this post was submitted on 10 Dec 2023
24 points (96.2% liked)
Advent Of Code
761 readers
1 users here now
An unofficial home for the advent of code community on programming.dev!
Advent of Code is an annual Advent calendar of small programming puzzles for a variety of skill sets and skill levels that can be solved in any programming language you like.
AoC 2023
Solution Threads
M | T | W | T | F | S | S |
---|---|---|---|---|---|---|
1 | 2 | 3 | ||||
4 | 5 | 6 | 7 | 8 | 9 | 10 |
11 | 12 | 13 | 14 | 15 | 16 | 17 |
18 | 19 | 20 | 21 | 22 | 23 | 24 |
25 |
Rules/Guidelines
- Follow the programming.dev instance rules
- Keep all content related to advent of code in some way
- If what youre posting relates to a day, put in brackets the year and then day number in front of the post title (e.g. [2023 Day 10])
- When an event is running, keep solutions in the solution megathread to avoid the community getting spammed with posts
Relevant Communities
Relevant Links
Credits
Icon base by Lorc under CC BY 3.0 with modifications to add a gradient
console.log('Hello World')
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Nim
This was a great challenge, it was complex enough to get me to explore more of the Nim language, mainly (ref) types, iterators, operators, inlining.
I first parse the input to Tiles stored in a grid. I use a 1D seq for fast tile access, in combination with a 2D Coord type. From the tile "shapes" I get the connection directions to other tiles based on the lookup table
shapeConnections
. The start tile's connections are resolved based on how the neighbouring tiles connect.Part 1 is solved by traversing the tiles branching out from the start tile in a sort of pathfinding-inspired way. Along the way I count the distance from start, a non-negative distance means the tile has already been traversed. The highest distance is tracked, once the open tiles run our this is the solution to part 1.
Part 2 directly builds on the path found in Part 1. Since the path is a closed loop that doesn't self-intersect, I decided to use the raycast algorithm for finding if a point lies inside a polygon. For each tile in the grid that is not a path tile, I iterate towards the right side of the grid. If the number of times the "ray" crosses the path is odd, the point lies inside the path. Adding all these points up give the solution for Part 2.
Initially it ran quite slow (~8s), but I improved it by caching the tile connections (instead of looking them up based on the symbol), and by ditching the "closed" tiles list I had before which kept track of all the path tiles, and switched to checking the tile distance instead. This and some other tweaks brought the execution speed down to ~7ms, which seems like a nice result :)
Part 1 & 2 combined
Condensed version: