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
Member discount applied to fees · case 01
Members get 10% off the booking fee as well.
Member discount applied to fees · case 02
Members get 10% off the booking fee as well.
Member discount applied to fees · case 03
Members get 10% off the booking fee as well.
Member discount applied to fees · case 04
Members get 10% off the booking fee as well.
Member discount applied to fees · case 05
Members get 10% off the booking fee as well.
Expired memberships still receive benefits · case 01
Former members keep the surge cap after lapsing.
Expired memberships still receive benefits · case 02
Former members keep the surge cap after lapsing.
Expired memberships still receive benefits · case 03
Former members keep the surge cap after lapsing.
Expired memberships still receive benefits · case 04
Former members keep the surge cap after lapsing.
Expired memberships still receive benefits · case 05
Former members keep the surge cap after lapsing.
Reservation fee kept when the driver no-shows · case 01
Riders stood up by the driver still pay the reservation fee.
Reservation fee kept when the driver no-shows · case 02
Riders stood up by the driver still pay the reservation fee.
Reservation fee kept when the driver no-shows · case 03
Riders stood up by the driver still pay the reservation fee.
Reservation fee kept when the driver no-shows · case 04
Riders stood up by the driver still pay the reservation fee.
Reservation fee kept when the driver no-shows · case 05
Riders stood up by the driver still pay the reservation fee.
Rider pays the booked price when the meter is lower · case 01
A traffic-free scheduled ride still costs the booked price.
Rider pays the booked price when the meter is lower · case 02
A traffic-free scheduled ride still costs the booked price.
Rider pays the booked price when the meter is lower · case 03
A traffic-free scheduled ride still costs the booked price.
Rider pays the booked price when the meter is lower · case 04
A traffic-free scheduled ride still costs the booked price.
Rider pays the booked price when the meter is lower · case 05
A traffic-free scheduled ride still costs the booked price.
Reservation fee absorbed by the guarantee · case 01
Riders with a metered fare above booked pay no reservation fee.
Reservation fee absorbed by the guarantee · case 02
Riders with a metered fare above booked pay no reservation fee.
Reservation fee absorbed by the guarantee · case 03
Riders with a metered fare above booked pay no reservation fee.
Reservation fee absorbed by the guarantee · case 04
Riders with a metered fare above booked pay no reservation fee.
Reservation fee absorbed by the guarantee · case 05
Riders with a metered fare above booked pay no reservation fee.
Tip at exactly 72 hours rejected · case 01
A tip added at the last second of the window is refused.
Tip at exactly 72 hours rejected · case 02
A tip added at the last second of the window is refused.
Tip at exactly 72 hours rejected · case 03
A tip added at the last second of the window is refused.
Tip at exactly 72 hours rejected · case 04
A tip added at the last second of the window is refused.
Tip at exactly 72 hours rejected · case 05
A tip added at the last second of the window is refused.
Tip cap ignores the 50.00 floor · case 01
Riders on a 12.00 trip cannot tip more than 24.00.
Tip cap ignores the 50.00 floor · case 02
Riders on a 12.00 trip cannot tip more than 24.00.
Tip cap ignores the 50.00 floor · case 03
Riders on a 12.00 trip cannot tip more than 24.00.
Tip cap ignores the 50.00 floor · case 04
Riders on a 12.00 trip cannot tip more than 24.00.
Tip cap ignores the 50.00 floor · case 05
Riders on a 12.00 trip cannot tip more than 24.00.
Earlier tips not counted toward the cap · case 01
Repeated tips on one trip exceed the cap.
Earlier tips not counted toward the cap · case 02
Repeated tips on one trip exceed the cap.
Earlier tips not counted toward the cap · case 03
Repeated tips on one trip exceed the cap.
Earlier tips not counted toward the cap · case 04
Repeated tips on one trip exceed the cap.
Earlier tips not counted toward the cap · case 05
Repeated tips on one trip exceed the cap.
Batch crafting: Available crafts count raw material units · case 01
More crafts are performed than the stockpile can pay for and inventories go negative.
Batch crafting: Available crafts count raw material units · case 02
More crafts are performed than the stockpile can pay for and inventories go negative.
Batch crafting: Available crafts count raw material units · case 03
More crafts are performed than the stockpile can pay for and inventories go negative.
Batch crafting: Available crafts count raw material units · case 04
More crafts are performed than the stockpile can pay for and inventories go negative.
Batch crafting: Available crafts count raw material units · case 05
More crafts are performed than the stockpile can pay for and inventories go negative.
Batch crafting: Bonus yield gate excludes the qualifying skill · case 01
A crafter at exactly the bonus skill receives no bonus items.
Batch crafting: Bonus yield gate excludes the qualifying skill · case 02
A crafter at exactly the bonus skill receives no bonus items.
Batch crafting: Bonus yield gate excludes the qualifying skill · case 03
A crafter at exactly the bonus skill receives no bonus items.
Batch crafting: Bonus yield gate excludes the qualifying skill · case 04
A crafter at exactly the bonus skill receives no bonus items.
Batch crafting: Bonus yield gate excludes the qualifying skill · case 05
A crafter at exactly the bonus skill receives no bonus items.
Batch crafting: Bonus cadence scales with recipe yield · case 01
Multi-yield recipes receive several bonus items per fifth craft.
Batch crafting: Bonus cadence scales with recipe yield · case 02
Multi-yield recipes receive several bonus items per fifth craft.
Batch crafting: Bonus cadence scales with recipe yield · case 03
Multi-yield recipes receive several bonus items per fifth craft.
Batch crafting: Bonus cadence scales with recipe yield · case 04
Multi-yield recipes receive several bonus items per fifth craft.
Batch crafting: Bonus cadence scales with recipe yield · case 05
Multi-yield recipes receive several bonus items per fifth craft.
Batch crafting: Exact stack multiples emit an empty stack · case 01
An empty zero-count stack occupies an inventory slot after an exact multiple.
Batch crafting: Exact stack multiples emit an empty stack · case 02
An empty zero-count stack occupies an inventory slot after an exact multiple.
Batch crafting: Exact stack multiples emit an empty stack · case 03
An empty zero-count stack occupies an inventory slot after an exact multiple.
Batch crafting: Exact stack multiples emit an empty stack · case 04
An empty zero-count stack occupies an inventory slot after an exact multiple.
Batch crafting: Exact stack multiples emit an empty stack · case 05
An empty zero-count stack occupies an inventory slot after an exact multiple.
Batch crafting: Batch consumes one craft worth of materials · case 01
Long batches only charge materials for a single craft and duplicate resources.
Batch crafting: Batch consumes one craft worth of materials · case 02
Long batches only charge materials for a single craft and duplicate resources.
Batch crafting: Batch consumes one craft worth of materials · case 03
Long batches only charge materials for a single craft and duplicate resources.
Batch crafting: Batch consumes one craft worth of materials · case 04
Long batches only charge materials for a single craft and duplicate resources.
Batch crafting: Batch consumes one craft worth of materials · case 05
Long batches only charge materials for a single craft and duplicate resources.
Batch crafting: Unrelated materials disappear after crafting · case 01
Materials not used by the recipe are wiped from the returned inventory.
Batch crafting: Unrelated materials disappear after crafting · case 02
Materials not used by the recipe are wiped from the returned inventory.
Batch crafting: Unrelated materials disappear after crafting · case 03
Materials not used by the recipe are wiped from the returned inventory.
Batch crafting: Unrelated materials disappear after crafting · case 04
Materials not used by the recipe are wiped from the returned inventory.
Batch crafting: Unrelated materials disappear after crafting · case 05
Materials not used by the recipe are wiped from the returned inventory.
Batch crafting: Bonus crafts are multiplied by yield · case 01
High-skill multi-yield crafting mints extra items per bonus.
Batch crafting: Bonus crafts are multiplied by yield · case 02
High-skill multi-yield crafting mints extra items per bonus.
Batch crafting: Bonus crafts are multiplied by yield · case 03
High-skill multi-yield crafting mints extra items per bonus.
Batch crafting: Bonus crafts are multiplied by yield · case 04
High-skill multi-yield crafting mints extra items per bonus.
Batch crafting: Bonus crafts are multiplied by yield · case 05
High-skill multi-yield crafting mints extra items per bonus.
Salvage component return: Salvage floors the rarity share before condition · case 01
Damaged items return fewer components than the single-floor rule allows.
Salvage component return: Salvage floors the rarity share before condition · case 02
Damaged items return fewer components than the single-floor rule allows.
Salvage component return: Salvage floors the rarity share before condition · case 03
Damaged items return fewer components than the single-floor rule allows.
Salvage component return: Salvage floors the rarity share before condition · case 04
Damaged items return fewer components than the single-floor rule allows.
Salvage component return: Salvage floors the rarity share before condition · case 05
Damaged items return fewer components than the single-floor rule allows.
Salvage component return: Condition does not reduce salvage · case 01
Nearly broken gear salvages as if pristine.
Salvage component return: Condition does not reduce salvage · case 02
Nearly broken gear salvages as if pristine.
Salvage component return: Condition does not reduce salvage · case 03
Nearly broken gear salvages as if pristine.
Salvage component return: Condition does not reduce salvage · case 04
Nearly broken gear salvages as if pristine.
Salvage component return: Condition does not reduce salvage · case 05
Nearly broken gear salvages as if pristine.
Salvage component return: Indestructible items salvage as scrap · case 01
Relics without durability are treated as broken and return only scrap.
Salvage component return: Indestructible items salvage as scrap · case 02
Relics without durability are treated as broken and return only scrap.
Salvage component return: Indestructible items salvage as scrap · case 03
Relics without durability are treated as broken and return only scrap.
Salvage component return: Indestructible items salvage as scrap · case 04
Relics without durability are treated as broken and return only scrap.
Salvage component return: Indestructible items salvage as scrap · case 05
Relics without durability are treated as broken and return only scrap.
Salvage component return: Over-repaired items salvage above full value · case 01
Items repaired past maximum durability return more than 100% condition.
Salvage component return: Over-repaired items salvage above full value · case 02
Items repaired past maximum durability return more than 100% condition.
Salvage component return: Over-repaired items salvage above full value · case 03
Items repaired past maximum durability return more than 100% condition.
Salvage component return: Over-repaired items salvage above full value · case 04
Items repaired past maximum durability return more than 100% condition.
Salvage component return: Over-repaired items salvage above full value · case 05
Items repaired past maximum durability return more than 100% condition.
Salvage component return: Broken items return components · case 01
A zero-durability rare item returns guaranteed components instead of scrap.
Salvage component return: Broken items return components · case 02
A zero-durability rare item returns guaranteed components instead of scrap.
Salvage component return: Broken items return components · case 03
A zero-durability rare item returns guaranteed components instead of scrap.
Salvage component return: Broken items return components · case 04
A zero-durability rare item returns guaranteed components instead of scrap.
Salvage component return: Broken items return components · case 05
A zero-durability rare item returns guaranteed components instead of scrap.
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 ↗