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?