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Technical quality and organization of the code (show Miro)
We started with Player/Computer, Board, and Game classes.
We built a flow chart to determine how the game plays, loops, and ends with consideration of edge cases.
We brainstormed all attributes and methods we might need based on the flow chart and rearranged them by Class.
We decided to make a Turn class.
Is there a design decision that you made that you’re particularly proud of?
Margaret - being able to move the win methods from Board to Game
Grace - the overall design process to figure out everything we needed and organizing them by class
Identifying code that should be refactored and how it would be refactored
We asked a mentor to review. He led us to want a Printer class that can take care of any output methods in Game. Also was excited about the extensions in Iteration 4 but did not get to them.
Diagonal win method(isn't readable), or all of the win methods?
Hesitant about a hash for the board layout structure (maybe use a nested array instead to access each index and count spaces, etc.)
Turn class with its relationship with Game and Board
Discussion of test coverage
Examples of a unit and an integration test: The board tests for win? with the horizontal/vertical/diagonal
Run your tests
Discussion of Pairing/version control
How did you all work together? Did you use a particular pairing technique?
Driver/Navigator, but also split tasks
Document all ideas and decisions with Miro/Project Board, made PR template to communicate our addition/changes, communicated with daily standups and multiple check-ins
Walk us through your GitHub insights.
28 PRs
How many commits did you make?
71 + 62
Can you identify a PR that was made that demonstrates good commenting/partner review workflow?
### Presentation points:
Demonstration of functional completeness
Technical quality and organization of the code (show Miro)
Identifying code that should be refactored and how it would be refactored
Discussion of test coverage
Discussion of Pairing/version control
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