answer:
Change loop condition to i < len(nums) -> Option CQuick Check:
Loop index must be less than slice length [OK]
- Using <= instead of < in loop condition
- Ignoring runtime panic from out of range
- Changing unrelated parts of code
nums := []int{3, 2, 1, 0, 4}, what is the result of applying the Jump Game algorithm to check if the last index is reachable?Solution
Step 1: Trace maxReach through the array
Start maxReach=0. i=0: maxReach=max(0,0+3)=3. i=1 ≤ 3: maxReach=max(3,1+2)=3. i=2 ≤ 3: maxReach=max(3,2+1)=3. i=3 ≤ 3: maxReach=max(3,3+0)=3. i=4 > 3, so return false.Step 2: Understand why last index is unreachable
At index 3, jump length is 0, so maxReach does not increase. Index 4 is beyond maxReach, unreachable.Final Answer:
false -> Option BQuick Check:
Zero jump blocks progress = false [OK]
- Assuming zero jump can be bypassed
- Ignoring unreachable last index
- Thinking runtime error occurs
Ready to prove it?
Pass the test and this pattern moves unknown
