func (clock *ballClock) updFiveMinTrack(ballVal int) {
	if len(clock.fiveMinTrack) == fiveMinTrackCapacity {
		for len(clock.fiveMinTrack) > 0 {
			lastVal := 0
			lastVal, clock.fiveMinTrack = slice.Pop(clock.fiveMinTrack)
			clock.ballq = slice.Push(clock.ballq, lastVal)
		}

		clock.updHourTrack(ballVal)
	} else {
		clock.fiveMinTrack = slice.Push(clock.fiveMinTrack, ballVal)
	}
}
func (clock *ballClock) updMinTrack(ballVal int) {
	if len(clock.minTrack) == minTrackCapacity {
		//Put the balls on the track in reverse order
		//back into the ballq
		for len(clock.minTrack) > 0 {
			lastVal := 0
			lastVal, clock.minTrack = slice.Pop(clock.minTrack)
			clock.ballq = slice.Push(clock.ballq, lastVal)
		}
		//Put the next ball from ballq into the next track
		clock.updFiveMinTrack(ballVal)
	} else {
		clock.minTrack = slice.Push(clock.minTrack, ballVal)

	}
}
func (clock *ballClock) updHourTrack(ballVal int) {
	if len(clock.hourTrack) == hourTrackCapacity {
		for len(clock.hourTrack) > 0 {
			lastVal := 0
			lastVal, clock.hourTrack = slice.Pop(clock.hourTrack)
			clock.ballq = slice.Push(clock.ballq, lastVal)
		}

		clock.ballq = slice.Push(clock.ballq, ballVal)
		clock.halfDays += 1
	} else {
		clock.hourTrack = slice.Push(clock.hourTrack, ballVal)
	}

	if slice.Same(clock.ballq, clock.orig) {
		clock.done = true
	}
}