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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.
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 second card is question mark zero, we don't know its values yet, so we could send them click invalid values.
Now we start on hand two. So we can iterate through that https://74ap.ru/card/suica-card-paypal.html, and use these pointers that we find there to refer to the cards whose values we want to set to the four of clubs.
But how do we know that in general? The first has the King of Hearts and two unknown cards, the second has the Ace of Spades and two unknown cards.
In 4 poker card case, we need three. Once we set these to the four of clubs, we want to repeat the process for the other unknown cards. Since this card is unknown, we're going to update our unknown cards structure, we'll allocate a deck to correspond to question 4 poker card zero, and make a one element array, whose value is a pointer to the card we just created.
Since we already have decks as a representation for sets of pointers to cards, we'll reuse that type here. Unlike normal decks, each of these decks 4 poker card point at placeholders in the hands, to show where to fill in later.
First, we need to know how many random cards to draw. If we wanted to repeat the process for another set https://74ap.ru/card/-33.html random cards we could, we just shuffle the deck and iterate through the 4 poker card card structure again.
The first card is the Ace of Spades, the second is question mark see more, so it is unknown. Since it is question mark two, we will need to make a new deck and point it's one element at this placeholder card. With that, I think you you're ready to dive in and finish your project.
Let's see this in action. 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. How do we set the cards in the hands to these values? Now, we need to be able to use this structure to assign random values to our placeholder cards. The next card is also unknown, so we will proceed similarly. That way if we ever mess up and don't change them, it will be easier to catch the mistake. It turns out that we can do this with concepts you have learned, pointers, arrays, and realloc. 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. We'll make a structure to track unknown cards. We will allocate space for hand one, and for this card. 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. How do you handle unknown cards? Our first card is the King of Hearts. Here's a small input with two hands. 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 last card is also unknown, so we make a placeholder. So we will want to add an element to the deck for question mark zero, which points at this newly created placeholder card. One of these parts may seem a bit tricky.