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chore(*): Move old solutions into a separate folder
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using Creek.HelpfulExtensions;
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using Microsoft.Extensions.Logging;
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using System.Diagnostics;
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namespace Day14
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{
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class Program
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{
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static void Main(string[] args)
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{
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var sr = new StreamReader("input.txt");
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var translate = new Dictionary<string, string>();
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string polymer = sr.ReadLine();
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while (!sr.EndOfStream)
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{
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string line = sr.ReadLine();
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if (line.Length > 0)
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{
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var p = line.Split(" -> ");
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translate.Add(p[0], p[1]);
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}
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}
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var pairs = new Dictionary<string, ulong>();
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var elements = new Dictionary<string, ulong>();
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for (int k = 0; k < polymer.Length - 1; k++)
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{
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var p = polymer.Substring(k, 2);
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pairs.TryAdd(p, 0);
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pairs[p]++;
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}
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for (int k = 0; k < polymer.Length; k++)
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{
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elements.TryAdd(polymer[k].ToString(), 0);
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elements[polymer[k].ToString()]++;
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}
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for (int i = 0; i < 40; i++)
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{
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var newpairs = new Dictionary<string, ulong>();
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foreach (var p in pairs.Keys)
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{
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var insert = translate[p];
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var c = pairs[p];
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newpairs.TryAdd(p[0] + insert, 0);
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newpairs[p[0] + insert] += c;
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newpairs.TryAdd(insert + p[1], 0);
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newpairs[insert + p[1]] += c;
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elements.TryAdd(insert, 0);
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elements[insert] += c;
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}
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pairs = newpairs;
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}
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ulong min = ulong.MaxValue;
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ulong max = ulong.MinValue;
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ulong sum = 0;
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foreach (var a in elements.Values)
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{
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if (a > max) max = a;
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if (a < min) min = a;
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sum += a;
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}
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Console.WriteLine($"Result: {max} - {min} = {max - min}, length = {sum}");
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}
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//static void Main(string[] args)
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//{
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// string[] lines = File.ReadAllLines("input.txt");
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// //Part1(lines);
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// Part2(lines);
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//}
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static void Part1(string[] lines)
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{
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string polymerTemplate = lines[0];
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Console.WriteLine($"Template: {polymerTemplate}");
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// Pair insertion rules are stored from index 2 onwards
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// A rule like AB -> C means that when elements A and B are immediately adjacent, element C
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// should be inserted between them.
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// Also, because all pairs are considered simultaneously, inserted elements are not considered
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// to be part of a pair until the next step.
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List<Rule> rules = new List<Rule>();
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// Consider each rule
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for (int i = 2; i < lines.Length; i++)
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{
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// e.g. AB -> C
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string pairToMatch = lines[i].Substring(0, 2);
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string characterToInsert = lines[i].Substring(6, 1);
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rules.Add(new Rule()
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{
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First = pairToMatch[0],
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Second = pairToMatch[1],
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Insert = characterToInsert[0],
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});
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}
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// Set the number of steps to run
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for (int i = 0; i < 10; i++)
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{
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CompleteStep(ref polymerTemplate, ref lines, rules);
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//Console.WriteLine($"After step {i+1}: {polymerTemplate}");
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}
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// Count occurrences of each character
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char[] chars = polymerTemplate.ToCharArray();
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List<char> uniqueCharacters = chars.Select(x => x).Distinct().ToList();
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List<(char character, int count)> countList = new List<(char character, int count)>();
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foreach (char character in uniqueCharacters)
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{
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countList.Add((character, polymerTemplate.Count(c => c == character)));
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}
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(char character, int count) mostCommon = countList.MaxBy(x => x.count);
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(char character, int count) leastCommon = countList.MinBy(x => x.count);
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Console.WriteLine(mostCommon.count - leastCommon.count);
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}
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static void Part2(string[] lines)
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{
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string polymerTemplate = lines[0];
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Console.WriteLine($"Template: {polymerTemplate}");
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// Pair insertion rules are stored from index 2 onwards
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// A rule like AB -> C means that when elements A and B are immediately adjacent, element C
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// should be inserted between them.
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// Also, because all pairs are considered simultaneously, inserted elements are not considered
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// to be part of a pair until the next step.
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Dictionary<(char, char), char> rules = new Dictionary<(char, char), char>();
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// Consider each rule
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for (int i = 2; i < lines.Length; i++)
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{
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// e.g. AB -> C
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string pairToMatch = lines[i].Substring(0, 2);
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string characterToInsert = lines[i].Substring(6, 1);
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rules.Add((pairToMatch[0], pairToMatch[1]), characterToInsert[0]);
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}
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// Set the number of steps to run
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for (int i = 0; i < 40; i++)
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{
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Stopwatch stopWatch = new Stopwatch();
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stopWatch.Start();
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CompleteStepNew(ref polymerTemplate, rules);
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stopWatch.Stop();
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TimeSpan ts = stopWatch.Elapsed;
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string elapsedTime = String.Format("{0:00}:{1:00}:{2:00}.{3:00}",
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ts.Hours, ts.Minutes, ts.Seconds,
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ts.Milliseconds / 10);
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Console.WriteLine($"Step {i + 1} took {elapsedTime}");
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}
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// Count occurrences of each character
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char[] chars = polymerTemplate.ToCharArray();
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List<char> uniqueCharacters = chars.Select(x => x).Distinct().ToList();
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List<(char character, int count)> countList = new List<(char character, int count)>();
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foreach (char character in uniqueCharacters)
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{
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countList.Add((character, polymerTemplate.Count(c => c == character)));
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}
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(char character, int count) mostCommon = countList.MaxBy(x => x.count);
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(char character, int count) leastCommon = countList.MinBy(x => x.count);
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Console.WriteLine(mostCommon.count - leastCommon.count);
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}
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static void CompleteStepNew(ref string polymerTemplate, Dictionary<(char, char), char> rules)
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{
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LinkedList<char> temporaryList = new LinkedList<char>();
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char[] temporaryTemplate = polymerTemplate.ToCharArray();
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for (int i = 0; i < temporaryTemplate.Length; i++)
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{
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temporaryList.AddLast(temporaryTemplate[i]);
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}
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LinkedListNode<char> pointer = temporaryList.Find(temporaryList.First());
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// Insert the new character into the linked list but do not change the temporary template we're checking against
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for (int i = 0; i < temporaryTemplate.Count() - 1; i++)
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{
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char insertValue;
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//using ("First".DisposableStopWatch())
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//{
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rules.TryGetValue((temporaryTemplate[i], temporaryTemplate[i + 1]), out insertValue);
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//}
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temporaryList.AddAfter(pointer, insertValue);
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// Move on an extra position as we have added a node
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pointer = pointer.Next.Next;
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}
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polymerTemplate = String.Join("", temporaryList);
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//polymerTemplate = string.Concat(temporaryList); // this is slower
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}
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static void CompleteStep(ref string polymerTemplate, ref string[] lines, List<Rule> rules)
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{
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LinkedList<char> temporaryList = new LinkedList<char>();
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List<char> temporaryTemplate = new List<char>();
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foreach (char character in polymerTemplate)
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{
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temporaryList.AddLast(character);
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temporaryTemplate.Add(character);
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}
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LinkedListNode<char> pointer = temporaryList.Find(temporaryList.First());
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// Insert the new character into the linked list but do not change the temporary template we're checking against
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for (int i = 0; i < temporaryTemplate.Count() - 1; i++)
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{
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Rule matchingRule = rules.FirstOrDefault(r => r.First == temporaryTemplate.ElementAt(i) && r.Second == temporaryTemplate.ElementAt(i + 1));
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if (matchingRule is not null)
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{
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temporaryList.AddAfter(pointer, matchingRule.Insert);
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// Move on an extra position as we have added a node
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pointer = pointer.Next;
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}
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pointer = pointer.Next;
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}
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polymerTemplate = String.Join("", temporaryList);
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}
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class Rule
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{
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public char First { get; set; }
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public char Second { get; set; }
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public char Insert { get; set; }
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}
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}
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}
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