Positives: - Speaks excellent English - Obviously very familiar with Visual Studio, used short cuts like autocompleting property definitions - Seems very calm and worked immediately, very straightforwardly - Created well-defined methods on `Board` to facilitate various functions like "reveal box" and "flag box" - Able to talk through his work well, explaining as he went along - Used a nested loop and `Math.Max` and `Math.Min` to reveal box around the revealed box - A user-facing thoughtful thing: he cleared the console at the top of each input loop - Used `StringBuilder` to render the board output, but decided against it later - Used string interpolation (newish C# capability) to render mine box content - Excellent output message to user to give clear instructions on commands to input - Showed familiarity with debugging - Abstracted the PrintGrid functionality to a method to be able to call it multiple times - Considered the user not knowing the array was 0-based Concerns: - Didn't appear to come super prepared with the solution in mind - I'm not 100% certain he read the specification in detail, but relied on his memory of how minesweeper worked - Very minor: used different terms for the same thing `bombFound` but `MineBox` Other comments: - Created class for `MineBox` and `Board` - Used multi-dimensional array of `MineBox`es in `Board` - Used `Random` to set mines randomly around the board - Used a while loop in Program until `bool gameEnded` was reached - Used `Convert.ToInt32` instead of `int.Parse` to get coordinates from console input line - Ran into issues looping and redisplaying the board Questions to ask: - What could you do to take your game logic and render it any way you wanted to (console, HTML, graphical...) - Could do a virtual method on `Board` to allow clients to override it to render the board - Why did you choose to have Program.cs "own" the rendering of the board instead of Board? - Could you have Board "own" the rendering without it knowing exactly what it's renderings (strings, icons, HTML elements, etc)? - Explain your choice to use `Convert.Int32`? - You loop over the entire board or parts of the board (nested loops) a couple of times. How could you abstract that logic while still using it for different purposes? - Would have to iterate the board each time. When I explained - Could you abstract the Game logic to untie it from the rendering and board?