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As we wrap up this course in specialization, it's time for you to finish your poker project. You've written a lot of code in courses two and three, and now it's time to handle reading input in unknown cards, and bring it together by writing the main​


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How do you handle unknown cards? So, let us suppose we shuffle our deck and look at the top three cards, and find they the four of clubs, the Queen of Hearts, and the seven of clubs. Our first card is the King of Hearts. Since this card is unknown, we're going to update our unknown cards structure, we'll allocate a deck to correspond to question mark zero, and make a one element array, whose value is a pointer to the card we just created. How do we set the cards in the hands to these values? Both hands share question mark zero, so we have to make sure our implementation can ensure that both hands end up with the same value. We'll make a structure to track unknown cards. Let's see this in action. Since it is question mark two, we will need to make a new deck and point it's one element at this placeholder card. It turns out that we can do this with concepts you have learned, pointers, arrays, and realloc. For question mark one, we would use the pointers in it's deck to find the cards to change to the Queen of Hearts, and then the same thing for question mark two and the seven of clubs. The first card is the Ace of Spades, the second is question mark zero, so it is unknown. The next card is also unknown, so we will proceed similarly. You've written a lot of code in courses two and three, and now it's time to handle reading input in unknown cards, and bring it together by writing the main function, which will do the Monte Carlo simulation. First, we need to know how many random cards to draw. That way if we ever mess up and don't change them, it will be easier to catch the mistake.

無料 のコースのお試し 字幕 As we wrap up this course in specialization, it's time for you to finish your poker project. Once we set these to the see more of clubs, we want to repeat poker t card process for the other unknown cards.

So we will poker t card to add an element to the deck for question mark zero, which points at this newly created placeholder card. With that, I think you you're ready to dive in and finish your project.

Here's a small input with two hands. But how do we know that in general? Now we start on hand two. Now, we need to be able to use this structure to assign random values to our placeholder cards. One of these parts may seem a bit tricky. Well, everything that needs to be set to the four of clubs can be found from the pointers in the deck for question mark zero. The first has the King of Hearts and two unknown cards, the second has the Ace of Spades and two unknown cards. Our second card is question mark zero, we don't know its values yet, so we could send them to invalid values. We'll make a deck for question mark one, and make it's one element point at this placeholder card. In this case, we need three. If we wanted to repeat the process for another set of random cards we could, we just shuffle the deck and iterate through the unknown card structure again. Since we already have decks as a representation for sets of pointers to cards, we'll reuse that type here. Our unknown cards structure will have an array of decks, each deck will correspond to one particular variable, so question mark zero will correspond to one deck, question mark one to another, and so on. We will allocate space for hand one, and for this card. Of course, real hands need at least five cards, but we're just going to draw a smaller example here to show you how this works. Unlike normal decks, each of these decks will point at placeholders in the hands, to show where to fill in later. The last card is also unknown, so we make a placeholder. So we can iterate through that array, and use these pointers that we find there to refer to the cards whose values we want to set to the four of clubs.