► |  | How to Design Programs Teachpacks

1 | Ht DP Teachpacks
2 | Ht DP/ 2e Teachpacks

▼ | 1 | Ht DP Teachpacks

1.1 | Manipulating Images: "image.rkt"
1.2 | Simulations and Animations: "world.rkt"
1.3 | Converting Temperatures: "convert.rkt"
1.4 | Guessing Numbers: "guess.rkt"
1.5 | Master Minding: "master.rkt"
1.6 | Playing Master Mind: "master-play.rkt"
1.7 | Simple Drawing: "draw.rkt"
1.8 | Hangman: "hangman.rkt"
1.9 | Playing Hangman: "hangman-play.rkt"
1.10 | Managing Control Arrows: "arrow.rkt"
1.11 | Manipulating Simple HTML Documents: "docs.rkt"
1.12 | Working with Files and Directories: "dir.rkt"
1.13 | Graphing Functions: "graphing.rkt"
1.14 | Simple Graphical User Interfaces: "gui.rkt"
1.15 | An Arrow GUI: "arrow-gui.rkt"
1.16 | Controlling an Elevator: "elevator.rkt"
1.17 | Lookup GUI: "lkup-gui.rkt"
1.18 | Guess GUI: "guess-gui.rkt"
1.19 | Queens: "show-queen.rkt"
1.20 | Matrix Functions: "matrix.rkt"

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master

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#### 1.5`` MasterMinding: "master.rkt"

(require htdp/master)

The teachpack implements GUI for playing a simple master mind-like game, based on a function designed by a student. The player clicks on two colors and the program responds with an answer that indicates how many colors and places were correct.

> > procedure

> > (master check-guess) → symbol?

> check-guess : (-> symbol? symbol? symbol? symbol? boolean?)

Chooses two “secret” colors and then opens a graphical user interface for playing MasterMind. The player is prompted to choose two colors, via a choice tablet and mouse clicks. Once chosen, master uses check-guess to compare them.

If the two guesses completely match the two secret colors, check-guess must return 'PerfectGuess; otherwise it must return a different, informative symbol.

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