Description Usage Arguments Details Value Examples
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 |
prog |
list of character vectors specifying an ALU program |
a |
numeric value |
b |
numeric value |
example |
Which example data to use (by position or name). Defaults to 1. |
Part One
Magic smoke starts leaking from the submarine\'s arithmetic logic unit (ALU). Without the ability to perform basic arithmetic and logic functions, the submarine can\'t produce cool patterns with its Christmas lights!
It also can\'t navigate. Or run the oxygen system.
Don\'t worry, though - you probably have enough oxygen left to give you enough time to build a new ALU.
The ALU is a four-dimensional processing unit: it has integer variables
w
, x
, y
, and z
. These variables all start with the value 0
.
The ALU also supports six instructions:
inp a
- Read an input value and write it to variable a
.
add a b
- Add the value of a
to the value of b
, then store the
result in variable a
.
mul a b
- Multiply the value of a
by the value of b
, then
store the result in variable a
.
div a b
- Divide the value of a
by the value of b
, truncate
the result to an integer, then store the result in variable a
.
(Here, \"truncate\" means to round the value toward zero.)
mod a b
- Divide the value of a
by the value of b
, then store
the remainder in variable a
. (This is also called the
modulo operation.)
eql a b
- If the value of a
and b
are equal, then store the
value 1
in variable a
. Otherwise, store the value 0
in
variable a
.
In all of these instructions, a
and b
are placeholders; a
will
always be the variable where the result of the operation is stored (one
of w
, x
, y
, or z
), while b
can be either a variable or a
number. Numbers can be positive or negative, but will always be
integers.
The ALU has no jump instructions; in an ALU program, every instruction is run exactly once in order from top to bottom. The program halts after the last instruction has finished executing.
(Program authors should be especially cautious; attempting to execute
div
with b=0
or attempting to execute mod
with a<0
or b<=0
will cause the program to crash and might even [damage the
ALU]title="Maybe this is what happened to the last one.". These
operations are never intended in any serious ALU program.)
For example, here is an ALU program which takes an input number, negates
it, and stores it in x
:
1 2 |
Here is an ALU program which takes two input numbers, then sets z
to
1
if the second input number is three times larger than the first
input number, or sets z
to 0
otherwise:
1 2 3 4 |
Here is an ALU program which takes a non-negative integer as input,
converts it into binary, and stores the lowest (1\'s) bit in z
, the
second-lowest (2\'s) bit in y
, the third-lowest (4\'s) bit in x
, and
the fourth-lowest (8\'s) bit in w
:
1 2 3 4 5 6 7 8 9 10 11 |
Once you have built a replacement ALU, you can install it in the submarine, which will immediately resume what it was doing when the ALU failed: validating the submarine\'s model number. To do this, the ALU will run the MOdel Number Automatic Detector program (MONAD, your puzzle input).
Submarine model numbers are always fourteen-digit numbers consisting
only of digits 1
through 9
. The digit 0
cannot appear in a model
number.
When MONAD checks a hypothetical fourteen-digit model number, it uses
fourteen separate inp
instructions, each expecting a single digit of
the model number in order of most to least significant. (So, to check
the model number 13579246899999
, you would give 1
to the first inp
instruction, 3
to the second inp
instruction, 5
to the third inp
instruction, and so on.) This means that when operating MONAD, each
input instruction should only ever be given an integer value of at least
1
and at most 9
.
Then, after MONAD has finished running all of its instructions, it will
indicate that the model number was valid by leaving a 0
in variable
z
. However, if the model number was invalid, it will leave some
other non-zero value in z
.
MONAD imposes additional, mysterious restrictions on model numbers, and legend says the last copy of the MONAD documentation was eaten by a tanuki. You\'ll need to figure out what MONAD does some other way.
To enable as many submarine features as possible, find the largest valid
fourteen-digit model number that contains no 0
digits. What is the
largest model number accepted by MONAD?
Part Two
(Use have to manually add this yourself.)
(Try using convert_clipboard_html_to_roxygen_md()
)
For Part One, f24a(x)
returns .... For Part Two,
f24b(x)
returns ....
1 |
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