add: new tictactoe game
add: testing to tictactoe rename: tictactoe add: tictactoe steps refactor: tictactoe const names refactor: tictactoe loop add: tictactoe bad switch example (fallthrough) refactor: tictactoe loop skin remove: tictactoe changable skin refactor: tictactoe all remove: tictactoe unnecessary base dir add: tictactoe slices add: tictactoe slices remove: tictactoe fallthrough rename: tictactoe slices 10 -> 09 update: loops skin tictactoe add: tictactoe randomization add: tictactoe infinite loop and labeled break refactor: tictactoe rand and infinite loop add: tictactoe buggy winning algo add: tictactoe more tests rename: tictactoe wrongPlay to wrongMove add: tictactoe even more tests fix: tictactoe rename: tictactoe waitForInput to wait add: tictactoe os.args gameSpeed remove: tictactoe unnecessary files rename: tictactoe game messages refactor: tictactoe main loop add: types and arrays
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33
x-tba/tictactoe/09-slices/init.go
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33
x-tba/tictactoe/09-slices/init.go
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package main
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// initCells initialize the played cells to empty
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func initCells() {
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// // create a string with empty cells
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// // " , , , , , , , , ,"
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// var s string
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// // number of cells = maxTurns
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// for i := 1; i <= maxTurns; i++ {
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// s += emptyCell // add an empty move
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// s += "," // separate the cells with a comma
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// }
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// // strings are immutable — you should create a new one
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// // fortunately: most of this happens in the stack memory
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// // " , , , , , , , , ," -> // " , , , , , , , , "
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// s = strings.TrimSuffix(s, ",")
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// // store the cells in a slice (slice = list, array in other langs)
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// // Split() returns a list of strings: []string (a string slice)
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// // [" ", " ", " ", " ", " ", " ", " ", " ", " " ]
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// cells = strings.Split(s, ",")
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// Right way:
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// cells = []string{" ", " ", " ", " ", " ", " ", " ", " ", " "}
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//
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// Or:
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cells = make([]string, maxTurns)
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for i := range cells {
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cells[i] = emptyCell
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}
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}
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