Comments (5)
Storing the solutions is a good idea, but I think creating a git repository for each is wasteful and it would also add a dependency on git
.
The clash solutions
command should probably just print the paths to each solution on their own line – the user could then use fzf to pick one if they wish (but they could also easily use them in any other way):
$EDITOR $(clash solutions | fzf)
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One issue I see with generating solutions automatically from clash run
is that if you run for example
clash run --command "echo 42"
then there is not any sol.py file to save (and even the language is not clear). It would have to be something more like this to get all the necessary information:
clash save --build-command [BUILD_COMMAND] --command [RUN_COMMAND] --code-file [FILE] --language [LANGUAGE]
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Revised this suggestion, any feedback would be appreciated.
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I think the proposed clash solve
command seems reasonable, and making clash run
check current directory for puzzle.json
is probably acceptable overhead. I don't understand the clash commit
command though, wouldn't the solution already be saved in $soldir
? And why would someone want a copy instead of just modifying the current one?
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I think the proposed
clash solve
command seems reasonable, and makingclash run
check current directory forpuzzle.json
is probably acceptable overhead.
👍
I don't understand the
clash commit
command though, wouldn't the solution already be saved in$soldir
? And why would someone want a copy instead of just modifying the current one?
The purpose of clash commit in my head is to let you iterate quickly. Say you are trying to golf a clash, and you feel like you can no longer remove chars from this type of solution, you just coctus commit ruby_eval_60
and then try a different implementation.
The idea being that it's a quick and easy way to save a working solution if you need to go back to it.
I think my explanation in the first post was a little strange, it's more just making a copy and saving it while you can continue to work on the current solution. Think git branch
.
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Related Issues (20)
- Make `clash show` return an error when it is followed by an invalid HANDLE
- Update `README.md` HOT 2
- Add numbers to test cases in `clash run`
- Support NO_COLOR environment variable
- Segmentation errors not being backtraced.
- Command `run` not printing certain special characters
- Crash when stubgen includes `gameloop`
- Stub generator generates invalid code when named variables conflict with loop variable
- Stub generator produces invalid Rust code for `loop N+1` HOT 3
- Easier way to get started / run your code against the testsuite. HOT 1
- "Porcelain" commands HOT 1
- Global configuration HOT 1
- Finish renaming things to coctus HOT 1
- `coctus fetch` SEGFAULT
- Test "framework" HOT 2
- Clean up the App Struct HOT 1
- Variable casing doesn't match CodinGame
- Hardcoded index in template
- Rename `clashlib` to `coctuslib` HOT 1
- Rename `keywords` to `reserved_words`
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