Learn
A lesson says what the thing is, why it matters, and what usually goes wrong.
PCBGrade
Lessons teach the idea. Each challenge asks you to use it. The server measures the design, and that measurement is the score.
A lesson says what the thing is, why it matters, and what usually goes wrong.
A short introduction, then a statement of what to build. The requirements list is the contract.
Check is a preview. Submit records an attempt. Both run on the server.
Rules in a challenge are pedagogical constraints with published numbers. They are not universal laws. A later lesson says when a number is context rather than a second score.