generated from mwc/lab_dice
	Update assessment repsonding to git log
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		@@ -2,7 +2,7 @@
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Everything works as expected. Nice work!
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					Everything works as expected. Nice work!
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## Comments
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					## Checkpoint 1
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I love your decision to comment your code, and to write the generalized 
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					I love your decision to comment your code, and to write the generalized 
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function `findn`. Within that function, your loop iterating over die 
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					function `findn`. Within that function, your loop iterating over die 
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@@ -26,7 +26,32 @@ def findn(self, nofakind):
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Just a little cleaner :)
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					Just a little cleaner :)
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					## Checkpoint 2
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Within your `yachtzee_goals`, I'm guessing that you probably had a feeling
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					Within your `yachtzee_goals`, I'm guessing that you probably had a feeling
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that copying the same method over into multiple classes wasn't the best way
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					that copying the same method over into multiple classes wasn't the best way
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to do it--this would be a perfect place to use a subclass or a mixin, 
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					to do it--this would be a perfect place to use a subclass or a mixin, 
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python's approach to inheritance and multiple inheritance respectively. 
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					python's approach to inheritance and multiple inheritance respectively. 
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					## Comments
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					>    I think I was thinking of objects pretty
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					>    literally as "things" one can do stuff to or with, e.g. dice that can be
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					>    rolled. Goals don't immediately jump out as me in the same way...
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					I quite agree! This was actually one of my goals in this unit--to move from more
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					concrete instantiations of classes (e.g. modeling dice) to less concrete (e.g.
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					modeling Goals, or, in the game project, things like Strategies.
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					>    I imagine if I were to try doing this in unit 1 or 2, instead of
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					>    treating the game as an object interacting with other objects (the dice
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					>    and goals), it'd probably be some sort of loop with functions being
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					>    called to mimic the methods and a declaration of a lot of global
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					>    variables to keep track of things like score...
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					Yes, exactly! The beauty of encapsulating this kind of behavior within
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					classes really starts to shine when your projects get bigger; if you have n
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					components in a project, there are n^2 possible interactions if everything
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					potentially interacts with everything. Debugging becomes impossible.
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					You have some really lovely reflections in these git comments :)
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