

Honestly, the two reasons I’ve been sticking with Plex is the federated/shared libraries and watch together.
If they’re starting to axe those then I see no reason to continue using it.
Just another Swedish programming sysadmin person.
Coffee is always the answer.
And beware my spaghet.
Honestly, the two reasons I’ve been sticking with Plex is the federated/shared libraries and watch together.
If they’re starting to axe those then I see no reason to continue using it.
Sitter själv i några rum för diskussioner om Matrix inom både läroverket och lite annat också, men problemet fortsätter - som alltid - att vara tid och prioritering.
Linköpings Universitet har en Matrix server, men vi har inte kunnat ta den till en erbjuden tjänst för alla studenter/anställda än, behöver bygga kunskapsbas för kundcenter o.dyl. först
The Librelancer project is working on this.
There are actually a few projects doing exactly that, at least for the early entries;
Development pace for them is somewhat slow due apparent lack of interest - and a healthy dose of fear of EA interference - though.
Done both, but I’ve found I rather enjoy the mix of stick and trackpad, emulated as KB+M
Calling it a “Lemmy/Mastodon bridge” sounds off, it’s like saying “Gmail/Outlook bridge” when discussing the sending of emails between the two.
I’d use the word “interoperability” instead, or maybe “interaction” for something slightly less technical.
I might be slightly biased, but I can also recommend OpenMW for Deck.
Been enjoying Aloft, a pretty cozy exploration/survival game about restoring the environment of various floating islands.
Also started working my way through Disco Elysium.
Apparently posting it caused enough load to take down my pict-rs server, sorry about that.
Ended up oversleeping somewhat, so I did the first part on the way to work using flood fills over a global visited set, and now that work’s over I’ve sat down to expand that solution to do corner counting for part two as well.
char[] map = new char[0];
(int X, int Y) size = (0, 0);
public void Input(IEnumerable<string> lines)
{
map = string.Concat(lines).ToCharArray();
size = (lines.First().Length, lines.Count());
}
Dictionary<HashSet<(int,int)>,int> areas = new Dictionary<HashSet<(int,int)>,int>();
public void PreCalc()
{
HashSet<(int, int)> visited = new HashSet<(int, int)>();
for (int y = 0; y < size.Y; ++y)
for (int x = 0; x < size.X; ++x)
{
var at = (x, y);
if (visited.Contains(at))
continue;
var area = Flood((x, y), visited);
areas[area.Area] = area.Perim;
}
}
public void Part1()
{
int sum = areas.Select(kv => kv.Key.Count * kv.Value).Sum();
Console.WriteLine($"Fencing total: {sum}");
}
public void Part2()
{
int sum = areas.Select(kv => kv.Key.Count * countCorners(kv.Key)).Sum();
Console.WriteLine($"Fencing total: {sum}");
}
readonly (int dX, int dY)[] links = new[] { (1, 0), (0, 1), (-1, 0), (0, -1) };
(HashSet<(int,int)> Area, int Perim) Flood((int X, int Y) from, HashSet<(int X, int Y)> visited)
{
char at = map[from.Y * size.X + from.X];
(HashSet<(int,int)> Area, int Perim) ret = (new HashSet<(int,int)>(), 0);
visited.Add(from);
ret.Area.Add(from);
foreach (var link in links)
{
(int X, int Y) newAt = (from.X + link.dX, from.Y + link.dY);
char offset ;
if (newAt.X < 0 || newAt.X >= size.X || newAt.Y < 0 || newAt.Y >= size.Y)
offset = '\0';
else
offset = map[newAt.Y * size.X + newAt.X];
if (offset == at)
{
if (visited.Contains(newAt))
continue;
var nextArea = Flood(newAt, visited);
ret.Area.UnionWith(nextArea.Area);
ret.Perim += nextArea.Perim;
}
else
{
ret.Perim += 1;
}
}
return ret;
}
readonly (int dX, int dY)[] cornerPoints = new[] { (0, 0), (1, 0), (1, 1), (0, 1) };
readonly int[] diagonalValues = new[] { (2 << 0) + (2 << 2), (2 << 1) + (2 << 3) };
int countCorners(HashSet<(int X, int Y)> points)
{
int corners = 0;
var bounds = findBounds(points);
for (int y = bounds.minY - 1; y < bounds.maxY + 1; ++y)
for (int x = bounds.minX - 1; x < bounds.maxX + 1; ++x)
{
var atPoint = cornerPoints.Select(c => points.Contains((x + c.dX, y + c.dY)));
var before = corners;
if (atPoint.Where(c => c).Count() % 2 == 1)
corners++;
else if (diagonalValues.Contains(atPoint.Select((c, i) => c ? (2 << i) : 0).Sum()))
corners += 2;
}
return corners;
}
(int minX, int minY, int maxX, int maxY) findBounds(HashSet<(int X, int Y)> points)
{
(int minX, int minY, int maxX, int maxY) ret = (int.MaxValue, int.MaxValue, int.MinValue, int.MinValue);
foreach (var point in points)
{
ret.minX = Math.Min(ret.minX, point.X);
ret.minY = Math.Min(ret.minY, point.Y);
ret.maxX = Math.Max(ret.maxX, point.X);
ret.maxY = Math.Max(ret.maxY, point.Y);
}
return ret;
}
Well, there’s the ALFIS project
And now we get into the days where caching really is king. My first attempt didn’t go so well, I tried to handle the full list result as one cache step, instead of individually caching the result of calculating each stone per step.
I think my original attempt is still calculating at home, but I finished up this much better version on the trip to work.
All hail public transport.
List<long> stones = new List<long>();
public void Input(IEnumerable<string> lines)
{
stones = string.Concat(lines).Split(' ').Select(v => long.Parse(v)).ToList();
}
public void Part1()
{
var expanded = TryExpand(stones, 25);
Console.WriteLine($"Stones: {expanded}");
}
public void Part2()
{
var expanded = TryExpand(stones, 75);
Console.WriteLine($"Stones: {expanded}");
}
public long TryExpand(IEnumerable<long> stones, int steps)
{
if (steps == 0)
return stones.Count();
return stones.Select(s => TryExpand(s, steps)).Sum();
}
Dictionary<(long, int), long> cache = new Dictionary<(long, int), long>();
public long TryExpand(long stone, int steps)
{
var key = (stone, steps);
if (cache.ContainsKey(key))
return cache[key];
var result = TryExpand(Blink(stone), steps - 1);
cache[key] = result;
return result;
}
public IEnumerable<long> Blink(long stone)
{
if (stone == 0)
{
yield return 1;
yield break;
}
var str = stone.ToString();
if (str.Length % 2 == 0)
{
yield return long.Parse(str[..(str.Length / 2)]);
yield return long.Parse(str[(str.Length / 2)..]);
yield break;
}
yield return stone * 2024;
}
Nice to have a really simple one for a change, both my day 1 and 2 solutions worked on their very first attempts.
I rewrote the code to combine the two though, since the implementations were almost identical for both solutions, and also to replace the recursion with a search list instead.
int[] heights = new int[0];
(int, int) size = (0, 0);
public void Input(IEnumerable<string> lines)
{
size = (lines.First().Length, lines.Count());
heights = string.Concat(lines).Select(c => int.Parse(c.ToString())).ToArray();
}
int trails = 0, trailheads = 0;
public void PreCalc()
{
for (int y = 0; y < size.Item2; ++y)
for (int x = 0; x < size.Item1; ++x)
if (heights[y * size.Item1 + x] == 0)
{
var unique = new HashSet<(int, int)>();
trails += CountTrails((x, y), unique);
trailheads += unique.Count;
}
}
public void Part1()
{
Console.WriteLine($"Trailheads: {trailheads}");
}
public void Part2()
{
Console.WriteLine($"Trails: {trails}");
}
int CountTrails((int, int) from, HashSet<(int,int)> unique)
{
int found = 0;
List<(int,int)> toSearch = new List<(int, int)>();
toSearch.Add(from);
while (toSearch.Any())
{
var cur = toSearch.First();
toSearch.RemoveAt(0);
int height = heights[cur.Item2 * size.Item1 + cur.Item1];
for (int y = -1; y <= 1; ++y)
for (int x = -1; x <= 1; ++x)
{
if ((y != 0 && x != 0) || (y == 0 && x == 0))
continue;
var newAt = (cur.Item1 + x, cur.Item2 + y);
if (newAt.Item1 < 0 || newAt.Item1 >= size.Item1 || newAt.Item2 < 0 || newAt.Item2 >= size.Item2)
continue;
int newHeight = heights[newAt.Item2 * size.Item1 + newAt.Item1];
if (newHeight - height != 1)
continue;
if (newHeight == 9)
{
unique.Add(newAt);
found++;
continue;
}
toSearch.Add(newAt);
}
}
return found;
}
Was really blanking on how to do this one nicely, so a bunch of stacked loops it is…
Also ended up writing two separate solutions for the first and second part, since I couldn’t get acceptable performance otherwise. Still takes half a second on my machine, mainly on the second part.
This is technically the second implementation, the first one took minutes to calculate, so I wasn’t really okay with stamping it as my solution-of-choice.
Can definitely still be improved, but I’ve been poking and prodding at this code for hours on end now, so it’s long past time to let it sit for a while and see if I get any better ideas later.
int[] layout = new int[0];
public void Input(IEnumerable<string> lines)
{
layout = string.Join("", lines).ToCharArray().Select(c => int.Parse(c.ToString())).ToArray();
}
public void Part1()
{
ushort?[] blocks = BuildBlockmap().ToArray();
var it = 0;
for (var i = blocks.Length - 1; i > it; i--)
{
if (blocks[i] == null)
continue;
while (it < blocks.Length && blocks[it] != null)
++it;
if (it >= blocks.Length)
break;
(blocks[it], blocks[i]) = (blocks[i], null);
}
long checksum = 0;
foreach (var part in blocks.OfType<ushort>().Select((b, i) => i * b))
checksum += part;
Console.WriteLine($"Checksum: {checksum}");
}
public void Part2()
{
var sparse = BuildSparsemap().ToList();
for (var i = sparse.Count - 1; i >= 0; i--)
{
if (sparse[i].Item1 == null)
continue;
for (var j = 0; j < i; ++j)
{
if (sparse[j].Item1 != null)
continue;
if (sparse[i].Item2 > sparse[j].Item2)
continue;
var size = sparse[j].Item2;
size -= sparse[i].Item2;
(sparse[j], sparse[i]) = (sparse[i], (null, sparse[i].Item2));
if (i + 1 < sparse.Count && sparse[i + 1].Item1 == null)
{
sparse[i] = (null, (ushort)(sparse[i].Item2 + sparse[i + 1].Item2));
sparse.RemoveAt(i + 1);
}
if (sparse[i - 1].Item1 == null)
{
sparse[i - 1] = (null, (ushort)(sparse[i - 1].Item2 + sparse[i].Item2));
sparse.RemoveAt(i);
}
if (size > 0)
sparse.Insert(j + 1, (null, size));
j = i + 1;
}
}
int ind = 0;
long checksum = 0;
foreach (var (val, cnt) in sparse)
for (var i = 0; i < cnt; ++i)
{
checksum += (val ?? 0) * ind;
++ind;
}
Console.WriteLine($"Checksum: {checksum}");
}
IEnumerable<ushort?> BuildBlockmap()
{
ushort blockit = 0;
bool block = true;
foreach (var value in layout)
{
for (int i = 0; i < value; ++i)
yield return block ? blockit : null;
if (block)
blockit++;
block = !block;
}
}
IEnumerable<(ushort?, ushort)> BuildSparsemap()
{
ushort blockit = 0;
bool block = true;
foreach (var value in layout)
{
if (block)
yield return (blockit++, (ushort)value);
else
yield return (null, (ushort)value);
block = !block;
}
}
And I of course misread and wasted a bunch of time debugging the second part, entirely missed the fact that antinodes occurred on top of the emanating antennae as well…
public static class LINQExt
{
public static IEnumerable<(T,T)> PermutatePairs<T>(this IEnumerable<T> source) {
return source.SelectMany(k => source.Where(v => !v?.Equals(k) ?? false).Select(v => (k, v)));
}
}
struct Antenna
{
public int X, Y;
public char Frequency;
}
List<Antenna> antennae = new List<Antenna>();
int width, height;
public void Input(IEnumerable<string> lines)
{
char[] map = string.Join("", lines).ToCharArray();
width = lines.First().Length;
height = lines.Count();
for (int y = 0; y < height; ++y)
for (int x = 0; x < width; ++x)
{
char at = map[y * width + x];
if (at == '.')
continue;
antennae.Add(new Antenna{ X = x, Y = y, Frequency = at });
}
}
public void Part1()
{
HashSet<(int, int)> antinodes = new HashSet<(int, int)>();
foreach (var antinode in antennae.GroupBy(k => k.Frequency).SelectMany(g => g.PermutatePairs()).SelectMany(v => GetOpposing(v.Item1, v.Item2)).Where(InRange))
antinodes.Add(antinode);
Console.WriteLine($"Unique antinodes: {antinodes.Count}");
}
public void Part2()
{
HashSet<(int, int)> antinodes = new HashSet<(int, int)>();
foreach (var antennaePair in antennae.GroupBy(k => k.Frequency).SelectMany(g => g.PermutatePairs()))
{
// Iterate separately, to make the handling of bound exit easier
foreach (var antinode in GetAllOpposing(antennaePair.Item1, antennaePair.Item2).TakeWhile(InRange))
antinodes.Add(antinode);
foreach (var antinode in GetAllOpposing(antennaePair.Item2, antennaePair.Item1).TakeWhile(InRange))
antinodes.Add(antinode);
}
Console.WriteLine($"Unique antinodes: {antinodes.Count}");
}
bool InRange((int, int) point) {
return point.Item1 >= 0 && point.Item1 < width && point.Item2 >= 0 && point.Item2 < height;
}
(int, int)[] GetOpposing(Antenna a, Antenna b) {
return new[] { (a.X + (a.X - b.X), a.Y + (a.Y - b.Y)), (b.X + (b.X - a.X), b.Y + (b.Y - a.Y)) };
}
IEnumerable<(int, int)> GetAllOpposing(Antenna a, Antenna b) {
(int, int) diff = (a.X - b.X, a.Y - b.Y);
(int, int) at = (a.X, a.Y);
yield return at;
while (true)
{
at.Item1 += diff.Item1;
at.Item2 += diff.Item2;
yield return at;
}
}
That is true, I’ve evidently not had enough coffee yet this morning.
Made a couple of attempts to munge the input data into some kind of binary search tree, lost some time to that, then threw my hands into the air and did a more naïve sort-of breadth-first search instead. Which turned out to be better for part 2 anyway.
Also, maths. Runs in just over a hundred milliseconds when using AsParallel
, around half a second without.
List<(long, int[])> data = new List<(long, int[])>();
public void Input(IEnumerable<string> lines)
{
foreach (var line in lines)
{
var parts = line.Split(':', StringSplitOptions.TrimEntries);
data.Add((long.Parse(parts.First()), parts.Last().Split(' ').Select(int.Parse).ToArray()));
}
}
public void Part1()
{
var correct = data.Where(kv => CalcPart(kv.Item1, kv.Item2)).Select(kv => kv.Item1).Sum();
Console.WriteLine($"Correct: {correct}");
}
public void Part2()
{
var correct = data.AsParallel().Where(kv => CalcPart2(kv.Item1, kv.Item2)).Select(kv => kv.Item1).Sum();
Console.WriteLine($"Correct: {correct}");
}
public bool CalcPart(long res, Span<int> num, long carried = 0)
{
var next = num[0];
if (num.Length == 1)
return res == carried + next || res == carried * next;
return CalcPart(res, num.Slice(1), carried + next) || CalcPart(res, num.Slice(1), carried * next);
}
public bool CalcPart2(long res, Span<int> num, long carried = 0)
{
var next = num[0];
// Get the 10 logarithm for the next number, expand the carried value by 10^<next 10log + 1>, add the two together
// For 123 || 45
// 45 ⇒ 10log(45) + 1 == 2
// 123 * 10^2 + 45 == 12345
long combined = carried * (long)Math.Pow(10, Math.Floor(Math.Log10(next) + 1)) + next;
if (num.Length == 1)
return res == carried + next || res == carried * next || res == combined;
return CalcPart2(res, num.Slice(1), carried + next) || CalcPart2(res, num.Slice(1), carried * next) || CalcPart2(res, num.Slice(1), combined);
}
10-20% of year-over-year revenue is the going rate.