D17 cleanup
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34fe98bb4d
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@ -18,13 +18,69 @@ impl fmt::Display for Movement {
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}
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}
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}
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}
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/// The main reason I use a hashmap here (instead of a 2D vector)
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/// is that my abstractions for ascii stuff all use maps ヽ( ゚ヮ・)ノ
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fn build_field(input: &[i64]) -> HashMap<Position2D, char> {
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IntComputer::without_params(input.to_vec())
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.get_all_outputs()
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.iter()
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.map(|n| char::from_u32(*n as u32).unwrap())
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.collect::<String>()
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.lines()
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.rev()
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.enumerate()
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.flat_map(move |(y, s)| s.chars().enumerate().map(move |(x, c)| ((x, y).into(), c)))
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.collect()
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}
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fn part1(field: &HashMap<Position2D, char>) -> i64 {
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// For some reason, the math for part 1 is upside down. This compensates for that. ¯\_(ツ)_/¯
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let max_y = field.keys().max_by_key(|p| p.y).unwrap().y;
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field
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.iter()
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.filter(|(pos, obj)| {
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*obj == &'#'
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&& pos
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.neighbors()
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.iter()
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.all(|(_, p)| field.get(&p) == Some(&'#'))
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})
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.fold(0, |acc, (pos, _)| acc + pos.x * (max_y - pos.y))
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}
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fn part2(field: &HashMap<Position2D, char>) -> Vec<i64> {
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let movements = find_all_movements(&field);
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let mut functions: Vec<_> = split_into_functions(&movements)
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.into_iter()
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// To remove duplicates
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.collect::<HashSet<_>>()
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.into_iter()
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.zip(['A', 'B', 'C'].iter())
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.collect();
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// Get them in order A, B, C. Makes the output easier later.
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functions.sort_by_key(|(_, c)| c.to_owned());
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let function_calls = get_function_calls(&movements, &functions);
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(function_calls.iter().join(",")
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+ "\n"
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+ &functions
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.into_iter()
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.map(|(f, _)| function_to_string(f))
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.join("\n")
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+ "\nn\n")
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.chars()
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.map(|c| c as i64)
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.rev()
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.collect()
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}
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#[rustfmt::skip]
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#[rustfmt::skip]
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fn find_commands(field: &HashMap<Position2D, char>) -> Vec<Movement> {
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fn find_all_movements(field: &HashMap<Position2D, char>) -> Vec<Movement> {
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let mut robot_position = field.iter().find(|(_, c)| *c == &'^').unwrap().0.to_owned();
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let mut robot_position = field.iter().find(|(_, c)| *c == &'^').unwrap().0.to_owned();
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let mut robot_direction = Direction::Up;
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let mut robot_direction = Direction::Up;
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let mut commands = Vec::new();
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let mut commands = Vec::new();
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loop {
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loop {
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let mut steps = 0;
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let mut steps = 0;
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// Check if the next valid tile is to the left or the right
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let turn = ((field.get(&(robot_position + (robot_direction + 1))) == Some(&'#')) as i8) * 2 - 1;
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let turn = ((field.get(&(robot_position + (robot_direction + 1))) == Some(&'#')) as i8) * 2 - 1;
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robot_direction += turn;
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robot_direction += turn;
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while field.get(&(robot_position + robot_direction)) == Some(&'#') {
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while field.get(&(robot_position + robot_direction)) == Some(&'#') {
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@ -35,6 +91,7 @@ fn find_commands(field: &HashMap<Position2D, char>) -> Vec<Movement> {
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distance: steps,
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distance: steps,
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rotation: turn,
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rotation: turn,
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});
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});
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// hit the dead end -> end of scaffolding
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if robot_position.neighbors().iter().filter(|(_, p)| field.get(p) == Some(&'#')).count() == 1 {
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if robot_position.neighbors().iter().filter(|(_, p)| field.get(p) == Some(&'#')).count() == 1 {
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break;
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break;
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}
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}
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@ -42,34 +99,11 @@ fn find_commands(field: &HashMap<Position2D, char>) -> Vec<Movement> {
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commands
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commands
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}
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}
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fn main() {
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fn function_to_string(function: &[Movement]) -> String {
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// The main reason I use a hashmap here (instead of a 2D vector) is that my abstractions for
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function.iter().map(|m| m.to_string()).join(",")
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// ascii stuff all use maps ヽ( ゚ヮ・)ノ
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}
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let mut input = read_input();
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let field: HashMap<Position2D, char> = IntComputer::without_params(input.clone())
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.get_all_outputs()
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.iter()
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.map(|n| char::from_u32(*n as u32).unwrap())
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.collect::<String>()
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.lines()
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// this rev breaks part 1 but is necessary for part 2. remove it to get the part 1 solution
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.rev()
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.enumerate()
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.flat_map(move |(y, s)| s.chars().enumerate().map(move |(x, c)| ((x, y).into(), c)))
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.collect();
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let p1 = field
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.iter()
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.filter(|(pos, obj)| {
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*obj == &'#'
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&& pos
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.neighbors()
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.iter()
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.all(|(_, p)| field.get(&p) == Some(&'#'))
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})
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.fold(0, |acc, (pos, _)| acc + pos.x * pos.y);
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println!("Part 1: {}", p1);
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let commands = find_commands(&field);
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fn split_into_functions<'a>(commands: &'a [Movement]) -> Vec<&'a [Movement]> {
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let mut pos = 0;
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let mut pos = 0;
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let mut segments = Vec::new();
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let mut segments = Vec::new();
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while pos < commands.len() - 4 {
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while pos < commands.len() - 4 {
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@ -96,37 +130,42 @@ fn main() {
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segments.push(mov.unwrap());
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segments.push(mov.unwrap());
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}
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}
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}
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}
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let filtered: HashSet<_> = segments.clone().into_iter().collect();
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segments
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let mut filtered: Vec<_> = filtered.into_iter().zip(['A', 'B', 'C'].iter()).collect();
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}
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filtered.sort_by_key(|(_, c)| c.to_owned());
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let mut instructions = Vec::new();
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#[rustfmt::skip]
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/// Find matching function calls for all movement sequences.
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fn get_function_calls<'a>(
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movements: &'a[Movement],
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functions: &[(&'a [Movement], &'a char)],
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) -> Vec<char> {
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let mut function_calls = Vec::new();
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let mut pos = 0;
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let mut pos = 0;
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while pos < commands.len() {
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while pos < movements.len() {
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for i in 1.. {
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for i in 1.. {
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if filtered.iter().any(|(c, _)| c == &&commands[pos..pos + i]) {
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if let Some((_, chr)) = functions.iter().find(|(m, _)| m == &&movements[pos..pos + i]) {
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instructions.push(&commands[pos..pos + i]);
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function_calls.push(chr.to_owned().to_owned());
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pos += i;
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pos += i;
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break;
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break;
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}
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}
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}
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}
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}
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}
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function_calls
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}
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fn main() {
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let mut input = read_input();
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let field = build_field(&input);
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let p1 = part1(&field);
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println!("Part 1: {}", p1);
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input[0] = 2;
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input[0] = 2;
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let path: Vec<i64> = (instructions
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let program = part2(&field);
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.iter()
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.map(|i| filtered.iter().find(|(f, _)| i == f).unwrap().1)
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.join(",")
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+ "\n"
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+ &filtered
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.into_iter()
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.map(|(f, _)| f.iter().map(|m| m.to_string()).join(","))
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.join("\n")
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+ "\nn\n")
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.chars()
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.map(|c| c as i64)
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.rev()
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.collect();
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println!(
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println!(
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"Part 2: {:?}",
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"Part 2: {:?}",
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IntComputer::new(input, 0, path).get_all_outputs().pop().unwrap()
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IntComputer::new(input, 0, program)
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.get_all_outputs()
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.pop()
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.unwrap()
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);
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);
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}
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}
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