Guess this code
Guess this code
Игры вместо книг: 6 бесплатных игр, которые помогут освоить программирование
Если вы думаете, что программирование — это сложно и скучно, значит, вы еще не пробовали учиться с помощью игр. Даже длинные строки кода могут стать увлекательным занятием, которому хочется посвятить все свободное время. Делимся с вами подборкой бесплатных игр, с помощью которых вы сможете узнать основы Git, выучить C++, Java, Pascal, PHP, Python и другие языки.
LearnGitBranching
Скриншот с сайта LearnGitBranching
Игра для новичков, которые хотят узнать основы работы с git. Правила простые: нужно изучить теорию, посмотреть демо, а потом сделать практическое задание. Учебные материалы на русском языке, играть можно бесплатно без ограничений.
CodinGame
Скриншот с сайта CodinGame
Боритесь с инопланетными кораблями с помощью одного из языков программирования — C++, Java, Pascal, PHP, Python. А еще здесь можно изучать основы искусственного интеллекта, играть онлайн с другими игроками и общаться с программистами на форуме.
SQL Murder Mystery
Скриншот с сайта SQL Murder Mystery
Если вы любите детективы, то вам однозначно понравится эта игра. Вы сможете не только раскрыть запутанное дело, но и заодно отработать навыки SQL. Есть пошаговое руководство, которое поможет освоить команды и запомнить правильное написание запросов к базе данных.
CheckiO
Скриншот на сайте CheckiO
Изучайте TypeScript и Python весело и непринужденно. Решайте головоломки и задачи, придумывайте стратегии и параллельно учите язык. Идеально совмещать с зубрежкой теории из учебника по программированию.
Guess This Code
Скриншот на сайте Guess This Code
Простая игра, в которой нужно отгадать, какой язык программирования на экране. Отличное занятие, чтобы отвлечься от учебы, расслабиться и расширить свой кругозор.
CodeCombat
Скриншот на сайте CodeCombat
Еще одна игра по изучению Python, JavaScript, CoffeeScript и C++. Вы сможете побывать в роли волшебника, которому нужно выполнить задания, чтобы перейти на новый уровень. Каждое заклинание — это код, с помощью которого можно управлять персонажем.
Если вы увлекаетесь программированием и хотели бы еще больше углубиться в IT-область, то вам точно будут полезны наши «Хакатоны и лекции по искусственному интеллекту». Это серия бесплатных образовательных мероприятий для IT-специалистов, студентов технических вузов и школьников (от 14 лет).
Всем игрокам подготовиться: 5 игр для изучения программирования
Самостоятельное изучение программирования может оказаться не только сложным, но и проблематичным: как не потеряться в огромном количестве учебников и документации? К счастью, есть ресурсы, которые делают процесс изучения программирования проще и интереснее благодаря одному интерактивному формату, например, игры.
Сегодня мы снова поделимся с вами бесплатными играми, которые помогут прокачать скилл в программировании, отдыхая. Подборка будет интересна как тем, кто только пробует свои силы в программировании или вообще не знает, что это такое, так и опытным разработчикам для тренировки и совершенствования навыков. Поехали ;).
Factorio
А вы мечтали запустить ракету в космос, когда были маленьким? Игра Factorio поможет не только исполнить детскую мечту, но и неплохо прокачать скилл. На начальном этапе игры вы будете вручную рубить деревья, добывать руду и создавать простые манипуляторы и транспортные конвейеры, чтобы создать свою ракету на фабрике. Кроме того, нужно защищать фабрику от различных набегов монстров.
Кстати, в игре доступен сетевой режим, поэтому не забудьте позвать поиграть друга, чтобы обучение проходило ещё веселее ;).
SQL Murder Mystery
В игре SQL Murder Mystery вы станете детективом, который должен расследовать странное убийство в городе SQL City. Суть геймплея в том, чтобы посылать верно запрограммированные запросы в базу данных.
Guess This Code
Guess This Code — это игра-викторина, которая проверит, насколько хорошо вы отличаете языки программирования друг от друга. Ответив правильно, вы зарабатываете баллы, которые поднимают вас в топ рейтинга. Вы можете поиграть в одиночку, можете посоревноваться со случайными пользователями или позвать посостязаться друзей.
Vim Adventures
Игра с говорящим названием. Она отлично подойдёт для программистов, которые хотят научиться базовой работе с текстовым редактором Vim. Главная цель игры — выбраться из лабиринта, используя кнопки Vim. Игра делится на уровни: чем он больше, тем труднее справиться с задачей.
CSS Diner
CSS Diner игра, которая поможет запомнить все виды селекторов CSS и основные правила верстки. Цель игрока — подготовиться к ужину и разместить на столе предметы с помощью команд за 32 уровня с нарастающей сложностью.
Расскажите в комментариях, какие игры для прокачки навыков вы ещё знаете? Какие порекомендуете нашим читателям?
Подписывайтесь на рассылку нашего блога — впереди много крутых постов!
CyanGirl/GuessTheCode
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README.md
This is a small Game made with HTML, CSS and Javascript. This also marks my first Javascript project and hence, a simple one. In this, one has to guess the Code of 4 digits that has already been selected by the CPU. Not only, the correct digits matter, but also, the digits have to be placed at correct places. At each move, Hints will be provided with how many digits have been guessed correctly and how many of them are placed at correct positions.
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A game where you have to guess the code.
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Топ-25 лучших игр для программистов
Рейтинг лучших игр для программистов
SQL Murder Mystery
В SQL Murder Mystery вы примеряете на себя роль детектива и расследуете убийство в городе SQL City. Геймплей состоит в том, чтобы докопаться до правды с помощью верных запросов в базу данных. Игра подойдет и новичкам, и опытным программистам.
Какой язык прокачаете: SQL.
Цена: бесплатно.
Язык: английский.
The Deadlock Empire
The Deadlock Empire — это игра, которая поможет улучшить навык программирования на С#. Суть проста — игрок должен найти уязвимые места в многопоточной программе. И хотя разработчики дополнили игру руководством, она все еще подходит только опытным специалистам.
Какой язык прокачаете: C#.
Цена: бесплатно.
Язык: английский.
Robo code
Robo code — это браузерная игра для программистов, которая поможет улучшить навык работы с Java. В основе проекта лежит соревнование по сложности и чистоте кода. Сначала пользователь пишет код и конструирует танк. Чем грамотнее выйдет код, тем сильнее и прокачаннее он получится. После этого начнется битва с другими игроками, цель которой — уничтожить всех врагов. Побеждает тот, чей танк отказался сильнее, т. е. самый сложный и правильный код.
Какой язык прокачаете: Java, NET.
Цена: бесплатно.
Язык: английский.
Code Hero
Code Hero — это 3D-платформер от третьего лица, который поможет начать свой путь в роли разработчика на движке Unity и заняться программированием своей игры. Игрок может создавать и редактировать уровни, добавлять свои ассеты и осваивать полезные инструменты UnityScript. Обучаться можно в одиночном режиме или вместе с друзьями.
Какой язык прокачаете: JavaScript и UnityScript.
Цена: бесплатно.
Язык: английский.
Codewars
Codewars — образовательная игра, которая поможет поднять уровень знаний о программировании на разных языках. Геймплей предлагает игроку решать простые (до 10 минут) и сложные (до 1 часа) задачи, а после сравнить свое решение с результатами других пользователей. Игра помогает отработать синтаксис языка и выработать алгоритмы для решения задач. В Codewars есть рейтинг игроков: каждая решенная задача приближает пользователя к новому рангу.
Какой язык прокачаете: JavaScript, C#, Java, Python и другие.
Цена: бесплатно.
Язык: английский.
Robozzle
Эта простая игра для программистов поможет увереннее чувствовать себя при работе с JavaScript. На игровом поле в лабиринте из разноцветных кубов разложены звездочки. Игрок должен написать код, с помощью которого робот соберет их все.
Какой язык прокачаете: JavaScript.
Цена: бесплатно.
Язык: английский.
Shenzhen I/O
Эта обучающая программированию игра дает примерить на себя роль инженера и заняться разработкой электронных схем. Симулятор предлагает решать задачи и писать для них код на ассемблере, либо создавать их самому. Интересно, что для этого сперва нужно прочесть мануал на 50 страниц. Без этого игру не пройти, но положительные отзывы уверяют, что оно того стоит.
Какой язык прокачаете: знание основ ассемблера, решение сложных алгоритмических задач.
Цена: 360 руб.
Язык: английский, китайский.
Flexbox Defense
Flexbox Defense — это обучающая программированию игра, в которой пользователь должен защитить башни. Расставлять объекты на поле — сами башни и ловушки — нужно с помощью кода CSS. Игра состоит из 12 разных уровней, на некоторых из них придется вспомнить все нюансы языка. А если не выйдет, всегда можно начать заново.
Какой язык прокачаете: CSS.
Цена: бесплатно.
Язык: английский.
Codingame
Codingame — это онлайн-платформа для программистов, которая помогает специалистам по всему миру прокачать навыки в форме игры. Раз в месяц можно принять участие в онлайн-турнире, решить задачу и отправить результат в одну из компаний-спонсоров, чтобы поучаствовать в конкурсе на вакансию. В новой версии можно работать с 23 языками программирования.
Какой язык прокачаете: Bash, C, C++, C#, Clojure, D, Dart, F#, Go, Groovy, Haskell, Java и т. д.
Цена: бесплатно.
Язык: английский, французский.
Screeps
Screeps — это ММО-игра для обучения программированию. Геймплей стандартный для стратегии — развивать колонию, добывать ресурсы, расширять границы территории и защищать ее от врагов. Условие одно — это это нужно делать с помощью кода JavaScript. Игроки могут создавать альянсы и каждый месяц участвовать в соревнованиях с другими коалициями.
Какой язык прокачаете: JavaScript.
Цена: 699 руб.
Язык: английский, но есть русскоязычный фан-проект «Screeps по-русски», в котором собрана база знаний для игры.
Dungeons and Developers
Dungeons and Developers — игра для изучения программирования по мотивам культовой настольной RPG. Игрок может выбрать персонажа и шаг за шагом открывать новые языки в древе навыков. Конечная цель — изучить все навыки и стать мастером. Проходить игру можно совместно с «сопартийцами» — другими пользователями.
Какой язык прокачаете: HTML, CSS, JavaScript и т. д.
Цена: бесплатно.
Язык: английский.
7 Billion Humans
7 Billion Humans — игра для программистов, которая предлагает управлять офисом с помощью команд. Игрока ждут 60 уровней, где он должен решать алгоритмические головоломки — перетаскивать блоки скрипта — и следить, чтобы офисные сотрудники исполняли поручения начальника.
Какой язык прокачаете: решение задач по алгоритму.
Цена: 360 руб.
Язык: английский, русский.
Code Monkey
Эта простая онлайн-игра создана для новичков, которые хотят обучиться основам программирования в интерактивной форме. Игрок управляет обезьяной и собирает бананы на игровом поле с помощью команд. Под рукой пользователя всегда есть игровые подсказки, а сложность уровня постепенно становится выше. Так со временем игрок учится работать с более сложными алгоритмами.
Какой язык прокачаете: CoffeeScript и Python.
Цена: бесплатно.
Язык: английский, русский.
Vim Adventures
Vim Adventures — это игра для программистов, которая научит базовой работе с текстовым редактором Vim. Цель игрока — управлять персонажем с помощью кнопок Vim, чтобы выбраться из лабиринта. Игра делится на уровни: чем он больше, тем труднее справиться с задачей.
Какой язык прокачаете: Vim.
Цена: бесплатно.
Язык: английский.
Untrusted
Untrusted — это мультиплеерная Java-головоломка, в которой пользователь играет за хакера. Цель квеста — взломать сервер и не попасться в руки тайным агентам. Эта игра для обучения программированию помогает не только научиться работать с Java, но и размять мозг во время разработки хитрых тактик.
Какой язык прокачаете: Java.
Цена: бесплатно.
Язык: английский.
Elevator Saga
Elevator Saga — это игра-песочница для программистов, которая поможет улучшить навык работы с Java. В ходе игры пользователь управляет лифтом с помощью алгоритма и перевозит разные группы людей на время. Чем сложнее уровень — тем больше этажей и человек.
Какой язык прокачаете: Java.
Цена: бесплатно.
Язык: английский.
Colobot
Colobot — это обучающая программированию игра в жанре стратегия, которая научит работе с C++ и JavaScript. По сюжету игры пользователь должен организовать экспедицию на одну из планет, развить свою базу и уничтожить инопланетных врагов. Чтобы проходить квесты, нужно будет создавать собственных роботов.
Какой язык прокачаете: C++, JavaScript.
Цена: бесплатно.
Язык: английский.
CodeCombat
CodeCombat — это браузерная ролевая игра, которая научит игрока базовым навыкам программирования и написанию чистого кода. Есть индивидуальный и многопользовательский режимы. В первом доступна сюжетная кампания с квестами и уровнями, по мере прохождения которых задачи становятся сложнее. В мультиплеерном режиме можно посоревноваться в знаниях с реальными соперниками.
Какой язык прокачаете: Python, JavaScript, CoffeeScript, C++.
Язык: английский, русский и еще 48 языков.
Empire of Code
Браузерная стратегия Empire of Code сохранила стандартный для жанра геймплей — игрок должен наращивать мощность базы, выигрывать битвы, улучшать армию роботов и добывать золото. Игра делит пользователей на два лагеря, которые противостоят друг другу — JavaScript и Python. Каждый игрок управляет базой с помощью кода по названию своего лагеря. Стратегия подойдет и новичкам: в игре есть много подсказок, которые помогут выполнять задания.
Какой язык прокачаете: JavaScript и Python.
Цена: бесплатно.
Язык: английский
Guess This Code
Guess This Code — это обучающая игра-викторина, которая проверит, насколько хорошо вы отличаетесь языки программирования друг от друга. Правильные ответы приносят баллы — они помогают подниматься в верх рейтинга. Играть можно одному, либо посостязаться с друзьями или случайными пользователями.
Какой язык прокачаете: TypeScript, R, C++, Java, JavaScript и т. д.
Цена: бесплатно.
Язык: английский
RubyWarrior
RubyWarrior — это игра для начинающих программистов Ruby. По сюжету игрок в роли 8-битного воина путешествует в поисках принцессы и сражается с чудовищами. Только биться с опасными врагами придется не мечом, а кодом в ходе решения задач. С каждым уровнем сложность будет увеличиваться — так игра поможет разобраться с синтаксисом Ruby и научит решать нестандартные задачи.
Какой язык прокачаете: Ruby.
Цена: бесплатно.
Язык: английский
CodeFights
CodeFights — это обучающая программированию игра, в которой игроку предстоит сражаться, решая задачи. Каждый бой состоит из 3 раундов, где нужно исправить баг или дописать недостающие строки кода. За верные решения пользователь копит опыт и повышает уровень, за неправильные — теряет очки. Играть можно вместе с друзьями или случайными игроками на сервере.
Какой язык прокачаете: C++, Java, JavaScript, Python.
Цена: бесплатно.
Язык: английский
Check IO
Check IO — это игровой ресурс, который помогает наглядно изучать и практиковать TypeScript и Python. Начинающие программисты могут решать цепочки задач и получать оценки других игроков, а более опытные — делиться знаниями с другими пользователями. Некоторые компании ищут на Check IO подрядчиков для разовых задач или постоянных сотрудников, а зарубежные курсы программирования внедряют ресурс в обучение студентов.
Какой язык прокачаете: TypeScript, Python.
Цена: бесплатно.
Язык: английский
Code Hunt
Code Hunt — игра от Microsoft Research, которая проверит, насколько хорошо вы знаете свой язык программирования. В геймплей входит сборник задач разной сложности. Причем указаний, что нужно сделать, вы здесь не найдете. Игрок сам должен догадаться, какую строчку исправить, чтобы код заработал. В конце компилятор оценит чистоту кода по трехбалльной системе. Игра подходит как опытным специалистам, так и новичкам.
Какой язык прокачаете: JavaScript, C#.
Цена: бесплатно.
Язык: английский
CSS Diner
CSS Diner — это компьютерная игра для обучения программированию, которая поможет запомнить все виды селекторов CSS и основные правила верстки. Цель игрока — разместить на столе предметы с помощью команд. В игре есть 32 уровня, на каждом сложность задач немного растет.
Какой язык прокачаете: CSS.
Цена: бесплатно.
Язык: английский
Какие игры про программирование подходят детям?
Будущим программистам в возрасте от 10 лет мы советуем начать путь с игр Scratch, Code Monkey, Kodu и Tynker. Однако если ребенок заинтересован в программировании и хочет связать с ним свою жизнь, знаниям нужна структура. И в этом помогут занятия с наставником — например, на курсе программирования для детей в Skysmart.
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Learn JavaScript by writing a guessing game
Photo by Jen Wike Huger
It’s pretty safe to say that most of the modern web would not exist without JavaScript. It’s one of the three standard web technologies (along with HTML and CSS) and allows anyone to create much of the interactive, dynamic content we have come to expect in our experiences with the World Wide Web. From frameworks like React to data visualization libraries like D3, it’s hard to imagine the web without it.
There’s a lot to learn, and a great way to begin learning this popular language is by writing a simple application to become familiar with some concepts. Recently, some Opensource.com correspondents have written about how to learn their favorite language by writing a simple guessing game, so that’s a great place to start!
Getting started
Programming and development
JavaScript comes in many flavors, but I’ll start with the basic version, commonly called «Vanilla JavaScript.» JavaScript is primarily a client-side scripting language, so it can run in any standard browser without installing anything. All you need is a code editor (Brackets is a great one to try) and the web browser of your choice.
HTML user interface
JavaScript runs in a web browser and interacts with the other standard web technologies, HTML and CSS. To create this game, you’ll first use HTML (Hypertext Markup Language) to create a simple interface for your players to use. In case you aren’t familiar, HTML is a markup language used to provide structure to content on the web.
Use a few basic HTML tags in this file to display the game’s title, instructions for how to play, interactive elements for the player to use to enter and submit their guesses, and a placeholder for providing feedback to the player:
elements let the browser know what type of text to display on the page. The set of
tags signifies that the text between those two tags ( Guess the Number! ) is a heading. The set of
tags that follow signify that the short block of text with the instructions is a paragraph. The empty set of
tags at the end of this code block serve as a placeholder for the feedback the game will give the player based on their guess.
How to Build a Wordle Clone in JavaScript
In this article, you will be recreating the guessing game Wordle. This article covers the core game logic but does not implement sharing your results. The article also doesn’t cover the functionality that generates game statistics.
This tutorial is intended for beginner front-end developers that want to build a fun, vanilla JavaScript project.
You can check out a demo of the finished project here.
Prerequisites
This tutorial assumes a basic understanding of:
How to Build the Wordle Clone
These are the steps you’ll be taking to build the Wordle clone:
Project Setup
Before building the game, you need to get some components in place. First, you need to create a folder for all the source code of our clone. Call this folder build.
After you’ve done that, set up your development server.
Live-server
You’ll be using a development server called live-server. This step is optional, but saves you the trouble of reloading the page after every change to the source code.
Install live-server by typing the following in your terminal :
HTML Setup
Inside build, create an HTML file and name it index.html. Put the following code into it:
The HTML code creates a header for our game and makes the container for the game board.
You’re going to be using a JavaScript library called Toastr for in-game notifications and a CSS library called Animate.css for the board animations.
To include them in your project, add the following links to the head of your index.html file.
Those links will fetch the CSS for both Animate.css and Toastr. Put the following code in index.html, just before the closing body tag:
That code will fetch the JavaScript for Toastr and jQuery (because Toastr depends on it).
JavaScript Setup
Your JavaScript will live in a file called script.js. Create script.js, and place it inside build.
Put this code at the top of script.js:
This code snippet initialises the global variables we’ll be using for our game and picks a random word from the array WORDS as the right guess for this round. We also log the right guess to the console, to debug our code if necessary.
The list of allowed words we’ll be using will be hardcoded and stored as an array in the file words.js. Create words.js, inside build, and copy the JavaScript from this link into it.
Words.js should look like this:
what words.js should look like
CSS Setup
Name your CSS file style.css. Style.css should also be placed in build.
The only CSS setup we need is a bit of code to centre the text of our header
Putting it all together
Finally, link script.js as a module in your index.html, then link style.css.
At this point, your index.html should look like this:
and your file structure should look like this:
screenshot of file tree
Start live-server by typing this into your console:
That’s it for setup.
How to Create the Game Board
So what does this code do? initBoard creates one row for each guess we give the user and creates 5 boxes for each row. There is one box for each letter of the guess, and the function makes them all children of the row.
Next, you’re going to style the board with some CSS. Place the following code in your style.css file:
This CSS does a few things:
At this point, when you load index.html in your browser, it should look like this:
screenshot of game
How to Create the On-screen Keyboard
The simplest way to create the keyboard is with HTML. Add this code to your index.html, after the game board div:
Now, style the markup by adding this CSS to the end of style.css:
This is what your index.html should look like in the browser now:
screenshot of on-screen keyboard
How to Accept User Input
The strategy for user input is simple: when the player presses a key on the keyboard, we want to place that key in the right place on the board. You’re going to accomplish this by listening for the keyup event.
When the player presses a key, you want to find out what that key was. If the key was a single letter, you want to put it in the right spot on the board.
You figure out where the right spot on the board is by checking the number of guesses the player has left and how many letters the player has entered so far.
If the key pressed was Enter or Backspace, you check the guess or delete one letter from the current guess. Any other key we ignore.
Add this code to script.js:
The code uses a regular expression to check that the key we pressed was an alphabetical key representing a single letter. If the name of the key doesn’t have any letters (it was a number), or it has multiple letters (Shift, Tab), we ignore the event. Otherwise, we insert the letter into the board.
insertLetter
Let’s define the insertLetter function. It looks like this:
insertLetter checks that there’s still space in the guess for this letter, finds the appropriate row, and puts the letter in the box.
deleteLetter
deleteLetter looks like this:
deleteLetter gets the correct row, finds the last box and empties it, and then resets the nextLetter counter.
checkGuess
The checkGuess function looks like this:
checkGuess is pretty long, so let’s break it down. It does a few things:
checkGuess uses a simple algorithm to decide what color to shade each letter:
checkGuess uses a function shadeKeyboard to color the keys of the on-screen keyboard, but it’s not defined yet. Let’s do that next.
shadeKeyboard
shadeKeyBoard receives the letter on the on-screen keyboard we want to shade and the color we want to shade it. This is the algorithm:
How to Add Notifications
Next, you will replace the JavaScript alerts in checkGuess with toasts, using Toastr.
This is what checkGuess should look like after you’re done:
How to Make the On-screen Keyboard Generate Input
To get your on-screen keyboard functioning, all you have to do is dispatch a key up event whenever any key on your on-screen keyboard is clicked. To do that, add this code to script.js:
This function listens for a click on the keyboard container or any of its children (the buttons). If the clicked element was not a button, we exit the function. Else, we dispatch a key up event corresponding to the clicked key.
How to Add Animation
We already installed animate.css, so now let’s write a JavaScript function to use it.
This function comes from the Animate.css homepage. It applies classes to the animation target to trigger an animation, and when the animation ends, it removes the classes it added.
The function returns a promise to allow you to perform actions that need to run only after the animation ends, but you won’t need to implement that in this tutorial.
Now that we have a function to animate any element, let’s apply it. Go back to our insertLetter function, and add the following line before we replace the textContent of box :
This is what insertLetter should look like now:
The code tells insertLetter to pulse each box quickly, just before we fill it with a letter.
Next, you want to animate each letter of a guess while you’re checking it.
This code adds an animation to flip each box vertically, just before we change the color.
Conclusion
That concludes the tutorial. You just built a Wordle clone, andI hope you had fun along the way. You can find the complete code at the GitHub repository for this project.
If you enjoyed this article, you can find more of my writing at my here, or follow me on Twitter.
Guess the Number
Topics Covered In This Chapter:
· The difference between = and ==
· The str() and int() and float() functions
· The random.randint() function
In this chapter, you’re going to make a “Guess the Number” game. The computer will think of a random number from 1 to 20, and ask you to guess it. The computer will tell you if each guess is too high or too low. You win if you can guess the number within six tries.
Sample Run of Guess the Number
Here’s what the program looks like to the player when run. The text that the player types in is in bold.
Hello! What is your name?
Well, Albert, I am thinking of a number between 1 and 20.
Your guess is too high.
Your guess is too low.
Good job, Albert! You guessed my number in 3 guesses!
Source Code of Guess the Number
Open a new file editor window by clicking on the File ► New Window. In the blank window that appears, type in the source code and save it as guess.py. Then run the program by pressing F5. When you enter this code into the file editor, be sure to pay attention to the spacing at the front of some of the lines. Some lines have four or eight spaces of indentation.
1. # This is a guess the number game.
6. print(‘Hello! What is your name?’)
9. number = random.randint(1, 20)
12. while guessesTaken 13. print(‘Take a guess.’) # There are four spaces in front of print.
15. guess = int(guess)
17. guessesTaken = guessesTaken + 1
19. if guess 20. print(‘Your guess is too low.’) # There are eight spaces in front of print.
22. if guess > number:
23. print(‘Your guess is too high.’)
25. if guess == number:
28. if guess == number:
29. guessesTaken = str(guessesTaken)
30. print(‘Good job, ‘ + myName + ‘! You guessed my number in ‘ + guessesTaken + ‘ guesses!’)
33. number = str(number)
34. print(‘Nope. The number I was thinking of was ‘ + number)
import statements
1. # This is a guess the number game.
The first line is a comment. Remember that Python will ignore everything after the # sign. This just reminds us what this program does.
6. print(‘Hello! What is your name?’)
Lines 6 and 7 are the same as the lines in the Hello World program that you saw in Chapter 3. Programmers often reuse code from their other programs to save themselves work.
Line 6 is a function call to the print() function. Remember that a function is like a mini-program inside your program. When your program calls a function, it runs this mini-program. The code inside the print() function displays the string argument you passed it on the screen.
Line 7 lets the user type in their name and stores it in the myName variable. (Remember, the string might not really be the player’s name. It’s just whatever string the player typed. Computers are dumb and just follow their instructions no matter what.)
The random.randint() Function
9. number = random.randint(1, 20)
The randint() function is provided by the random module, so you must precede it with random. (don’t forget the period!) to tell Python that the function randint() is in the random module.
The randint() function will return a random integer between (and including) the two integer arguments you pass to it. Line 9 passes 1 and 20 between the parentheses separated by commas that follow the function name. The random integer that randint() returns is stored in a variable named number ; this is the secret number the player is trying to guess.
Use the randint() function when you want to add randomness to your games. You’ll use randomness in many games. (Think of how many board games use dice.)
For example, enter the following into the interactive shell. The results you get when you call the random.randint() function will probably be different (it is random, after all).
You can change the game’s code slightly to make the game behave differently. Try changing line 9 and 10 from this:
9. number = random.randint(1, 20)
10. print(‘Well, ‘ + name + ‘, I am thinking of a number between 1 and 20.’)
9. number = random.randint(1, 100)
10. print(‘Well, ‘ + name + ‘, I am thinking of a number between 1 and 100.’)
Welcoming the Player
10. print(‘Well, ‘ + myName + ‘, I am thinking of a number between 1 and 20.’)
On line 10 the print() function welcomes the player by name, and tells them that the computer is thinking of a random number.
It may look like there’s more than one string argument in line 10, but look at the line carefully. The plus signs concatenate the three strings to evaluate down to one string. And that one string is the argument passed to the print() function. If you look closely, you’ll see that the commas are inside the quotes and part of the strings themselves.
Loops
12. while guessesTaken while statement, which indicates the beginning of a while loop. Loops let you execute code over and over again. However, you need to learn a few other concepts first before learning about loops. Those concepts are blocks, Booleans, comparison operators, conditions, and the while statement.
Blocks
A block begins when a line’s indentation increases (usually by four spaces). Any following line also indented by four spaces is part of the block. The block ends when there’s a line of code with the same indentation before the block started. This means blocks can exist within other blocks. Figure 4-1 is a diagram of code with the blocks outlined and numbered.
In Figure 4-1, line 12 has no indentation and isn’t inside any block. Line 13 has an indentation of four spaces. Since this indentation is larger than the previous line’s indentation, a new block has started. This block is labeled (1) in Figure 4-1. This block will continue until a line with zero spaces (the original indentation before the block began). Blank lines are ignored.
Line 20 has an indentation of eight spaces. Eight spaces is more than four spaces, which starts a new block. This block is labeled (2) in Figure 4-1. This block is inside of another block.
Figure 4-1: Blocks and their indentation. The black dots represent spaces.
Line 22 has only four spaces. Because the indentation has decreased, you know that block has ended. Line 20 is the only line in that block. Line 22 is in the same block as the other lines with four spaces.
Line 23 increases the indentation to eight spaces, so again a new block has started. It is labeled (3) in Figure 4-1.
To recap, line 12 isn’t in any block. Lines 13 to 23 all in one block marked (1). Line 20 is in a block in a block marked as (2). Line 23 is the only line in another block in a block marked as (3).
The Boolean Data Type
For example, try storing the Boolean values in variables:
The data types that have been introduced so far are integers, floats, strings, and now bools. Every value in Python belongs to one data type.
Comparison Operators
Line 12 has a while statement:
Comparison operators compare two values and evaluate to a True or False Boolean value. A list of all the comparison operators is in Table 4-1.
Table 4-1: Comparison operators.
Less than or equal to
Greater than or equal to
Conditions
Experiment with Booleans, Comparison Operators, and Conditions
Enter the following expressions in the interactive shell to see their Boolean results:
Now try entering these expressions into the interactive shell:
The Difference Between = and ==
Try not to confuse the assignment operator ( = ) and the “equal to” comparison operator ( == ). The equal sign ( = ) is used in assignment statements to store a value to a variable, while the equal-equal sign ( == ) is used in expressions to see whether two values are equal. It’s easy to accidentally use one when you meant to use the other.
String and integer values will never be equal to each other. For example, try entering the following into the interactive shell:
Looping with while statements
A while statement always has a : colon after the condition. Statements that end with a colon expect a new block on the next line.
The Player Guesses
13. print(‘Take a guess.’) # There are four spaces in front of print.
15. guess = int(guess)
Traceback (most recent call last):
ValueError: invalid literal for int() with base 10: ‘forty-two’
The 3 + int(‘2’) line shows an expression that uses the return value of int() as part of an expression. It evaluates to the integer value 5 :
One last thing: Calling int(guess) doesn’t change the value in the guess variable. The code int(guess) is an expression that evaluates to the integer value form of the string stored in the guess variable. What changes guess is the assignment statement: guess = int(guess)
>>> bool(‘any nonempty string’)
17. guessesTaken = guessesTaken + 1
Once the player has taken a guess, the number of guesses should be increased by one.
Adding one to a variable’s integer or float value is called incrementing the variable. Subtracting one from a variable’s integer or float value is called decrementing the variable.
if statements
19. if guess 20. print(‘Your guess is too low.’) # There are eight spaces in front of print.
Line 19 checks if the player’s guess is less than the computer’s secret number. If so, then the execution moves inside the if-block on line 20 and prints a message telling the player this.
The if statement works almost the same as a while statement, too. But unlike the while-block, the execution doesn’t jump back to the if statement at the end of the if-block. It just continues down to the next line. In other words, if statements don’t loop. See Figure 4-3 for a comparison of the two statements.
Figure 4-3: if and while statements.
22. if guess > number:
23. print(‘Your guess is too high.’)
Leaving Loops Early with the break statement
25. if guess == number:
The if statement on line 25 checks if the guess is equal to the secret number. If it is, the program runs the break statement on line 26.
A break statement tells the execution to jump immediately out of the while-block to the first line after the end of the while-block. The break statement doesn’t bother rechecking the while loop’s condition.
The break statement is only found inside loops, such as in a while-block.
Check if the Player Won
28. if guess == number:
Line 28 has no indentation, which means the while-block has ended and this is the first line after the while-block. The execution left the while-block either because the while statement’s condition was False (when the player runs out of guesses) or the break statement on line 26 was executed (when the player guesses the number correctly).
Line 28 checks to see if the player guessed correctly. If so, the execution enters the if-block at line 29.
29. guessesTaken = str(guessesTaken)
30. print(‘Good job, ‘ + myName + ‘! You guessed my number in ‘ + guessesTaken + ‘ guesses!’)
Lines 29 and 30 only execute if the condition in the if statement on line 28 was True (that is, if the player correctly guessed the computer’s number).
Check if the Player Lost
33. number = str(number)
34. print(‘Nope. The number I was thinking of was ‘ + number)
In this block, the program tells the player what the secret number they failed to guess correctly was. This requires concatenating strings, but number stores an integer value. Line 33 will overwrite number with a string form so that it can be concatenated to the ‘Nope. The number I was thinking of was ‘ string on line 34.
At this point, the execution has reached the end of the code, and the program terminates. Congratulations! You’ve just programmed your first real game!
You can change the game’s difficulty by changing the number of guesses the player gets. To give the player only four guesses, change the code on line 12:
Flow Control Statements
If someone asked you, “What exactly is programming anyway?” what could you say to them? Programming is just the action of writing code for programs, that is, creating programs that can be executed by a computer.
“But what exactly is a program?” When you see someone using a computer program (for example, playing your “Guess the Number” game), all you see is some text appearing on the screen. The program decides what exact text to show on the screen (the program’s output ), based on its instructions and on the text that the player typed on the keyboard (the program’s input ). A program is just a collection of instructions that act on the user’s input.
“What kind of instructions?” There are only a few different kinds of instructions, really.
2. Assignment statements store values in variables so you can remember the values later in the program.
3. The if , while , and break statements are flow control statements that can cause the execution to skip instructions, loop over instructions, or break out of loops. Function calls also change the flow of execution by jumping to the instructions inside of a function.
4. The print() and input() functions. These functions display text on the screen and get text from the keyboard. This is called I/O (pronounced like the letters, “eye-oh”), because it deals with the Input and Output of the program.
And that’s it, just those four things. Of course, there are many details about those four types of instructions. In this book you’ll learn about new data types and operators, new flow control statements, and many other functions that come with Python. There are also different types of I/O such as input from the mouse or outputting sound and graphics instead of just text.
For the person using your programs, they only care about that last type, I/O. The user types on the keyboard and then sees things on the screen or hears things from the speakers. But for the computer to figure out what sights to show and what sounds to play, it needs a program, and programs are just a bunch of instructions that you, the programmer, have written.
A first splash into JavaScript
Now you’ve learned something about the theory of JavaScript and what you can do with it, we are going to give you an idea of what the process of creating a simple JavaScript program is like, by guiding you through a practical tutorial. Here you’ll build up a simple «Guess the number» game, step by step.
Prerequisites: | Basic computer literacy, a basic understanding of HTML and CSS, an understanding of what JavaScript is. |
---|---|
Objective: | To have a first bit of experience at writing some JavaScript, and gain at least a basic understanding of what writing a JavaScript program involves. |
We want to set really clear expectations here: You won’t be expected to learn JavaScript by the end of this article, or even understand all the code we are asking you to write. Instead, we want to give you an idea of how JavaScript’s features work together, and what writing JavaScript feels like. In subsequent articles you’ll revisit all the features shown here in a lot more detail, so don’t worry if you don’t understand it all immediately!
Note: Many of the code features you’ll see in JavaScript are the same as in other programming languages — functions, loops, etc. The code syntax looks different, but the concepts are still largely the same.
Thinking like a programmer
One of the hardest things to learn in programming is not the syntax you need to learn, but how to apply it to solve real world problems. You need to start thinking like a programmer — this generally involves looking at descriptions of what your program needs to do, working out what code features are needed to achieve those things, and how to make them work together.
This requires a mixture of hard work, experience with the programming syntax, and practice — plus a bit of creativity. The more you code, the better you’ll get at it. We can’t promise that you’ll develop «programmer brain» in five minutes, but we will give you plenty of opportunity to practice thinking like a programmer throughout the course.
With that in mind, let’s look at the example we’ll be building up in this article, and review the general process of dissecting it into tangible tasks.
Example — Guess the number game
In this article we’ll show you how to build up the simple game you can see below:
Have a go at playing it — familiarize yourself with the game before you move on.
Let’s imagine your boss has given you the following brief for creating this game:
I want you to create a simple guess the number type game. It should choose a random number between 1 and 100, then challenge the player to guess the number in 10 turns. After each turn the player should be told if they are right or wrong, and if they are wrong, whether the guess was too low or too high. It should also tell the player what numbers they previously guessed. The game will end once the player guesses correctly, or once they run out of turns. When the game ends, the player should be given an option to start playing again.
Upon looking at this brief, the first thing we can do is to start breaking it down into simple actionable tasks, in as much of a programmer mindset as possible:
Let’s now move forward, looking at how we can turn these steps into code, building up the example, and exploring JavaScript features as we go.
Initial setup
To begin this tutorial, we’d like you to make a local copy of the number-guessing-game-start.html file (see it live here). Open it in both your text editor and your web browser. At the moment you’ll see a simple heading, paragraph of instructions and form for entering a guess, but the form won’t currently do anything.
The place where we’ll be adding all our code is inside the
thiagodnf/guess-the-code
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Guessing a unique 4 random digits number
I’ve created a simple game, in which the user needs to guess 4 digits number between 0-9, generated randomly using Random() Each of the 4 digits are different from each other, with no repeated digits. The user has 5 attempts to guess, and each failed (almost correct) guess will tell the user in which part they got it correct.
Do you think this is too hard, or too easy for the user to guess? I also need some review of this code. Perhaps some of it can be simplified?
6 Answers 6
But here is my two cents for the «is it too hard?» part of your question.
The game you describe used to be known as «bulls and cows», and
It’s proven that any number could be solved for up to seven turns. Minimal average game length is 26274/5040=5.2131 turns.
So yes, only four guesses is pretty hard. Five guesses gives you a less than even chance, six is better than even.
If you are trying to solve the game with a computer, you typically want to find the guess that minimizes the maximum number of valid combinations that remain. It turns out that if you start with the guess
the «worst answer» you can get back is
which leaves you with 1440 possible combinations (any of the 4 numbers could be the one with the white peg, but it would be in the wrong position. That leaves you with 4 possible numbers in each of three positions, times 6x5x4 for the other three open positions (which must be filled by one of the numbers not yet used).
You can actually make a list of all possible combinations, and «cross off» the ones that don’t fit in every turn; combining this with «if I guess abcd, and the response is [x white, y black], how many combinations are there left?» and again picking the guess that minimizes that number. Quite easy to do in a computer.
One other bug in your code
Look what happens if the random code is
Python Project for Beginners: Guess-the-Number Game
Introduction
In this article and video, you will learn how to write a simple Guess-the-number game in Python using a normal text editor.
This tutorial is meant to be an easy Python project for beginners, so don’t worry if you don’t understand everything at first. The main point is to see that code is just text.
You can watch the video tutorial below, and/or continue reading this blog for the written tutorial. Now let’s go build and run your first interactive Python project!
Video Tutorial: Python project for beginners
Install Python on your computer
If you don’t already have Python installed on your computer, visit Python.org to download it. This tutorial is taught for UNIX-based systems (Mac & Linux). If you are on Windows and you don’t have Python pre-installed, you can also build the game in an online coding interface, such as repl.it.
Build the Game
The first step in building your Python project for beginners game is to write your code in a text editor.
Coding in your text editor
Open up any Text Editor – this can be as simple as the built-in TextEdit program on MacOS:
Code is just plain text. So, if you’re using TextEdit, you can press Cmd + Shift + t to switch to plain text. Doing so means that you can’t apply any formatting, such as bold or italics. Remember that code is just text, so you won’t need any formatting for it. Your window should look like this now:
Now it’s time to write some code! Type the following code into your TextEdit file:
Make sure you type the code exactly as you see it above, including the 4 spaces for indentation. You can also copy-paste the code from this online resource. Your text window should look like this, which is already the full code for this Python project for beginners:
Save your code!
Press Cmd + s or go to File/Save and save it on your Desktop with the name guess.py :
And that’s it for writing the code. Next step is to run the code and play your game.
Play the Game
Well done so far! 🙂 To play your game on your computer you need to run the Python file you just created.
Run your Python project file
To run your Python project on MacOS, open up your Terminal. Press Cmd + Space to open up Spotlight, and type Terminal, then press Enter :
This will open up your Terminal, a tool that programmers use on a daily basis. If you join one of our courses, you will get to know your Terminal in much more detail, but for this beginner project you don’t need to worry about it too much. Just type the following in there:
This will teleport you to your Desktop, where you saved the guess.py file that contains your code-text.
Now you finally get to play your guess-the-number game. Since you wrote it in Python, you need to also start it using Python. In your terminal, type the following and press Enter :
And lo and behold! Here you are! You’ve officially built and run your very own Python project for beginners game! Now you are ready to play.
If you want to play again after it finished, you can press the up arrow once and your terminal will show you the previous command:
Pressing Enter will start the program again from the beginning.
Have fun guessing the number! 😀
Parts of a Python project
There are a lot of different concepts that went into creating even this simple Python project for beginners. Let’s take a look what they are:
In the screenshot above you can see the filename of the Python file you created, as well as the code saved you saved in the file. Now let’s dive deeper into the code and learn about which programming concepts you touched upon by making this file.
Fair warning: There’s a lot going on! Much like a paragraph of English, a script can be broken into many parts: an introductory sentence, references to outside text, subjects, nouns, verbs, and sometimes even new vocabulary.
Keep in mind that, like a paragraph of English, if you understand these parts, then it’s likely that you can write and understand another similar paragraph. Even if you haven’t seen it before. It also takes some training before you will be able to do that, so don’t feel overwhelmed if you won’t grasp it all right away. For now enjoy this depiction of the cool code you wrote! 🙂
We know that is a lot of parts with a lot of colors! If you’re intrigued to learn more about writing your own Python projects, check out CodingNomads Python Programming course. With some time and effort, you will soon be able to grasp these concepts and start speaking the coding language too!
Tutorial take-aways
Congratulations again on building your first Python project for beginners! If you’re interested to learn more Python coding, click below to check out CodingNomads’ Python Programming Course, and Python Career Track Course.
Решаем кодом: программа угадает число за 7 попыток
Попробуйте её победить
Недавно у нас была задачка про то, как угадать любое число от 1 до 100 за 7 попыток. Кратко логика такая:
Секрет решения в том, что с каждой попыткой мы делим диапазон поиска числа вдвое. Например, наша первая догадка будет 50, и после неё мы узнаем, в каком отрезке искомое число: от 1 до 50 или от 51 до 100. Например, оно больше 50. Мы берём диапазон чисел от 51 до 100 и делим его пополам — получается 75. Это следующее предположение. И так мы «складываем вдвое» область поиска, пока не останется одно число. А математические законы таковы, что если 100 поделить на 2 семь раз подряд, получится плюс-минус единица.
Теперь сделаем следующий шаг — автоматизируем эту игру в виде простого веб-приложения. Пусть потеет машина.
Логика угадывателя
Наш угадывательный скрипт будет работать ровно так же, как в исходной игре: на каждом шаге делим диапазон угадывания пополам, округляем до целого и называем это значение. Если больше или меньше — делаем то же самое с новым диапазоном, а если угадали — выводим сообщение.
Сделаем проект в виде HTML-страницы: так нам будет удобнее выводить сообщения, а пользователю — нажимать на кнопки.
Готовим страницу
За основу возьмём страницу со стилями из проекта про калькулятор и выкинем из неё всё лишнее. Заодно сразу наполним её двумя элементами:
Мы сразу добавили сюда скрипт с пустой функцией, чтобы страница не выдавала ошибку при нажатии. Теперь надо сделать так, чтобы эти два элемента, текст и кнопка, исчезли по нажатию, а вместо них появился интерфейс игры.
Скрываем элементы
Чтобы скрыть то, что сейчас на экране, мы сделаем так:
Первый пункт делается просто — добавим в стили такой блок:
А чтобы скрыть элементы, в стартовой функции напишем две команды:
// скрываем приветственную надпись и кнопку
document.getElementById(«startText»).classList.add(«notOnScreen»);
document.getElementById(«startButton»).classList.add(«notOnScreen»);
Всё, теперь при нажатии на кнопку у нас снова будет пустая страница.
Добавляем элементы с интерфейсом игры
Теперь решим обратную задачу: добавим на экран текстовый блок, где мы будем угадывать число, и три кнопки, которые будет нажимать игрок: больше, меньше или равно.
Используем тот же механизм, только не для удаления, а для добавления элементов: сначала они у нас будут скрытыми за счёт того класса, а потом мы этот класс у них уберём. Получится, что одно как бы исчезло, а другое — появилось, хотя на самом деле всё осталось на месте, а поменялось только свойство отображения.
Игровой интерфейс будет простой: текст с угадыванием и кнопки. В тексте мы сразу выводим номер попытки и середину нашего диапазона. Если попытки закончились — называем число. Чтобы за всем этим следить, сразу заведём нужные переменные:
Кнопки изначально будут скрыты с помощью класса notOnScreen, а при нажатии на каждую будет срабатывать своя функция. До них мы дойдём чуть позже, пока просто пропишем механику на странице под прошлыми элементами:
Теперь, чтобы магия сработала, добавим этот код в функцию start():
Обрабатываем нажатия на кнопки
Задача кнопок «Больше» и «Меньше» — сократить пополам диапазон возможных значений. Для этого они делят его пополам и округляют до целого числа. Проблема в том, что иногда компьютер может округлить число обратно до минимальной или максимальной границы и предложить это же число заново.
Чтобы такого не было, добавим в функции простую проверку: если новая граница совпадает с минимальным или максимальным значением диапазона, то принудительно двигаем её на единицу в нужную сторону.
Финальный штрих: добавим в каждую функцию в конце проверку на выигрыш. Так как проверка везде одинаковая, то сделаем её отдельной функцией.
Добавляем проверку на выигрыш
Если наш диапазон сузился до одного числа — значит, мы его нашли и можно выводить сообщение о победе. Также сразу предусмотрим сценарий, когда игрок жульничает и специально нажимает не те кнопки:
Guess the Number
Topics Covered In This Chapter:
The «Guess the Number» Game
Because this program is a game, we’ll call the user the player, but the word » user » would be correct too.
Sample Run of «Guess the Number»
Here is what our game will look like to the player when the program is run. The text that the player types in is in bold.
Guess the Number’s Source Code
If you don’t want to type all this code, you can download it from this book ‘s website at the URL http://inventwithpython.com/chapter4.
If you get errors after typing this code in, compare it to the book ‘s code with the online
diff tool at http://inventwithpython.com/diff or email the author at
There is a diff tool for each program in this book on the http://inventwithpython.com website. A video tutorial of how to use the diff tool is available from this book ‘s website at http://inventwithpython.com/videos/.
The import Statement
Let ‘s look at each line of code in turn to see how this program works.
This is an import statement. Statements are not functions (notice that neither import nor random has parentheses after its name). Remember, statements are instructions that perform some action but do not evaluate to a value. You have already seen statements: assignment statements store a value into a variable (but the statement does not evaluate to anything).
When these two lines finish executing, the string that is the player ‘s name will be stored in the myName variable. (Remember, the string might not really be the player ‘s name. It’s just whatever string the player typed in. Computers are dumb and just follow their programs no matter what.)
The random.randint() Function
We can change the game’s code slightly to make the game behave differently. Try changing line 9 and 10 from this :
«Guess a number» game
I began the journey to be a self-taught programmer about a month ago and my biggest fear about teaching myself is developing bad habits and not realizing it.
I’m looking for criticism on this «Guess a Number» game. It’s my first real «project» that I’ve invested serious time into so I feel like this is my first opportunity to be critiqued.
6 Answers 6
On top of the comments already given :
Keep things simple :
Here’s my code taking into account my comments :
Overall it looks pretty good. A few pointers though.
Try to indent your code properly. Most of it looks good but on a few places you have missed an indentation. e.g.,
Don’t consume nor fail silently on exceptions (except in some rare cases but that’s out of scope here)
Surround your statements with appropriate curly brackets
Some people don’t do it out of habbit, or coding style, etc. It may not be a problem but as your codebase expands it could become a problem and IIRC Java style docs advice against omitting curly brackets. Here’s an example of why it may be a bad idea https://stackoverflow.com/a/8020255/1021726
Because max is declared as an integer and assigned the value entered in the JOptionPane. In the event of an user would enter a value which is higher than Integer.MAX_VALUE it would throw an exception. And since you do not do anything with your exceptions it will just fail silently. See point #2.
If you understand static, you may realize that you do not want two instances of your Guess class to share the same variable.
Declare the access modifier
While your variables lack access modifiers (and I do not think it’s by purpose), and it may not be a problem as then it defaults as package-private, but you need to beware that it’s important to design your class, it’s members and variables accordingly to how they should be used. Are your variables really package-private, or should they rather be declared as just private variables?
Both Josay and Max have given great answers. There are two things I would like to add.
There is no need to carry the playagain boolean variable. You can simply:
There is a bug in your getObjective() method. You will never generate the ‘max’ value itself (unless it is 1). From the Java API Documentation for nextInt(n):
Returns a pseudorandom, uniformly distributed int value between 0 (inclusive) and the specified value (exclusive)`
This Random Number generation is a common problem to encounter. There are a number of posts and blogs about this, but the logical pointer to direct you to is this StackOverflow answer: Generating Random numbers in a range
The bottom line is that you want your number generated as:
To throw you in at the deep end it would be good to start thinking more about an object-oriented design for your classes and interfaces. Think about re-usability of your code and how can encapsulate just enough useful behaviour in a class while keeping it as general as possible.
Let’s say it becomes known that you’ve written a wonderful class to play this guessing game and other developers want to use it in their own code. Only one guy wants to use a different GUI, another wants to have a device make differently pitched beeps depending on whether the guess is too high or low and another wants to use the game with very young kids and always set max to 10. As it stands they can’t use your code because implementation specifics appear at every level.
Let’s focus on just the operation of the game. The interface is clear: a client must be able to communicate a guess to the class, and the class needs to provide an indication of whether the guess is too high, too low, or correct. So define IGuessHandler as a guess-handling interface comprising just that, and now have a class inherit it. You can then provide precisely the same implementations as now but someone else could implement different ones.
I think you should also extract your main into some GameRunner class and generally try to have more precise names for classes and operations. Your main loop has a playAgain method which is run when we play for the first time. It seems trivial but it’s sloppy thinking. Don’t have a method called playAgain, have one called play which actually plays the game. You call it again and again but keep the names as clear and descriptive as possible.
Guess the number
Write a program where the program chooses a number between 1 and 10.
A player is then prompted to enter a guess. If the player guesses wrong, then the prompt appears again until the guess is correct.
When the player has made a successful guess the computer will issue a «Well guessed!» message, and the program exits.
A conditional loop may be used to repeat the guessing until the user is correct.
Contents
11l [ edit ]
AArch64 Assembly [ edit ]
/* ARM assembly AARCH64 Raspberry PI 3B */ /* program guessNumber.s */
100: // standard end of the program
ABAP [ edit ]
DATA prng TYPE REF TO cl_abap_random_int.
DATA(field) = VALUE i( ).
cl_demo_input=>add_field( EXPORTING text = |Choice one number between 1 and 10| CHANGING field = field ). cl_demo_input=>request( ).
WHILE number <> field.
cl_demo_output=>display( |Well Done| ).
Action! [ edit ]
Ada [ edit ]
with Ada.Numerics.Discrete_Random; with Ada.Text_IO; procedure Guess_Number is
with Ada.Text_IO; use Ada.Text_IO; with Ada.Integer_Text_IO; use Ada.Integer_Text_IO; with Ada.Numerics.Discrete_Random;
Aime [ edit ]
file f; integer n; text s;
n = irand(1, 10); o_text(«I’m thinking of a number between 1 and 10.\n»); o_text(«Try to guess it!\n»); while (1) <
o_text(«That’s not my number.\n»); o_text(«Try another guess!\n»);
o_text(«You have won!\n»);
ALGOL 68 [ edit ]
AppleScript [ edit ]
Arturo [ edit ]
while [notEqual? to :integer input «Guess the number: » n] [ print «Wrong!» ]
print «Well guessed!»
AutoHotkey [ edit ]
Random, rand, 1, 10 ; This stores a number between 1 and 10 in the var rand using the Mersenne Twister msgbox I am thinking of a number between 1 and 10.
AutoIt [ edit ]
AWK [ edit ]
BASIC [ edit ]
Applesoft BASIC [ edit ]
10 N% = RND(1) * 10 + 1 20 PRINT «A NUMBER FROM 1 «; 30 PRINT «TO 10 HAS BEEN «; 40 PRINT «RANDOMLY CHOSEN.» 50 FOR Q = 0 TO 1 STEP 0 60 INPUT «ENTER A GUESS. «; G% 70 Q = G% = N% 80 NEXT 90 PRINT «WELL GUESSED!»
Commodore BASIC [ edit ]
IS-BASIC [ edit ]
100 PROGRAM «Guess.bas» 110 RANDOMIZE 120 LET N=RND(10)+1 130 DO 140 INPUT PROMPT «Guess a number that’s between 1-10: «:G 150 LOOP UNTIL N=G 160 PRINT «Well guessed!»
QBasic, Gives Hints [ edit ]
supervisor: GOSUB initialize GOSUB guessing GOTO continue
initialize: RANDOMIZE TIMER n = 0: r = INT(RND * 100 + 1): g = 0: c$ = «» RETURN
guessing: WHILE g <> r
continue: WHILE c$ <> «YES» AND c$ <> «NO»
QBasic, More Polished Version [ edit ]
A more polished version of this program in QBasic/QB/VB-DOS ‘ OPTION EXPLICIT ‘ Remove remark for VB-DOS/PDS 7.1 ‘dIM ‘ Var DIM n AS INTEGER, g AS INTEGER, t AS INTEGER, a AS STRING CONST c = 10
‘ Functions DECLARE FUNCTION getNumber () AS INTEGER
‘ Program to guess a number between 1 and 10 DO
LOOP UNTIL a = «N» PRINT PRINT «End of the program. Thanks for playing.» END
FUNCTION getNumber () AS INTEGER
QB64 [ edit ]
The following is a modification of the above polished version in QBasic with explanations of differences. Randomize Timer ‘Moved to the head as it is an initialization statement,
‘Dimensioning the function is not required, nor used, by the QB64 compiler.
‘Var Dim As Integer n, g, t ‘Multiple variables of the same type may be defined as a list Dim As String a ‘Variables of different types require their own statements Const c = 10
‘ Program to guess a number between 1 and 10 Do
Loop Until a = «N» Print Print «End of the program. Thanks for playing.» End
QB64 Alternative Version, Gives Hints [ edit ]
Single-line «Guess the Number» program QBasic QB64 from Russia 1 IF Russia = 0 THEN Russia = 2222: RANDOMIZE TIMER: num = INT(RND * 100) + 1: GOTO 1 ELSE IF Russia <> 0 THEN INPUT n: IF n num THEN PRINT «less»: GOTO 1 ELSE IF n = num THEN PRINT «da»: END ELSE GOTO 1 ‘DANILIN Russia 9-9-2019 guessnum.bas The multi-line equivalent of the above. ‘Based on DANILIN Russia 9-9-2019 guessnum.bas 1 If c% = 0 Then
QB64 Expanded Range, Auto-Interactive [ edit ]
Note: This is off-task, as there is no user interaction.
Program from Russia guesses 1 out of a billion h1=0: h2=10^9:t=1:f=0: Randomize Timer ‘daMilliard.bas human = Int(Rnd*h2) ‘human DANILIN comp = Int(Rnd*h2) ‘comp
ZX Spectrum Basic [ edit ]
ZX Spectrum Basic has no conditional loop constructs, so we have to emulate them here using IF and GO TO. 10 LET n=INT (RND*10)+1 20 INPUT «Guess a number that’s between 1 and 10: «,g 30 IF g=n THEN PRINT «That’s my number!»: STOP 40 PRINT «Guess again!» 50 GO TO 20
BASIC256 [ edit ]
n = int(rand * 10) + 1 print «I am thinking of a number from 1 to 10» do
until g = n print «Yea! You guessed my number.»
Batch File [ edit ]
At the line set /a answer=%random%%%(10-1+1)+1, if you want to change the minimum and maximum numbers, change all number ones (not counting the one that is in 10) to your desired chosen number and for the maximum, which is 10, do the same, but for maximum (eg. the minimum could be 123 and the maximum could be 321, etc.). @echo off set /a answer=%random%%%(10-1+1)+1 set /p guess=Pick a number between 1 and 10:
if %guess%==%answer% (echo Well guessed! pause) else (set /p guess=Nope, guess again: goto loop)
BBC BASIC [ edit ]
Befunge [ edit ]
The value is generated by the clk function, which returns a (probably) non-integral rational number. The den function retrieves the denominators of this number. The rational number, multiplied by its denominator, becomes an natural number. ( ( GuessTheNumber
Brat [ edit ]
p «Guess a number between 1 and 10.»
C [ edit ]
/* ignore one char, in case user gave a non-number */ scanf(«%c», &c); continue; >
puts(«Correct!»); return 0; >
C# [ edit ]
Expanded Range, Auto-Interactive [ edit ]
Note: This is off-task, as there is no user interaction.
Program from Russia guesses 1 out of a billion
https://rextester.com/DYVZM84267 using System; using System.Text; //daMilliard.cs namespace DANILIN
int h2=100000000; int h1=0; int f=0; int comp = rand.Next(h2); int human = rand.Next(h2);
C++ [ edit ]
Clojure [ edit ]
(def target (inc (rand-int 10))
(if (= guess target) (printf «Correct on the %d guess.\n» n) (do (println «Try again») (recur (inc n))))))
COBOL [ edit ]
CoffeeScript [ edit ]
num = Math.ceil(Math.random() * 10) guess = prompt «Guess the number. (1-10)» while parseInt(guess) isnt num
alert «Well guessed!»
readline = require «readline»
Common Lisp [ edit ]
(defun guess-the-number (max)
Crystal [ edit ]
n = rand(1..10) puts «Guess the number: 1..10» until gets.to_s.to_i == n; puts «Wrong! Guess again: » end puts «Well guessed!»
D [ edit ]
Dart [ edit ]
import ‘dart:math’; import ‘dart:io’;
DCL [ edit ]
Delphi [ edit ]
Déjà Vu [ edit ]
local :number random-range 1 11
EasyLang [ edit ]
n = random 10 + 1 write «Guess a number between 1 and 10: » repeat
Guess this code
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Mastermind: Evaluating the guess
The evaluate_guess function below returns the evaluation of a guess with respect to Mastermind game rules:
Without changing the essence of the algorithm: Can I implement the evaluate_guess function in a more Pythonic way? Is it possible to implement the algorithm in a purely functional fashion?
Is there a more straightforward algorithm?
4 Answers 4
Most of the solutions provided so far is hard to read, and you need to really think before you understand what is happening, so I would like to propose an alternative approach as a response to a more straightforward algorithm:
The only magic in this code is the joining of secret_code and guesses using zip which joins them index for index. This allows for, in my opinion, code that is easier to understand instead of list comprehensions, ifilters, index searching, sorting, sliceing and other stuff.
If this were functional programming, then temp_list[i] = None should never happen.
And so, you would be able to do:
Or using a comprehension:
But it is not.
Your algorithm is actually really good.
Note: this algorithm is \$O(n^2)\$ and so you may want to change it to a more \$O(n)\$ algorithm if you need to support larger numbers.
codedojo/guess-the-number
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jfarmer/project-js-guessing-game
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README.md
We’re going to implement a word guessing game that works a bit like Wheel of Fortune. There’s a target word and users pick one letter at a time, until they’ve guessed every letter in a word.
This project is broken down into iterations. For each iteration, create a new feature branch and submit a pull request against your fork’s master branch. Tag an instructor for code review.
The guessingGame.js file contains a simple script that will work correctly once you’ve gotten through the first few iterations.
The rough sequence of iterations will be:
Keep in mind, we’ve broken this project down into iterations that reflect the way a more experienced engineer would build it. Part of this is to give you good examples of a well-sequenced project so that you can structure your personal and group projects similarly.
[v0] Creating A New Game
Note: This iteration is complete and serves as a starting point. You don’t need to do anything.
The newGuessingGame function create a new guessing game object. A new game looks like this:
As the user makes guesses, the currentWord entry should be modified to reflect whether they’ve guessed correct letters or not.
Implement the guessingGameMakeGuess function. Use the automated tests in tests/guessingGameMakeGuess.test.js to guide you. Run the tests and read the test file.
Every time a guess is made, game.numGuesses should be incremented. If the guess is correct, game.currentWord should be updated with the filled-in letters.
[v2] Check If Game Done
Remember: Each iteration should be its own feature branch. The idea is to get feedback on each iteration.
Implement the guessingGameIsDone function. Use the automated tests in tests/guessingGameIsDone.test.js to guide you. Run the tests and read the test file.
Once both guessingGameIsDone and guessingMakeMakeGuess
Testing dynamic user input is a real pain, so don’t worry about doing this for now.
[v4] Hidden Target Word
The readline-sync module supports a password-like input, as follows:
We have an example of this type of «hidden input» in our collection of JavaScript Examples. The readline-sync README also has many examples.
Use this to get the target word dynamically and create a new guessing game with that target word.
Have someone else enter a surprise target word and try to guess!
[v5] Improved UI And Extra Features
Think of some ways to improve the UI and implement them. Some ideas:
Guess this code
To begin the guessing game, select a location or difficulty.
Explore the far reaches of the world and take a wild guess of where you are it. Be sure to look at street signs and cars!
Explore different locations within the United States and make your guess based on the things around you. Good luck!
Narrow down the search by limiting the possible area just to Europe. Can you get a perfect score? Watch out for flags!
Explore different monuments from around the globe! Is your monument trivia up to par? Give it a go now by clicking below!
Ever been to Canada? No? Explore and use your guessing skills to sightsee Canada!
Explore the depths of Russia and take a wild guess of where you are. Can you get 100%?
Explore the magnificent depths of England, Scotland, Wales, and Northern Ireland.
Can you locate different cities within France just by walking in them? Lets see!
Can you locate different cities within Asia just by seeing them? (Australia Included)
Can you locate different cities within Japan? Click the guess button to start predicting!
Is your Indian geography up to par? See if you can guess where you are at!
Ever been to Brazil? No? Let’s see if you can locate these Brazilian cities!
Is your Australian geography up to par? See if you can guess your location!
Explore Beautiful Argentina by walking around different cities within it.
Streaks Mode
Check out the newly released streaks gamemode. Put your geography skills to the test with Country Streak and Radius Streak.
Challenges
Challenge yourself with the No Moving and Time Limit challenges. Click the buttons below to get started.
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«Guess a number» game in Java
Would you please review and give me some feedback? I’ve been learning Java and I want to avoid bad practices.
Is it good to make a helper class to define the methods my main program is using?
Is this approach ok for bigger projects?
If the game looks fine, what would be the next simple game challenge I should attempt? I’m not confident enough yet to mess with graphics.
I’m new to GitHub, but I created my first repository today to upload this code, perhaps its easier to look at the code here.
This is the main class:
This is the helper class I used to define methods:
2 Answers 2
First of all: I appreciate the clarity of your code. Variables have good names which causes the code to be read very fluently. Intendation, spacing and whitelines are also very well done so that’s a major plus.
Ofcourse, there are always working points. Let’s take a look.
Comments
There, I clarified what this section was about. Well, actually I didn’t because the title already conveyed that entire meaning. Which is exactly what you’re doing with
Static
You’re abusing the fact that the main method should be static and bypassing the OO rules of creating an object. Instead of using that main method directly as a part of your program, simply create an object of your surrounding class ( GuessGame ) and use instance variables instead.
Additional benefit: you can now start multiple games at the same time.
Static helper methods
A major advantage of a helpermethod is its ability to be called in a static context (aka: Utils.doSomething() ). By forcing the user to create an instance of it, you’re losing that usability.
Aside from that, it also makes no sense to do that. Your helpermethod doesn’t keep track of the state of anything, so there is never a difference between two instances.
Lastly: stay consistent. 1 of your 4 util methods is an instance method.
Linesplits
You don’t have to split this up:
This is just fine and more readable because it doesn’t force your brain to look into two places for no reason:
Helper methods
Are they really necessary? The concept of helper methods is that they perform some tasks that can be used throughout multiple places in your project. You have one class so it’s in fact impossible to have that situation.
But even if you did have multiple: these methods are all specific to that one class so they belong as members to that class.
Exceptions
This line with invalid input, will cause your program to crash. You should add appropriate exception handling:
Nesting
This code is very nested:
I prefer a style that takes away some of this nesting (and thus allows more characters on your line):
Indentation
I told you before that I liked it, but after closer inspection I believe it’s actually too far indented. There’s an uncomfortable long white area:
Indentation is done with 4 spaces (or 1 tab, consisting of 4 spaces). It’s best to stick to these conventions.
Order of attributes
I see your methods are declared as
It might be functionally the same, but once more popular convention dictates this instead (refer to the standard main method notation):
I would back it up with the actual Java conventions, but for some reason that document has been offline for almost a few weeks by now.
Redundancy
«Please use ‘y’ for yes or ‘n’ for no.»
«Play again? (y/n)»
This seems a little redundant. I suggest either removing the entire first line or, if you really want to keep it, to remove the «y/n». But people know by now what «y/n» means so I’d prefer to simply remove the first line.
Boolean is boolean
Therefore I suggest changing it to this:
Notice how I also added toLowerCase() so «Y» is also accounted for, and used startsWith() to make the code more descriptive.
It’s ongoing
This is a very minor remark so feel free to ignore the advice it if you think it isn’t important.
Your while loop does this:
Maybe it’s just me, but I’m a nitpicker and it doesn’t have much feng shui to it. I would prefer to read
Keep it short but readable
We can shorten this exhaustive block
For such a small sentence, I would allow inlining that multiplication. The meaning is still conveyed clearly.
Not a bad start at Java! 🙂 Below are some comments that I hope can help you improve.
Some big things:
Some specifics:
I’m going to use this above method to point out a couple of things that occur throughout your code. The first is minor: according to Java convention, your access modifier should come before the static keyword (e.g., public static boolean isNumberCorrect ). Not a big deal, but something to be aware of.
This is a curious method. All method names should be verb phrases, firstly, and if this is taken as a verb phrase then it means you are executing the code to play again. But the really curious thing about it is this: you return true if the user does not want to play again, and false if they do want to play again. That’s bizarre and completely counterintuitive.
Just wanted to say that this is a perfect example of the kind of method that belongs in a «utility» class. It’s completely divorced from the actual game and really is just a helper method. Great.
Guess This Code
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Guess the Animal Unplugged Boolean Coding Activity
Posted on Last updated: July 22, 2021
Learn about boolean and comparison operators with this Guess the Animal unplugged boolean coding activity!
Boolean logic sounds like a pretty complex concept, but it’s actually very easy to understand. Booleans are a type of data that has two values either true or false that can be used to evaluate logical questions.
Booleans are named after Philosopher and Mathematician George Boole, who first defined an algebraic system in the mid 19th century. Have you ever played the game Guess Who? Then you’ve used Boolean logic!
How are Booleans used in Coding?
Booleans are used to produce more effective search results by using Boolean functions to eliminate or provide search parameters for logical questions.
You start off with the idea that a statement is either true or false. It can’t be anything else. After your statement, you can form other statements that are true or false by combining the statements with a Boolean function such as AND and OR.
About Guess the Animal Unplugged Boolean Coding Activity
This activity focuses on the comparison operators and boolean operators in selection statements.
AND and OR are boolean operators
An animal must meet both conditions in an AND statement and one condition of an OR statement.
Each comparison is a boolean and results in either a True or False answer. Use the selection and boolean statements to Guess the Animal.
How to Play Guess the Animal Unplugged Boolean Coding Activity
Print out the Guess the Animal Workbook and cut out the animal cards. Start with all of the animals facing up and flip them over as you work through the code.
Guess the Animals for Grades K-3
In the printable workbook, the left column shows the questions asked in typical Guess Who format and are great for grades K-3.
Use the questions and answers to present kids with statements regarding the animal. For example, if the question says “Does your animal have round ears? TRUE” express it in a statement like “The animal we are looking for has round ears.”
Guess the Animals for Grades 3-8
In the printable workbook, the right column presents selection and boolean operators and is ideal for grades 3-8. Make sure to go over the boolean and comparison operators before starting the activity.
Make copies of the handout and allow kids to work through the groups of code. Take a poll of which animal might be the answer and then go through the problem together.
Guess the Animal #1
if hasWhiskers == True: flipCardOver()
if earShape == “Round”: flipCardOver()
if hasBeak == True AND canFly == True: flipCardOver()
Roblox Guess The Famous Characters Codes
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Guess The Famous Characters Codes – An updated list with all the valid codes and some info about the reward each code will give you.
Guess The Famous Characters Codes | Updated List
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Active Guess The Famous Characters Codes
Be careful when entering in these codes, because they need to be spelled exactly as they are here, feel free to copy and paste these codes from our website straight to the game to make things easier!
We will keep this list of active codes updated so come back when your ready and we will have the latest working codes waiting for you!
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README.md
A simple Guess the random number game built using python3 for beginners.
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Guess this code
In this chapter, you’re going to make a Guess the Number game. The computer will think of a secret number from 1 to 20 and ask the user to guess it. After each guess, the computer will tell the user whether the number is too high or too low. The user wins if they can guess the number within six tries.
This is a good game to code because it covers many programming concepts in a short program. You’ll learn how to convert values to different data types and when you would need to do this. Since this program is a game, from now on we’ll call the user the player.
TOPICS COVERED IN THIS CHAPTER
• The randint() function
• The difference between = and ==
Sample Run of Guess the Number
Here’s what the Guess the Number program looks like to the player when it’s run. The player’s input is marked in bold.
Hello! What is your name?
Albert
Well, Albert, I am thinking of a number between 1 and 20.
Take a guess.
10
Your guess is too high.
Take a guess.
2
Your guess is too low.
Take a guess.
4
Good job, Albert! You guessed my number in 3 guesses!
Source Code for Guess the Number
Open a new file editor window by clicking File New Window. In the blank window that appears, enter the source code and save it as guess.py. Then run the program by pressing F5.
When you enter this code into the file editor, be sure to pay attention to the spacing at the front of the lines. Some lines need to be indented four or eight spaces.
If you get errors after entering this code, compare the code you typed to the book’s code with the online diff tool at https://www.nostarch.com/inventwithpython#diff.
Importing the random Module
Let’s take a look at the first two lines of this program:
1. # This is a Guess the Number game.
2. import random
The first line is a comment, which you saw in Chapter 2. Remember that Python will ignore everything after the # character. The comment here just reminds us what this program does.
The second line is an import statement. Remember, statements are instructions that perform some action but don’t evaluate to a value like expressions do. You’ve already seen the assignment statement, which stores a value in a variable.
While Python includes many built-in functions, some functions are written in separate programs called modules. You can use these functions by importing their modules into your program with an import statement.
Line 2 imports the random module so that the program can call the randint() function. This function will come up with a random number for the player to guess.
Now that you’ve imported the random module, you need to set up some variables to store values your program will use later.
Line 4 creates a new variable named guessesTaken :
You’ll store the number of guesses the player has made in this variable. Since the player hasn’t made any guesses at this point in the program, store the integer 0 here.
6. print(‘Hello! What is your name?’)
7. myName = input()
Lines 6 and 7 are the same as the lines in the Hello World program in Chapter 2. Programmers often reuse code from other programs to save themselves work.
Line 7 lets the player enter their name and stores it in the myName variable. Remember, the string might not really be the player’s name; it’s just whatever string the player types. Computers are dumb and follow their instructions, no matter what.
Generating Random Numbers with the random.randint() Function
Now that your other variables are set up, you can use the random module’s function to set the computer’s secret number:
9. number = random.randint(1, 20)
The randint() function is provided by the random module, so you must call it with random.randint() (don’t forget the period!) to tell Python that the function randint() is in the random module.
>>> import random
>>> random.randint(1, 20)
12
>>> random.randint(1, 20)
18
>>> random.randint(1, 20)
3
>>> random.randint(1, 20)
18
>>> random.randint(1, 20)
7
Enter this code in the interactive shell and see what numbers you get:
>>> random.randint(1, 4)
3
>>> random.randint(1000, 2000)
1294
You can change the game’s code slightly to make the game behave differently. In our original code, we use an integer between 1 and 20 :
9. number = random.randint(1, 20)
10. print(‘Well, ‘ + myName + ‘, I am thinking of a number between 1 and 20.’)
Try changing the integer range to (1, 100) instead:
You can use the randint() function whenever you want to add randomness to your games. You’ll use randomness in many games. (Think of how many board games use dice.)
Welcoming the Player
After the computer assigns number a random integer, it greets the player:
10. print(‘Well, ‘ + myName + ‘, I am thinking of a number between 1 and 20.’)
On line 10, print() welcomes the player by name and tells them that the computer is thinking of a random number.
Flow Control Statements
Using Loops to Repeat Code
Line 12 is a for statement, which indicates the beginning of a for loop:
12. for guessesTaken in range(6):
Loops let you execute code over and over again. Line 12 will repeat its code six times. A for statement begins with the for keyword, followed by a new variable name, the in keyword, a call to the range() function that specifies the number of loops it should do, and a colon. Let’s go over a few additional concepts so that you can work with loops.
Grouping with Blocks
Several lines of code can be grouped together in a block. Every line in a block of code begins with at least the number of spaces as the first line in the block. You can tell where a block begins and ends by looking at the number of spaces at the front of the lines. This is the line’s indentation.
Python programmers typically use four additional spaces of indentation to begin a block. Any following line that’s indented by that same amount is part of the block. The block ends when there’s a line of code with the same indentation as before the block started. There can also be blocks within other blocks. Figure 3-1 shows a code diagram with the blocks outlined and numbered.
Figure 3-1: An example of blocks and their indentation. The gray dots represent spaces.
Looping with for Statements
The for statement marks the beginning of a loop. Loops execute the same code repeatedly. When the execution reaches a for statement, it enters the block that follows the for statement. After running all the code in this block, the execution moves back to the top of the block to run the code all over again.
Enter the following into the interactive shell:
>>> for i in range(3):
print(‘Hello! i is set to’, i )
Hello! i is set to 0
Hello! i is set to 1
Hello! i is set to 2
Let’s look at the for loop on line 12 of guess.py:
12. for guessesTaken in range(6):
13. print(‘Take a guess.’) # Four spaces in front of «print»
14. guess = input()
15. guess = int(guess)
16.
17. if guess number:
21. print(‘Your guess is too high.’)
22.
23. if guess == number:
24. break
25.
26. if guess == number:
In Guess the Number, the for block begins at the for statement on line 12, and the first line after the for block is line 26.
A for statement always has a colon ( : ) after the condition. Statements that end with a colon expect a new block on the next line. This is illustrated in Figure 3-2.
Figure 3-2: The for loop’s flow of execution
Figure 3-2 shows how the execution flows. The execution will enter the for block at line 13 and keep going down. Once the program reaches the end of the for block, instead of going down to the next line, the execution loops back up to the start of the for block at line 13. It does this six times because of the range(6) function call in the for statement. Each time the execution goes through the loop is called an iteration.
Think of the for statement as saying, “Execute the code in the following block a certain number of times.”
Getting the Player’s Guess
Lines 13 and 14 ask the player to guess what the secret number is and let them enter their guess:
13. print(‘Take a guess.’) # Four spaces in front of «print»
14. guess = input()
Converting Values with the int(), float(), and str() Functions
Line 15 calls a new function called int() :
15. guess = int(guess)
The int() function takes one argument and returns the argument’s value as an integer.
Enter the following into the interactive shell to see how the int() function works:
The 3 + int(‘2’) line shows an expression that uses the return value of int() as part of an expression. It evaluates to the integer value 5 :
>>> int(‘forty-two’)
Traceback (most recent call last):
File «
«, line 1, in
int(‘forty-two’)
ValueError: invalid literal for int() with base 10: ‘forty-two’
The string you pass to int() must be made of numbers.
>>> 4
Traceback (most recent call last):
File «
The float() and str() functions will similarly return float and string versions of the arguments passed to them. Enter the following into the interactive shell:
Now try using the str() function:
The Boolean Data Type
Boolean values can be stored in variables just like the other data types:
>>> spam = True
>>> eggs = False
You will use Boolean values (called bools for short) with comparison operators to form conditions. We’ll cover comparison operators first and then go over conditions.
Comparison Operators
Comparison operators compare two values and evaluate to a True or False Boolean value. Table 3-1 lists all of the comparison operators.
Guess Output of JS programs
📄 Table of contents
Scoping
Post increment will return your value before incrementing thats why we are getting 0 all the times. We should use ++num which will return after incrementing and will output 1,2,3.
LogMeIn
The above code will output the following to the console:
The output of the above code is
So b becomes a global variable because there is no var keyword before it and a becomes a local variable. Therefore, outside the function, only b is available so typeof a === ‘undefined’ comes as true and typeof b === ‘undefined’ comes as false.
If we execute the above code in strict mode as shown below,
It will throw an error because b becomes a global variable and strict mode does not allow creating global variables so you will get an error when you execute this code.
◉ Shallow Copy
works as expected only on the topmost node and fails on the nested node, if any.
◉ Object.create()
◉ Guess o/p of below:
Achieve same using arrow functions:
The timeout specified is a minimum time that the browser should wait before executing the function, not a guaranteed time. If the browser is busy doing other things when the timer goes off, the function will be delayed.
If you need to perform actions in a specific sequence, you should run them sequentially in a single function, or call the second one from a callback of the first, or use promises in a specific order. Depending on precise millisecond timing with setTimeout is not reliable.
◉ SetTimeout Exercise()
setTimeout() is non-blocking which means it will run when the statements outside of it have executed. All other statements that are not part of setTimeout() are blocking which means no other statement will execute before the current statement finishes.
setTimeout inside loops
Traditional solution is to create a function scope ( Closure ) outside the setTimeout whereby which setTimeout can access the correct value of “i”.
Another (recent/ES6) Solution to the above problem is to use let instead of var which creates a block scope.
setTimeout() with fetch() combination
Microtask Queue:
( fetch returns a Promise which would be placed in the microtask queue and will be executed after the synchronous code finishes and data comes back from the API)
This is only true if the Promise that is returned resolves immediately — for example, with Promise.resolve. If the Promise returned by fetch is resolved immediately, then things will go as described above and the Promise would log before the setTimeout’s.
But fetch does NOT resolve immediately — it requires the endpoint to respond first, and that takes some time, so initially it returns a Pending Promise. A pending promise( a promise that isn’t settled yet) isn’ t in the microtask queue at all. That doesn’t happen until the promise is settled (fulfilled or rejected). It’ s the fulfillment / rejection callback that goes in the microtask queue. So you queue your task( setTimeout), start your fetch, and( apparently) the fetch doesn’t settle the promise for X time. In the meantime, there’s a turn of the event loop so your setTimeout callback is called.At some point, the fetch mechanism fulfills the promise, which queues a microtask, which gets run when microtasks are next run.
Let’s talk about the scheduling sequence of synchronization code, micro tasks, and macro tasks. As we know, synchronization code always executes first in the main thread. In addition, after the main thread is empty, the main thread will try to take tasks from micro tasks queue, and execute them. If both main thread and micro tasks queue are empty, the main thread will go to the macro tasks queue to find task that is ready to execute. Therefore, we can see that the order for execution is
What are specific synchronization tasks, micro tasks, and macro tasks? Synchronization tasks usually are variable definitions, variable assignment, console.log(), etc.
Micro task usually are Promise, MutationObserver, queueMicrotask, etc.
Marco tasks usually are setTimeout, setInterval, DOM, etc.
Now, let’s look at a piece of code, let’s first think about what output is. Then look down
I think you have answered correctly, let’s check the answer below
The executor for Promise is a synchronization task, so Executor for Promise comes first. Then the second synchronization task in the code is console.log(‘synchronization task’), so the synchronization task comes second.
setTimeout is marco task. Although he did not give the time parameter, it is a macro task, so it will print after all synchronization tasks and micro tasks. Macro was printed last.
Guess the output here (closures):
Note: In JavaScript, keys must be strings.
JS interview Questions Functions
Question
What is the value of x & y?
Solution
Rest parameters must always be the last argument to a function.
Question
Guess the output of the following code:
Solution
The first console.log prints undefined because we are extracting the method from the hero object, so stoleSecretIdentity() is being invoked in the global context (i.e., the window object) where the _name property does not exist.
Question
What is the output of the following code snippet?
Solution
Binding an already bound function does NOT change the execution context.
Question
What will be logged to the console after running the snippet below?
Solution
Question
What will be logged to the console?
Solution
Question
What is wrong with the code written below?
Solution
Now, Chrome’s V8 JavaScript engine is apparently smart enough to keep variables out of the lexical environment if they aren’t used by any closures: that’s why the first example doesn’t leak. But as soon as a variable is used by any closure, it ends up in the lexical environment shared by all closures in that scope. And that can lead to memory leaks.
Python Number Guessing Game
In this Python tutorial, we will learn how to create Python Number Guessing Game. We have started from basic and went all the way to the advanced ways of creating this application. Also, we have covered these topics.
Python Number Guessing Game Overview
In this section, we will cover brief information about the Python number guessing game.
Python Number Guessing Game While Loop
In this section, we will learn about the python number guessing game while loop. We will understand the need for a while loop in the game.
Source Code:
In this source code, we have started an infinite loop using ‘while’ loop. This loop will be terminated only when the user will give the right answer.
run is the flag that is marked True which means the loop will keep on running. When the user will enter the right answer then this flag is turned to False and the loop will end there.
Output:
In this output, the program keeps on prompting for numbers till the time right answer is not provided by the player.
Python Number Guessing Game For Loop
In this section, we will understand about python number guessing game using ‘for’ loop. We will explore the ways of using for loop in the guessing game.
Source Code:
In this source code, we have a limited number of attempts to 5 times only and the correct answer is 7.
Each time player makes a wrong guess, a try again message with a remaining number of attempts is displayed on the screen.
Output:
In this output, On entering 7 the program ends with the Won! message. But for remaining attempts ‘try again’ message is displayed with a remaining number of attempts.
Python Random Number Guessing Game
In this section, we will learn about Python Random Number Guessing Game.
Source Code:
In this code, we have used a random module to generate random numbers that the player has to guess.
Output:
This output is executed twice so please watch it completely. Each time the program generates a random number that we have to guess. To make things simpler we have displayed the answer as well.
Python Number Guessing Game Code
In this section, we have created a python number guessing game script. This is going to be a command-line-based game. We have created GUI based game in the next section.
Source Code:
Here is the complete source code for the python number guessing game code.
Output:
In this output, the program is generating a random number and the user is trying to guess it. There are a limited number of attempts. Player get hint on every incorrect answer.
Number Guessing Game Python Tkinter
In this section, we will learn to create a number guessing game using python Tkinter.
Output:
In this output, the python number guessing game GUI is displayed. The Player will enter any number in the entry box and if that number matches the system-generated random number then the player wins the game.
Number Guessing Game Python Project
In this section, we will create a number guessing game python project that you can use in your minor or major.
Source code of the Menu Page:
The output of the Menu Page:
Here is the output of the menu or main page of the application. Clicking on any other button will take you to the next page.
Source code of the Start Game page:
Here is the source code of the complete Python project for the number guessing game. This game is GUI-based created using the python Tkinter library.
The output of the Start Game page:
In this output, the player has to enter the number and if that number matches with the system-generated random number then the player wins. The player is provided with 5 chances to guess the right number.
You may like the following Python tutorials:
In this Python tutorial, we have learned how to create Python Number Guessing Game. Also, we have covered these topics.
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Can You Guess What Language Is This?
In what language is it written in?
This way this word is written in.
In what language is it written in: «Я тебе кохаю»?
If you want to say
In what language is it written in?
In what language is it written in: «Ma bucur de cunostinta»?
If you’re in Romania and want to say
In what language is it written in?
This word is read this way
In what language is it written in: «Ас болсын»?
In Kazakh it means
In what language is it written in?
In what language is it written in: «아니요»?
If you want to say
In what language is it written in?
In what language is it written in: «Bom dia»?
In what language is it written in?
In what language is it written in: «Уstävyys»?
If you go to Finland to make new friends, you need to keep in mind this word, it means
In what language is it written in?
In what language is it written in: «češnjak»?
Now you know how the best weapon against vampires is named in Croatia.
In what language is it written in?
A great phrase for those who go to a market in Thailand:
Keep calm and carry on
It seems you’re out of your way to foreigners. And maybe you didn’t find «that only one»? Listen to a song in Japanese, watch an Italian movie with subs. Experiment and you’ll find a language you’d like to master.
You’re a true polyglot!
You’ve taken the quiz almost perfectly, congrats! Your inner linguist is absolutely certain that you’re able to knock out even Chinese or Hebrew. Maybe you should try?
Learn Lua by writing a «guess the number» game
If you’re a fan of scripting languages like Bash, Python, or Ruby, you might find Lua interesting. Lua is a dynamically typed, lightweight, efficient, and embeddable scripting language with an API to interface with C. It runs by interpreting bytecode with a register-based virtual machine, and it can be used for everything from procedural programming to functional programming to data-driven programming. It can even be used for object-oriented programming through the clever use of arrays, or tables, used to mimic classes.
A great way to get a feel for a language is by writing a simple application you’re already familiar with. Recently, some Opensource.com correspondents have demonstrated how to use their favorite languages to create a number-guessing game. Lua is one of my favorites, so here’s my Lua version of the guessing game.
Install Lua
Programming and development
If you’re on Linux, you can install Lua from your distribution’s software repository. On macOS, you can install Lua from MacPorts or Homebrew. On Windows, you can install Lua from Chocolatey.
Once you have Lua installed, open your favorite text editor and get ready to code.
Lua code
First, you must set up a pseudo-random number generator, so your player has something unpredictable to try to guess. This is a two-step process: first, you start a random seed based on the current time, and then you select a number within the range of 1 to 100:
Next, create what Lua calls a table to represent your player. A table is like an array in Bash or an ArrayList in Java. You can create a table and then assign child variables associated with that table. In this code, player is the table, and player.guess is an entry in that table:
For the purpose of debugging, print the secret number. This isn’t good for the game, but it’s great for testing. Comments in Lua are preceded by double dashes:
The first thing that happens during this infinite loop is that the game prints a prompt so that the player understands the game.
Next, Lua pauses and waits for the player to enter a guess. Lua reads from files and standard in (stdin) using the io.read function. You can assign the results of io.read to a variable that is dynamically created in the player table. The problem with the player’s input is that it is read as a string, even if it’s a number. You can convert this input to an integer type using the tonumber() function, assigning the result back to the player.guess variable that initially contained 0:
At the end, the function os.exit() closes the application upon success and the keyword end is used twice: once to end the if statement and again to end the while loop.
Run the application
Run the game in a terminal:
Intuitive and consistent
As you may be able to tell from this code, Lua is sublimely consistent and fairly intuitive. Its table mechanism is a refreshing way of associating data, and its syntax is minimalistic and efficient. There are few wasted lines in Lua code; in fact, at least one pair of lines in this example could be optimized further, but I wanted to demonstrate data conversion as its own step (maybe you can find the two lines I’m referring to and restructure them).
Lua is a pleasure to use, and its documentation is a pleasure to read, mostly because there’s just not that much to it. You’ll learn the core language in no time, and then you’ll be free to explore LuaRocks to discover all the great libraries others have contributed to make your time with Lua even easier. «Lua» means «moon» in Portuguese, so give it a try tonight.
Practice coding in Java by writing a game
Writing simple games is a fun way to learn a new programming language. Put that principle to work to get started with Java.
Learn Python by coding a simple game
Explore Python (and other programming languages) by writing a «guess the number» game.
Learn Bash by writing an interactive game
Programming a simple game is a great way to practice a new language and compare it against others you know.
Mastermind
Create a simple version of the board game: Mastermind.
It must be possible to:
The (computer program) game should display all the player guesses and the results of that guess.
Display (just an idea):
Feature | Graphic Version | Text Version |
---|---|---|
Player guess | Colored circles | Alphabet letters |
Correct color & position | Black circle | X |
Correct color | White circle | O |
None | Gray circle | — |
two correct colors and spot, one correct color/wrong spot, one color isn’t in the code.
Contents
11l [ edit ]
F encode(correct, guess)
F safe_int_input(prompt, min_val, max_val)
Action! [ edit ]
DEFINE MINCOLORS=»2″ DEFINE MAXCOLORS=»20″ DEFINE MINLENGTH=»4″ DEFINE MAXLENGTH=»10″ DEFINE MINGUESS=»7″ DEFINE MAXGUESS=»20″ TYPE Score=[BYTE spot,corr,err] TYPE Settings=[BYTE colors,length,guesses,repeat]
PROC GetSettings(Settings POINTER s)
PROC Generate(CHAR ARRAY code Settings POINTER s)
BYTE FUNC GetCount(CHAR ARRAY s CHAR c)
PROC CheckScore(CHAR ARRAY code,guess
PROC ToUpper(CHAR ARRAY s)
PROC PrintScore(Score POINTER res Settings POINTER s)
Ada [ edit ]
with Ada.Text_IO; with Ada.Numerics.Discrete_Random; with Ada.Strings.Fixed; with Ada.Containers.Ordered_Sets;
procedure MasterMind is
APL [ edit ]
⍝ Define the alphabet A←’ABCDEFGHIJKLMNOPQRSTUVWXYZ’
⍝ Make ASCII values upper case ∇n←AscUp c
⍝ Does a list have repeated values? ∇r←Rpts l
⍝ Keyboard input using ⎕ and ⍞ doesn’t work well using GNU APL in script mode, ⍝ so you kind of have to write your own. ⍝ Read a line of text from the keyboard ∇l←ReadLine up;k;z;data
in: k←1⎕fio[41]1 ⍝ Read byte from stdin handle: →(k>127)/skip ⍝ Unicode is not supported (Wumpus doesn’t need it)
skip: k←1⎕fio[41]1 ⋄ →(k>127)/skip ⋄ →handle
back: →(0=⍴data)/in ⍝ If already at beginning, ignore
⍝ Read a positive number from the keyboard in the range [min. max] ∇n←min ReadNum max;l;z in: l←ReadLine 0
no: ⍞←’Please enter a number between ‘,(⍕min),’ and ‘,(⍕max),’: ‘
⍝ Ask a numeric question ∇n←q Question lim;min;max
⍝ Read a choice from the keyboard ∇c←Choice cs;ks;k;z
(k←AscUp 1⎕fio[41]1)∊ks)/in ⍝ Wait for user to make choice
⍝ Ask the user for game parameters ∇parms←InitGame;clrs;len;gss;rpts
⍝ Generate a code. ∇c←rpts MakeCode parms;clrs;len
⍝ Let user make a guess and handle errors ∇g←parms Guess code;clrs;rpts;l;right;in
guess: ⍞←’Guess ‘,(¯2↑⍕num),’: ‘ ⋄ g←ReadLine 1 ⍝ Read a guess from the keyboard
len: ⎕←’Invalid length.’ ⋄ →guess inv: ⎕←’Invalid color.’ ⋄ →guess rpt: ⎕←’No repeats allowed.’ ⋄ →guess ∇
⍝ Play the game ∇ Mastermind;clrs;len;gsmax;rpts;code;gs
lose: ⎕←’Alas, you are out of guesses.’
AutoHotkey [ edit ]
w := h := 32, maxRows := 10, numPegs := 8 ww := floor(w/2-2), hh := floor(h/2-2) grid := [], dx := w*4.5 gosub, Decode
Gui, Font, S18, Consolas loop, 4
GuiClose: ExitApp return
Button: if GameEnd return
LAlt:: ; peak at solution (for troubleshooting purposes only!) loop 4 GuiControl,, Goal%A_Index%, % Goal[A_Index] While GetKeyState(«Lalt», «P») continue loop 4 GuiControl,, Goal%A_Index%, % «?» return
ResetMM: Grid :=[], GameEnd:= false loop, 4
C++ [ edit ]
typedef std::vector vecChar;
int main( int argc, char* argv[] ) <
EasyLang [ edit ]
col[] = [ 802 990 171 229 950 808 ] len code[] 4 len guess[] 4
FreeBASIC [ edit ]
Sub showresult(test() As String, place1 As Byte, place2 As Byte, place3 As Byte)
Go [ edit ]
import ( «errors» «flag» «fmt» «log» «math/rand» «strings» «time» )
code string past []string // history of guesses scores []string // history of scores >
func (m *mastermind) score(guess string) (black, white int) < scored := make([]bool, m.holes) for i := 0; i
JavaScript [ edit ]
> const mm = new Mastermind(); document.getElementById(«newGame»).addEventListener(«click», () => <
To test you’ll need a HTML file
Julia [ edit ]
GUI version, uses the Gtk toolkit. using Gtk, Colors, Cairo, Graphics
function Guess(code, guess)
tovec(guess) = [x for x in [guess.code; guess.guess; guess.hint]]
Kotlin [ edit ]
fun main(args: Array ) <
Sample input/output (showing last 2 guesses only):
Lua [ edit ]
Based on C++ math.randomseed( os.time() ) local black, white, none, code = «X», «O», «-» local colors, codeLen, maxGuess, rept, alpha, opt = 6, 4, 10, false, «ABCDEFGHIJKLMNOPQRST», «» local guesses, results function createCode()
end function checkInput( inp )
= nil and tonumber( arg[1] ) > 1 and tonumber( arg[1] ) 3 and tonumber( arg[2] ) 6 and tonumber( arg[3] )
Nim [ edit ]
import random, sequtils, strformat, strutils
proc encode(correct, guess: string): string =
proc safeIntInput(prompt: string; minVal, maxVal: Positive): int =
Perl [ edit ]
use List::Util qw(any);
Phix [ edit ]
constant help_text = «»» The game of mastermind, with a Knuth solver.
Specify the number of colours (1..20), the code length (1..10), the number of guesses allowed (1-20), and whether colours can be repeated (auto-ticked & greyed-out inactive when length>colours).
Note that at the highest settings there are 10,240,000,000,000 possible answers: the (order n squared) analysis of that is simply not practical, as indeed is simply building the initial list of all possible answers, and therefore a fixed limit of 1,000,000 has been applied, which also just about manages to keep the program responsive. Obviously, should the actual answer not be among those samples, it cannot possibly find it, and it will tell you in plain english when that occurs. You can always trim the search space back to something more reasonable at any time, and still play the game when that limit is breached, with weaker hints.
Conversely the lowest settings do not make for an interesting game, but proved quite useful when ironing out some bugs, so were left in.
The Use button (disabled until something useful found) allows you to take the best found (so far), displayed at the top of the colours frame. Obviously «1/1 (100%)» means that it has deduced the correct answer. Below that the colours frame shows all available colours, which can be individually clicked in any order.
Press Delete or click on the last peg (in the left-hand game frame) to remove it, before the last one is placed, however once full your turn is immediately scored and cannot be undone.
New Game, Help, and Exit buttons are assumed to be self-explanatory. Changing the option settings implicitly triggers a new game, except for the number of permitted guesses, pre-game-over. Reducing the number of guesses can also be used as a means of conceding.
Ihandle dlg, colours, codelen, maxgoes, repeats, progress,
integer ncolours, ncodelen, nmaxgoes bool brepeats
— or not find(n,next[1..ndx-1]) then
— if not find(k,next[1..j-1]) then
atom done, is_done, best
end function constant idle_action_cb = Icallback(«idle_action»)
— saved in redraw_cb(), for click testing in button_cb(): sequence last_guess = <>,
integer guess_r2 = 0,
function redraw_cb(Ihandle ih, integer /*posx*/, integer /*posy*/)
function map_cb(Ihandle ih)
function canvas_resize_cb(Ihandle canvas)
procedure add_move(integer i)
function usehint_cb(Ihandle /*usehint*/)
function button_cb(Ihandle canvas, integer button, pressed, x, y, atom /*pStatus*/)
function new_game_cb(Ihandle /*ih*/)
function exit_cb(Ihandle /*ih*/)
end function constant cb_exit = Icallback(«exit_cb»)
function help_cb(Ihandln /*ih*/)
function key_cb(Ihandle /*dlg*/, atom c)
function valuechanged_cb(Ihandle ih)
end function constant cb_valuechanged = Icallback(«valuechanged_cb»)
end procedure main()
Prolog [ edit ]
mastermind :- mastermind(7, 4, 8, no_duplicates).
mastermind(Colours, Length, Guesses, Duplicates) :- between(2, 20, Colours), between(4, 10, Length), between(7, 20, Guesses), member(Duplicates, [allow_duplicates, no_duplicates]),
intro(Colours, Length, Duplicates) :- format(‘Guess the code!
p character types, and
p letters to guess
n’) ; format(‘Duplicates are not allowed
/* Create the combination to be guessed */ create_board(Colours, Length, Duplicates, Board) :- length(Board, Length), valid_char_list(Colours, CharSet), repeat, maplist(random_alpha(CharSet), Board), check_for_duplicates(Board, Duplicates).
check_for_duplicates(_, allow_dupicates). check_for_duplicates(Board, no_duplicates) :- is_set(Board).
% Same position, same type guess_differences(_Board, B, B, ‘X’). % Same type, different position guess_differences(Board, B, G, ‘O’) :- dif(B, G), member(G, Board). % Type not on board guess_differences(Board, B, G, ‘-‘) :- dif(B, G), \+ member(G, Board).
/* Print out the current progress */ print_guess(guess(NextGuessNumber, Guess, Differences)) :- format(‘
w: ‘, NextGuessNumber), maplist(format(‘
w ‘), Guess), format(‘ : ‘), maplist(format(‘
valid_char_list(Colours, CharSet) :- alpha_chars(AllChars), truncate_list(AllChars, Colours, CharSet).
random_alpha(AllChars, RandomMember) :- random_member(RandomMember, AllChars).
Python [ edit ]
Tested in Python 3.7.3. Includes input verification. import random
def encode(correct, guess):
def safe_int_input(prompt, min_val, max_val):
if __name__ == ‘__main__’:
Raku [ edit ]
REXX [ edit ]
More checks could have been added (for illegal inputs and illegal options). /*REXX pgm scores mastermind game with a human or CBLFs (Carbon Based Life Forms). */ parse arg let wid mxG oRep seed _ /*obtain optional arguments from the CL*/
exit 0 /*stick a fork in it, we’re all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ dups: do h=1 for try; if g\=word(@.h, 8) then iterate /*any duplicated guesses? */
/*──────────────────────────────────────────────────────────────────────────────────────*/ hist: do hist=1 for try; say @.hist; end; return /*show «guess» history.*/ s: if arg(1)==1 then return ; return «s» /*a simpler pluraizer. */ ser: say; say; say ‘***error***’ arg(1); say; say; exit 13 /*──────────────────────────────────────────────────────────────────────────────────────*/ /*◄■■■■■■ optional vetting.*/ vet: parse arg val. mn,mx /*vet (validate) a specified argument. */ /*◄■■■■■■ optional vetting.*/
Ring [ edit ]
colors = [«A», «B», «C», «D»] places = list(2) mind = list(len(colors)) rands = list(len(colors)) master = list(len(colors)) test = list(len(colors)) guesses = 7 repeat = false nr = 0
for n = 1 to len(colors)
end see «Well done!» + nl see «End of game» + nl
func showresult(test, place1, place2, place3)
Rust [ edit ]
use rand::prelude::*; use std::io;
KDCinfo/guess-right
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README.md
Overview and Background
«Guess Right» is a simplistic word-guessing game I wrote with Vue.js
I capitalized on Vue’s reactive data, and fell in love with its templating system and state control. Combined with some Laravel and MySQL on the backend made for quite a fun-thinking and manageable development environment.
The primary technologies I used whilst creating this little web app are as follows:
The following link is to a flowchart diagram I created to help me analyze a particular flow in the game (my flowchart containers are likely all wrong, but the flowchart tool is awesome!)
My initial 3-layout draft (mobile; non-mobile test a, non-mobile test b)
URL for my 2nd layout (just a tad more defined)
Visit and Play Guess Right and Be Happy!
KDC-info Project Sites
Internet Explorer Issues
The following were primarily related to IE11, but some affected Edge as well. I didn’t analyze the differences between, and just fixed everything for IE11, which resulted in fixing Edge’s subset of issues as well.
Installed babel-polyfill: 6.23
20px tall white bar under the image and image frame.
with the 2 buttons
_ Shows the next ‘You Lost’ background image when game is ‘played again’ (or reset)
Found IE11 doesn’t support multiple classList assignments
_ Pushed ‘Congratz’ background image off to the right side of the frame.
Color guessing code
This code is supposed to learn colors from many many data images, and then recognize color using an algorithm that I made. Eventually, I want the program to make its own algorithm.
Data input and test cases are on GitHub.
And now, the actual code:
2 Answers 2
Fix the includes
Don’t include headers you’re not using. I had to remove a bunch of headers that aren’t available here, simply to get your code to compile.
Comments should explain the code
Throughout the program, your comments duplicate what the code says. Good comments explain why rather than what, and most of the commentary is through good use of names. For example:
We know that imgData.size() returns the size of a vector, so no need to comment that. It’s much more important, for example, to explain why we loop over the RGB components in the outer loop rather than in the inner loop.
Use range-based for on containers
Here, I’ve also made use of the operator overloads += and / provided by cv::Scalar to perform elementwise arithmetic without needing to loop over the RGBA components within the Scalar.
Note also that this function can accept the vector by const reference, as we are not modifying it and do not need to copy.
Create and open ifstream in a single step
Instead of creating a default-constructed stream, we can start with it open, by passing the filename to its constructor:
Reduce copying of Color objects
We can use std::vector::emplace_back to construct a Color directly into the vector:
A simple typo
Inefficient search
The getColorGuess() is the only function that uses C++ algorithms, but this line looks quite dubious:
Having found an iterator to the maximum value, there’s no need to dereference it and pass it to find to get the same iterator back again. It’s functionally equivalent to
We can do still better, though, as we can find the maximum value directly on the color vector, by telling std::max_element how to do the calculation:
Busy loop
This is rude to any other process (and to those of us who prefer a cooler environment):
This never terminates. Just remove it.
Re-worked code
Further ideas
The first thing I do not get is here:
How can three values be a scalar? how can the difference between these two be a scalar? It is obviously not your code, but it confuses me on the spot.
Please use descriptive names. The amount time saved by typing getAvg rather than getAverage is small compared to the time you need to read them properly once more getFoo functions fly around.
You are always passing the data by copy
This is really slow and you should definitely pass it by reference or const reference depending on your need.
Also the getAvg function should not modify your data so it should be const too. In Summary your function signature should look like this
Not your library, but without words
Your getAverage function seems dubious. The strange part is
avg is a scalar of size 4 but you only iterate the first 3 elements? So why is it of size 4 when there are only 3 colors? You should either fix this or add a good explanation.
In your training routine you are loading the image data. This should be a separate function. Generally try to encapsulate your functionality better.
Cool but seems like an overkill:
Especially as max_element returns the iterator to the greatest element. So what you are doing is finding the pointer of the maximal element, dereferencing it to find that maximal element and get its pointer back. That should do it too:
guess-js/guess
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Libraries and tools for enabling data-driven user-experiences on the web.
For Webpack users:
Should you wish to try out the modules we offer individually, the packages directory contains three packages:
For non-Webpack users:
Our predictive-fetching for sites workflow provides a set of steps you can follow to integrate predictive fetching using the Google Analytics API to your site.
This repo uses Google Analytics data to determine which page a user is mostly likely to visit next from a given page. A client-side script (which you’ll add to your application) sends a request to the server to get the URL of the page it should fetch, then prefetches this resource.
Guess.js provides libraries & tools to simplify predictive data-analytics driven approaches to improving user-experiences on the web. This data can be driven from any number of sources, including analytics or machine learning models. Guess.js aims to lower the friction of consuming and applying this thinking to all modern sites and apps, including building libraries & tools for popular workflows.
Applying predictive data-analytics thinking to sites could be applied in a number of contexts:
By collaborating across different touch-points in the ecosystem where data-driven approaches could be easily applied, we hope to generalize common pieces of infrastructure to maximize their applicability in different tech stacks.
Problems we’re looking to solve
Initial priority: Improved Performance through Data-driven Prefetching
The first large priority for Guess.js will be improving web performance through predictive prefetching of content.
By building a model of pages a user is likely to visit, given an arbitrary entry-page, a solution could calculate the likelihood a user will visit a given next page or set of pages and prefetch resources for them while the user is still viewing their current page. This has the possibility of improving page-load performance for subsequent page visits as there’s a strong chance a page will already be in the user’s cache.
Possible approaches to predictive fetching
In order to predict the next page a user is likely to visit, solutions could use the Google Analytics API. Google Analytics session data can be used to create a model to predict the most likely page a user is going to visit next on a site. The benefit of this session data is that it can evolve over time, so that if particular navigation paths change, the predictions can stay up to date too.
While this approach is sound, the methodology used could be deemed a little complex. Another approach that could be taken (which is simpler) is attempting to get accurate prediction data from the Google Analytics API. If you ran a report for the Page and Previous Page Path dimension combined with the Pageviews and Exits metrics this should provide enough data to wire up prefetches for most popular pages.
Machine Learning for predictive fetching
ML could help improve the overall accuracy of a solution’s predictions, but is not a necessity for an initial implementation. Predictive fetching could be accomplished by training a model on the pages users are likely to visit and improving on this model over time.
Deep neural networks are particularly good at teasing out the complexities that may lead to a user choosing one page over another, in particular, if we wanted to attempt a version of the solution that was catered to the pages an individual user might visit vs. the pages a «general/median» user might visit next. Fixed page sequences (prev, current, next) might be the easiest to begin dealing with initially. This means building a model that is unique to your set of documents.
Model updates tend to be done periodically, so one might setup a nightly/weekly job to refresh based on new user behaviour. This could be done in real-time, but is likely complex, so doing it periodically might be sufficient. One could imagine a generic model representing behavioural patterns for users on a site that can either be driven by a trained status set, Google Analytics, or a custom description you plugin using a new layer into a router giving the site the ability to predictively fetch future pages, improving page load performance.
Possible approaches to speculative prefetch
Speculative prefetch on page load
Speculative prefetch can prefetch pages likely be navigated to on page load. This assumes the existence of knowledge about the probability a page will need a certain next page or set of pages, or a training model that can provide a data-driven approach to determining such probabilities.
Speculative prefetch when links come into the viewport
A page could speculatively begin prefetching content when links in the page are visible in the viewport, signifying that the user may have a higher chance of wanting to click on them.
This is an approach used by Gatsby (which uses React and React Router). Their specific implementation is as follows:
Speculative prefetch on user interaction
A page could begin speculatively prefetching resources when a user indicates they are interested in some content. This can take many forms, including when a user chooses to hover over a link or some portion of UI that would navigate them to a separate page. The browser could begin fetching content for the link as soon as there was a clear indication of interest. This is an approach taken by JavaScript libraries such as InstantClick.
As with any mechanism for prefetching content ahead of time, this needs to be approached very carefully. A user on a restricted data-plan may not appreciate or benefit as much from pages being fetched ahead of time, in particular if they start to eat up their data. There are mechanisms a site/solution could take to be mindful of this concern, such as respecting the Save-Data header.
Prefetching undesirable pages
Prefetching links to «logout» pages is likely undesirable. The same could be said of any pages that trigger an action on page-load (e.g one-click purchase). Solutions may wish to include a blacklist of URLs which are never prefetched to increase the likelihood of a prefetched page being useful.
Future of rel=prerender
There are two key differences between NoStatePrefetch and Prefetch:
Relevant Data Analytics
There are three primary types of data analytics worth being aware of in this problem space: descriptive, predictive and prescriptive. Each type is related and help teams leverage different kinds of insight.
Descriptive analytics summarizes raw data and turns it into something interpretable by humans. It can look at past events, regardless of when the events have occurred. Descriptive analytics allow teams to learn from past behaviors and this can help them influence future outcomes. Descriptive analytics could determine what pages on a site users have previously viewed and what navigation paths they have taken given any given entry page.
Predictive analytics “predicts” what can happen next. Predictive analytics helps us understand the future and gives teams actionable insights using data. It provides estimates of the likelihood of a future outcome being useful. It’s important to keep in mind, few algorithms can predict future events with complete accuracy, but we can use as many signals that are available to us as possible to help improve baseline accuracy. The foundation of predictive analytics is based on probabilities we determine from data. Predictive analytics could predict the next page or set of pages a user is likely to visit given an arbitrary entry page.
Prescriptive analytics enables prescribing different possible actions to guide towards a solution. Prescriptive analytics provides advice, attempting to quantify the impact future decisions may have to advise on possible outcomes before these decisions are made. Prescriptive analytics aims to not just predict what is going to happen but goes further; informing why it will happen and providing recommendations about actions that can take advantage of such predictions. Prescriptive analytics could predict the next page a user will visit, but also suggest actions such as informing you of ways you can customize their experience to take advantage of this knowledge.
Relevant Prediction Models
The key objective of a prediction model in the prefetching problem space is to identify what the subsequent requests a user may need, given a specific page request. This allows a server or client to pre-fetch the next set of pages and attempt to ensure they are in a user’s cache before they directly navigate to the page. The idea is to reduce overall loading time. When this is implemented with care, this technique can reduce page access times and latency, improving the overall user experience.
In some applications, first-order Markov models aren’t as accurate in predicting user browsing behaviors as these do not always look into the past to make a distinction between different patterns that have been observed. This is one reason higher-order models are often used. These higher-order models have limitations with state-space complexity, less broad coverage and sometimes reduced prediction accuracy.
All-Kth-Order Markov Model
One way [Ref] to overcome this problem is to train varying order Markov models, which we then use during the prediction phase. This was attempted in the All-Kth-Order Markov model proposed in this Ref. This can make state-space complexity worse, however. Another approach is to identify frequent access patterns (longest repeating subsequences) and use this set of sequences for predictions. Although this approach can have an order of magnitude reduction on state-space complexity, it can reduce prediction accuracy.
Selective Markov Models
Semantic-pruned Selective Markov Models
In Mabroukeh and Ezeife, the performance of semantic-rich 1st and 2nd order Markov models was studied and compared with that of higher-order SMM and semantic-pruned SMM. They discovered that semantic-pruned SMM have a 16% smaller size than frequency-pruned SMM and provide nearly an equal accuracy.
Observing navigation patterns can allow us to analyze user behavior. This approach requires access to user-session identification, clustering sessions into similar clusters and developing a model for prediction using current and earlier access patterns. Much of the previous work in this field has relied on clustering schemes like the K-means clustering technique with Euclidean distance for improving confidence of predictions. One of the drawbacks to using K-means is difficulty deciding on the number of clusters, selecting the initial random center and the order of page visits is not always considered. Kumar et al investigated this, proposing a hierarchical clustering technique with a modified Levenshtein distance, pagerank using access time length, frequency and higher order Markov models for prediction.
Many of the papers referenced in the following section are centered around the Markov model, association rules and clustering. Papers highlighting relevant work related to pattern discovery for evolving page prediction accuracy are our focus.
Uses first-order Markov models to model the sequence of web-pages requested by a user for predicting the next page they are likely to access. Markov chains allow the system to dynamically model URL access patterns observed in navigation logs based on previous state. A “personalized” Markov model is trained for each user and used to predict a user’s future sessions. In practice, it’s overly expensive to construct a unique model for each user and the cost of scaling this becomes more challenging when a site has a large user-base.
First paper to investigate Hidden Markov Models (HMM). Author collected web server logs, pruned the data and patched the paths users passed by. Based on HMM, author constructed a specific model for web browsing that predicts whether the users have the intention to purchase in real-time. Related measures, like speeding up the operation and their impact when in a purchasing mode are investigated.
Proposes a framework to predict ranking positions of a page based on their previous rankings. Assuming a set of successive Top-K rankings, the author identifies predictors based on different methodologies. Prediction quality is quantified as the similarity between predicted and actual rankings. Exhaustive experiments were performed on a real-world large scale dataset for both global and query-based top-K rankings. A variety of existing similarity measures for comparing Top-K ranked lists including a novel one captured in the paper.
Proposes using N-hop Markov models to predict the next web page users are likely to access. Pattern matches the user’s current access sequence with the user’s historical web access sequences to improve the prediction accuracy for prefetches.
Proposes dynamic clustering-based methods to increase Markov model accuracy in representing a collection of web navigation sessions. Uses a state cloning concept to duplicate states in a way separating in-links whose corresponding second-order probabilities diverge. The method proposed includes a clustering technique determining a way to assign in-links with similar second-order probabilities to the same clone.
Extends the use of a page-rank algorithm with numerous navigational attributes: size of the page, duration time of the page, duration of transition (two page visits sequentially), frequency of page and transition. Defines a Duration Based Rank (DPR) and Popularity Based Page Rank (PPR). Author looked at the popularity of transitions and pages using duration information, using it with page size and visit frequency. Using the popularity value of pages, this paper attempts to improve conventional page rank algorithms and model a next page prediction under a given Top-N value.
«Guess the Brand» game
This is my first JavaScript/jQuery project after having been reading and learning for a good few weeks. I am proud I have made something that at least works. However, I’m sure that my code is inefficient, and possibly more complex that it needs to be. I would appreciate any feedback on my JavaScript. What other ways would I go about making this game?
As I started making it, I just thought up features and kind of «bolted» them on. So, with some more forethought, I could have been more organised.
The game is made for a mobile device, but for now it’s browser only. I understand that the game isn’t difficult (that’s not what I’m aiming for at the moment), it’s more the logic of the game, and the practice manipulating the DOM.
I want to use more objects in my code. I know how to create and use them, but I don’t know how to practically use them.
The full game is available here.
2 Answers 2
While browsing the code with a first glance. 2 things come to mind:
There is no encapsulation of the code, this isn’t bad since it simply works. But changing the classnames in your html is un-doable since you then also need to change the business logic of your code. To put it in a more professional sentence: your code is Tightly coupled thus rendering it very hard to use in another project.
Next to being Tightly coupled, the entire code is written in the global scope. This doesn’t play nice when including other libraries. A very good read on understanding scope and context in javascript: http://ryanmorr.com/understanding-scope-and-context-in-javascript/
A part from these jQuery-programmers-mistakes (no pun intended, but most people tend to solve every answer with jQuery without knowing how JS really works) there are some small remaks on the code:
You just need one element returned here, so use an ID instead of a class. A class ‘.the-image’ is very general and could also be used somewhere else in the code.
These variables are available EVERYWHERE since they are defined in the global scope. In fact these should actually be encapsulated. (The Module pattern is an easy way to do this).
I noticed you are using
to seperate the words. For this you have this strange if ( is(‘br’) part in your code. Drop the
and put the words in different
Then, why jQuery? The only thing you are doing is some simple dom selection. Plain Vanilla can do this: https://gist.github.com/liamcurry/2597326 oh, and have a look here: http://www.doxdesk.com/img/updates/20091116-so-large.gif
Want to read more about JAvascript? here are some really cool links:
Want to write really good code? Here are some fun articles:
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Learn More About guess.com
Guess is an American up-scale clothing retailer as well as a fashion brand. Today, the company not only sells clothes but has also ventured in other markets. These largely include the fashion accessories including the perfumes, jewelry and watches. Guess is also the owner of the line Marciano.
This immensely popular clothing brand was initiated way back in 1981 by two brothers Paul and Maurice Marciano who started with their first store in the posh areas of theBeverly Hills. In the year 1985, the brand began advertising with its iconic black and white ads. Even the ads of the Guess became so popular that they have won several Clio Awards. The fashion models that later became supermodels got their first prominence via the ad campaigns of the Guess. Some of the models associated with Guess are Julia Lescova, Claudia Schiffer, Valeria Mazza, Laetitia Casta, Anna Nicole Smith,Kate Upton and Eva Herzigova.
By the 1980s, Guess became a household name. Back then, it was immensely popular for its range of the jeans. Surprisingly, Guess was one of the first companies to come up with the idea of the designer jeans. The first designer jeans from Guess were designed for women. Later on in the year 1983, Guess came up with its men’s line.
In the year 1984, Guess expanded its product range and came up with its new line of watches that became popular with distinct names such as the «Guess Collection», «Guess» and the «Guess Steel.» The watch line from Guess, is still in existence however, today it has been joined with a variety of other accessory sidelines.
What many do not know is that Guess is not just a brand for men and women but it also produces a great range of apparels and accessories for the babies. In the year 1984, it introduced its clothing line for babies that were known as the «Baby Guess». Today this line has expanded and includes clothing for toddlers as well as the kids. It has been renamed and is today called the GUESS kids.
Guess also ventured in the Home division in the 1990s and came up with its range known as the Guess home. In this line, Guess featured some upscale and youthful bedding collections. It was also the first company to ever package the sheets, pillowcase, towels and duvets in packaging that was actually made from the sheeting material. This was a clever initiate from the company to ensure that the customers could actually see how the pattern looked like. However, the sales of the home collection from Guess significantly dropped and the brand shut down its home division.
By 2000, Guess was the most popular brand especially amongst the teens and the young adults since the marketing ads from the brand got immensely sexier. Today the products from Guess are sold worldwide and the popularity of the brand is unmatched.
For anyone looking for designer, luxury clothing, there is no better platform than Guess.
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README.md
Before starting to code this project, please find a partner and play this game together verbally for a few rounds.
After you get a feel for the game, it’s time to write a software version of the game, where the human thinks of a number between 1 and 100 and the computer tries to guess it.
Think carefully about how the computer will guess a number. Start with it guessing a random number between 1 and 100. Once that’s working, high five, take a break, then try to use a more efficient guessing algorithm instead.
Before writing real code in a text editor, try writing pseudocode or a flowchart on paper, or as comments in your program file. That will help you to understand the essence of the algorithm without getting bogged down in syntax (like semicolons and parentheses).
Look back at the programs you’ve already written. Can you use any functions or logic you’ve already written?
Think of the guesses not just as confirming a possibility, but as eliminating a range of possiblities.
We’ve called the currently-being-asked-about number a «guess», but a better name might be «pivot» or «fulcrum» since it’s essentially dividing the set of solutions into two parts. (See the Khan Academy link below for a visualization of this effect.)
Remember to keep track of the previous answers, or at least keep track of the current high and low ends of the range.
Off-by-one errors will bite you here. Be clear in your own mind (and in the code!) about the distinction between «greater than» and «greater than or equal to» and the like.
Sign reversal errors are also a strong possibility. Be clear about the distinction between «my guess is higher than your number» and «your number is higher than my guess» and so forth.
When you feel like your game is mostly functional have a classmate play it. See how they break it, and try to make your game more robust.
Pick a number, any number
Given the player starts the game with the command node index.js in the terminal
Then the computer should ask the player if their number is a random number between 1 and 100
And waits for an answer, which it stores as a variable
Let the computer win
Given the computer has guessed a number
When the player responds «yes» (or «y»)
Then the game exits with a victory message.
The computer guessed wrong
Given the computer has guessed a number
When the player responds «no» (or «n»)
Then the computer asks if the number is higher or lower
Modify your guess range
Given the computer guessed the incorrect number
When the player responds «higher» («h») or «lower» («l»)
Then the computer modifies the range it guesses within based on the answer
And guesses a new number within the modified range
Given the example above the computer now guesses between 42 and 100
Given The player chooses a number between 1 and 100
When the computer guesses a number
Then the computer should make a smart guess
So That the computer guesses the number in no more than 7 tries
Extend the guess range
Given the game has not been started
When the game is first called with node index.js
Then allow the user to set the high range so it could be any number greater than 1
Given a higher/lower response contradicts an earlier response
Then the computer complains
And asks again, or exits. e.g. You said it was lower than 25, so it can’t also be higher than 24!
Note: it is possible to set the logic up in a way so that the game won’t allow the player to cheat, but we still need to be notified if they try it.
Now try and create the reverse game where the computer picks a number, and you guess it. Create a new file called reverse_game.js to hold this program
Given The game has been started with node reverse_game.js
Then the game will ask you to guess a number
And if you guess wrong it will tell you if you guessed too high or too low
And prompt you to guess again
When you guess correctly the computer will congratulate you, and end the game
Play it again!
When the game finishes, instead of exiting, it should ask you if you want to play again. If you say «yes» it should restart the game from the beginning, otherwise it exits.
How many tries?
When the game finishes modify the victory message so it tells the user how many guesses it took for the computer to guess the correct number.
Guess the number/With feedback (player)
Write a player for the game that follows the following rules:
The scorer will choose a number between set limits. The computer player will print a guess of the target number. The computer asks for a score of whether its guess is higher than, lower than, or equal to the target. The computer guesses, and the scorer scores, in turn, until the computer correctly guesses the target number.
The computer should guess intelligently based on the accumulated scores given. One way is to use a Binary search based algorithm.
Contents
11l [ edit ]
V (target_min, target_max) = (1, 10) V (mn, mx) = (target_min, target_max)
print( ‘Think of a number between #. and #. and wait for me to guess it. On every guess of mine you should state whether the guess was too high, too low, or equal to your number by typing h, l, or = ’.format(target_min, target_max))
print(«\nThanks for keeping score.»)
Action! [ edit ]
Ada [ edit ]
with Ada.Text_IO; procedure Guess_Number_Player is
ALGOL 68 [ edit ]
AppleScript [ edit ]
— defining the range of the number to be guessed property minLimit : 1 property maxLimit : 100
Arturo [ edit ]
AsciiDots [ edit ]
This is certainly not the fastest or smallest AsciiDots implementation of this task, but it works consistently.
The instructions print in order only because the ends of the lines are aligned. If they were not, they might print in a different order. The «Impossible» error message indicates that their are no remaining logical guesses. The range of 1 to 127 was chosen because it’s easy to binary-search. All numbers are floating-point integers in AsciiDots, so rounding would be needed to use a range like 1 to 100.
\-$»Enter C if my guess is correct»\| /——
AutoHotkey [ edit ]
Works with the AutoHotkey entry at: Guess the number/With feedback
GetParams(LowerBound,UpperBound) If Not GuessNum(LowerBound,UpperBound,MaxGuesses)
GetParams(ByRef LowerBound,ByRef UpperBound) <
Batch File [ edit ]
Player is prompted to give a number between %min% and %max%. If the input is out of those limits they are prompted to choose again choose
set min=0 set max=100
set /p «number=Choose a number [%min%-%max%]: » if %number% gtr %max% goto choose if %number% lss %min% goto choose set attempts=0
Loops the guessing process until completed comp
echo Guesses: %attempts% pause>nul
BASIC [ edit ]
10 DEFINT A-Z 20 INPUT «Lower limit? «,L 30 INPUT «Upper limit? «,H 40 IF L>H THEN PRINT «Invalid input»: END 50 PRINT «My guess is «;(H-L)\2+L 55 T=T+1 60 INPUT «Too low (L), too high (H), or correct (C)? «,R$ 70 ON INSTR(«LlHhCc»,R$) GOTO 90,90,100,100,110,110 80 PRINT «Invalid input»: GOTO 50 90 L=(H-L)\2+L: GOTO 40 100 H=(H-L)\2+L: GOTO 40 110 PRINT «It took»;T;»tries.»
BBC BASIC [ edit ]
BCPL [ edit ]
C [ edit ]
Demonstration (number is 57):
The following is a hacky solution using bsearch() and pointers to represent integers. Although the pointers do not point to valid things, bsearch() doesn’t actually dereference the pointers or care what they point to; it just passes them to the comparator and searches the space of pointers. We can use that to search any space of integers.
char dummy; // A pointer to represent the integer 0, and the basis of our integer-as-pointer // representation. We can’t use the null pointer because bsearch() returns that // for not found.
int get_value(int x) <
int my_cmp(const void *x, const void *y) <
«Think of integer number from %d (inclusive) to %d (exclusive) and\n» «I will guess it. After each guess, you respond with L, H, or C depending\n» «on if my guess was too low, too high, or correct.\n», LOWER, UPPER);
C# [ edit ]
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; //Remember to add this if you want the game to pause in RealisticGuess.Start()
C++ [ edit ]
struct GuessNumberIterator : std::iterator <
>; inline GuessNumberIterator operator+(int n, GuessNumberIterator &i)
const int lower = 0; const int upper = 100;
Ceylon [ edit ]
Clojure [ edit ]
(require ‘[clojure.string :as str])
(defn guess-game [low high]
Common Lisp [ edit ]
An imperative solution using LOOP: (defun guess-the-number (&optional (max 1000) (min 0))
A recursive solution (we use LABELS instead of FLET for the local function definitions in this version so that GUESS-LOOP will be able to call itself recursively): (defun guess-the-number (&optional (max 1000) (min 0))
D [ edit ]
import std.stdio, std.string;
Delphi [ edit ]
Thanks JensBorrisholt for System.Console [1]. program Guess_the_number;
function WaitKey(validSet: TCharSet): char; begin
function QueryNumber(msg: string): Integer; var
procedure Wait; begin
function PlayLuck: integer; var
function PlayerTurn: boolean; var
function CPUTurn: boolean; var
Elixir [ edit ]
Erlang [ edit ]
io:fwrite(«Player 1 : Guess my number between
p and «, [L]), io:fwrite(«and
p until you get it right.\n», [U]), N = random:uniform(100), guess(L,U,N).
Euphoria [ edit ]
include get.e include wildcard.e
sequence Respons integer min, max, Guess min = 0 max = 100
printf(1,»Think of a number between %d and %d.\n»,
Factor [ edit ]
This solution uses the search combinator. It performs a binary search on a sequence by placing the «guess» on top of the data stack and expecting an ordering specifier in return. USING: binary-search formatting io kernel math.ranges words ;
instruct play-game gloat
Fantom [ edit ]
FOCAL [ edit ]
01.10 A «LOWER LIMIT»,L 01.15 A «UPPER LIMIT»,H 01.20 S T=0 01.25 I (L-H)1.3;T «INVALID INPUT»!;Q 01.30 S G=FITR((H-L)/2+L) 01.35 T «MY GUESS IS»,%4,G,! 01.37 S T=T+1 01.40 A «TOO (L)OW, TOO (H)IGH, OR (C)ORRECT»,R 01.45 I (R-0L)1.5,1.65,1.5 01.50 I (R-0H)1.55,1.7,1.55 01.55 I (R-0C)1.6,1.75,1.6 01.60 T «INVALID INPUT»!;G 1.3 01.65 S L=G;G 1.3 01.70 S H=G;G 1.3 01.75 T «ATTEMPTS»,T,! 01.80 Q
Fortran [ edit ]
end program Output
FreeBASIC [ edit ]
Dim hle As String Dim lowest As Integer = 1 Dim highest As Integer = 20 Dim guess As Integer = 10 Print «Please choose a number between 1 and 20 but don’t tell me what it is yet» Print Do
Go [ edit ]
Go’s binary search function ( sort.Search() ) is general enough to be able to do this type of task, as mentioned in the documentation for the function itself.[2] package main
Think of integer number from %d (inclusive) to %d (exclusive) and I will guess it. After each guess, I will ask you if it is less than or equal to some number, and you will respond with «yes» or «no». `, lower, upper)
Manual solution: package main
Think of integer number from %d (inclusive) to %d (inclusive) and I will guess it. After each guess, you respond with l,h,or c depending on if my guess was too low, too high, or correct. Press enter when you are thinking of a number. `, lower, upper)
Haskell [ edit ]
Explicit version with arbitrary range: main :: IO () main = do
Short version with set limits: main = f 0 100
Icon and Unicon [ edit ]
IS-BASIC [ edit ]
J [ edit ]
require ‘misc’ guess=:3 :0
guess 1 100 guessing a number between 1 and 100 is it 86? hi guessing a number between 1 and 85 is it 56? hi guessing a number between 1 and 55 is it 24? lo guessing a number between 25 and 55 is it 29? lo guessing a number between 30 and 55 is it 43? lo guessing a number between 44 and 55 is it 53? hi guessing a number between 44 and 52 is it 51? hi guessing a number between 44 and 50 is it 48? lo guessing a number between 49 and 50 is it 49? lo 50
Java [ edit ]
A clever solution that uses the built-in binary search functions with a virtual list.
import java.util.AbstractList; import java.util.Collections; import java.util.Scanner;
public class GuessNumber <
JavaScript [ edit ]
Spidermonkey version [ edit ]
A boring solution that does nothing clever or inscrutable.
Well, it does use recursion for the guessing function, but that’s OK because the depth is bounded by LOG2 of the range. That’s not true if the user changes his number, but then he gets what he deserves.
function guess(low, high) <
An example session:
Another example session:
Julia [ edit ]
This version uses the expression \left\lceil-\log\left(\frac<1> <\mathrm
print(«Enter an upper bound: «) lower = 0 input = readline() upper = parse(Int, input)
Kotlin [ edit ]
fun main(args: Array ) <
Liberty BASIC [ edit ]
print «Think of a number between «;mini;» and «;maxi print «Each time I guess a number you must state whether my» print «guess was too high, too low, or equal to your number.» print
print «Error» exit while end if guess=int((maxi-mini)/2)+mini print «My guess is «;guess;». Type L for low, H for high, = for correct.» input response$ response$=upper$(response$) select case response$ case «L» mini=guess+1 case «H»
case «=» print guess;» is correct.» exit while case else print «Your response was not helpful.» end select
print «Thanks for playing.»
Lua [ edit ]
function wait(waittime)—wait function is used so that app will not quit immediately
upperBound = 100 lowerBound = 0 print(«Think of an integer between 1 to 100.») print(«I will try to guess it.») while true do upper1 = upperBound+1 upper2 = upperBound-1 if upperBound == lowerBound or upper1 == lowerBound or upper2 == lowerBound or lowerBound > upperBound then—make sure player is not cheating io.write(«You’re cheating! I’m not playing anymore. Goodbye.») wait(3) break else Guess = math.floor((upperBound + lowerBound)/2)—guessing mechanism print(«My guess is: «..Guess..». Is it too high, too low, or correct? (h/l/c)») input = io.read()
Mathematica / Wolfram Language [ edit ]
MATLAB [ edit ]
MAXScript [ edit ]
Modula-2 [ edit ]
VAR done, ok : BOOLEAN;
Nim [ edit ]
let oRange = 1..10 var iRange = oRange
var i = 0 while true:
echo «Thanks for keeping score.» Output:
NS-HUBASIC [ edit ]
10 PRINT «THINK OF A NUMBER BETWEEN 1 AND»;» 9, AND I’LL TRY TO GUESS IT.» 20 ISVALID=0 30 GUESS=5 40 PRINT «I GUESS»GUESS».» 50 INPUT «IS THAT HIGHER THAN, LOWER THAN OR EQUAL TO YOUR NUMBER? «,ANSWER$ 60 IF ANSWER$=»LOWER THAN» THEN ISVALID=1:IF GUESS 1 THEN GUESS=GUESS-1 80 IF ANSWER$=»EQUAL TO» THEN PRINT «OH YES! I GUESSED CORRECTLY!»:END 90 IF ISVALID=0 THEN PRINT «SORRY»;», BUT THAT ANSWER IS INVALID.» 100 GOTO 40
Objective-C [ edit ]
A clever solution that uses the built-in binary search functions with a virtual list.
@interface GuessNumberFakeArray : NSArray <
int main(int argc, const char *argv[]) <
PARI/GP [ edit ]
Pascal [ edit ]
Program GuessIt(input, output);
Perl [ edit ]
Phix [ edit ]
PicoLisp [ edit ]
(de guessTheNumber (Min Max)
Prolog [ edit ]
?- play. Pick a number between 1 and 10, and I will guess it. Ready? (Enter anything when ready):y. I guess 5. Am I correct (c), too low (l), or too high (h)? h. I guess 2. Am I correct (c), too low (l), or too high (h)? l. I guess 3. Am I correct (c), too low (l), or too high (h)? c. I’m correct! true
PureBasic [ edit ]
Python [ edit ]
inclusive_range = mn, mx = (1, 10)
print(\ Think of a number between %i and %i and wait for me to guess it. On every guess of mine you should state whether the guess was too high, too low, or equal to your number by typing h, l, or = % inclusive_range)
print(«\nThanks for keeping score.»)
Obscure solution using bisect module [ edit ]
Hacky solution using a fake list class and the bisect module from the standard library to do the binary search.
import bisect try: input = raw_input except: pass
LOWER, UPPER = 0, 100
if __name__ == «__main__»:
Think of integer number from %d (inclusive) to %d (exclusive) and I will guess it. After each guess, I will ask you if it is less than or equal to some number, and you will respond with «yes» or «no». «»» % (LOWER, UPPER))
Quackery [ edit ]
Playing in the Quackery shell. In the first game the player tries to confuse the computer by giving an impossible response.
R [ edit ]
Can be fooled if you lie to it. For example, always reporting «h» for guessANumberPlayer(1, 5) will have it guess 0. guessANumberPlayer
Racket [ edit ]
(define (guess low high)
Use (h)igh, (l)ow and (c)orrect to guide me.\n» low high)
Another way with loops and mutation #lang racket (define (guess minimum maximum)
Raku [ edit ]
You may execute this program with ‘raku program‘ or with ‘raku program min max‘. Raku creates a usage for us if we don’t give the right parameters. It also parses the parameters for us and provides them via $min and $max. We use multi-subs to provide two MAIN subroutines so the user is able to choose between min and max parameters and no parameters at all, in which case min is set to 0 and max to 100.
Red [ edit ]
lower: 1 upper: 100 print [«Please think of a number between» lower «and» upper]
print [«I did it! Your number was» guess]
REXX [ edit ]
with positive integers [ edit ]
say /*stick a fork in it, we’re all done. */ say ‘Congratulations! You guessed the secret number in’ # «tries.» output shown is from playing several games:
with positive numbers [ edit ]
say /*stick a fork in it, we’re all done. */ say ‘Congratulations! You guessed the secret number in’ # «tries.»» output will generally be about ten times longer (that is, has ten times the guesses) as the previous REXX version.
Ring [ edit ]
min = 1 max = 100 see «think of a number between » + min + » and » + max + nl see «i will try to guess your number.» + nl while true
end see «goodbye.» + nl Output:
Ruby [ edit ]
Computer plays versus itself def play(low, high, turns=1)
puts «guess a number between #
Since Ruby 2.0 it can be done actually using a built-in binary search (output as above): r = (1..100) secret = rand(r) turns = 0
puts «Guess a number between #
Rust [ edit ]
const MIN: isize = 1; const MAX: isize = 100;
Как отличить сумку Guess оригинал от подделки
Здравствуйте, уважаемые читатели! Каждая женщина мечтает о стильных и современных аксессуарах. При упоминании подобных вещей, многим на ум приходит бренд Guess. Их сумки считаются одними из лучших в мире. Увы, популярность влечет за собой одну проблему. Это поддельная продукция.
Сегодня говорим о сумках Guess как отличить оригинал от подделки.
Причем есть разные продавцы. Одни честно заявляют, что это реплики. Цена ниже, как и качество. Но внешне повторяют оригинал.
Но есть иная категория. Это продавцы, заявляющие о подлинности сумок. Ставят цены, как на оригинал. Но при этом предлагают откровенный фейк.
В зависимости от качества сумки, распознать аксессуар можно легко, либо довольно сложно. На вид сумочка может выглядеть как оригинал. Но по факту окажется подделкой.
Есть у Guess и более миниатюрный, а также часто подделываемый аксессуар. Это наручные часы. Но сегодня нас интересует именно фирменная сумка.
История бренда
Сам бренд Guess появился относительно недавно, если сравнивать с популярными модными домами США и Европы. Так или иначе, но недавно компания отметила свое 40-летие.
Это американский бренд. Основная специализация — это производство вещей для мужчин и женщин, а также обуви, парфюмерии, ювелирных изделий, сумок, часов и прочих аксессуаров.
Бренд основали в 1981 году. Причем главным учредителем фирмы считается Жорж Марчиано. Вместе с 3 братьями (Морис, Арман и Пол) он переехал в американский Лос-Анджелес из столицы Франции. Именно здесь и был открыт первый магазин. Причем сразу на Беверли Хиллз.
Происхождение названия банальное, но в то же время интересное. Проезжая мимо рекламного щита, на которой изображалась продукция McDonalds, Жорж попросил водителя угадать (Guess?), где продают самый большой чизбургер в сети кафе быстрого питания.
Вернувшись домой к братьям, Жорж рассказал Морису, что придумал название.
Что еще интересно, помимо названия бренда Guess, также решили взять вопросительный знак для создания логотипа.
Теперь к вопросу о том, как отличить сумку Guess оригинал от подделки. Для этого стоит взглянуть на изделие со всех сторон.
Как распознать обман
Понять, что Guess подделка, можно по нескольким признакам.
Важно понимать, что каждая модель имеет свои особенности. Но при этом каждая сумочка обладает и общими чертами. Опираясь на них, можно понять, как отличить Guess от подделки.
В основном специалисты, а также бывалые покупатели модных вещей, советуют обращать внимание на:
Теперь конкретно по каждому пункту о том, как отличить сумку Guess от подделки.
Но сначала запомните. Чтобы минимизировать вероятность столкнуться с фейком, обращайтесь в проверенные, а также хорошо себя зарекомендовавшие магазины.
Еще лучше совершать покупки через официальный сайт. Но все всегда это возможно.
Если вы выбрали сторонний магазин, вне зависимости от уровня доверия, рекомендуется все же проверить на предмет подлинности фирменную сумку. Иначе вы рискуете заплатить приличную сумму за изделие, выполненное кустарным способом, а также из дешевых, и возможно даже опасных материалов.
Что по комплектации
Первый способ как отличить Guess от подделки заключается в изучении комплектации.
При покупке по почте, сумочка обычно упаковывается в обычный коричневый картон. На него наносятся наклейки отправителя, а также службы доставки.
Существуют и подарочные упаковки, на которые наносится логотип, а также название бренда. Но за такую упаковку необходимо доплачивать.
Помимо сумки, обязательно проверяйте наличие мешка-пыльника. Причем мешок в оригинале компактно сворачивается, а также помещается внутрь аксессуара.
Подделки часто идут без мешка-пыльника. А некоторые фейковые сумочки почему-то укладываются внутрь мешочков. Есть и такие варианты, когда сумка находится в целлофановой упаковке.
Ничего подобного в оригинале быть не должно. Сумка без целлофана, а также упакованный внутрь сумочки мешок-пыльник.
Из документов к оригиналу должен прилагаться чек, а также гарантийный фирменный талон.
Оценка внешнего вида
Есть хороший способ в случае с сумочками Guess как отличить подделку. Для этого потребуется оценить внешний вид, а также другие визуальные характеристики аксессуара.
Лучше всего зайти на официальный сайт, найти там страницу покупаемой сумочки, и сопоставить представленную информацию с данными вашего продавца. Если на стороннем сайте указаны размеры, которые не соответствуют официальному сайту, то это подделка.
Для производства сумок американский производитель использует лишь высококачественные материалы. Строго те, которые описаны на сайте.
При изготовлении реплик берут дешевые ткани и материалы. Они выглядят заметно хуже, а также быстрее изнашиваются. Расходятся по швам, трескаются и пр.
Копии страдают низким уровнем исполнения деталей. Это змейки, подкладки, ремни, а также ручки и молнии. У оригинала же фурнитура всегда на высшем уровне. Каждый стежок ровный. Никаких торчащих ниток.
Сумки не окрашивают, а также изделия имеют приятный аромат. Если чувствуете неприятный запах химии или резины, это подделка.
Ремни выполнены в оптимальной длине. Имеют возможность для регулировки под любой рост. У копий ремень сомнительного качества. Четко подкорректировать под себя сложно.
Взгляните на лицевую сторону сумочки бренда Guess. Здесь обязательно должны присутствовать следующие моменты:
Зачастую логотипы, а также надписи на оригинальных сумочках делают из металла. Но есть модели, где язычок декорируют материалом, который используется для пошива сумки.
Внутреннее исполнение
Если внешне ничего фейк пока не выдает, не спешите. Также следует заглянуть внутрь потенциально поддельной сумочки.
Внутрь производитель обязательно укладывает бумагу, на которую наносится фирменный логотип бренда. Это необходимо для того, чтобы при транспортировке изделие не теряло внешний вид. Не нарушалась форма.
На подкладке всегда печатают принт в виде надписи Guess. Дополнительно имя фирмы наносится на металлическую табличку, расположенную внутри аксессуара.
Проверка ярлыка и бирки
В подклад на боковой части сумочки вшивается тканевая бирка. Она содержит информацию об изготовителе продукции.
Есть и ярлык из картона. Его крепят на ремень сумочки, используя достаточно прочные нити. Ярлык служит для размещения штрих-кода. Здесь же указывается цвет, а также модель и номер изделия.
Снова загляните внутрь сумочки. Здесь есть миниатюрная этикетка, выполненная из кожи. Туда наносится логотип компании, а также маленькая буква G.
В кожаных фирменных сумках Guess всегда есть участок длиной около 20-30 мм, который подкладом не закрывается. Этот прием компания использует для того, чтобы клиент имел возможность проверить товар на предмет качества и оригинальности. Оценить, насколько хорошо сделаны стежки, а также материал какого уровня задействовали при производстве.
Кстати о стежках. Они должны быть идеально аккуратными. Длина не превышает 5 мм.
Копии же халатно относятся к таким моментам. Стежки кривые, длина нарушена. Даже новичку будет легко понять, что это фейк.
О чем скажет стоимость
Когда приобретается сумка Guess как отличить подделку, не заглядывая внутрь, а также не изучая все признаки копии, описанные выше? Достаточно посмотреть на цену.
Оригинальные сумки американского бренда в России не могут стоить менее 6 тысяч рублей. Это минимальная стоимость самых простых, а также доступных моделей. Причем в основном это цена уже со скидкой, которая обусловлена продажей прошлогодних коллекций.
Будет правильно подметить, что в среднем такие сумочки продают за 8-10 тысяч рублей.
Если цена заметно ниже, и при этом выдают скидки на новые коллекции, тут все понятно. Это подделки. И магазин использует самый простой способ продать фейковые аксессуары. Это привлечение покупателей низкими ценами, акциями, а также распродажами.
Подводим итоги
Guess — это известная торговая марка. Под этим брендом выпускается внушительное количество разнообразной продукции. В числе самых востребованных товаров женские сумки.
Популярность бренда, а также довольно доступные цены на предлагаемый ассортимент ведут к тому, что на рынке появляется большое количество подделок.
Существуют способы, позволяющие быстро распознать обман. Нужно лишь присмотреться к изделию, а также оценить сумочку со всех сторон.
Обладая необходимыми знаниями, стать жертвой мошенников невозможно. Обмануть подготовленного человека сложно. Тут главное не верить в удивительные акции и распродажи.
Что думаете о сумках Guess? Есть ли такой аксессуар в вашем арсенале? Где покупали? Уверены, что это не подделка?
Ждем ответов, а также интересных историй из личного опыта.
На этом все. Спасибо за внимание!
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