Start a new Kumite
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Kumite (ko͞omiˌtā) is the practice of taking techniques learned from Kata and applying them through the act of freestyle sparring.

You can create a new kumite by providing some initial code and optionally some test cases. From there other warriors can spar with you, by enhancing, refactoring and translating your code. There is no limit to how many warriors you can spar with.

A great use for kumite is to begin an idea for a kata as one. You can collaborate with other code warriors until you have it right, then you can convert it to a kata.

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Code
Diff
  • #include <stdbool.h>
    
    bool odd_even(int n)
    {
    	int r = 0, p[1] = {0};
      goto owo;
    
    uwu:
      *&*p = (&r)[0];
      goto miau;
    
    owo:
      *(int*)((void*)&r) = n%2;
      goto uwu;
    
    miau:
    	return !(*p&1) ? true : false;
    }
    • #include <stdbool.h>
    • bool odd_even(int n)
    • {
    • goto start;
    • int r = 0, p[1] = {0};
    • goto owo;
    • uwu:
    • goto end;
    • start:
    • *&*p = (&r)[0];
    • goto miau;
    • owo:
    • *(int*)((void*)&r) = n%2;
    • goto uwu;
    • end:
    • return !(n&1);
    • goto start;
    • miau:
    • return !(*p&1) ? true : false;
    • }
Code
Diff
  • #include <stdlib.h>
    #include <string.h>
    
    char *fanis(char *r, int k) {
        char *w = malloc(strlen(r) + 1), *p = w;
        while(w && *r) *p++ = k + *r++;
        return w;
    }
    • #include <stdlib.h>
    • #include <string.h>
    • char *fanis(char* r, int k) {
    • char *w = malloc(strlen(r)+1);
    • if (!w)
    • char *fanis(char *r, int k) {
    • char *w = malloc(strlen(r) + 1), *p = w;
    • while(w && *r) *p++ = k + *r++;
    • return w;
    • char *p = w;
    • while (*r)
    • *p++ = k + *r++;
    • return w;
    • }
Code
Diff
  • hello_world=lambda world: "No "*(not world) + "Hello "*world + "World" + " baby"*world
    • hello_world=lambda world: "No "*(1-world) + "Hello "*world + "World" + " baby"*world
    • hello_world=lambda world: "No "*(not world) + "Hello "*world + "World" + " baby"*world
Code
Diff
  • using System;
    
    public static class Kata
    {
        public static int SameCase(char a, char b)
        {
            var aZ = a <= 'Z';
            var bZ = b <= 'Z';
            var aIsLetter = a >= 'A' && a <= 'z' && (aZ || a >= 'a');
            if (aIsLetter != (b >= 'A' && b <= 'z' && (bZ || b >= 'a'))) return -1;
            return (!aIsLetter || aZ == bZ) ? 1 : 0;
        }
    }
    • using System;
    • public static class Kata
    • {
    • public static int SameCase(char a, char b)
    • {
    • if (!char.IsLetter(a) && !char.IsLetter(b))
    • return 1;
    • if (!char.IsLetter(a) || !char.IsLetter(b))
    • return -1;
    • return (char.IsUpper(a) == char.IsUpper(b)) ? 1 : 0;
    • var aZ = a <= 'Z';
    • var bZ = b <= 'Z';
    • var aIsLetter = a >= 'A' && a <= 'z' && (aZ || a >= 'a');
    • if (aIsLetter != (b >= 'A' && b <= 'z' && (bZ || b >= 'a'))) return -1;
    • return (!aIsLetter || aZ == bZ) ? 1 : 0;
    • }
    • }
Code
Diff
  • const tab = (f, a, b, h) => {
      return Array.from(
        {
          length: Math.ceil((b - a) / h) + 1
        },
        (v, i) => f(a + (i * h))).reduce((a, c) => a += c, 0
      )
    }
    
    • const tab = (f, a, b, h) => Array.from({length:Math.ceil((b-a)/h)+1}, (v,i) => f(a+(i*h))).reduce((a,c) => a+=c,0)
    • const tab = (f, a, b, h) => {
    • return Array.from(
    • {
    • length: Math.ceil((b - a) / h) + 1
    • },
    • (v, i) => f(a + (i * h))).reduce((a, c) => a += c, 0
    • )
    • }
Code
Diff
  • from pprint import pprint 
    
    result = 222
    pprint(f"Hello world+ {result}!")
    
    
    • from pprint import pprint
    • result = 222
    • print(f"Hello world {result}!")
    • pprint(f"Hello world+ {result}!")
Sets

Sets have a non-transitive relation, similarly to rock paper scissors. I used this property to implement the game win conditions.

Code
Diff
  • def dumbRockPaperScissors(player1, player2):
        Rock = {"Paper"}
        Paper = {"Scissors"}
        Scissors = {"Rock"}
        if player1 in eval(player2):
            return "Player 1 wins"
        elif player2 in eval(player1):
            return "Player 2 wins"
        else:
            return "Draw"
     
    
    • function dumbRockPaperScissors(player1, player2) {
    • if(player1 == "Rock" && player2 == "Paper"){
    • return "Player 2 wins";
    • }
    • else if(player1 == "Rock" && player2 == "Scissors" ){
    • return "Player 1 wins";
    • }
    • else if(player1 == "Scissors" && player2 == "Paper"){
    • return "Player 1 wins";
    • }
    • else if(player1 == "Scissors" && player2 == "Rock"){
    • return "Player 2 wins";
    • }
    • else if(player1 == "Paper" && player2 == "Scissors"){
    • return "Player 2 wins";
    • }
    • else if(player1 == "Paper" && player2 == "Rock"){
    • return "Player 1 wins";
    • }
    • else if(player1 == "Paper" && player2 == "Paper"){
    • return "Draw";
    • }
    • else if(player1 == "Rock" && player2 == "Rock"){
    • return "Draw";
    • }
    • else if(player1 == "Scissors" && player2 == "Scissors"){
    • return "Draw";
    • }
    • }
    • def dumbRockPaperScissors(player1, player2):
    • Rock = {"Paper"}
    • Paper = {"Scissors"}
    • Scissors = {"Rock"}
    • if player1 in eval(player2):
    • return "Player 1 wins"
    • elif player2 in eval(player1):
    • return "Player 2 wins"
    • else:
    • return "Draw"