More benchmarking overcomplicated stuff
Truly putting that AP Stats knowledge to the test
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78c41799e7
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5 changed files with 206 additions and 74 deletions
7
Cargo.lock
generated
7
Cargo.lock
generated
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@ -38,6 +38,7 @@ version = "0.1.0"
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dependencies = [
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"advent",
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"clap",
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"indoc",
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"tokio",
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]
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@ -621,6 +622,12 @@ dependencies = [
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"hashbrown",
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]
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[[package]]
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name = "indoc"
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version = "2.0.4"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "1e186cfbae8084e513daff4240b4797e342f988cecda4fb6c939150f96315fd8"
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[[package]]
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name = "ipnet"
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version = "2.9.0"
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@ -7,3 +7,4 @@ edition = "2021"
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clap = { version = "4.4.10", features = ["derive"] }
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tokio = { version = "1.34.0", features = ["macros", "rt-multi-thread"] }
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advent = { path = "../lib" }
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indoc = "2.0.4"
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@ -1,3 +1,5 @@
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mod utils;
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use std::{
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io::Write,
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time::{Duration, Instant},
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@ -5,6 +7,7 @@ use std::{
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use advent::fetcher;
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use clap::{Parser, Subcommand, ValueEnum};
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use indoc::printdoc;
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#[derive(Parser)]
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#[command(author, version, about, long_about = None)]
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@ -152,32 +155,32 @@ async fn main() {
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}
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timings.drain(..=(warmup as usize));
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let avg = (timings.iter().sum::<Duration>() / n).as_nanos();
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let deviation = (((timings.iter().max().unwrap().as_nanos()
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- timings.iter().min().unwrap().as_nanos())
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.pow(2)
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/ 16) as f64)
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.sqrt() as u128;
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let (avg, avg_units) = if avg >= 1000000000 {
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(avg as f64 / 1000000000.0, "s")
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} else if avg >= 1000000 {
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(avg as f64 / 1000000.0, "ms")
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} else if avg >= 1000 {
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(avg as f64 / 1000.0, "µs")
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let max = timings.iter().max().unwrap().as_nanos();
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let min = timings.iter().min().unwrap().as_nanos();
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let deviation = (((max - min).pow(2) / 16) as f64).sqrt() as u128;
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let range = max - min;
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let median = if timings.len() % 2 == 0 {
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(timings[timings.len()/2-1]+timings[timings.len()/2]).as_nanos() as f64 / 2.0
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} else {
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(avg as f64, "ns")
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timings[timings.len()/2].as_nanos() as f64
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};
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let (deviation, deviation_units) = if deviation >= 1000000000 {
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(deviation as f64 / 1000000000.0, "s")
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} else if deviation >= 1000000 {
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(deviation as f64 / 1000000.0, "ms")
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} else if deviation >= 1000 {
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(deviation as f64 / 1000.0, "µs")
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} else {
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(deviation as f64, "ns")
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};
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println!("\nAverage timing: {avg}{avg_units} ± {deviation}{deviation_units}");
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let (avg, avg_units) = utils::unitify(avg as f64);
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let (max, max_units) = utils::unitify(max as f64);
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let (min, min_units) = utils::unitify(min as f64);
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let (deviation, deviation_units) = utils::unitify(deviation as f64);
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let (range, range_units) = utils::unitify(range as f64);
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let (median, median_units) = utils::unitify(median as f64);
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printdoc! {"
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\rAverage timing: {avg}{avg_units}
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|-- Std. Deviation: {deviation}{deviation_units}
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|-- Min: {min}{min_units}
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|-- Median: {median}{median_units}
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|-- Max: {max}{max_units}
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|-- Range: {range}{range_units}
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"}
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}
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Subcommands::Input { day } => {
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println!("{}", fetcher::fetch_input(auth, day).await);
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11
cli/src/utils.rs
Normal file
11
cli/src/utils.rs
Normal file
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@ -0,0 +1,11 @@
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pub fn unitify(num: f64) -> (f64, &'static str) {
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if num >= 1000000000.0 {
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(num / 1000000000.0, "s")
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} else if num >= 1000000.0 {
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(num / 1000000.0, "ms")
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} else if num >= 1000.0 {
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(num / 1000.0, "µs")
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} else {
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(num, "ns")
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}
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}
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@ -4,13 +4,13 @@ use crate::utils::Day;
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pub struct Beam {
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pub position: Position,
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pub direction: Direction
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pub direction: Direction,
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}
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#[derive(Clone, PartialEq, Eq, Debug, PartialOrd, Ord)]
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pub struct Position {
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pub x: usize,
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pub y: usize
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pub y: usize,
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}
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#[derive(Clone, PartialEq, Debug)]
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@ -18,7 +18,7 @@ pub enum Direction {
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Up,
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Down,
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Right,
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Left
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Left,
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}
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#[derive(Debug, Default)]
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@ -28,15 +28,28 @@ pub struct Day16 {
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impl Day for Day16 {
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fn part1(&mut self) -> String {
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let grid = self.input.lines().map(|l| l.chars().collect_vec()).collect_vec();
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let grid = self
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.input
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.lines()
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.map(|l| l.chars().collect_vec())
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.collect_vec();
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let mut heated = Vec::<(Position, Direction)>::new();
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let mut beams = Vec::from(const { [Beam { position: Position { x: 0, y: 0 }, direction: Direction::Right }] });
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let mut beams = Vec::from(
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const {
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[Beam {
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position: Position { x: 0, y: 0 },
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direction: Direction::Right,
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}]
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},
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);
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while beams.len() > 0 {
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// Step all beams
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for mut beam in std::mem::take(&mut beams).into_iter() {
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let already_heated = heated.iter().filter(|(pos, dir)| pos == &beam.position && dir == &beam.direction).collect_vec();
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let already_heated = heated
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.iter()
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.filter(|(pos, dir)| pos == &beam.position && dir == &beam.direction)
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.collect_vec();
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if already_heated.len() == 0 {
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heated.push((beam.position.clone(), beam.direction.clone()));
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@ -59,29 +72,63 @@ impl Day for Day16 {
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},
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'|' => match beam.direction {
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Direction::Left | Direction::Right => {
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if beam.position.y != 0 { beams.push(Beam { position: Position { x: beam.position.x, y: beam.position.y - 1 }, direction: Direction::Up }) }
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if beam.position.y != grid.len() - 1 { beams.push(Beam { position: Position { x: beam.position.x, y: beam.position.y + 1 }, direction: Direction::Down }) }
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continue
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if beam.position.y != 0 {
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beams.push(Beam {
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position: Position {
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x: beam.position.x,
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y: beam.position.y - 1,
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},
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_ => ()
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direction: Direction::Up,
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})
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}
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if beam.position.y != grid.len() - 1 {
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beams.push(Beam {
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position: Position {
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x: beam.position.x,
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y: beam.position.y + 1,
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},
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direction: Direction::Down,
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})
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}
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continue;
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}
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_ => (),
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},
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'-' => match beam.direction {
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Direction::Up | Direction::Down => {
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if beam.position.x != 0 { beams.push(Beam { position: Position { x: beam.position.x - 1, y: beam.position.y }, direction: Direction::Left }) }
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if beam.position.x != grid[0].len() - 1 { beams.push(Beam { position: Position { x: beam.position.x + 1, y: beam.position.y }, direction: Direction::Right }) }
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continue
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if beam.position.x != 0 {
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beams.push(Beam {
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position: Position {
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x: beam.position.x - 1,
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y: beam.position.y,
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},
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_ => ()
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direction: Direction::Left,
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})
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}
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if beam.position.x != grid[0].len() - 1 {
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beams.push(Beam {
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position: Position {
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x: beam.position.x + 1,
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y: beam.position.y,
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},
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_ => ()
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direction: Direction::Right,
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})
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}
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continue;
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}
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_ => (),
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},
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_ => (),
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}
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match beam.direction {
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Direction::Up if beam.position.y != 0 => beam.position.y -= 1,
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Direction::Down if beam.position.y != grid.len() - 1 => beam.position.y += 1,
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Direction::Right if beam.position.x != grid[0].len() - 1 => beam.position.x += 1,
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Direction::Right if beam.position.x != grid[0].len() - 1 => {
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beam.position.x += 1
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}
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Direction::Left if beam.position.x != 0 => beam.position.x -= 1,
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_ => continue // If it hit the wall, skull issue, don't add it back to the vec
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_ => continue, // If it hit the wall, skull issue, don't add it back to the vec
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}
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beams.push(beam);
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@ -98,31 +145,51 @@ impl Day for Day16 {
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// .join("\n")
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// );
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heated.into_iter().map(|(pos, _)| pos).sorted().dedup().count().to_string()
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heated
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.into_iter()
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.map(|(pos, _)| pos)
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.sorted()
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.dedup()
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.count()
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.to_string()
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}
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// TODO Don't do this the stupid way, use DP/caching lol
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fn part2(&mut self) -> String {
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let grid = self.input.lines().map(|l| l.chars().collect_vec()).collect_vec();
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let grid = self
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.input
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.lines()
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.map(|l| l.chars().collect_vec())
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.collect_vec();
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let mut max = 0usize;
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for y in 0..grid.len() {
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for x in 0..grid[0].len() {
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let dir =
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if x == 0 { Direction::Left }
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else if x == grid[0].len() - 1 { Direction::Right }
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else if y == 0 { Direction::Down }
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else if y == grid.len() - 1 { Direction::Up }
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else { continue };
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let dir = if x == 0 {
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Direction::Left
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} else if x == grid[0].len() - 1 {
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Direction::Right
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} else if y == 0 {
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Direction::Down
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} else if y == grid.len() - 1 {
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Direction::Up
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} else {
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continue;
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};
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let mut heated = Vec::<(Position, Direction)>::new();
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let mut beams = Vec::from([Beam { position: Position { x, y }, direction: dir }]);
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let mut beams = Vec::from([Beam {
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position: Position { x, y },
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direction: dir,
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}]);
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while beams.len() > 0 {
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// Step all beams
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for mut beam in std::mem::take(&mut beams).into_iter() {
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let already_heated = heated.iter().filter(|(pos, dir)| pos == &beam.position && dir == &beam.direction).collect_vec();
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let already_heated = heated
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.iter()
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.filter(|(pos, dir)| pos == &beam.position && dir == &beam.direction)
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.collect_vec();
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if already_heated.len() == 0 {
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heated.push((beam.position.clone(), beam.direction.clone()));
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@ -145,29 +212,65 @@ impl Day for Day16 {
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},
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'|' => match beam.direction {
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Direction::Left | Direction::Right => {
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if beam.position.y != 0 { beams.push(Beam { position: Position { x: beam.position.x, y: beam.position.y - 1 }, direction: Direction::Up }) }
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if beam.position.y != grid.len() - 1 { beams.push(Beam { position: Position { x: beam.position.x, y: beam.position.y + 1 }, direction: Direction::Down }) }
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continue
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if beam.position.y != 0 {
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beams.push(Beam {
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position: Position {
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x: beam.position.x,
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y: beam.position.y - 1,
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},
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_ => ()
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direction: Direction::Up,
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})
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}
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if beam.position.y != grid.len() - 1 {
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beams.push(Beam {
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position: Position {
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x: beam.position.x,
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y: beam.position.y + 1,
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},
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direction: Direction::Down,
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})
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}
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continue;
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}
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_ => (),
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},
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'-' => match beam.direction {
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Direction::Up | Direction::Down => {
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if beam.position.x != 0 { beams.push(Beam { position: Position { x: beam.position.x - 1, y: beam.position.y }, direction: Direction::Left }) }
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if beam.position.x != grid[0].len() - 1 { beams.push(Beam { position: Position { x: beam.position.x + 1, y: beam.position.y }, direction: Direction::Right }) }
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continue
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if beam.position.x != 0 {
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beams.push(Beam {
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position: Position {
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x: beam.position.x - 1,
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y: beam.position.y,
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},
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_ => ()
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direction: Direction::Left,
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})
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}
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if beam.position.x != grid[0].len() - 1 {
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beams.push(Beam {
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position: Position {
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x: beam.position.x + 1,
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y: beam.position.y,
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},
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_ => ()
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direction: Direction::Right,
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})
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}
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continue;
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}
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_ => (),
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},
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_ => (),
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}
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match beam.direction {
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Direction::Up if beam.position.y != 0 => beam.position.y -= 1,
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Direction::Down if beam.position.y != grid.len() - 1 => beam.position.y += 1,
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Direction::Right if beam.position.x != grid[0].len() - 1 => beam.position.x += 1,
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Direction::Down if beam.position.y != grid.len() - 1 => {
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beam.position.y += 1
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}
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Direction::Right if beam.position.x != grid[0].len() - 1 => {
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beam.position.x += 1
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}
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Direction::Left if beam.position.x != 0 => beam.position.x -= 1,
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_ => continue // If it hit the wall, skull issue, don't add it back to the vec
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_ => continue, // If it hit the wall, skull issue, don't add it back to the vec
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}
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beams.push(beam);
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@ -184,8 +287,15 @@ impl Day for Day16 {
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// .join("\n")
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// );
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let result = heated.into_iter().map(|(pos, _)| pos).sorted().dedup().count();
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if max < result { max = result; }
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let result = heated
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.into_iter()
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.map(|(pos, _)| pos)
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.sorted()
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.dedup()
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.count();
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if max < result {
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max = result;
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}
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}
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}
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