update readme
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README.md
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README.md
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@ -58,13 +58,47 @@ integerToRoman(0); // Throws: ArgumentError
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---
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### 2. [Next Kata Name] 🚧
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### 2. Bowling Game ✅
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**Status:** Not yet started
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**Implementation:** `lib/[next_kata].dart`
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**Tests:** `test/[next_kata]_test.dart`
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**Implementation:** [`lib/bowling_game.dart`](lib/bowling_game.dart)
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**Tests:** [`test/bowling_game_test.dart`](test/bowling_game_test.dart)
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*Coming soon...*
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Calculates scores for a bowling game following official scoring rules with look-ahead bonus logic for strikes and spares.
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#### Domain Context
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A bowling game consists of 10 frames where players roll a ball to knock down pins:
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**Scoring Rules:**
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1. **Normal Frame:** Sum of pins knocked down (e.g., 3 + 4 = 7)
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2. **Spare (/):** All 10 pins in 2 rolls → Score = 10 + next 1 roll
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3. **Strike (X):** All 10 pins in 1 roll → Score = 10 + next 2 rolls
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4. **10th Frame:** Bonus rolls awarded if spare or strike achieved
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#### Key Design Decisions
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**State Management:** Stores all rolls in a list and calculates score by iterating through frames, not individual rolls.
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**Look-Ahead Logic:** Spares and strikes require examining future rolls for bonus calculation—the algorithm walks forward strategically.
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**Frame Advancement:** Strikes consume 1 roll, spares/normal frames consume 2 rolls—the algorithm tracks position correctly.
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#### Usage
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```dart
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import 'package:tdd_katas/bowling_game.dart';
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final game = BowlingGame();
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game.roll(10); // Strike!
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game.roll(3);
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game.roll(4);
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// ... continue rolling
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print(game.score()); // Calculates total with bonuses
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```
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#### The "Aha!" Moment
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Tests for simple cases (gutter game, one spare, one strike) drove an algorithm that automatically handles complex scenarios like perfect games (300 points) without explicit implementation. **This is TDD's magic—correct abstractions emerge naturally.**
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---
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@ -86,6 +120,7 @@ dart test
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# Run specific test file
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dart test test/roman_numerals_test.dart
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dart test test/bowling_game_test.dart
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# Run with coverage
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dart test --coverage
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@ -160,13 +195,104 @@ Boundary tests for the valid range (1-3999)
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---
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## Bowling Game: Detailed Journey
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### Test Strategy
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Tests are organized by **scoring complexity**, mirroring how the domain rules build on each other:
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**Basic Scoring:**
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- Gutter game (all zeros)
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- All ones (simple addition)
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**Spare Bonus (next 1 roll):**
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- One spare in first frame
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- All spares (150 points)
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**Strike Bonus (next 2 rolls):**
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- One strike in first frame
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- Perfect game (300 points)
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**Complex Scenarios:**
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- Combinations of strikes, spares, and normal frames
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### Development Timeline
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1. **Red:** Gutter game test
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2. **Green:** Return 0 (simplest implementation)
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3. **Red:** All ones test
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4. **Green:** Store rolls, sum them in `score()`
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5. **Refactor:** Extract `rollMany()` helper, add `setUp()`
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6. **Red:** One spare test
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7. **Green:** Detect spare, add look-ahead bonus (+1 roll)
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8. **Refactor:** Extract `_isSpare()` helper
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9. **Red:** One strike test
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10. **Green:** Detect strike, add look-ahead bonus (+2 rolls)
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11. **Refactor:** Extract `_isStrike()`, clean up frame advancement
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12. **Validate:** Perfect game test passes without modification!
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### Key Insights
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**Emergent Design:** The algorithm structure wasn't planned upfront. Tests for simple cases forced:
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- Frame-based iteration (not roll-based)
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- Index tracking (advancing by 1 or 2)
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- Look-ahead logic (accessing future rolls)
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**The Perfect Game Moment:** Writing code to handle "one spare" and "one strike" automatically handled "12 consecutive strikes" (300 points). The algorithm correctly models the domain, so all valid games work.
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**State vs. Behavior:** Initially tempting to model Frame objects with state. TDD revealed a simpler truth: just store rolls and calculate on-demand. No frame objects needed.
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---
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## Comparing the Katas
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### Roman Numerals vs. Bowling Game
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| Aspect | Roman Numerals | Bowling Game |
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|--------|----------------|--------------|
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| **Complexity** | Beginner | Intermediate |
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| **State** | Stateless transformation | Stateful (rolls accumulate) |
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| **Algorithm** | Table-driven lookup | Frame iteration with look-ahead |
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| **Key Challenge** | Recognizing the pattern | Managing state and bonuses |
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| **Design Pattern** | Value Object | Strategy-like (frame types) |
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| **Lines of Code** | ~45 production | ~30 production |
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| **Aha! Moment** | Table eliminates duplication | Simple tests → complex games work |
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### What Each Kata Teaches
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**Roman Numerals:**
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- Converting domain rules into data structures
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- Value Objects for enforcing constraints
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- When to stop coding (algorithm emerges naturally)
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**Bowling Game:**
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- State management without over-engineering
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- Look-ahead logic in sequential data
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- How correct abstractions scale beyond test cases
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### Progressive Learning Path
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1. **Roman Numerals first:** Learn TDD fundamentals without state complexity
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2. **Bowling Game second:** Apply TDD to stateful problems
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3. **Next kata:** Choose based on what you want to practice:
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- **String Calculator:** Parsing, validation, error handling
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- **Gilded Rose:** Refactoring legacy code without tests
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- **Mars Rover:** Command pattern, multiple behaviors
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---
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## References
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- [Roman Numerals Rules](https://en.wikipedia.org/wiki/Roman_numerals)
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### General TDD & Clean Code
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- [Clean Code by Robert C. Martin](https://www.oreilly.com/library/view/clean-code-a/9780136083238/)
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- [Domain-Driven Design by Eric Evans](https://www.domainlanguage.com/ddd/)
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- [Test-Driven Development by Kent Beck](https://www.amazon.com/Test-Driven-Development-Kent-Beck/dp/0321146530)
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### Kata-Specific
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- [Roman Numerals Rules](https://en.wikipedia.org/wiki/Roman_numerals)
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- [Bowling Scoring Rules](https://en.wikipedia.org/wiki/Ten-pin_bowling#Scoring)
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- [Uncle Bob's Bowling Game Kata](http://butunclebob.com/ArticleS.UncleBob.TheBowlingGameKata)
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## License
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This is a learning exercise. Use freely for educational purposes.
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