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Sync data; add test to change; skip anagram unicode tests (#246)
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IsaacG authored Mar 30, 2024
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8 changes: 8 additions & 0 deletions exercises/practice/anagram/.meta/tests.toml
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Expand Up @@ -78,3 +78,11 @@ include = false
[33d3f67e-fbb9-49d3-a90e-0beb00861da7]
description = "words other than themselves can be anagrams"
reimplements = "a0705568-628c-4b55-9798-82e4acde51ca"

[a6854f66-eec1-4afd-a137-62ef2870c051]
description = "handles case of greek letters"
include = false

[fd3509e5-e3ba-409d-ac3d-a9ac84d13296]
description = "different characters may have the same bytes"
include = false
3 changes: 3 additions & 0 deletions exercises/practice/change/.meta/tests.toml
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Expand Up @@ -33,6 +33,9 @@ description = "possible change without unit coins available"
[9a166411-d35d-4f7f-a007-6724ac266178]
description = "another possible change without unit coins available"

[ce0f80d5-51c3-469d-818c-3e69dbd25f75]
description = "a greedy approach is not optimal"

[bbbcc154-e9e9-4209-a4db-dd6d81ec26bb]
description = "no coins make 0 change"

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10 changes: 10 additions & 0 deletions exercises/practice/change/test-change.bats
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Expand Up @@ -88,6 +88,16 @@ END_INPUT
assert_output "4 4 4 5 5 5"
}

@test "a greedy approach is not optimal" {
[[ $BATS_RUN_SKIPPED == "true" ]] || skip
run gawk -f change.awk <<END_INPUT
1 10 11
20
END_INPUT
assert_success
assert_output "10 10"
}

@test "no coins make 0 change" {
[[ $BATS_RUN_SKIPPED == "true" ]] || skip
run gawk -f change.awk <<END_INPUT
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4 changes: 2 additions & 2 deletions exercises/practice/darts/.docs/instructions.md
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@@ -1,6 +1,6 @@
# Instructions

Write a function that returns the earned points in a single toss of a Darts game.
Calculate the points scored in a single toss of a Darts game.

[Darts][darts] is a game where players throw darts at a [target][darts-target].

Expand All @@ -16,7 +16,7 @@ In our particular instance of the game, the target rewards 4 different amounts o
The outer circle has a radius of 10 units (this is equivalent to the total radius for the entire target), the middle circle a radius of 5 units, and the inner circle a radius of 1.
Of course, they are all centered at the same point — that is, the circles are [concentric][] defined by the coordinates (0, 0).

Write a function that given a point in the target (defined by its [Cartesian coordinates][cartesian-coordinates] `x` and `y`, where `x` and `y` are [real][real-numbers]), returns the correct amount earned by a dart landing at that point.
Given a point in the target (defined by its [Cartesian coordinates][cartesian-coordinates] `x` and `y`, where `x` and `y` are [real][real-numbers]), calculate the correct score earned by a dart landing at that point.

## Credit

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2 changes: 1 addition & 1 deletion exercises/practice/darts/.meta/config.json
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Expand Up @@ -13,6 +13,6 @@
".meta/example.awk"
]
},
"blurb": "Write a function that returns the earned points in a single toss of a Darts game.",
"blurb": "Calculate the points scored in a single toss of a Darts game.",
"source": "Inspired by an exercise created by a professor Della Paolera in Argentina"
}
2 changes: 1 addition & 1 deletion exercises/practice/raindrops/.meta/config.json
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Expand Up @@ -13,7 +13,7 @@
".meta/example.awk"
]
},
"blurb": "Convert a number to a string, the content of which depends on the number's factors.",
"blurb": "Convert a number into its corresponding raindrop sounds - Pling, Plang and Plong.",
"source": "A variation on FizzBuzz, a famous technical interview question that is intended to weed out potential candidates. That question is itself derived from Fizz Buzz, a popular children's game for teaching division.",
"source_url": "https://en.wikipedia.org/wiki/Fizz_buzz"
}
25 changes: 22 additions & 3 deletions exercises/practice/reverse-string/.meta/tests.toml
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@@ -1,6 +1,13 @@
# This is an auto-generated file. Regular comments will be removed when this
# file is regenerated. Regenerating will not touch any manually added keys,
# so comments can be added in a "comment" key.
# This is an auto-generated file.
#
# Regenerating this file via `configlet sync` will:
# - Recreate every `description` key/value pair
# - Recreate every `reimplements` key/value pair, where they exist in problem-specifications
# - Remove any `include = true` key/value pair (an omitted `include` key implies inclusion)
# - Preserve any other key/value pair
#
# As user-added comments (using the # character) will be removed when this file
# is regenerated, comments can be added via a `comment` key.

[c3b7d806-dced-49ee-8543-933fd1719b1c]
description = "an empty string"
Expand All @@ -19,3 +26,15 @@ description = "a palindrome"

[b9e7dec1-c6df-40bd-9fa3-cd7ded010c4c]
description = "an even-sized word"

[1bed0f8a-13b0-4bd3-9d59-3d0593326fa2]
description = "wide characters"
include = false

[93d7e1b8-f60f-4f3c-9559-4056e10d2ead]
description = "grapheme cluster with pre-combined form"
include = false

[1028b2c1-6763-4459-8540-2da47ca512d9]
description = "grapheme clusters"
include = false
2 changes: 0 additions & 2 deletions exercises/practice/say/.docs/instructions.md
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Expand Up @@ -30,8 +30,6 @@ Implement breaking a number up into chunks of thousands.

So `1234567890` should yield a list like 1, 234, 567, and 890, while the far simpler `1000` should yield just 1 and 0.

The program must also report any values that are out of range.

## Step 3

Now handle inserting the appropriate scale word between those chunks.
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40 changes: 27 additions & 13 deletions exercises/practice/sieve/.docs/instructions.md
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@@ -1,28 +1,42 @@
# Instructions

Your task is to create a program that implements the Sieve of Eratosthenes algorithm to find prime numbers.
Your task is to create a program that implements the Sieve of Eratosthenes algorithm to find all prime numbers less than or equal to a given number.

A prime number is a number that is only divisible by 1 and itself.
A prime number is a number larger than 1 that is only divisible by 1 and itself.
For example, 2, 3, 5, 7, 11, and 13 are prime numbers.

The Sieve of Eratosthenes is an ancient algorithm that works by taking a list of numbers and crossing out all the numbers that aren't prime.

A number that is **not** prime is called a "composite number".
By contrast, 6 is _not_ a prime number as it not only divisible by 1 and itself, but also by 2 and 3.

To use the Sieve of Eratosthenes, you first create a list of all the numbers between 2 and your given number.
Then you repeat the following steps:

1. Find the next unmarked number in your list. This is a prime number.
2. Mark all the multiples of that prime number as composite (not prime).
1. Find the next unmarked number in your list (skipping over marked numbers).
This is a prime number.
2. Mark all the multiples of that prime number as **not** prime.

You keep repeating these steps until you've gone through every number in your list.
At the end, all the unmarked numbers are prime.

~~~~exercism/note
[Wikipedia's Sieve of Eratosthenes article][eratosthenes] has a useful graphic that explains the algorithm.
The tests don't check that you've implemented the algorithm, only that you've come up with the correct list of primes.
A good first test is to check that you do not use division or remainder operations.
[eratosthenes]: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
To check you are implementing the Sieve correctly, a good first test is to check that you do not use division or remainder operations.
~~~~

## Example

Let's say you're finding the primes less than or equal to 10.

- List out 2, 3, 4, 5, 6, 7, 8, 9, 10, leaving them all unmarked.
- 2 is unmarked and is therefore a prime.
Mark 4, 6, 8 and 10 as "not prime".
- 3 is unmarked and is therefore a prime.
Mark 6 and 9 as not prime _(marking 6 is optional - as it's already been marked)_.
- 4 is marked as "not prime", so we skip over it.
- 5 is unmarked and is therefore a prime.
Mark 10 as not prime _(optional - as it's already been marked)_.
- 6 is marked as "not prime", so we skip over it.
- 7 is unmarked and is therefore a prime.
- 8 is marked as "not prime", so we skip over it.
- 9 is marked as "not prime", so we skip over it.
- 10 is marked as "not prime", so we stop as there are no more numbers to check.

You've examined all numbers and found 2, 3, 5, and 7 are still unmarked, which means they're the primes less than or equal to 10.
2 changes: 1 addition & 1 deletion exercises/practice/two-bucket/.docs/instructions.md
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Expand Up @@ -11,7 +11,7 @@ There are some rules that your solution must follow:
b) the second bucket is full
2. Emptying a bucket and doing nothing to the other.
3. Filling a bucket and doing nothing to the other.
- After an action, you may not arrive at a state where the starting bucket is empty and the other bucket is full.
- After an action, you may not arrive at a state where the initial starting bucket is empty and the other bucket is full.

Your program will take as input:

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5 changes: 2 additions & 3 deletions exercises/practice/two-fer/.docs/instructions.md
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Expand Up @@ -2,14 +2,13 @@

Your task is to determine what you will say as you give away the extra cookie.

If your friend likes cookies, and is named Do-yun, then you will say:
If you know the person's name (e.g. if they're named Do-yun), then you will say:

```text
One for Do-yun, one for me.
```

If your friend doesn't like cookies, you give the cookie to the next person in line at the bakery.
Since you don't know their name, you will say _you_ instead.
If you don't know the person's name, you will say _you_ instead.

```text
One for you, one for me.
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2 changes: 1 addition & 1 deletion exercises/practice/two-fer/.docs/introduction.md
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Expand Up @@ -5,4 +5,4 @@ Two-for-one is a way of saying that if you buy one, you also get one for free.
So the phrase "two-fer" often implies a two-for-one offer.

Imagine a bakery that has a holiday offer where you can buy two cookies for the price of one ("two-fer one!").
You go for the offer and (very generously) decide to give the extra cookie to a friend.
You take the offer and (very generously) decide to give the extra cookie to someone else in the queue.

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