Last modified: January 02, 2026

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Solving Programming Brain Teasers

Programming puzzles and brain teasers are a fun way to sharpen your coding and problem-solving skills. You’ll often see them in technical interviews, where they’re used to test how you think, analyze problems, and come up with efficient solutions. To do well, it helps to practice and build solid strategies for tackling these kinds of challenges.

The hidden goal of brain teasers is rarely “get the answer.” It’s “show your process.” Interviewers (and your future self) want to see that you can move from confusion to clarity: restate the problem, choose a direction, test assumptions, and iterate. If you treat each puzzle like a tiny engineering project, understand, design, validate, optimize, you’ll come across as calm, capable, and methodical.

General Strategies

When tackling programming puzzles, consider the following strategies:

These strategies work best when you use them in the right order. A common trap is trying to be clever too early, jumping straight into optimization, fancy data structures, or tricky math. The “do” is to build a correct baseline, then improve it deliberately. The “don’t” is to optimize a solution you don’t fully understand yet.

A practical mindset that ties all of these together: always be able to answer two questions at any moment, “What do I know is true?” and “What am I trying next?” That keeps you moving forward, even when the puzzle feels unfamiliar.

Data Structures

A solid grasp of data structures is helpful for effective programming. Below are some practical strategies and tips to help you use them more confidently and efficiently.

Data structures are where puzzles become manageable. Most brain teasers aren’t about memorizing rare tricks, they’re about recognizing a pattern and picking a container that makes the pattern easy. A good “do” is to ask: What operations am I doing most, lookup, insert, delete, min/max, traversal? The right structure makes those operations feel natural.

Working with Arrays

Arrays are basic data structures that store elements in a continuous block of memory, making it easy to access any element quickly.

Arrays are the default starting point because they’re simple and fast. The “why” behind many array techniques is that arrays give you indexes, and indexes give you powerful structure: order, boundaries, and the ability to use two pointers, binary search, and prefix computations. The main “don’t” is forgetting that many operations look cheap but hide expensive shifting or copying.

A small but high-impact “do”: always sanity-check whether sorting is allowed. Sorting often unlocks elegant solutions, but it changes order. If the problem cares about original positions, keep track of indices or consider a hash-based approach instead.

Working with Strings

Strings, as sequences of characters, often require special handling due to their immutable nature in some languages and the variety of operations performed on them.

String problems often look like array problems with extra rules, immutability, encoding, and more expensive slicing. The “why” here is performance surprises: what looks like a tiny operation (like concatenation or slicing) can secretly allocate lots of memory. A good “do” is to think in terms of streams and indexes when strings get large.

One useful “don’t” with strings: don’t assume “characters” are always one byte or one visible symbol. If Unicode matters, be explicit about whether you mean bytes, code points, or grapheme clusters, many bugs come from mixing those levels.

Working with Linked Lists

Linked lists are dynamic data structures consisting of nodes that contain data and references to the next (and possibly previous) nodes.

Linked lists show up in puzzles because they force pointer thinking: you can’t jump around by index, so you learn to solve problems with structure instead of random access. The “do” is to rely on pointer patterns (fast/slow, dummy head, two-list merge). The “don’t” is to treat a list like an array, if you need frequent random access, you probably chose the wrong structure.

A small “do” that prevents a lot of bugs: when manipulating linked lists, use a dummy head for operations near the front. It simplifies edge cases like deleting the first node or building a new list.

Working with Heaps

Heaps tend to appear when the problem sounds like: “repeatedly get the best next thing.” If your loop is “pick minimum/maximum, update, repeat,” a heap often turns something expensive into something smooth. The “don’t” is using a heap when you actually need fast membership checks or deletion by value, heaps aren’t designed for that without extra indexing.

Working with Trees and Binary Trees

Trees show up everywhere because they model hierarchy, and many puzzles quietly hide a tree even if they don’t call it one (ranges, prefixes, decisions, ancestors). The “do” is to lean on traversal patterns and invariants (BST order, heap property, balance). The “don’t” is assuming every tree is balanced, shape matters, and it changes complexity.

Trees are hierarchical data structures with a root node and child nodes. Binary trees are a specific type where each node has at most two children.

Working with Graphs

Graphs consist of vertices (nodes) and edges connecting them, used to represent complex relationships.

Graph puzzles feel intimidating until you realize most of them are built from a small set of moves: represent the graph well, traverse it correctly, and keep the right bookkeeping (visited sets, distances, parents). The “do” is to translate the story into edges and nodes early. The “don’t” is to hand-wave graph direction or weights, those details decide the algorithm.

I. Graph Representations:

II. Graph Traversal Algorithms:

III. Cycle Detection:

IV. Shortest Path Algorithms:

V. Minimum Spanning Trees (MST):

VI. Network Flow Algorithms:

VII. Other Important Concepts:

Working with Hash Tables

Hash tables store key-value pairs for efficient lookup, insertion, and deletion.

Hash tables are the go-to “make it fast” tool because they turn searching into (usually) constant time. In puzzles, they often appear when you need to remember what you’ve seen: duplicates, frequencies, complements, visited states. The “do” is to leverage them for counting and membership. The “don’t” is using mutable keys or assuming worst-case can’t happen.

Algorithms

Mastering algorithms is helpful for solving programming problems more efficiently by understanding patterns and techniques that reduce time and space usage.

Algorithms are the “moves” you apply once you’ve chosen your data structures. A simple way to build skill is to recognize the story the puzzle is telling: pair finding (two pointers), explore choices (backtracking), best so far (greedy), reuse work (DP), split and combine (divide and conquer). The “do” is to name the pattern out loud, once you name it, you can reach for proven templates.

Two-Pointer Technique

Use two pointers when:

Typical uses: 2-Sum (sorted), 3-Sum (outer loop + two pointers), merging intervals, palindrome checks, removing duplicates, sliding-window constraints.

Two pointers are powerful because they replace nested loops with a single controlled scan. The “why” is geometry: when the array is sorted, moving left or right has a predictable effect, so you can steer toward the answer instead of brute forcing combinations.

How it works

Walkthrough example , all pairs summing to 10

Array (sorted): [1, 2, 3, 4, 5, 6, 7, 8, 9]

Start left → 1right → 91 + 9 = 10 ✓ record (1,9) → move both inward

Next left → 2, right → 82 + 8 = 10 ✓ record (2,8) → move both

Next left → 3, right → 73 + 7 = 10 ✓ record (3,7) → move both

Next left → 4, right → 64 + 6 = 10 ✓ record (4,6) → move both

Stop when left >= right.

Two quick counter-examples for moves:

Variants you’ll use often

Recursion

I. Recursion works by breaking a problem into smaller instances of itself, with each call reducing the size of the problem.

II. Recursion process includes:

III. Consider stack overflow when recursion depth is too great. You can either switch to an iterative approach or use tail recursion optimization (if supported by the language). Memoization is another technique to improve efficiency by caching results of recursive calls to avoid redundant computations.

Recursion is less about “calling yourself” and more about writing a solution that matches the shape of the problem. The “do” is to define what a smaller instance looks like and make sure each call gets you closer to it. The “don’t” is to hide progress, if the input doesn’t clearly shrink toward a base case, the recursion will either loop forever or crash.

factorial(4)
|
|---> 4 * factorial(3)
           |
           |---> 3 * factorial(2)
                      |
                      |---> 2 * factorial(1)
                                 |
                                 |---> 1 * factorial(0)
                                            |
                                            |---> Base case: 1

Backtracking

I. Backtracking is well-suited for problems that require exploring all potential configurations, such as puzzles like Sudoku, the N-Queens problem, or combinatorial tasks.

II. Implementation tips for backtracking include:

III. A classic example is solving the N-Queens problem, where queens are placed row by row, and conflicts are resolved by backtracking when necessary.

Backtracking is structured trial-and-error. The “why” it works is that you don’t blindly try everything, you quickly reject choices that violate constraints, which can cut the search space down dramatically. The “do” is to make constraint checks cheap and early. The “don’t” is to forget to undo changes, state leaks are the most common backtracking bug.

Step 1: Start with an empty board.

| Q |   |   |   |
+---+---+---+---+
|   |   |   |   |
+---+---+---+---+
|   |   |   |   |
+---+---+---+---+
|   |   |   |   |
+---+---+---+---+

Step 2: Move to Row 2.

| Q |   |   |   |
+---+---+---+---+
|   |   | Q |   |
+---+---+---+---+
|   |   |   |   |
+---+---+---+---+
|   |   |   |   |
+---+---+---+---+

Step 3: Move to Row 3.

| Q |   |   |   |
+---+---+---+---+
|   |   | Q |   |
+---+---+---+---+
|   | Q |   |   |
+---+---+---+---+
|   |   |   |   |
+---+---+---+---+

Step 4: Move to Row 4.

Step 5: Try other possibilities in Row 3.

Step 6: Try other possibilities in Row 2.

| Q |   |   |   |
+---+---+---+---+
|   |   |   | Q |
+---+---+---+---+
|   |   |   |   |
+---+---+---+---+
|   |   |   |   |
+---+---+---+---+

Step 7: Move to Row 3.

| Q |   |   |   |
+---+---+---+---+
|   |   |   | Q |
+---+---+---+---+
|   | Q |   |   |
+---+---+---+---+
|   |   |   |   |
+---+---+---+---+

Continue exploring alternatives and backtracking as necessary until all solutions are found.

Dynamic Programming

I. Dynamic programming is used to solve optimization problems by breaking them down into overlapping subproblems with an optimal substructure, meaning solutions to smaller subproblems can be reused to solve larger problems.

II. There are two primary approaches to dynamic programming:

III. Some steps that might be taken in dynamic programming:

IV. Space optimization is often possible by realizing that only a few recent states are needed, reducing space complexity.

V. Classic examples include problems like the Fibonacci sequence, the Knapsack problem, or calculating the minimum edit distance between two strings.

Dynamic programming is what you reach for when brute force repeats itself. The “why” is efficiency: if the same subproblem appears again and again, you should only solve it once. The “do” is to define a state you can memoize and a recurrence you trust. The “don’t” is to build a giant table without a clear meaning for what each cell represents.

DP Table (Rows = Items, Columns = Knapsack Capacities):

  Capacity ->  0   1   2   3   4   5   6   7
  Item 0     [ 0   0   0   0   0   0   0   0 ]  (Base case: No items)
  Item 1     [ 0   1   1   1   1   1   1   1 ]  (Include Item 1)
  Item 2     [ 0   1   1   4   5   5   5   5 ]  (Include Item 2)
  Item 3     [ 0   1   1   4   5   6   6   9 ]  (Include Item 3)
  Item 4     [ 0   1   1   4   5   7   8  11 ]  (Include Item 4)

How the Table Is Filled

For each cell $DP[i][w]$ if the weight of the item $i$ is less than or equal to the current capacity $w$, choose the maximum of:

Visualization of Choices

I. For Item 1 (Weight = 1, Value = 1):

Capacity = 0 → Can't include Item 1 → DP[1][0] = 0
Capacity = 1 → Include Item 1 → DP[1][1] = 1
Capacity = 2 → Include Item 1 → DP[1][2] = 1
...
Capacity = 7 → Include Item 1 → DP[1][7] = 1

II. For Item 2 (Weight = 3, Value = 4):

Capacity = 0 → Can't include Item 2 → DP[2][0] = 0
Capacity = 3 → Include Item 2 → DP[2][3] = 4
Capacity = 4 → Include Item 2 → DP[2][4] = 5
...
Capacity = 7 → Include Item 2 → DP[2][7] = 5

III. Continue for all items, progressively updating the table.

Extract the Solution

To find the maximum value look at the last cell: $DP[4][7] = 11$.

To find the items included trace back from $DP[4][7]$, checking where values changed:

Final Knapsack Contents:

Greedy Algorithms

I. Greedy algorithms are used when making a locally optimal choice at each step leads to a globally optimal solution.

II. The two characteristics of greedy algorithms are:

III. Common implementation tips for greedy algorithms include:

IV. Examples of greedy algorithms include the activity selection problem, Huffman coding, and algorithms for finding minimum spanning trees (Prim's and Kruskal's).

Greedy algorithms are tempting because they feel simple: pick the best-looking option and move on. Sometimes that works beautifully, and sometimes it fails spectacularly. The “do” is to either know the problem is greedy-friendly (via proof or known pattern) or actively search for a counterexample. The “don’t” is assuming that “best right now” must lead to “best overall.”

Example Huffman coding Input:

Characters: $[A, B, C, D, E, F]$

Frequencies: $[5, 9, 12, 13, 16, 45]$

Build a Min-Heap

Create a priority queue (min-heap) with the characters and their frequencies.

Initial Min-Heap:
    5(A)  9(B)  12(C)  13(D)  16(E)  45(F)

Build the Huffman Tree

Combine the two smallest frequency nodes into a new node. Repeat until there is one tree.

I. Combine 5(A) and 9(B):

(14)
 /  \
5(A) 9(B)

Updated Heap: $[12(C), 13(D), 14(AB), 16(E), 45(F)]$

II. Combine 12(C) and 13(D):

(25)
 /  \
12(C) 13(D)

Updated Heap: $[14(AB), 16(E), 25(CD), 45(F)]$

III. Combine 14(AB) and 16(E):

(30)
 /  \
14(AB) 16(E)

Updated Heap: $[25(CD), 30(ABE), 45(F)]$

IV. Combine 25(CD) and 30(ABE):

(55)
 /  \
25(CD) 30(ABE)

Updated Heap: $[45(F), 55(CDABE)]$

V. Combine 45(F) and 55(CDABE):

Tree:
         (100)
         /    \
      45(F)  55(CDABE)
       /      \
    25(CD)   30(ABE)
    /   \     /    \
 12(C) 13(D) 14(AB) 16(E)
                  /   \
               5(A)   9(B)

Assign Binary Codes

Traverse the tree to assign codes:

Codes:
A = 000
B = 001
C = 100
D = 101
E = 01
F = 11

Final Huffman Tree Diagram:

Tree:
                        (100)
                       /     \
                    (45)     (55)
                   /         /    \
                (F)      (25)    (30)
                        /   \     /   \
                     (C)   (D) (14)  (E)
                                 /  \
                              (A)  (B)

Divide and Conquer

I. The divide and conquer strategy solves problems by dividing them into smaller subproblems, solving those independently, and then combining their solutions.

II. Implementation tips for divide and conquer:

III. Examples of divide and conquer algorithms include Merge Sort, Quick Sort, and Binary Search.

Divide and conquer is your “zoom lens.” Instead of trying to solve the whole problem at once, you solve smaller independent versions and merge results. The “do” is to keep subproblems truly independent and make the combine step efficient. The “don’t” is accidentally recomputing the same work across branches, if that happens, you may be drifting into dynamic programming territory.

Sorting Algorithms

Sorting algorithms are fundamental to computer science and programming. They are used to rearrange elements in a list or array so that they follow a specific order (ascending or descending). Efficient sorting is a first step for optimizing other algorithms (like search and merge algorithms) that require input data to be in sorted lists. Understanding the different sorting algorithms, their time and space complexities, stability, and suitable use cases is essential for problem-solving and technical interviews.

Overview of Common Sorting Algorithms

Below is a detailed comparison of commonly used sorting algorithms:

Algorithm Average Time Complexity Worst-Case Time Complexity Space Complexity Stability Best Use Case Notes
Bubble Sort $O(n^2)$ $O(n^2)$ $O(1)$ Stable Educational purposes, small datasets Simple but inefficient for large datasets
Insertion Sort $O(n^2)$ $O(n^2)$ $O(1)$ Stable Nearly sorted or small datasets Efficient for small or nearly sorted datasets
Selection Sort $O(n^2)$ $O(n^2)$ $O(1)$ Unstable Small datasets, when memory is limited Inefficient for large datasets
Merge Sort $O(n \log n)$ $O(n \log n)$ $O(n)$ Stable Large datasets, linked lists Requires additional memory for merging
Quick Sort $O(n \log n)$ $O(n^2)$ $O(\log n)$ Unstable Large datasets, general-purpose sorting Pivot selection strategy affects performance
Heap Sort $O(n \log n)$ $O(n \log n)$ $O(1)$ Unstable Large datasets, in-place sorting Efficient with minimal memory usage
Radix Sort $O(nk)$ $O(nk)$ $O(n + k)$ Stable Large datasets with integer keys Non-comparative sorting algorithm
Counting Sort $O(n + k)$ $O(n + k)$ $O(k)$ Stable Small range of integer keys Efficient when range $k$ is small
Tim Sort $O(n \log n)$ $O(n \log n)$ $O(n)$ Stable Real-world data, hybrid sorting Default sorting algorithm in Python
Bucket Sort $O(n + k)$ $O(n^2)$ $O(n)$ Stable Uniformly distributed data Divides elements into buckets
Shell Sort $O(n \log n)$ to $O(n^2)$ $O(n^2)$ $O(1)$ Unstable Medium-sized datasets Improves upon Insertion Sort

General Tips for Sorting Algorithms

Practical Applications

Bit Manipulation

Bit manipulation involves algorithms that operate directly on bits, the basic units of data in computing. By leveraging bit-level operations, you can achieve performance optimizations, reduce memory usage, and solve certain problems more elegantly. Bit manipulation is particularly useful in systems programming, cryptography, graphics, and competitive programming.

Fundamental Concepts

Bit Manipulation Techniques

int count = 0;
while (number) {
    number &= (number - 1);
    count++;
}

This works by repeatedly clearing the LSB and incrementing the count.

a ^= b;
b ^= a;
a ^= b;

This sequence of XOR operations swaps the values of a and b without needing extra space.

Bit Masks

Bit Shifting Tricks

Cautions and Best Practices

List of problems

Minimum deletions to make valid parentheses

Given a string of parentheses, determine the minimum number of parentheses that need to be removed to make the string valid. This can be solved using a stack data structure to track the open parentheses as we iterate through the string. If we encounter an open parenthesis, we add it to the stack. If we encounter a closing parenthesis, we check if there is a matching open parenthesis on the top of the stack. If there is, we pop the open parenthesis from the stack. If there is not, we add the closing parenthesis to a list of characters to remove. After we have processed the entire string, we remove the remaining open parentheses from the stack.

Is palindrome after at most one char delete?

Determinine whether a string can be transformed into a palindrome by deleting at most one character. This can be solved using a two pointer approach, where we start from both ends of the string and move towards the middle. If we encounter a pair of characters that are not equal, we have three options: delete the character at the left pointer, delete the character at the right pointer, or delete both characters. We check if any of these options results in a palindrome and return the result.

K closest points to origin

Find the K points in a list of points that are closest to the origin (0, 0). This can be solved using a min heap data structure, where we store the K closest points so far. As we iterate through the list of points, we compute the distance from each point to the origin and add it to the heap if it is among the K closest points so far.

Subarray sum equals K

Find a contiguous subarray of an array that has a sum of K. This can be solved using a sliding window approach, where we maintain a running sum of the elements in the window and move the window through the array until we find a subarray with the desired sum.

Add numbers given as strings

Add two numbers represented as strings. This can be solved by treating the strings as arrays of digits and using a carry variable to keep track of the carryover from one place value to the next.

Dot product of two sparse vectors

Compute the dot product of two sparse vectors, where a vector is represented as a list of (index, value) pairs. This can be solved by iterating through both vectors and adding up the products of the values at the same index.

Range sum of BST

Compute the sum of the values of all the nodes in a binary search tree within a given range. This can be solved using a recursive in-order traversal of the tree, where we add the value of each node to the sum if it is within the range.

Product of array except self

Compute an array where each element is the product of all the other elements in the input array. This can be solved using two pass approach, where we first compute the product of all the elements before each index and then compute the product of all the elements after each index.

Convert BST to sorted doubly linked list

Convert a binary search tree to a sorted doubly linked list. This can be solved using a recursive in-order traversal of the tree, where we build the linked list by adding each node to the end of the list as we visit it.

Lowest common ancestor of a binary tree

Find the lowest common ancestor (LCA) of two nodes in a binary tree. The LCA is the node in the tree that is the ancestor of both nodes and is the deepest node in the tree. To solve this problem, you can use a variety of techniques such as traversing the tree in a depth-first or breadth-first manner, or using a recursive approach to traverse the tree and find the LCA. You can also use a divide and conquer approach, where you split the tree into left and right subtrees and find the LCA in each subtree. Another approach is to use a hash table or a map to store the ancestors of each node and then use this information to find the LCA.

LRU Cache

Designing a cache data structure that stores a limited number of items and removes the least recently used items when the capacity is reached. This can be solved using a doubly linked list and a hash table. The doubly linked list is used to store the items in the cache in the order in which they were accessed, with the most recently accessed item at the front of the list and the least recently accessed item at the back. The hash table is used to store the keys and values of the items in the cache and to quickly retrieve items from the cache based on their keys.

Randomize An Array

Shuffle the elements of an array randomly. This can be solved using a random number generator and a Fisher-Yates shuffle algorithm. The Fisher-Yates shuffle algorithm works by starting at the end of the array and randomly swapping each element with an element preceding it. This results in a randomly shuffled array.

Binary Tree Right Side View

Given a binary tree, return an array containing the values of the nodes on the right side of the tree, when viewed from the right. One way to solve this problem might be to perform a breadth-first search on the tree, keeping track of the maximum depth of each node as it is visited. When visiting a node at a particular depth for the first time, add its value to the result array.

Design Browser History

Implement a browser history system that supports the following operations: visit a URL, go back to the previous URL, and go forward to the next URL. One potential approach to this problem could involve using a doubly-linked list to store the URLs visited, with a pointer to the current URL. Going back or forward would simply involve moving the pointer to the previous or next URL in the list.

Score After Flipping Matrix

Given a matrix of 0s and 1s, flip the rows and columns of the matrix such that the maximum possible score is achieved. The score is calculated as the number of 1s in the matrix. One way to solve this problem might be to use dynamic programming to compute the maximum score for each submatrix of the original matrix, taking into account whether the rows and columns of the submatrix should be flipped.