Understand the failure.
Verify the repair.
Small, reproducible software failures. The broken implementation, the fix that didn’t work, and the one that passed—preserved together.
Explore the cases ↓How results are verified ↗WHAT THE ARCHIVE CONTAINS
100840 executable cases. 20168 are open.
Every case records the implementation that fails, the fix that did not work, and the repair that passed its checks—with recorded outputs and source hashes. This release adds 100840 cases across 20168 failure mechanisms and 254 domains.
The open tier gives you the failure and the unsuccessful fix for one case in every mechanism. The remaining 80672 cases, 5 variants per mechanism, are member-only: the verified repair, its recorded checks, and the full fixture suite are held in the member archive. Read the methodology ↗
A RECORD OF WHAT WENT WRONG
Browse the archive / 100840
Five-card Omaha deal rejected as invalid · case 01
Every plo5 hand is reported invalid, and a plo hand with five hole cards is not.
Five-card Omaha deal rejected as invalid · case 02
Every plo5 hand is reported invalid, and a plo hand with five hole cards is not.
Five-card Omaha deal rejected as invalid · case 03
Every plo5 hand is reported invalid, and a plo hand with five hole cards is not.
Five-card Omaha deal rejected as invalid · case 04
Every plo5 hand is reported invalid, and a plo hand with five hole cards is not.
Five-card Omaha deal rejected as invalid · case 05
Every plo5 hand is reported invalid, and a plo hand with five hole cards is not.
Flop and turn boards cannot be evaluated · case 01
Hands on a three- or four-card board are reported invalid.
Flop and turn boards cannot be evaluated · case 02
Hands on a three- or four-card board are reported invalid.
Flop and turn boards cannot be evaluated · case 03
Hands on a three- or four-card board are reported invalid.
Flop and turn boards cannot be evaluated · case 04
Hands on a three- or four-card board are reported invalid.
Flop and turn boards cannot be evaluated · case 05
Hands on a three- or four-card board are reported invalid.
Card shared by hole and board goes undetected · case 01
An ace of hearts dealt both in hand and on the board produces a hand instead of "invalid".
Card shared by hole and board goes undetected · case 02
An ace of hearts dealt both in hand and on the board produces a hand instead of "invalid".
Card shared by hole and board goes undetected · case 03
An ace of hearts dealt both in hand and on the board produces a hand instead of "invalid".
Card shared by hole and board goes undetected · case 04
An ace of hearts dealt both in hand and on the board produces a hand instead of "invalid".
Card shared by hole and board goes undetected · case 05
An ace of hearts dealt both in hand and on the board produces a hand instead of "invalid".
Partial contributions below a level are dropped · case 01
Chips from a folded short contributor vanish and the pots sum to less than the total bet.
Partial contributions below a level are dropped · case 02
Chips from a folded short contributor vanish and the pots sum to less than the total bet.
Partial contributions below a level are dropped · case 03
Chips from a folded short contributor vanish and the pots sum to less than the total bet.
Partial contributions below a level are dropped · case 04
Chips from a folded short contributor vanish and the pots sum to less than the total bet.
Partial contributions below a level are dropped · case 05
Chips from a folded short contributor vanish and the pots sum to less than the total bet.
All-in player excluded from the pot they capped · case 01
The player whose all-in defines a level is not eligible for that level's pot.
All-in player excluded from the pot they capped · case 02
The player whose all-in defines a level is not eligible for that level's pot.
All-in player excluded from the pot they capped · case 03
The player whose all-in defines a level is not eligible for that level's pot.
All-in player excluded from the pot they capped · case 04
The player whose all-in defines a level is not eligible for that level's pot.
All-in player excluded from the pot they capped · case 05
The player whose all-in defines a level is not eligible for that level's pot.
Folded commitment creates a phantom side pot · case 01
A folded player's bet size splits the pot into extra layers with identical eligibility.
Folded commitment creates a phantom side pot · case 02
A folded player's bet size splits the pot into extra layers with identical eligibility.
Folded commitment creates a phantom side pot · case 03
A folded player's bet size splits the pot into extra layers with identical eligibility.
Folded commitment creates a phantom side pot · case 04
A folded player's bet size splits the pot into extra layers with identical eligibility.
Folded commitment creates a phantom side pot · case 05
A folded player's bet size splits the pot into extra layers with identical eligibility.
Folded overbet stranded in an unwinnable pot · case 01
A pot with no eligible players appears when a folder committed more than any live player.
Folded overbet stranded in an unwinnable pot · case 02
A pot with no eligible players appears when a folder committed more than any live player.
Folded overbet stranded in an unwinnable pot · case 03
A pot with no eligible players appears when a folder committed more than any live player.
Folded overbet stranded in an unwinnable pot · case 04
A pot with no eligible players appears when a folder committed more than any live player.
Folded overbet stranded in an unwinnable pot · case 05
A pot with no eligible players appears when a folder committed more than any live player.
Shares paid in raw chips then topped up in units · case 01
Winners receive more chips than the pot holds when the pot is not evenly divisible.
Shares paid in raw chips then topped up in units · case 02
Winners receive more chips than the pot holds when the pot is not evenly divisible.
Shares paid in raw chips then topped up in units · case 03
Winners receive more chips than the pot holds when the pot is not evenly divisible.
Shares paid in raw chips then topped up in units · case 04
Winners receive more chips than the pot holds when the pot is not evenly divisible.
Shares paid in raw chips then topped up in units · case 05
Winners receive more chips than the pot holds when the pot is not evenly divisible.
Odd chip starts at the button · case 01
The button seat, when it wins, receives the odd chip ahead of the player to its left.
Odd chip starts at the button · case 02
The button seat, when it wins, receives the odd chip ahead of the player to its left.
Odd chip starts at the button · case 03
The button seat, when it wins, receives the odd chip ahead of the player to its left.
Odd chip starts at the button · case 04
The button seat, when it wins, receives the odd chip ahead of the player to its left.
Odd chip starts at the button · case 05
The button seat, when it wins, receives the odd chip ahead of the player to its left.
Leftover units go to the last winners in order · case 01
Odd units go to the winners farthest from the button, and an even split pays everyone an extra unit.
Leftover units go to the last winners in order · case 02
Odd units go to the winners farthest from the button, and an even split pays everyone an extra unit.
Leftover units go to the last winners in order · case 03
Odd units go to the winners farthest from the button, and an even split pays everyone an extra unit.
Leftover units go to the last winners in order · case 04
Odd units go to the winners farthest from the button, and an even split pays everyone an extra unit.
Leftover units go to the last winners in order · case 05
Odd units go to the winners farthest from the button, and an even split pays everyone an extra unit.
Remainder computed over table size instead of winners · case 01
The number of odd units depends on how many seats are at the table.
Remainder computed over table size instead of winners · case 02
The number of odd units depends on how many seats are at the table.
Remainder computed over table size instead of winners · case 03
The number of odd units depends on how many seats are at the table.
Remainder computed over table size instead of winners · case 04
The number of odd units depends on how many seats are at the table.
Remainder computed over table size instead of winners · case 05
The number of odd units depends on how many seats are at the table.
Clockwise order stops at the last seat index · case 01
Winners seated before the button in the seat list never receive odd units.
Clockwise order stops at the last seat index · case 02
Winners seated before the button in the seat list never receive odd units.
Clockwise order stops at the last seat index · case 03
Winners seated before the button in the seat list never receive odd units.
Clockwise order stops at the last seat index · case 04
Winners seated before the button in the seat list never receive odd units.
Clockwise order stops at the last seat index · case 05
Winners seated before the button in the seat list never receive odd units.
Odd chip of a hi-lo pot goes to the low half · case 01
In an odd pot the low winner gets the extra chip.
Odd chip of a hi-lo pot goes to the low half · case 02
In an odd pot the low winner gets the extra chip.
Odd chip of a hi-lo pot goes to the low half · case 03
In an odd pot the low winner gets the extra chip.
Odd chip of a hi-lo pot goes to the low half · case 04
In an odd pot the low winner gets the extra chip.
Odd chip of a hi-lo pot goes to the low half · case 05
In an odd pot the low winner gets the extra chip.
Empty low side still takes half the pot · case 01
With no qualifying low, evaluation fails dividing the low half among zero winners instead of scooping.
Empty low side still takes half the pot · case 02
With no qualifying low, evaluation fails dividing the low half among zero winners instead of scooping.
Empty low side still takes half the pot · case 03
With no qualifying low, evaluation fails dividing the low half among zero winners instead of scooping.
Empty low side still takes half the pot · case 04
With no qualifying low, evaluation fails dividing the low half among zero winners instead of scooping.
Empty low side still takes half the pot · case 05
With no qualifying low, evaluation fails dividing the low half among zero winners instead of scooping.
Scooping player paid only the low half · case 01
A player who wins both high and low is paid half the pot.
Scooping player paid only the low half · case 02
A player who wins both high and low is paid half the pot.
Scooping player paid only the low half · case 03
A player who wins both high and low is paid half the pot.
Scooping player paid only the low half · case 04
A player who wins both high and low is paid half the pot.
Scooping player paid only the low half · case 05
A player who wins both high and low is paid half the pot.
Ace-to-five wheel treated as a straight in deuce-to-seven · case 01
A-2-3-4-5 is scored as a straight, losing to king-high hands it should beat and never being compared as ace high.
Ace-to-five wheel treated as a straight in deuce-to-seven · case 02
A-2-3-4-5 is scored as a straight, losing to king-high hands it should beat and never being compared as ace high.
Ace-to-five wheel treated as a straight in deuce-to-seven · case 03
A-2-3-4-5 is scored as a straight, losing to king-high hands it should beat and never being compared as ace high.
Ace-to-five wheel treated as a straight in deuce-to-seven · case 04
A-2-3-4-5 is scored as a straight, losing to king-high hands it should beat and never being compared as ace high.
Ace-to-five wheel treated as a straight in deuce-to-seven · case 05
A-2-3-4-5 is scored as a straight, losing to king-high hands it should beat and never being compared as ace high.
Lowball pot awarded to the stronger high hand · case 01
7-5-4-3-2 loses to a pair of deuces.
Lowball pot awarded to the stronger high hand · case 02
7-5-4-3-2 loses to a pair of deuces.
Lowball pot awarded to the stronger high hand · case 03
7-5-4-3-2 loses to a pair of deuces.
Lowball pot awarded to the stronger high hand · case 04
7-5-4-3-2 loses to a pair of deuces.
Lowball pot awarded to the stronger high hand · case 05
7-5-4-3-2 loses to a pair of deuces.
Straight flush scored as a mere straight in lowball · case 01
2-3-4-5-6 suited beats a nine-low flush.
Straight flush scored as a mere straight in lowball · case 02
2-3-4-5-6 suited beats a nine-low flush.
Straight flush scored as a mere straight in lowball · case 03
2-3-4-5-6 suited beats a nine-low flush.
Straight flush scored as a mere straight in lowball · case 04
2-3-4-5-6 suited beats a nine-low flush.
Straight flush scored as a mere straight in lowball · case 05
2-3-4-5-6 suited beats a nine-low flush.
Ace played low in deuce-to-seven · case 01
Ace-high hands are scored as strong lows and beat seven-lows or king-lows.
Ace played low in deuce-to-seven · case 02
Ace-high hands are scored as strong lows and beat seven-lows or king-lows.
Ace played low in deuce-to-seven · case 03
Ace-high hands are scored as strong lows and beat seven-lows or king-lows.
Ace played low in deuce-to-seven · case 04
Ace-high hands are scored as strong lows and beat seven-lows or king-lows.
Ace played low in deuce-to-seven · case 05
Ace-high hands are scored as strong lows and beat seven-lows or king-lows.
Case variants of one card accepted as two cards · case 01
"Ah" with "aH" is notated "AA" instead of being rejected.
Case variants of one card accepted as two cards · case 02
"Ah" with "aH" is notated "AA" instead of being rejected.
Case variants of one card accepted as two cards · case 03
"Ah" with "aH" is notated "AA" instead of being rejected.
Case variants of one card accepted as two cards · case 04
"Ah" with "aH" is notated "AA" instead of being rejected.
Case variants of one card accepted as two cards · case 05
"Ah" with "aH" is notated "AA" instead of being rejected.
INSPECTABLE BY DESIGN
Every result has a runnable source.
Runnable implementations with recorded outputs, source hashes, and explicit contracts. Related variants share a failure mechanism and belong together in evaluation splits.
Read the methodology ↗