###Explained Learning Test Driven Development with TDD Katas ###Nuget package: TDD Katas
#For more info visit: here
#TDD-Katas : Continued from TDD-Kata practices
Note: This is a place to find and practice TDD Katas. Feel free to submit pull requests with additional tests, or issues if you find any.
String Calculator Kata (via Roy Osherove)
- Create a simple String calculator with a method int Add(string numbers). The method can take 0, 1 or 2 numbers, and will return their sum (for an empty string it will return 0). For example "" or "1" or "1,2"
- Start with the simplest test case of an empty string and move to 1 and two numbers
- Remember to solve things as simply as possible so that you force yourself to write tests you did not think about
- Remember to refactor after each passing test
- Allow the Add method to handle an unknown amount of numbers
- Allow the Add method to handle new lines between numbers (instead of commas).
- the following input is ok: "1\n2,3" (will equal 6)
- the following input is NOT ok: "1,\n" (not need to prove it - just clarifying)
- Support different delimiters. To change a delimiter, the beginning of the string will contain a separate line that looks like this:
[delimiter]\n[numbers...]
, for example;\n1;2
should return three where the default delimiter is;
.- he first line is optional. all existing scenarios should still be supported
- Calling Add with a negative number will throw an exception "negatives not allowed" - and the negative that was passed.
- if there are multiple negatives, show all of them in the exception message
The Bowling Game Kata (via Uncle Bob)
- Create a new project or start in the existing project by adding Game.cs and TestGame.cs
- Create two public methods methods [refer to the presentation file]
- Create Test Methods for the above Methods
- This is called a 'RED' Test as it is going to fail.
- Rectified both test and class methods
- Write new test
- This is called a 'Green' Test as it is going to pass.
- Rectified TestMethods to meet total 20 frames hit.
- Rectified test to accept multiple frame and pins
- Test 3 is a 'Red' test
- Test 4 and 5 are 'Green'
- All test passed
- Still there is scope of refactoring
- Write a program that prints the numbers from 1 to 100. But for multiples of three print "Fizz"
instead of the number and for the multiples of five print "Buzz". For numbers which are multiples of both
three and five print "FizzBuzz".
- Added a different implementation for FizzBuzz using Reactive extensions.
- The changes are described at: http://blog.drorhelper.com/2015/02/fizzbuzz-tdd-kata-using-reactive.html
- Pull Request by: https://github.com/dhelper (manually merged by @garora)
Lets divide this into different steps so, we can easily write and test this.
- Print numbers from 1 to 100
- Print "Fizz" instead of number which is divisible by 3
- Print "Buzz" instead of number which is divisible by 5
- Print "FizzBuzz" instead of number which is divisible by both 3 and 5
- Create a method to accept single number
- Create test to verify supplied number within the range 1 to 100
- Create test to verify number and return result Fizz or Buzz or FizzBuzz per above criteria
- Write a program that prints numbers within specified range lets say 1 to 100. If number is odd print 'Odd'
instead of the number. If number is even print 'Even' instead of number. Else print number [hint - if number is Prime].
Lets divide into following steps:
- Prints numbers from 1 to 100
- Print "Even" instead of number, if the number is even, means divisible by 2
- Print "Odd" instead of number, if the number is odd, means not divisible by 2 but not divisible by itself too [hint - it should not be Prime]
- Print number, if it does not meet above two conditions, means if number is Prime
- Make method to accept any number of range [currently we have 1 to 100]
- Create a new method to check Odd/Even/Prime of a single supplied method
The PrimeFactor Kata (via Uncle Bob)
###Kata - coming next [http://www.cyber-dojo.com/]
Your task is to process a sequence of integer numbers
to determine the following statistics:
o) minimum value
o) maximum value
o) number of elements in the sequence
o) average value
For example: [6, 9, 15, -2, 92, 11]
o) minimum value = -2
o) maximum value = 92
o) number of elements in the sequence = 6
o) average value = 18.166666
Think of binary numbers: sequences of 0's and 1's. How many
n-digit binary numbers are there that don't have two adjacent
1 bits?
For example, for three-digit numbers, Five of the possible
eight combinations meet the criteria:
000, 001, 010, 011, 100, 101, 110, 111.
What is the number for sequences of length 4, 5, 10, n?
Having worked out the pattern, there's a second part to the
question: can you prove why that relationship exists?
Your task is to write a program to calculate the next
generation of Conway's game of life, given any starting
position. You start with a two dimensional grid of cells,
where each cell is either alive or dead. The grid is finite,
and no life can exist off the edges. When calculating the
next generation of the grid, follow these four rules:
1. Any live cell with fewer than two live neighbours dies,
as if caused by underpopulation.
2. Any live cell with more than three live neighbours dies,
as if by overcrowding.
3. Any live cell with two or three live neighbours lives
on to the next generation.
4. Any dead cell with exactly three live neighbours becomes
a live cell.
Examples: * indicates live cell, . indicates dead cell
Example input: (4 x 8 grid)
4 8
........
....*...
...**...
........
Example output:
4 8
........
...**...
...**...
........
To try and encourage more sales of the 5 different Harry
Potter books they sell, a bookshop has decided to offer
discounts of multiple-book purchases.
One copy of any of the five books costs 8 EUR.
If, however, you buy two different books, you get a 5%
discount on those two books.
If you buy 3 different books, you get a 10% discount.
If you buy 4 different books, you get a 20% discount.
If you go the whole hog, and buy all 5, you get a huge 25%
discount.
Note that if you buy, say, four books, of which 3 are
different titles, you get a 10% discount on the 3 that
form part of a set, but the fourth book still costs 8 EUR.
Your mission is to write a piece of code to calculate the
price of any conceivable shopping basket (containing only
Harry Potter books), giving as big a discount as possible.
For example, how much does this basket of books cost?
2 copies of the first book
2 copies of the second book
2 copies of the third book
1 copy of the fourth book
1 copy of the fifth book
Answer: 51.60 EUR
Your task is to create an LCD string representation of an
integer value using a 3x3 grid of space, underscore, and
pipe characters for each digit. Each digit is shown below
(using a dot instead of a space)
._. ... ._. ._. ... ._. ._. ._. ._. ._.
|.| ..| ._| ._| |_| |_. |_. ..| |_| |_|
|_| ..| |_. ._| ..| ._| |_| ..| |_| ..|
Example: 910
._. ... ._.
|_| ..| |.|
..| ..| |_|
Write a function that returns true or false depending on
whether its input integer is a leap year or not.
A leap year is defined as one that is divisible by 4,
but is not otherwise divisible by 100 unless it is
also divisble by 400.
For example, 2001 is a typical common year and 1996
is a typical leap year, whereas 1900 is an atypical
common year and 2000 is an atypical leap year.
A field of N x M squares is represented by N lines of
exactly M characters each. The character '*' represents
a mine and the character '.' represents no-mine.
Example input (a 4 x 3 mine-field of 12 squares, 2 of
which are mines)
4 3
*...
..*.
....
Your task is to write a program to accept this input and
produce as output a hint-field of identical dimensions
where each square is a * for a mine or the number of
adjacent mine-squares if the square does not contain a mine.
Example output (for the above input)
*211
12*1
0111
A poker deck contains 52 cards - each card has a suit which
is one of clubs, diamonds, hearts, or spades
(denoted C, D, H, and S in the input data).
Each card also has a value which is one of
2, 3, 4, 5, 6, 7, 8, 9, 10, jack, queen, king, ace
(denoted 2, 3, 4, 5, 6, 7, 8, 9, T, J, Q, K, A).
For scoring purposes, the suits are unordered while the
values are ordered as given above, with 2 being the lowest
and ace the highest value.
A poker hand consists of 5 cards dealt from the deck. Poker
hands are ranked by the following partial order from lowest
to highest.
High Card: Hands which do not fit any higher category are
ranked by the value of their highest card. If the highest
cards have the same value, the hands are ranked by the next
highest, and so on.
Pair: 2 of the 5 cards in the hand have the same value.
Hands which both contain a pair are ranked by the value of
the cards forming the pair. If these values are the same,
the hands are ranked by the values of the cards not
forming the pair, in decreasing order.
Two Pairs: The hand contains 2 different pairs. Hands
which both contain 2 pairs are ranked by the value of
their highest pair. Hands with the same highest pair
are ranked by the value of their other pair. If these
values are the same the hands are ranked by the value
of the remaining card.
Three of a Kind: Three of the cards in the hand have the
same value. Hands which both contain three of a kind are
ranked by the value of the 3 cards.
Straight: Hand contains 5 cards with consecutive values.
Hands which both contain a straight are ranked by their
highest card.
Flush: Hand contains 5 cards of the same suit. Hands which
are both flushes are ranked using the rules for High Card.
Full House: 3 cards of the same value, with the remaining 2
cards forming a pair. Ranked by the value of the 3 cards.
Four of a kind: 4 cards with the same value. Ranked by the
value of the 4 cards.
Straight flush: 5 cards of the same suit with consecutive
values. Ranked by the highest card in the hand.
Your job is to rank pairs of poker hands and to indicate
which, if either, has a higher rank.
Examples:
Input: Black: 2H 3D 5S 9C KD White: 2C 3H 4S 8C AH
Output: White wins - high card: Ace
Input: Black: 2H 4S 4C 2D 4H White: 2S 8S AS QS 3S
Output: White wins - flush
Input: Black: 2H 3D 5S 9C KD White: 2C 3H 4S 8C KH
Output: Black wins - high card: 9
Input: Black: 2H 3D 5S 9C KD White: 2D 3H 5C 9S KH
Output: Tie
Develop a recently-used-list class to hold strings
uniquely in Last-In-First-Out order.
o) The most recently added item is first, the least
recently added item is last.
o) Items can be looked up by index, which counts from zero.
o) Items in the list are unique, so duplicate insertions
are moved rather than added.
o) A recently-used-list is initially empty.
Optional extras
o) Null insertions (empty strings) are not allowed.
o) A bounded capacity can be specified, so there is an upper
limit to the number of items contained, with the least
recently added items dropped on overflow.
o) While getting items by index, supplied index-value should be within the bounds of List [eg.
if maximum item counts of list is 5 then supplied index is less than 4 as index starts from 0 (zero)]
o) Negative index value not allowed [>0]
o) Size limit is must if not supplied make 5 as default [0-4]
o) List can be non-sizable means without upper limit list can be created [Hint-try property or constructor initializers]
Reversi is a board game for two players. The board contains
8x8 squares. The players place Black or White counters onto
the board, one counter per square. More information can be
found on Wikipedia en.wikipedia.org/wiki/Reversi?. Your task
is to write a program that takes a current board position
together with information about whose turn it is, and returns
a list of the legal moves for that player. A move is only legal
if it results in at least one of the opponent's counters being
flipped.
Example input: (the final B indicates it is Black's turn)
........
........
........
...BW...
...WB...
........
........
........
B
Example output: (each zero indicates a legal move for Black)
........
........
....0...
...BW0..
..0WB...
...0....
........
........
B
The game of yahtzee is a simple dice game. Each player rolls five
six-sided dice. They can re-roll some or all of the dice up to three
times (including the original roll).
For example, suppose a players rolls
3,4,5,5,2
They hold the two fives and re-roll the other three dice (3,4,2)
5,1,5,5,3
They hold the three fives and re-roll the other two dice (1,3)
5,6,5,5,2
The player then places the roll in a category, such as ones, twos, fives,
pair, two pairs etc (see below). If the roll is compatible with the category,
the player gets a score for the roll according to the rules. If the roll is not
compatible with the category, the player scores zero for the roll.
For example, suppose a player scores 5,6,5,5,2 in the fives category they
would score 15 (three fives). The score for that go is then added to their
total and the category cannot be used again in the remaining goes for that game.
A full game consists of one go for each category. Thus, for their last go in
a game, a player must choose their only remaining category.
Your task is to score a GIVEN roll in a GIVEN category.
You do NOT have to program the random dice rolling.
The game is NOT played by letting the computer choose the highest scoring
category for a given roll.
Yahzee Categories and Scoring Rules
===================================
Chance:
The player scores the sum of all dice, no matter what they read.
For example,
1,1,3,3,6 placed on "chance" scores 14 (1+1+3+3+6)
4,5,5,6,1 placed on "chance" scores 21 (4+5+5+6+1)
Yahtzee:
If all dice have the same number, the player scores 50 points.
For example,
1,1,1,1,1 placed on "yahtzee" scores 50
1,1,1,2,1 placed on "yahtzee" scores 0
Ones, Twos, Threes, Fours, Fives, Sixes:
The player scores the sum of the dice that reads one,
two, three, four, five or six, respectively.
For example,
1,1,2,4,4 placed on "fours" scores 8 (4+4)
2,3,2,5,1 placed on "twos" scores 4 (2+2)
3,3,3,4,5 placed on "ones" scores 0
Pair:
The player scores the sum of the two highest matching dice.
For example, when placed on "pair"
3,3,3,4,4 scores 8 (4+4)
1,1,6,2,6 scores 12 (6+6)
3,3,3,4,1 scores 0
3,3,3,3,1 scores 0
Two pairs:
If there are two pairs of dice with the same number, the
player scores the sum of these dice.
For example, when placed on "two pairs"
1,1,2,3,3 scores 8 (1+1+3+3)
1,1,2,3,4 scores 0
1,1,2,2,2 scores 0
Three of a kind:
If there are three dice with the same number, the player
scores the sum of these dice.
For example, when placed on "three of a kind"
3,3,3,4,5 scores 9 (3+3+3)
3,3,4,5,6 scores 0
3,3,3,3,1 scores 0
Four of a kind:
If there are four dice with the same number, the player
scores the sum of these dice.
For example, when placed on "four of a kind"
2,2,2,2,5 scores 8 (2+2+2+2)
2,2,2,5,5 scores 0
2,2,2,2,2 scores 0
Small straight:
When placed on "small straight", if the dice read
1,2,3,4,5, the player scores 15 (the sum of all the dice.
Large straight:
When placed on "large straight", if the dice read
2,3,4,5,6, the player scores 20 (the sum of all the dice).
Full house:
If the dice are two of a kind and three of a kind, the
player scores the sum of all the dice.
For example, when placed on "full house"
1,1,2,2,2 scores 8 (1+1+2+2+2)
2,2,3,3,4 scores 0
4,4,4,4,4 scores 0
Many more from PragProg.com
The Word Wrap Kata (via CodingDojo)
Create a function which breaks words on specified space with new line. Its nothing but merely similar to word-processor.
1. Create a public class named WordWrap
2. Create a method 'wrap' it can be a static method
3. Create a function which count the number of spliter words of non-space
4. check for if words already having newline ['\n'] characters - ignore in counts
5. Check for multiple lines
6. Remove blank spaces if any in new line eg. Actual - "this is a test" WrappedText = "this\n is a t\nest"
Almost all framework provided ASCII order Sorting so, in case of string list : 1,2,3...,1A,2S the result would be as per ASCII order
But in Natural Order String this should be : 1,1A,2,2S,3... etc.
- TDD-Kata Practices: http://tddkatas.codeplex.com/
- The Prime Factor Kata: http://butunclebob.com/ArticleS.UncleBob.ThePrimeFactorsKata
- The Bowling Game Kata: http://butunclebob.com/ArticleS.UncleBob.TheBowlingGameKata
- More: http://codekata.pragprog.com/2007/01/code_kata_backg.html#more
- Word Wrap Kata: http://codingdojo.org/cgi-bin/wiki.pl?KataWordWrap
- String Calculator: http://osherove.com/tdd-kata-1/