From 273698512966cca5136b1f332b1d38d922d56faa Mon Sep 17 00:00:00 2001 From: Simon Shine Date: Mon, 25 Nov 2019 21:12:25 +0100 Subject: [PATCH 1/4] connect: Update README.md Replace "rhombus" with "parallelogram" to clarify the game's board height must not be the same. This reflects exercism/problem-specifications#1601 --- exercises/connect/README.md | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/exercises/connect/README.md b/exercises/connect/README.md index e12c128f4..3954328fd 100644 --- a/exercises/connect/README.md +++ b/exercises/connect/README.md @@ -5,15 +5,16 @@ Compute the result for a game of Hex / Polygon. The abstract boardgame known as [Hex](https://en.wikipedia.org/wiki/Hex_%28board_game%29) / Polygon / CON-TAC-TIX is quite simple in rules, though complex in practice. Two players -place stones on a rhombus with hexagonal fields. The player to connect his/her -stones to the opposite side first wins. The four sides of the rhombus are +place stones on a parallelogram with hexagonal fields. The player to connect his/her +stones to the opposite side first wins. The four sides of the parallelogram are divided between the two players (i.e. one player gets assigned a side and the side directly opposite it and the other player gets assigned the two other sides). Your goal is to build a program that given a simple representation of a board computes the winner (or lack thereof). Note that all games need not be "fair". -(For example, players may have mismatched piece counts.) +(For example, players may have mismatched piece counts or the game's board might +have a different width and height.) The boards look like this: From 4700e1f2e3d0018da5df3e7d576b0998c6cfee7b Mon Sep 17 00:00:00 2001 From: Simon Shine Date: Mon, 25 Nov 2019 21:14:58 +0100 Subject: [PATCH 2/4] isbn-verifier: Update README.md Fix issue related to that `configlet generate .` might manually adjust for the newline when it's not there. This reflects exercism/problem-specifications#1616 --- exercises/isbn-verifier/README.md | 1 + 1 file changed, 1 insertion(+) diff --git a/exercises/isbn-verifier/README.md b/exercises/isbn-verifier/README.md index 437ac7467..0c9bccfe8 100644 --- a/exercises/isbn-verifier/README.md +++ b/exercises/isbn-verifier/README.md @@ -41,6 +41,7 @@ Now, it's even trickier since the check digit of an ISBN-10 may be 'X' (represen * Generate valid ISBN, maybe even from a given starting ISBN. + ## Getting Started Please refer to the [installation](https://exercism.io/tracks/haskell/installation) From a6e320fb4c18c1bc8000e98c2e2f2b90cf1db6fb Mon Sep 17 00:00:00 2001 From: Simon Shine Date: Mon, 25 Nov 2019 21:15:57 +0100 Subject: [PATCH 3/4] minesweeper: Update README.md Removes the border around the example boards. Clarifies a couple of small points. This reflects exercism/problem-specifications#1602 --- exercises/minesweeper/README.md | 48 ++++++++++++++++++++------------- 1 file changed, 29 insertions(+), 19 deletions(-) diff --git a/exercises/minesweeper/README.md b/exercises/minesweeper/README.md index 7901f7716..a45d13da3 100644 --- a/exercises/minesweeper/README.md +++ b/exercises/minesweeper/README.md @@ -1,30 +1,40 @@ # Minesweeper -Add the numbers to a minesweeper board. +Add the mine counts to a completed Minesweeper board. Minesweeper is a popular game where the user has to find the mines using numeric hints that indicate how many mines are directly adjacent (horizontally, vertically, diagonally) to a square. In this exercise you have to create some code that counts the number of -mines adjacent to a square and transforms boards like this (where `*` -indicates a mine): - - +-----+ - | * * | - | * | - | * | - | | - +-----+ - -into this: - - +-----+ - |1*3*1| - |13*31| - | 2*2 | - | 111 | - +-----+ +mines adjacent to a given empty square and replaces that square with the +count. + +The board is a rectangle composed of blank space (' ') characters. A mine +is represented by an asterisk ('\*') character. + +If a given space has no adjacent mines at all, leave that square blank. + +## Examples + +For example you may receive a 5 x 4 board like this (empty spaces are +represented here with the '·' character for display on screen): + +``` +·*·*· +··*·· +··*·· +····· +``` + +And your code will transform it into this: + +``` +1*3*1 +13*31 +·2*2· +·111· +``` ## Getting Started From 04b11632dde760712b0b706d3b77e59bee1bad6d Mon Sep 17 00:00:00 2001 From: Simon Shine Date: Mon, 25 Nov 2019 21:39:17 +0100 Subject: [PATCH 4/4] robot-name: Update README.md Change 'robots' into 'a robot' (grammar). This reflects exercism/problem-specifications#1599 --- exercises/robot-name/README.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/exercises/robot-name/README.md b/exercises/robot-name/README.md index 59642d236..79784e53d 100644 --- a/exercises/robot-name/README.md +++ b/exercises/robot-name/README.md @@ -2,17 +2,17 @@ Manage robot factory settings. -When robots come off the factory floor, they have no name. +When a robot comes off the factory floor, it has no name. -The first time you boot them up, a random name is generated in the format +The first time you turn on a robot, a random name is generated in the format of two uppercase letters followed by three digits, such as RX837 or BC811. Every once in a while we need to reset a robot to its factory settings, -which means that their name gets wiped. The next time you ask, it will +which means that its name gets wiped. The next time you ask, that robot will respond with a new random name. The names must be random: they should not follow a predictable sequence. -Random names means a risk of collisions. Your solution must ensure that +Using random names means a risk of collisions. Your solution must ensure that every existing robot has a unique name. ## Hints