ACSL
American Computer Science League
10 Brisas Drive
West Warwick RI 02893
info@acsl.org

The American Computer
Science League (ACSL) is a non-profit organization devoted to computer science education at
the secondary school level. ACSL is on the approved activities list of the
NASSP. The purpose of this flier is
to tell you about the organization, and to invite your school to
participate in it. ACSL administers computer
science contests for junior and senior high school students, publishes a
newsletter containing the results of each contest and items of interest,
and awards prizes (computer equipment, books, and trophies) to outstanding
students and schools at local and regional levels. This past year, our 31st
year of operation, about 225 schools in the United States and Canada
participated. In addition, ten teams from Europe and Asia participated in
ACSL last year. ACSL will provide a unique
and exciting educational opportunity for your school’s computer
enthusiasts. Contest problems
motivate students to study computer topics not covered in their school’s
curriculum and to pursue classroom topics in depth. At many schools, the
League is the focal point both for extracurricular clubs and for entire
courses. The competition consists of 4 contests. Each is held at the participating school
thereby eliminating the need for travel, and an unlimited number of
students from all grade levels may compete at each school. A school’s score
is the sum of the scores of its three or five highest-scoring students. In
each contest, students are given short theoretical and applied questions,
and then a programming problem to solve within the following three days.
Programming is done on any school or home computer using any language
allowed by the advisor. A faculty advisor administers the contest at each
school and results are returned to ACSL for tabulation. At the end of the
year, an Invitational Team All-Star Contest, based upon cumulative scores,
is held at a common site. The following companies were very generous in providing prizes at the
ACSL All-Star Contest at Bob Jones HS, Madison, AL: Addison Wesley
Publishing O’Reilly Publishing
SPONSORS
The American Computer Science League consists of four divisions to
appeal to the varying computing abilities and interests of students. One
registration fee allows all
students at a school to compete. The advisor reports the sum of the 3 or 5
best scores as the team score. We encourage schools to join more than one
division so that the material does not intimidate novice students, nor are
advanced students bored. All divisions cover similar material, but in
varying levels of detail and difficulty. The Senior and Intermediate
divisions allow 5-person and 3-person teams. Teams compete for prizes and
invitations to the All-Star Contest against same-sized teams; students will
compete for individual awards independent of the team size. A school may
not register both a 5-person team and a 3-person team in the same division.
ACSL DIVISIONS
The below problem is a sample of a typical Contest #1
Programming problem for our Intermediate Division. The Senior Division program has the same
subject matter but requires a little more programming skill. The Junior program again has the same subject
matter but requires much less programming skill. The short answer question set below includes Intermediate
Division questions from different contests. Five categories are shown, but a regular contest has just
three different categories. The Senior and Junior Divisions include these
topics with different degrees of difficulty. Students in all divisions have 72-hours to submit their
programming problem solution to their teacher and would have 30-minutes to
complete the 5 short answer questions.
Teachers are provided test data and test solutions for grading the
programming problem. One point is
awarded for each answer that matches the test solutions. Teachers are also provided annotated
solutions to the short answer questions.
Again, one point is awarded for each answer matching the provided
solutions. The Classroom Division
problem set consists of 10 short answer questions from the same topic
set. There is a 50-minute time
limit. Upon registration teachers are sent a copy of the ACSL Category Book
CD that gives the rules for each category and some additional sample
questions and answers. Also on the
web site is a page entitled “How ACSL Works” that gives detailed
instructions for administering the contests. Contact ACSL at info@acsl.org.
ABOUT ACSL QUESTIONS
There is also a
complete set of questions from a previous year on the web site.
SAMPLE PROGRAMMING PROBLEM
PROBLEM: A deck
of playing cards has 52 cards. The
cards are separated into 4 suits: diamonds, hearts, spades and clubs. Each suit has 13 cards that are labeled
ace, 2 –10, jack, queen and king.
For this program diamonds will be numbered 1 –13 to represent the
cards ace through king, hearts will be numbered 14 – 26, spades will be
numbered 27 – 39 and clubs will be numbered 40 – 52. In ACSL Poker you will be dealt 5
cards. Your task is to determine
the best hand possible using those cards.
The hands, in order of rank from low to high, to test for are: A PAIR – Exactly 2 cards with
the same label but of any suit - example:
a 5 of hearts and a five of clubs.
This would be cards - 18 and 44. TWO PAIRS – 2 different pairs –
example: a 5 of hearts and a 5 of clubs and an 8 of spades and an 8 of
hearts. This would be cards - 18,
44, 34 and 21. THREE OF A KIND – Exactly 3
cards with the same label but of any suit – example: a 5 of hearts, a 5 of
clubs and a five of spades. This would be cards - 18, 44 and 31. FLUSH – 5 cards of the same
suit - example: 5, 6, 7, 8 and 10 of diamonds. This would be cards – 5, 6, 7, 8 and 10. FULL HOUSE – A pair and three
of a kind – example: a 5 of hearts, a 5 of clubs and a five of spades and
an 8 of spades and an 8 of hearts.
This would be cards - 18, 44, 31, 34 and 21. FOUR OF A KIND – Exactly 4
cards with the same label – example:
a 5 of hearts, a 5 of clubs, a 5 of spades and a 5 of diamonds. This would be cards - 18, 44, 31 and 5. INPUT: There will be 5 lines of input. Each line will consist of 5 unique
integers from 1 to 52 inclusive. OUTPUT: For each
line of input print the name of the highest hand possible. If no listed hand is possible, print
NONE. SAMPLE INPUT SAMPLE
OUTPUT 1. 18, 44, 7, 21, 23 1. PAIR 2. 18, 44, 31, 22, 38 2. THREE OF A KIND 3. 18, 44, 31, 34, 21 3. FULL HOUSE 4. 18, 44, 31, 5, 9 4. FOUR OF A KIND
Intermediate Division
ACSL Poker
SAMPLE SHORT ROUND QUESTIONS
Click HERE for the solution to the below problems





