From 4caed67c998ade9ddc7965a31754f55dc995e2a4 Mon Sep 17 00:00:00 2001 From: fillg1 Date: Fri, 22 May 2026 21:47:19 +0200 Subject: [PATCH 1/6] remove comment --- src/main/java/illgner/ch/createzip/SplitZipWriter.java | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/main/java/illgner/ch/createzip/SplitZipWriter.java b/src/main/java/illgner/ch/createzip/SplitZipWriter.java index fe6349d..c926962 100755 --- a/src/main/java/illgner/ch/createzip/SplitZipWriter.java +++ b/src/main/java/illgner/ch/createzip/SplitZipWriter.java @@ -85,8 +85,10 @@ public class SplitZipWriter implements Closeable { switchOutputFile(); } LOG.info("Writing file {} to zip", path); + long entryStartBytes = countingOutputStream.getCount(); zipOutputStream.putNextEntry(new ZipEntry(path)); - bytesWritten += IOUtils.copyLarge(inputStream, zipOutputStream); + IOUtils.copyLarge(inputStream, zipOutputStream); + bytesWritten += countingOutputStream.getCount() - entryStartBytes; zipOutputStream.closeEntry(); } From dfba3eab33570778ca5f3ab2ad67d10308913eb5 Mon Sep 17 00:00:00 2001 From: fillg1 Date: Fri, 22 May 2026 21:51:35 +0200 Subject: [PATCH 2/6] remove comment --- src/main/java/illgner/ch/createzip/SplitZipWriter.java | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/src/main/java/illgner/ch/createzip/SplitZipWriter.java b/src/main/java/illgner/ch/createzip/SplitZipWriter.java index c926962..fe6349d 100755 --- a/src/main/java/illgner/ch/createzip/SplitZipWriter.java +++ b/src/main/java/illgner/ch/createzip/SplitZipWriter.java @@ -85,10 +85,8 @@ public class SplitZipWriter implements Closeable { switchOutputFile(); } LOG.info("Writing file {} to zip", path); - long entryStartBytes = countingOutputStream.getCount(); zipOutputStream.putNextEntry(new ZipEntry(path)); - IOUtils.copyLarge(inputStream, zipOutputStream); - bytesWritten += countingOutputStream.getCount() - entryStartBytes; + bytesWritten += IOUtils.copyLarge(inputStream, zipOutputStream); zipOutputStream.closeEntry(); } From 04ccc5f83accaafe9cc4c52eecffa32be63dc144 Mon Sep 17 00:00:00 2001 From: fillg1 Date: Wed, 27 May 2026 21:25:09 +0200 Subject: [PATCH 3/6] disabled long running test --- src/test/java/illgner/ch/createzip/SplitZipWriterTest.java | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/test/java/illgner/ch/createzip/SplitZipWriterTest.java b/src/test/java/illgner/ch/createzip/SplitZipWriterTest.java index 4935eec..74e0798 100755 --- a/src/test/java/illgner/ch/createzip/SplitZipWriterTest.java +++ b/src/test/java/illgner/ch/createzip/SplitZipWriterTest.java @@ -7,6 +7,7 @@ import org.apache.commons.io.IOUtils; import org.apache.commons.lang3.RandomStringUtils; import org.junit.jupiter.api.AfterAll; import org.junit.jupiter.api.BeforeAll; +import org.junit.jupiter.api.Disabled; import org.junit.jupiter.api.Test; import javax.crypto.NoSuchPaddingException; @@ -252,6 +253,7 @@ class SplitZipWriterTest { } @Test + @Disabled void createBigZip() throws IOException, InvalidAlgorithmParameterException, NoSuchPaddingException, NoSuchAlgorithmException, InvalidKeyException, NoSuchProviderException { // first implementation crashed with an OutOfMemoryException while copying an 50MB Stream, // so we added a test for this From 101070a0d3cfb3ff0db82a9b4aea89274dbc5d31 Mon Sep 17 00:00:00 2001 From: fillg1 Date: Sun, 12 Jul 2026 15:45:44 +0200 Subject: [PATCH 4/6] docs(spec): Add Conway's Game of Life design specification for Canvas Edition --- .../specs/2026-07-12-gameoflife-design.md | 38 +++++++++++++++++++ 1 file changed, 38 insertions(+) create mode 100644 docs/superpowers/specs/2026-07-12-gameoflife-design.md diff --git a/docs/superpowers/specs/2026-07-12-gameoflife-design.md b/docs/superpowers/specs/2026-07-12-gameoflife-design.md new file mode 100644 index 0000000..1d79682 --- /dev/null +++ b/docs/superpowers/specs/2026-07-12-gameoflife-design.md @@ -0,0 +1,38 @@ +# Conway's Game of Life Application Specification - Canvas Edition +## Date: 2026-07-12 + +## 🚀 Goal +To create a single-page web application capable of running Conway's Game of Life with specific features, including: start/stop functionality, state editing via mouse interaction, and initialization with the Glider Cannon pattern. The simulation must utilize a fixed 2D array for state management and be rendered efficiently using HTML Canvas to support large board sizes (starting at 100x100). + +## 🖼️ High-Level Architecture +The application is structured as a Single Page Application (SPA) contained entirely within `index.html`. The three core components interact to manage the simulation loop and output rendering: + +* **GameController:** The central state machine. It manages the internal grid representation (`grid[W][H]`), handles game logic execution (calculating next generations), maintains the current running status (running/paused/stopped), and provides methods for external state mutation. It is responsible for upholding the rules of Conway's Game of Life (under/overpopulation, death). +* **CanvasRenderer:** Responsible solely for visual output. It receives the current grid array from `GameController` periodically and draws the necessary pixels onto the HTML Canvas element. This component also manages aspect ratio and scaling related to the fixed cell size. +* **UIHandler:** The interface layer (Event Listener). This module listens for user inputs, such as button clicks (Start/Stop) and mouse events (editing state via clicking/dragging the canvas). It translates screen coordinates into array indices while accounting for viewport offset (scrolling), thus interfacing between the human user and the `GameController`. + +## 🔄 Data Flow and Implementation Details +### Initialization +1. The application starts by initializing the internal $W \times H$ grid array (e.g., $100 \times 100$). +2. This initial state is populated with a known pattern: the **Glider Cannon**, placed at specific pre-determined Gosper coordinates within the grid space. + +### Simulation Loop (The Tick) +The simulation runs asynchronously using `requestAnimationFrame` for smooth rendering and timing accuracy, rather than a simple fixed interval timer. +1. **State Calculation:** In each cycle, before modifying the main state, all neighbors are checked for every live cell in the current grid (`grid`). A temporary 'next\_grid' is used during calculation to ensure all neighbor checks rely *only* on the prior generation's state, preventing race conditions. +2. **State Transition:** The `GameController` applies Conway's Rules. Once the next state for every cell is determined and stored in `next_grid`, the main state array (`grid`) is atomically swapped with `next_grid`. +3. **Rendering:** After the swap, the new state is delivered to `CanvasRenderer`, which draws the board. + +### User Editing (Mutation) +When a user interacts with the UI (e.g., clicks on a cell they wish to toggle): +1. The `UIHandler` captures the screen position and determines the corresponding 2D array index. +2. It commands the `GameController` to *force* a change on that specific cell in the current grid, overriding the simulation rules for that moment. This action modifies the state locally but does not necessarily reset or trigger the entire generation sequence unless explicitly requested by a separate 'reset' action. + +## 📏 Constraints and Assumptions +* **Initial Dimensions:** The initial working dimensions are fixed at $100 \times 100$. Future growth beyond this (e.g., to $200\times200$) requires only scaling the rendering logic, not a fundamental change in data structure. +* **Scrolling Support:** A mechanism for handling views larger than the container size is implemented by mapping client-side scroll offsets back into virtual grid coordinates during editing and drawing stages. +* **Concurrency Control:** The critical requirement of preventing race conditions during next-state calculation is met by using a temporary buffer (`next_grid`) before committing the state change, ensuring atomicity between generations. + +## 🔎 Spec Self-Review Complete +The design is self-consistent; all components are related appropriately (GameController -> CanvasRenderer via shared grid state). The requirements for fixed array use and Glider Cannon initialization are met in the architecture description. No ambiguous concepts were found requiring further clarification. + +**Proposed Next Step:** Create the implementation plan using `writing-plans`. \ No newline at end of file From e14a39d23538560552f6baa2feacbe56d917e5a5 Mon Sep 17 00:00:00 2001 From: fillg1 Date: Sun, 23 Aug 2026 11:41:53 +0200 Subject: [PATCH 5/6] cleanup --- .../specs/2026-07-12-gameoflife-design.md | 38 ------------------- 1 file changed, 38 deletions(-) delete mode 100644 docs/superpowers/specs/2026-07-12-gameoflife-design.md diff --git a/docs/superpowers/specs/2026-07-12-gameoflife-design.md b/docs/superpowers/specs/2026-07-12-gameoflife-design.md deleted file mode 100644 index 1d79682..0000000 --- a/docs/superpowers/specs/2026-07-12-gameoflife-design.md +++ /dev/null @@ -1,38 +0,0 @@ -# Conway's Game of Life Application Specification - Canvas Edition -## Date: 2026-07-12 - -## 🚀 Goal -To create a single-page web application capable of running Conway's Game of Life with specific features, including: start/stop functionality, state editing via mouse interaction, and initialization with the Glider Cannon pattern. The simulation must utilize a fixed 2D array for state management and be rendered efficiently using HTML Canvas to support large board sizes (starting at 100x100). - -## 🖼️ High-Level Architecture -The application is structured as a Single Page Application (SPA) contained entirely within `index.html`. The three core components interact to manage the simulation loop and output rendering: - -* **GameController:** The central state machine. It manages the internal grid representation (`grid[W][H]`), handles game logic execution (calculating next generations), maintains the current running status (running/paused/stopped), and provides methods for external state mutation. It is responsible for upholding the rules of Conway's Game of Life (under/overpopulation, death). -* **CanvasRenderer:** Responsible solely for visual output. It receives the current grid array from `GameController` periodically and draws the necessary pixels onto the HTML Canvas element. This component also manages aspect ratio and scaling related to the fixed cell size. -* **UIHandler:** The interface layer (Event Listener). This module listens for user inputs, such as button clicks (Start/Stop) and mouse events (editing state via clicking/dragging the canvas). It translates screen coordinates into array indices while accounting for viewport offset (scrolling), thus interfacing between the human user and the `GameController`. - -## 🔄 Data Flow and Implementation Details -### Initialization -1. The application starts by initializing the internal $W \times H$ grid array (e.g., $100 \times 100$). -2. This initial state is populated with a known pattern: the **Glider Cannon**, placed at specific pre-determined Gosper coordinates within the grid space. - -### Simulation Loop (The Tick) -The simulation runs asynchronously using `requestAnimationFrame` for smooth rendering and timing accuracy, rather than a simple fixed interval timer. -1. **State Calculation:** In each cycle, before modifying the main state, all neighbors are checked for every live cell in the current grid (`grid`). A temporary 'next\_grid' is used during calculation to ensure all neighbor checks rely *only* on the prior generation's state, preventing race conditions. -2. **State Transition:** The `GameController` applies Conway's Rules. Once the next state for every cell is determined and stored in `next_grid`, the main state array (`grid`) is atomically swapped with `next_grid`. -3. **Rendering:** After the swap, the new state is delivered to `CanvasRenderer`, which draws the board. - -### User Editing (Mutation) -When a user interacts with the UI (e.g., clicks on a cell they wish to toggle): -1. The `UIHandler` captures the screen position and determines the corresponding 2D array index. -2. It commands the `GameController` to *force* a change on that specific cell in the current grid, overriding the simulation rules for that moment. This action modifies the state locally but does not necessarily reset or trigger the entire generation sequence unless explicitly requested by a separate 'reset' action. - -## 📏 Constraints and Assumptions -* **Initial Dimensions:** The initial working dimensions are fixed at $100 \times 100$. Future growth beyond this (e.g., to $200\times200$) requires only scaling the rendering logic, not a fundamental change in data structure. -* **Scrolling Support:** A mechanism for handling views larger than the container size is implemented by mapping client-side scroll offsets back into virtual grid coordinates during editing and drawing stages. -* **Concurrency Control:** The critical requirement of preventing race conditions during next-state calculation is met by using a temporary buffer (`next_grid`) before committing the state change, ensuring atomicity between generations. - -## 🔎 Spec Self-Review Complete -The design is self-consistent; all components are related appropriately (GameController -> CanvasRenderer via shared grid state). The requirements for fixed array use and Glider Cannon initialization are met in the architecture description. No ambiguous concepts were found requiring further clarification. - -**Proposed Next Step:** Create the implementation plan using `writing-plans`. \ No newline at end of file From e2a746eb6e0de5b99cc2dc1aa8c166c8740d37d7 Mon Sep 17 00:00:00 2001 From: fillg1 Date: Wed, 9 Sep 2026 11:21:06 +0200 Subject: [PATCH 6/6] docs: add README and coding agent guidelines --- AGENTS.md | 60 +++++++++++++++++++++++++++++++++++++++ README.md | 85 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 145 insertions(+) create mode 100644 AGENTS.md create mode 100644 README.md diff --git a/AGENTS.md b/AGENTS.md new file mode 100644 index 0000000..51d2b67 --- /dev/null +++ b/AGENTS.md @@ -0,0 +1,60 @@ +# AGENTS.md + +## Project Purpose + +This repository is a small Java project for evaluating coding agents. It contains ZIP-writing code and a unit test suite. The baseline includes a failing test and an intentionally disabled large-data test. + +Follow the user's requested scope. Inspecting or explaining the project does not automatically require fixing it. Treat sample prompts in the README as examples, not as active tasks. + +## Environment and Validation + +- Use JDK 21, matching `.java-version`. Ensure `JAVA_HOME` points to the appropriate JDK. +- Use the included Gradle Wrapper; a separate Gradle installation is unnecessary. +- The code requires a filesystem supporting POSIX file permissions. +- Run the existing suite before changing behavior to establish the baseline: + + ```sh + ./gradlew test --rerun-tasks + ``` + +- The HTML test report is at `build/reports/tests/test/index.html`. +- Tests delete and recreate `destination/` in the project directory. Do not place unrelated files there. If it already contains user data, stop before running the tests and ask how to proceed. +- After a fix, rerun the full suite. For this baseline, the intentionally disabled test may remain skipped. +- If validation is blocked by the environment, report the blocker and distinguish tests actually run from checks inferred from reading code. + +## Working Approach + +1. Read the relevant implementation and tests before editing. +2. Reproduce the reported issue and identify its cause. An existing failing test can serve as the regression test; add tests when meaningful coverage is missing. +3. Make the smallest clear change that addresses the requested task. +4. Validate the result and inspect the final diff for unintended changes. + +For substantial work, briefly state the intended approach. Ask questions when ambiguity materially affects correctness or scope. For routine choices, proceed with reasonable assumptions and state them when they matter. + +## Benchmark Integrity + +- Preserve existing test expectations. Do not weaken assertions, disable tests, or exclude failing tests to obtain a passing build. +- Do not change build or test configuration merely to hide a failure. +- If evidence indicates that a test expectation is wrong, explain the conflict and ask before changing that expectation. +- Do not hard-code behavior for test names, fixtures, or specific test data. +- Keep the intentionally disabled large-data test disabled unless the task requires enabling it. +- Do not add solution hints or the known bug's cause to benchmark instructions or documentation unless explicitly requested. + +## Change Discipline + +- Keep changes focused on the user's request and match the surrounding code style. +- Avoid unrelated cleanup, formatting changes, new features, speculative abstractions, and unnecessary dependencies. +- Remove imports or code made unused by your own changes. Leave unrelated existing code alone. +- Preserve pre-existing user changes. Do not reset, overwrite, or revert unrelated work. +- Do not commit or push unless requested. + +## Final Report + +Briefly explain: + +- What you found and, if applicable, the root cause. +- What changed and why. +- The validation commands actually run and their results, including failures or skipped tests. +- Any remaining limitations or blockers. + +A passing test suite is evidence of correctness, not a substitute for understanding the behavior and reviewing the diff. diff --git a/README.md b/README.md new file mode 100644 index 0000000..923c501 --- /dev/null +++ b/README.md @@ -0,0 +1,85 @@ +# Coding Agent Benchmark + +A small Java project for comparing coding agents. Its compact codebase and existing test suite provide a starting point for observing how an agent understands unfamiliar code, investigates bugs, and makes focused changes. + +This project is intended as a benchmark and learning environment. It does not include a runnable application; start with the source code and unit tests. + +## The Example Project + +`SplitZipWriter` writes files from input streams into ZIP archives, creating multiple parts based on a size threshold. Archives are named `_01.zip`, `_02.zip`, and so on. Each input file is written entirely into one archive; switching archives happens between files. + +Other components: + +- `ZipResult` collects the names and sizes of the generated archives. +- `OutputStreamEnhancer` allows the output stream to be wrapped with additional behavior. +- `InputStreamEnhancer` defines the corresponding interface for input streams. +- `SplitZipWriterTest` checks archive splitting and file contents. + +## Requirements + +- JDK 21, matching the repository's `.java-version` +- A filesystem supporting POSIX file permissions, such as those typically used on Linux or macOS +- Internet access for the first build to download Gradle and dependencies + +The Gradle Wrapper is included, so no separate Gradle installation is required. `JAVA_HOME` should point to the JDK you want to use. + +## Quick Start + +Run all tests from the project directory: + +```sh +./gradlew test +``` + +Run a full build, including tests: + +```sh +./gradlew build +``` + +Force the tests to run again, even if Gradle considers them up to date: + +```sh +./gradlew test --rerun-tasks +``` + +The HTML test report is available at `build/reports/tests/test/index.html` after the test run. + +**Warning:** The tests delete and recreate the `destination/` directory inside the project directory. Do not store your own files there. + +## Using This Project as a Benchmark + +The baseline contains one failing unit test. Another test covering large amounts of data is disabled with `@Disabled`. A failing test run is therefore part of the benchmark's initial state. + +Example prompt for a coding agent: + +> Inspect the project and run the unit tests. Find the cause of the failing test and fix it with the smallest reasonable change. Preserve the existing test expectations and do not disable any tests. Explain the cause, your change, and how you validated it. + +For comparable runs: + +1. Start each agent from the same commit in a separate checkout. +2. Use the same prompt, Java version, and access permissions. +3. Record the model, agent version, settings, runtime, and token usage where available. +4. Review the resulting diff and run the tests again. + +Possible evaluation criteria include a correct root cause analysis, a small and understandable change, preserved test expectations, and successful validation. Passing tests alone do not replace reviewing the solution. + +## Project Structure + +```text +. +├── build.gradle # Dependencies and test configuration +├── settings.gradle # Gradle project settings +├── gradlew / gradlew.bat # Gradle Wrapper +├── AGENTS.md # Guidance for coding agents +└── src + ├── main/java/illgner/ch + │ ├── createzip # ZIP creation and result data + │ └── stream # Stream enhancement interfaces + └── test/java/illgner/ch + └── createzip # Unit tests for SplitZipWriter +``` + +## Technology + +Java, Gradle, JUnit Jupiter 6, Hamcrest, Apache Commons IO, and Apache Commons Lang.