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Collections are a way for you to organize kata so that you can create your own training routines. Every collection you create is public and automatically sharable with other warriors. After you have added a few kata to a collection you and others can train on the kata contained within the collection.
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If x and/or y are out of range, the sprite should stop at the edge.
I agree with all of the above comments. In addition, I have the following suggestions. First, your solution's template sets self.costume_now equal to 0, implying that indexing of the self.custum list is zero based. The switch_costume_to method expects the list index to be one based. This should be explicitly stated. It should also be stated that the switch_costume_to method's arguments provide relative changes to the current x and y locations. Finally it should be explictly stated that the rows in the "place" list are numbered from the bottom of the "place" matrix to the top.
I have not used Scratch before, I have no idea what it is, and when I click that link, I get a completely overwhelming screen that does not explain what Scratch is, does, or wants.
"block" and "sprite" are not terms you can use without defining them.
Generally, a description should be self-contained. Links to outside resources do not replace concise definitions of terms that cannot be assumed to be known. ( That's not to say an outside link is never useful. )
So "Scratch", "block" and "sprite" should be explained in the description.
Absolute or relative?
What to do if
xand/oryare out of range?Why tests try to access these undocumented attributes? And why
Spriteshould have them?There should be a well documented interface and the tests should test the interface without accessing implementation details.
I've improved the description of the kata.
Thanks for your suggestion.
The description should describe the task.
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Resolved description MC
Scrutinized tests
Added useful assertion messages
Removed reference solution and modified to be differed from OP's solution
Updated to Kotlin 1.9
Added annotations
Modified random test generation to follow Crystal version
Scrutinized tests
Added useful assertion messages
Removed reference solution
Random test assertion message substitutes the wrong value:
Should be equal to xxxhas the input rather than the expected value.Also, some parts of the random test input range do not make sense: at height like
218cmthe "height needed to jump" becomes negative, when it really should be0.There are absolutely no information that can help deduce the formula, except a whole bunch of inputs and expected values generated by the random tests.
This is not a "puzzle", this is just blindly fitting data to get a formula. And not a good one at it either, if it is just a linear relationship.
I just did, so it's doable.
But I hate this kinds of kata. It's 7/8kyu that was made 6kyu via adding some artificial constrains.
I am going to reject this, since this kata has a heavy JS-specific focus. While Python has a very similar feature, I don't think its a good idea for a beginner Python solver to stumble upon a 8kyu kata, and be told to "Find out what is new in ES6" in order to solve it in Python.
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