clojure for the brave and true exercises
What is the best book to learn Clojure?
In Clojure for the Brave and True, you'll learn to wield this awesome language to its fullest! Farewell! Clojure for the Brave and True is the go-to book for learning to program in Clojure. The book distills passion, and it's funny, very well written and covers in great depth everything you need to start doing some serious programming.
What is Clojure for the Brave and true?
Clojure’s popularity continues to grow, with companies like Netflix using it to build everything from complex, distributed systems to simple microservices to user interfaces. In Clojure for the Brave and True, you'll learn to wield this awesome language to its fullest! The first and only job board just for Clojurians!
What are first-class functions in Clojure?
Clojure’s support for first-class functions allows you to build more powerful abstractions than you can in languages without them. Those unfamiliar with this kind of programming think of functions as allowing you to generalize operations over data instances. For example, the + function abstracts addition over any specific numbers.
How do I get the most from Clojure?
To get the most from Clojure, try to keep your impure functions to a minimum. In an immutable world, you use recursion instead of for / while loops, and function composition instead of successions of mutations. Pure functions allow powerful techniques like function composition functions and memoization. They’re also super fun!
Playing
As mentioned earlier, Peg Thing is based on the secret mind-sharpening tool passed down from ye olden days and is now distributed by Cracker Barrel. If you’re not familiar with the game, here are the mechanics. You start out with a triangular board consisting of holes filled with pegs, and one hole has a missing a peg, as shown in Figure 5-1. The o
Code Organization
The program has to handle four major tasks, and the source code is organized accordingly, with the functions for each of these tasks grouped together: 1. Creating a new board 2. Returning a board with the result of the player’s move 3. Representing a board textually 4. Handling user interaction Two more points about the organization: First, the cod
Creating The Board
The data structure you use to represent the board should make it easy for you to print the board, check whether a player has made a valid move, actually perform a move, and check whether the game is over. You could structure the board in many ways to allow these tasks. In this case, you’ll represent the board using a map with numerical keys corresp
Moving Pegs
The next section of code validates and performs peg moves. Many of the functions (pegged?, remove-peg, place-peg, move-peg) are simple, self-explanatoryone-liners: Let’s take a moment to appreciate how neat this code is. This is where you would usually perform mutation in an object-oriented program; after all, how else would you change the board? H
Rendering and Printing The Board
The first few expressions in the board representation and printing section just define constants: The bindings alpha-start and alpha-end set up the beginning and end of the numerical values for the letters a through z. We use those to build up a seq of letters. char, when applied to an integer, returns the character corresponding to that integer, a
Player Interaction
The next collection of functions handles player interaction. First, there’s letter->pos, which converts a letter (which is how the positions are displayed and identified by players) to the corresponding position number: Next, the helper function get-inputallows you to read and clean the player’s input. You can also provide a default value, which is
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Clojure for the Brave and True 5 Functions
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