Day 13: Claw Contraption

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FAQ

  • hades@lemm.ee
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    13 hours ago

    It’s interesting that you’re not checking if the solution to x is a whole number. I guess the data doesn’t contain any counterexamples.

    • Acters@lemmy.world
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      8 hours ago

      we are solving for y first. If there is a y then x is found easily.

      (Ax)*x + (Bx)*y = Px and (Ay)*x + (By)*y = Py

      Because of Ax or Ay and Bx or By, lets pretend that they are not (A*x)*x and (A*y)*y for both. they are just names. could be rewritten as: (Aleft)*x + (Bleft)*y = Pleft and (Aright)*x + (Bright)*y = Pright

      but I will keep them short. solving for y turns into this:

      y = (Ay*Px - Ax*Py) / (Ay*Bx - Ax*By)

      if mod of 1 is equal to 0 then there is a solution. We can be confident that x is also a solution, too. Could there be an edge case? I didn’t proof it, but it works flawlessly for my solution.

      Thankfully, divmod does both division and mod of 1 at the same time.

      • Sparrow_1029
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        7 hours ago

        Thank you so much for your explanation! I kind of found some clues looking up perp dot products & other vector math things, but this breaks it down very nicely.

        I implemented your solution in rust, and part 2 failed by +447,761,194,259 (this was using signed 64-bit integers, i64). When I changed it to use signed 64 bit floating-point f64 and checked that the solution for x produces a whole number it worked.

        • Acters@lemmy.world
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          6 hours ago

          Did you run my python code as is? I would hope it works for everyone. though, I am unsure what the edge cases are, then.

    • VegOwOtenks@lemmy.world
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      12 hours ago

      They do, if the remainder returned by divmod(…) wasn’t zero then it wouldn’t be divisble

      • Acters@lemmy.world
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        8 hours ago

        you are right, we solve for y, but I am confident that solving for x after y would yield the correct result as long as y is fully divisible.