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diff --git a/c2prj2_testing/README b/c2prj2_testing/README new file mode 100644 index 0000000..17a11a6 --- /dev/null +++ b/c2prj2_testing/README @@ -0,0 +1,122 @@ +The second part of this course's poker project is to write +test cases for what you will do in the next course. + +In particular, one of the things you will do in your +project in Course 3 is write the code to evaluate +which poker hand wins between two complete hands. +This involves writing all the code to figure out +what kind of hand (straight flush, full house, etc.) +is in a hand, and which 5 cards ultimately make it up. +For example, if one hand is + +0c 0s 8s 7d 6d 6s 5c + +and the other is + +Js 0s 8s 7d 6s 5c 4c + +your code in the next course will figure out that +the first hand has two pairs (10s and 6s) with an 8 +as the tie-breaking card (called the "kicker"), +and that the second hand has a straight (8 7 6 5 4). +The straight beats the two pairs, so hand 2 wins. + +We have provided you with test-eval, which reads +a file containing lines with one pair of hands +on each line and prints out the details of evaluating +that hand. Each line has one hand, a semi-colon, +then the other hand, so the input for the above would +be: + +0c 0s 8s 7d 6d 6s 5c; Js 0s 8s 7d 6s 5c 4c + +We have put this in example.txt. If you run + +./test-eval example.txt + +Then you will get the following output: + +Hand 1: +-------- +0c 0s 8s 7d 6d 6s 5c + - No flush + - The most of a kind is 2 of a kind (at index 0 / value 0) + - Secondary pair at index 4 (value 6) + - evaluate_hand's ranking: TWO_PAIR + - 5 cards used for hand: 0c 0s 6d 6s 8s +Hand 2: +-------- +Js 0s 8s 7d 6s 5c 4c + - No flush + - Straight at index 2 + - The most of a kind is 1 of a kind (at index 0 / value J) + - No secondary pair + - evaluate_hand's ranking: STRAIGHT + - 5 cards used for hand: 8s 7d 6s 5c 4c +Comparison : +-------------- +Hand 2 wins! +============================ + +You can see that for each hand, this program not only prints +the overall ranking (STRAIGHT, TWO_PAIR, etc), but also the +results of various parts of the evaluation that went into +the decision: Was there a flush? Was there a straight (if +so, where?) How many of a kind were there? etc. + +As with other testing assignments, we have written +some broken implementations and placed them in +/usr/local/l2p/poker/ + +Your goal is to write testcases in tests.txt +that test this problem sufficiently to identify +the problem in each broken implementation we provided. + +You can use the run_all.sh script that we provided +to run your test cases against all implementations. + +Here are some hints: +==================== + + - Straights are tricky. Think about various ways that a programmer + might mess up in finding a straight. These problems could include + both figuring out if there is a straight as well as copying out the + cards that make up the straight (or straight flush). + + There could even be an off-by-one bug in where to look for a straight + in the hand ("count from 0 to the number of cards in the hand minus + [something], call it i. Check if a straight starts at position i" + In such an algorithm, [something] could be off by one) + + - Think about ways in which a programmer might mis-think about what + they need to do. For example, one might think you can check for a + straight flush by checking for a straight AND a flush, but that is + not correct (with more than 5 cards, you could have some that are a + straight but others of the same suit). + + - Be sure to just provide simple coverage of the basic cases (each + type of hand outcome, etc). + + - The suits are numbers, and can be iterated across )where do you + think we iterate over all the suits?). What if we counted wrong + when iterating over the suits? + + + - Two pairs have some subtle cases in terms of selecting the right 5 + cards for the final hand. Remember from the reading that the way + tie breaking works requires the final 5 card hand to be ordered: + (larger pair) (smaller pair) (tiebreaker) + + - Think about everywhere the programer could be off-by-one. + This might include such things as counting through all the + positions in the hand (either missing the start or the end), + or being off-by-one in how many cards are required + for a particular hand (e.g., only requiring 4 + cards meet a particular condition instead of 5). + + - Note that you may be able to 'game' your way into passing all + the tests locally, but if you do this you won't actually pass the + assignment. The only way to pass is to provide good tests. + + - Note additionally that you do not need to use invalid cards + in your tests. |