(finally!) doing some TDD in Go
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@ -1,16 +1,73 @@
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package conway_test
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import (
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"testing"
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"testing"
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)
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import (
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. "github.com/meatballhat/box-o-sand/conway/go"
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. "github.com/meatballhat/box-o-sand/conway/go"
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)
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func TestNewGameOfLifeIsNonEmpty(t *testing.T) {
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game := NewGameOfLife()
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if game.Height < 1 || game.Width < 1 {
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t.Fail()
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}
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var TEST_SIMPLE_INITIAL_STATE = NewGameState(16, 16)
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func init() {
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tsis := TEST_SIMPLE_INITIAL_STATE
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tsis.Set(0, 0, 1)
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tsis.Set(1, 0, 1)
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tsis.Set(0, 1, 1)
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tsis.Set(1, 1, 1)
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}
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func TestNewGameOfLifeHasCorrectDimensions(t *testing.T) {
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game := NewGameOfLife(16, 16)
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if game.Height != 16 || game.Width != 16 {
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t.Fail()
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}
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}
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func TestLiveCellWithFewerThanTwoLiveNeighborsDies(t *testing.T) {
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state := NewGameState(16, 16)
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state.ImportState(TEST_SIMPLE_INITIAL_STATE)
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}
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func TestNewGameStatesAreAllDead(t *testing.T) {
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state := NewGameState(4, 4)
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for x := 0; x < 3; x++ {
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for y := 0; y < 3; y++ {
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if state.Rows[y].Cols[x] != 0 {
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t.Fail()
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}
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}
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}
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}
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func TestGameStateCanEnlivenCellsByCoords(t *testing.T) {
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state := NewGameState(8, 8)
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if err := state.Enliven(0, 1); err != nil {
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t.Fail()
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}
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if state.Rows[1].Cols[0] != 1 {
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t.Fail()
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}
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}
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func TestGameStateCanDeadenCellsByCoords(t *testing.T) {
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state := NewGameState(8, 8)
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if err := state.Enliven(0, 1); err != nil {
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t.Fail()
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}
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if state.Rows[1].Cols[0] != 1 {
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t.Fail()
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}
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if err := state.Deaden(0, 1); err != nil {
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t.Fail()
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}
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if state.Rows[1].Cols[0] != 0 {
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t.Fail()
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}
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}
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@ -1,13 +1,91 @@
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package conway
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import (
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"errors"
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)
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type GameOfLife struct {
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Height uint8
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Width uint8
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Height int
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Width int
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}
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func NewGameOfLife() *GameOfLife {
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type GameGridRow struct {
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Cols []int
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}
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type GameState struct {
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Rows []*GameGridRow
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}
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func NewGameState(height, width int) *GameState {
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state := &GameState{}
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for i := 0; i < height; i++ {
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row := &GameGridRow{}
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for j := 0; j < width; j++ {
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row.Cols = append(row.Cols, 0)
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}
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state.Rows = append(state.Rows, row)
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}
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return state
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}
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func (state *GameState) GetRow(y int) (*GameGridRow, error) {
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if len(state.Rows) < y+1 {
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return nil, errors.New("y coordinate is out of bounds!")
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}
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return state.Rows[y], nil
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}
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func (state *GameState) Set(x, y, value int) error {
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row, err := state.GetRow(y)
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if err != nil {
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return err
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}
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if len(row.Cols) < x+1 {
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return errors.New("x coordinate is out of bounds!")
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}
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row.Cols[x] = value
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return nil
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}
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func (state *GameState) Get(x, y int) (int, error) {
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row, err := state.GetRow(y)
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if err != nil {
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return -1, err
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}
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if len(row.Cols) < x+1 {
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return -1, errors.New("x coordinate is out of bounds!")
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}
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return row.Cols[x], nil
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}
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func (state *GameState) Enliven(x, y int) error {
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return state.Set(x, y, 1)
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}
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func (state *GameState) Deaden(x, y int) error {
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return state.Set(x, y, 0)
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}
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func NewGameOfLife(height, width int) *GameOfLife {
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return &GameOfLife{
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Height: 16,
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Width: 16,
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Height: height,
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Width: width,
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}
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}
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func (state *GameState) ImportState(other *GameState) (err error) {
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for y, row := range other.Rows {
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for x, cell := range row.Cols {
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if err = state.Set(x, y, cell); err != nil {
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return err
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}
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}
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}
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return nil
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}
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