Files
advent-of-code/2021/14/Program.cs
T
2022-10-12 18:28:43 +01:00

260 lines
9.3 KiB
C#

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