## Ubuntu : Intel® Q6600® quad-core |

Each table row shows performance measurements for this Clojure program with a particular command-line input value N.

N | CPU secs | Elapsed secs | Memory KB | Code B | ≈ CPU Load |
---|---|---|---|---|---|

2,098 | 6.39 | 2.98 | 125,212 | 3689 | 43% 31% 49% 93% |

Read the ↓ make, command line, and program output logs to see how this program was run.

Read meteor-contest benchmark to see what this program should do.

java version "1.8.0"

Java(TM) SE Runtime Environment (build 1.8.0-b132)

Java HotSpot(TM) Server VM (build 25.0-b70, mixed mode)

Clojure 1.6.0

;; The Computer Language Benchmarks Game ;; http://benchmarksgame.alioth.debian.org/ ;; ;; contributed by Andy Fingerhut ;; Based upon ideas from GCC version by Christian Vosteen (good comments!) ;; This version is intended only to run on Clojure 1.3. It does not ;; run on Clojure 1.2. Lots of type hints removed from Clojure 1.2 ;; version, but it is still very close to the same speed due to 1.3's ;; primitive support. (ns meteor (:gen-class) (:require [clojure.string :as str]) (:require [clojure.pprint :as pprint])) (set! *warn-on-reflection* true) ;; The board is a 50 cell hexagonal pattern. For . . . . . ;; maximum speed the board will be implemented as . . . . . ;; 50 bits, which will fit into 2 32-bit ints. . . . . . ;; I originally tried 1 64-bit long, but the bit-* . . . . . ;; operators in Clojure 1.2 are not as optimized . . . . . ;; as they will be in the next version of Clojure. . . . . . ;; . . . . . ;; . . . . . ;; I will represent 0's as empty cells and 1's . . . . . ;; as full cells. . . . . . ;; Here are the numerical indices for each position on the board, also ;; later called board indices. ;; ;; 0 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 26 27 28 29 ;; 30 31 32 33 34 ;; 35 36 37 38 39 ;; 40 41 42 43 44 ;; 45 46 47 48 49 ;; Numerical encodings of directions: ;; 0 East, 1 Southeast, 2 Southwest, 3 West, 4 Northwest, 5 Northeast ;; Each puzzle piece is specified as a tree. Every piece consists of ;; 5 'nodes', each of which occupies one board index. Each piece has ;; a root node numbered 0, and every other node (numbered 1 through 4) ;; specifies its parent node, and the direction to take to get from ;; the parent to the child (in a default orientation). ;; In the pictures below, pieces are shown graphically in their ;; default orientation, with nodes numbered 0 through 4. ;; Piece 0 Piece 1 Piece 2 Piece 3 Piece 4 ;; ;; 0 1 2 3 0 3 4 0 1 2 0 1 2 0 3 ;; 4 1 2 3 3 1 2 ;; 4 4 4 ;; (def piece-defs [ [[0 0] [1 0] [2 0] [3 1]] ; piece 0 ;; ^^^^^ node 1 is East (direction 0) of its parent node 0 ;; ^^^^^ node 2 is East of its parent node 1 [[0 1] [1 0] [2 5] [3 0]] ; piece 1 [[0 0] [1 0] [2 1] [3 2]] ; piece 2 [[0 0] [1 0] [2 2] [3 1]] ; piece 3 [[0 1] [1 0] [2 5] [2 1]] ; piece 4 ;; ^ node 4's parent is 2, not 3 ;; ;; Piece 5 Piece 6 Piece 7 Piece 8 Piece 9 ;; ;; 0 1 2 0 1 0 1 0 1 0 1 2 3 ;; 3 4 2 4 2 2 3 4 4 ;; 3 4 3 ;; [[0 0] [1 0] [2 2] [3 0]] ; piece 5 [[0 0] [1 1] [2 1] [3 5]] ; piece 6 [[0 0] [1 1] [2 1] [3 3]] ; piece 7 [[0 0] [1 1] [2 0] [3 0]] ; piece 8 [[0 0] [1 0] [2 0] [3 2]] ; piece 9 ]) ;; Unlike Christian Vosteen's C program, I will only use 6 directions: ;; ;; E SE SW W NW NE ;; ;; I will use a different representation for piece shapes so that I ;; won't need 12 directions for the reason that he introduced them ;; (i.e. pieces whose shapes are like a tree, and cannot be ;; represented only with a sequence of directions from one starting ;; point). ;; To minimize the amount of work done in the recursive solve function ;; below, I'm going to precalculate all legal rotations of each piece ;; at each position on the board. That's 10 pieces x 50 board ;; positions x 6 rotations x 2 'flip positions' ('top side up' or 'top ;; side down'). However, not all 6x2=12 orientations will fit on ;; every cell. Only keep the ones that do. The pieces are going to ;; be pairs of 32-bit ints just like the board so they can be ;; bitwise-anded with the board to determine if they fit. I'm also ;; going to record the next possible open cell for each piece and ;; location to reduce the burden on the solve function. ;; Returns the direction rotated 60 degrees clockwise (defn rotate [dir] (case (int dir) 0 1 1 2 2 3 3 4 4 5 5 0)) ;; Returns the direction flipped on the horizontal axis (defn flip [dir] (case (int dir) 0 0 1 5 2 4 3 3 4 2 5 1)) ;; Returns the new cell index from the specified cell in the specified ;; direction. The index is only valid if the starting cell and ;; direction have been checked by the out-of-bounds function first. (defn shift [cell dir] (case (int dir) 0 (inc cell) 1 (if (odd? (quot cell 5)) (+ cell 6) (+ cell 5)) 2 (if (odd? (quot cell 5)) (+ cell 5) (+ cell 4)) 3 (dec cell) 4 (if (odd? (quot cell 5)) (- cell 5) (- cell 6)) 5 (if (odd? (quot cell 5)) (- cell 4) (- cell 5)))) (defn make-shift-table [] (object-array (map (fn [cell-idx] (long-array (map (fn [dir] (shift cell-idx dir)) (range 6)))) (range 50)))) ;; Returns wether the specified cell and direction will land outside ;; of the board. Used to determine if a piece is at a legal board ;; location or not. (defn out-of-bounds [cell dir] (case (int dir) 0 (== (rem cell 5) 4) ; cell is on the right side 1 (or (== (rem cell 10) 9) ; cell is on "extreme" right side (>= cell 45)) ; or the bottom row 2 (or (== (rem cell 10) 0) ; cell is on "extreme" left side (>= cell 45)) ; or the bottom row 3 (== (rem cell 5) 0) ; cell is on the left side 4 (or (== (rem cell 10) 0) ; cell is on "extreme" left side (< cell 5)) ; or the top row 5 (or (== (rem cell 10) 9) ; cell is on "extreme" right side (< cell 5)))) ; or the top row (defn make-oob-table [] (object-array (map (fn [cell-idx] (boolean-array (map (fn [dir] (out-of-bounds cell-idx dir)) (range 6)))) (range 50)))) ;; Return a piece that is the the same as the one given as argument, ;; except rotated 60 degrees clockwise. (defn rotate-piece [piece] (vec (map (fn [[parent dir]] [parent (rotate dir)]) piece))) ;; Return a piece that is the the same as the one given as argument, ;; except flipped along the horizontal axis. (defn flip-piece [piece] (vec (map (fn [[parent dir]] [parent (flip dir)]) piece))) ;; Convenience function to calculate and return a vector of all of the ;; board indices that a piece's nodes will be in, if that piece's root ;; node is at root-index. ;; Note that no check is made to see whether the piece actually fits ;; on the board or not, so some of the returned index values may be ;; nonsense. See cells-fit-on-board for a way to check this. (defn calc-cell-indices [piece root-index ^objects shift-table] (loop [indices (transient [root-index]) node (int 0)] (if (== node 4) (persistent! indices) ;; else ;; Note that information about node n of a piece is in (piece ;; (dec n)) We're intentionally iterating the value 'node' 0 ;; through 3 rather than 1 through 4 here just to avoid ;; calculating (dec node) here. (let [pair (piece node) parent (int (pair 0)) dir (int (pair 1)) ;[parent dir] (piece node) parent-loc (int (indices parent))] (recur (conj! indices (if (and (< parent-loc 50) (not (neg? parent-loc))) (let [^longs shift-table-for-parent-loc (aget shift-table parent-loc)] (aget shift-table-for-parent-loc dir)) 0)) ;; dummy value (inc node)))))) ;; Convenience function to calculate if a piece fits on the board. ;; Node 0 of the piece, at board index (indices 0), is assumed to be ;; on the board, but the other nodes may be off. (defmacro node-fits [node-info indices ^objects oob-table] `(let [pair# ~node-info parent-node-num# (int (pair# 0)) dir# (int (pair# 1)) parent-idx# (int (~indices parent-node-num#)) ;^booleans oob-for-parent-idx# (aget ~oob-table parent-idx#)] ^"[Z" oob-for-parent-idx# (aget ~oob-table parent-idx#)] (not (aget oob-for-parent-idx# dir#)))) (defn cells-fit-on-board [piece indices ^objects oob-table] (and (node-fits (piece 0) indices oob-table) ;; check node 1 of the piece (node-fits (piece 1) indices oob-table) ;; node 2, etc. (node-fits (piece 2) indices oob-table) (node-fits (piece 3) indices oob-table))) ;; Fill the entire board going cell by cell, starting from index i. ;; If any cells are "trapped" they will be left alone. (defn fill-contiguous-space! [^longs board i ^objects shift-table ^objects oob-table] (letfn [(fill-helper! [i] (let [i (int i) ^booleans oob-table-row (aget oob-table i) ^longs shift-table-row (aget shift-table i)] (when (zero? (aget board i)) (aset board i (int 1)) (if (not (aget oob-table-row (int 0))) (fill-helper! (aget shift-table-row (int 0)))) (if (not (aget oob-table-row (int 1))) (fill-helper! (aget shift-table-row (int 1)))) (if (not (aget oob-table-row (int 2))) (fill-helper! (aget shift-table-row (int 2)))) (if (not (aget oob-table-row (int 3))) (fill-helper! (aget shift-table-row (int 3)))) (if (not (aget oob-table-row (int 4))) (fill-helper! (aget shift-table-row (int 4)))) (if (not (aget oob-table-row (int 5))) (fill-helper! (aget shift-table-row (int 5)))))))] (fill-helper! i))) (defn empty-cells [^longs board-arr] (- 50 (let [^longs a board-arr] (loop [i 49 ret 0] (if (neg? i) ret (recur (dec i) (+ ret (aget a i)))))))) ;; Warning: Modifies its argument board-arr (defn board-empty-region-sizes! [^longs board-arr ^objects shift-table ^objects oob-table] (loop [sizes (transient []) num-empty (empty-cells board-arr) last-empty-cell 50] (if (zero? num-empty) (persistent! sizes) ;; else (let [next-last-empty-cell (long (loop [i (int (dec last-empty-cell))] (if (zero? (aget board-arr i)) i (recur (dec i)))))] (fill-contiguous-space! board-arr next-last-empty-cell shift-table oob-table) (let [next-num-empty (empty-cells board-arr)] (recur (conj! sizes (- num-empty next-num-empty)) next-num-empty next-last-empty-cell)))))) ;; Generate the pair of longs (of which we only care about the 32 ;; lsbs) that will later be anded with the board to determine if it ;; fits. (defn bitmask-from-indices [indices] [(reduce bit-or (map (fn [i] (if (< i 25) (bit-shift-left 1 i) 0)) indices)) (reduce bit-or (map (fn [i] (if (< i 25) 0 (bit-shift-left 1 (- i 25)))) indices))]) (defn print-board [^longs soln] (dotimes [i 50] (when (zero? (rem i 5)) (println "")) (when (== (rem i 10) 5) (print " ")) (printf "%d " (aget soln i)))) ;; Solutions are encoded as vectors of 50 integers, one for each board ;; index, where each integer is in the range [0,9], representing one ;; of the 5 parts of a piece that is in that board index. (defn encode-solution [^longs piece-num-arr ^longs mask-arr0 ^longs mask-arr1] (let [soln (long-array 50 -1)] (dotimes [i 25] (let [idx-mask (bit-shift-left (int 1) i)] (loop [p 0] (if (< p 10) (if (zero? (bit-and (aget mask-arr0 p) idx-mask)) (recur (inc p)) (aset soln i (aget piece-num-arr p))))) (loop [p 0] (if (< p 10) (if (zero? (bit-and (aget mask-arr1 p) idx-mask)) (recur (inc p)) (aset soln (+ 25 i) (aget piece-num-arr p))))))) soln)) ;; To thin the number of pieces, I calculate if any of them trap any ;; empty cells at the edges, such that the number of trapped empty ;; cells is not a multiple of 5. All pieces have 5 cells, so any such ;; trapped regions cannot possibly be filled with any pieces. (defn one-piece-has-island [indices shift-table oob-table] (let [temp-board (long-array 50)] ;; Mark the piece board positions as filled (doseq [idx indices] (aset temp-board idx 1)) (let [empty-region-sizes (board-empty-region-sizes! temp-board shift-table oob-table)] (not (every? #(zero? (rem % 5)) empty-region-sizes))))) ;; Calculate the lowest possible open cell if the piece is placed on ;; the board. Used to later reduce the amount of time searching for ;; open cells in the solve function. (defn first-empty-cell-after [minimum indices] (let [idx-set (set indices)] (loop [i minimum] (if (idx-set i) (recur (inc i)) i)))) ;; We calculate only half of piece 3's rotations. This is because any ;; solution found has an identical solution rotated 180 degrees. Thus ;; we can reduce the number of attempted pieces in the solve algorithm ;; by not including the 180- degree-rotated pieces of ONE of the ;; pieces. I chose piece 3 because it gave me the best time ;) (def +piece-num-to-do-only-3-rotations+ 3) ;; Calculate every legal rotation for each piece at each board ;; location. (defn calc-pieces [pieces shift-table oob-table] (let [npieces (count pieces) ^objects tbl (object-array npieces)] ; first index is piece-num (dotimes [piece-num npieces] (aset tbl piece-num (object-array 50)) (let [^objects piece-arr (aget tbl piece-num)] (dotimes [cell 50] ; second index is board index ;; Start with transient vectors. Later we will change them to ;; Java arrays after we know how long to make them. (aset piece-arr cell (transient []))))) ;; Find all possible good piece placements (dotimes [p npieces] (let [unrotated-piece (pieces p) num-rots (if (= p +piece-num-to-do-only-3-rotations+) 3 6)] (dotimes [flip 2] (loop [rot 0 piece (if (zero? flip) unrotated-piece (flip-piece unrotated-piece))] (when (< rot num-rots) (dotimes [cell 50] (let [indices (calc-cell-indices piece cell shift-table)] (when (and (cells-fit-on-board piece indices oob-table) (not (one-piece-has-island indices shift-table oob-table))) (let [minimum (apply min indices) [piece-mask0 piece-mask1] (bitmask-from-indices indices) next-index (long (first-empty-cell-after minimum indices))] (let [^longs good-placement (long-array 3) ^objects piece-arr (aget tbl p)] (aset good-placement 0 (long piece-mask0)) (aset good-placement 1 (long piece-mask1)) (aset good-placement 2 next-index) ;; Put it in the table (aset piece-arr minimum (conj! (aget piece-arr minimum) good-placement)) ))))) (recur (inc rot) (rotate-piece piece))))))) ;; Make all transient vectors into Java object arrays (dotimes [piece-num npieces] (let [^objects piece-arr (aget tbl piece-num)] (dotimes [cell 50] (let [cur-vec (persistent! (aget piece-arr cell))] (aset piece-arr cell (object-array cur-vec)))))) tbl)) ;; first-empty-index-aux assumptions: idx is in the range [0,24]. ;; half-board is an integer that has bits 25 and higher equal to 0, so ;; the loop is guaranteed to terminate, and the return value will be ;; in the range [0,25]. (defmacro first-empty-index-aux [idx half-board] `(loop [i# ~idx hb# (bit-shift-right ~half-board ~idx)] (if (zero? (bit-and hb# 1)) i# (recur (inc i#) (bit-shift-right hb# 1))))) (defmacro first-empty-index [idx board0 board1] `(if (< ~idx 25) (let [i# (first-empty-index-aux ~idx ~board0)] (if (== i# 25) (+ 25 (first-empty-index-aux 0 ~board1)) i#)) (+ 25 (first-empty-index-aux (- ~idx 25) ~board1)))) ;; Note: board-empty-region-sizes! runs faster if there are fewer ;; empty cells to fill. So fill as much of the board as we can before ;; putting in the 3 partially filled rows. There must be at least one ;; completely empty row at the bottom in order to correctly determine ;; whether these 3 rows are a bad triple. (defn create-triples [shift-table oob-table] (let [bad-even-triples (long-array (/ (bit-shift-left 1 15) 32)) bad-odd-triples (long-array (/ (bit-shift-left 1 15) 32)) temp-arr (long-array 50)] ;; Fill rows 0..5 completely. (dotimes [i 30] (aset temp-arr i 1)) (dotimes [row6 32] (dotimes [row7 32] (dotimes [row8 32] (let [board (bit-or (bit-or row6 (bit-shift-left row7 5)) (bit-shift-left row8 10))] (dotimes [i 15] (aset temp-arr (+ 30 i) (bit-and 1 (bit-shift-right board i)))) (dotimes [i 5] ;; Row 9 is completely empty to start with (aset temp-arr (+ 45 i) 0)) (let [empty-region-sizes (board-empty-region-sizes! temp-arr shift-table oob-table) ;; Note that we assume board-empty-region-sizes! ;; returns a sequence, where the first element is ;; the size of the empty region that includes the ;; last cell, number 49. Thus we can eliminate the ;; number of empty cells in that region simply by ;; removing the first element. empty-sizes-except-bottom (rest empty-region-sizes) j (bit-shift-right board 5) i (bit-and board (int 0x1F))] (when-not (every? #(zero? (rem % 5)) empty-sizes-except-bottom) ;; then it is possible for pieces to fill the empty ;; regions (aset bad-even-triples j (bit-or (aget bad-even-triples j) (bit-shift-left 1 i))))))))) ;; Fill rows 0..4 completely. (dotimes [i 25] (aset temp-arr i 1)) (dotimes [row5 32] (dotimes [row6 32] (dotimes [row7 32] (let [board-rows-1-3 (bit-or (bit-or row5 (bit-shift-left row6 5)) (bit-shift-left row7 10))] (dotimes [i 15] (aset temp-arr (+ 25 i) (bit-and 1 (bit-shift-right board-rows-1-3 i)))) (dotimes [i 10] ;; Rows 8 and 9 are completely empty to start with (aset temp-arr (+ 40 i) 0)) (let [empty-region-sizes (board-empty-region-sizes! temp-arr shift-table oob-table) empty-sizes-except-bottom (rest empty-region-sizes) j (bit-shift-right board-rows-1-3 5) i (bit-and board-rows-1-3 0x1F)] (when-not (every? #(zero? (rem % 5)) empty-sizes-except-bottom) (aset bad-odd-triples j (bit-or (aget bad-odd-triples j) (bit-shift-left 1 i))) )))))) [bad-even-triples bad-odd-triples])) (def num-solutions (long-array 1)) (def all-solutions (object-array 2200)) ;; See comments above +piece-num-to-do-only-3-rotations+. Each ;; solution is thus recorded twice. Reversing the solution has the ;; effect of rotating it 180 degrees. (defn record-solution! [^longs soln] (let [^longs num-solutions num-solutions ^objects all-solutions all-solutions n (aget num-solutions 0) ^longs rotated-soln (aclone soln) len (alength soln) len-1 (dec len)] (aset all-solutions n soln) (dotimes [i (/ len 2)] (let [tmp (aget rotated-soln i) other-idx (- len-1 i)] (aset rotated-soln i (aget rotated-soln other-idx)) (aset rotated-soln other-idx tmp))) (aset all-solutions (inc n) rotated-soln) (aset num-solutions 0 (+ n 2)))) ;; Assume all args have been type-hinted to int in the environment ;; where the macro board-has-no-islands is called. (defmacro board-has-no-islands [board0 board1 index ^longs bad-even-triples ^longs bad-odd-triples] `(if (>= ~index 40) true (let [row-num# (long (/ ~index 5)) current-3-rows# (case row-num# 0 (bit-and 0x7FFF ~board0) 1 (bit-and 0x7FFF (bit-shift-right ~board0 5)) 2 (bit-and 0x7FFF (bit-shift-right ~board0 10)) 3 (bit-or (bit-shift-right ~board0 15) (bit-shift-left (bit-and 0x1F ~board1) 10)) 4 (bit-or (bit-shift-right ~board0 20) (bit-shift-left (bit-and 0x3FF ~board1) 5)) 5 (bit-and 0x7FFF ~board1) 6 (bit-and 0x7FFF (bit-shift-right ~board1 5)) 7 (bit-and 0x7FFF (bit-shift-right ~board1 10))) int-num# (bit-shift-right current-3-rows# 5) bit-num# (bit-and current-3-rows# 0x1F) even-row# (zero? (bit-and row-num# 1))] (if even-row# (zero? (bit-and 1 (bit-shift-right (aget ~bad-even-triples int-num#) bit-num#))) (zero? (bit-and 1 (bit-shift-right (aget ~bad-odd-triples int-num#) bit-num#))))))) ;; Arguments to solve-helper: ;; depth is 0 on the first call, and is 1 more for each level of ;; nested recursive call. It is equal to the number of pieces placed ;; on the board in the partial solution so far. ;; board is a pair of 32-bit longs representing which board cells are ;; occupied (bit value 1) or empty (bit value 0), based upon the ;; pieces placed so far. Bits positions 0..24 of board0 represent ;; board indices 0..24, and bit positions 0..24 of board1 represent ;; board indices 25..49. ;; cell is the board index in [0,49] that should be checked first to ;; see if it is empty. ;; placed-piece-bit-vec is an int where its 10 least significant bits ;; represent the set of the piece numbers, each in the range [0,9], ;; that have been placed so far in the current configuration. If bit ;; i is 1, i in [0,9], then piece i has already been placed. ;; piece-num-arr is an array of the piece-nums placed so far, in the ;; order they were placed, i.e. depth order. (aget piece-num-arr 0) ;; was placed at depth 0, etc. (named sol_nums in GCC program) ;; mask-arr is an array of the bitmasks of the pieces placed so far, ;; in the order they were placed. (named sol_masks in GCC program) (defn solve! [^objects tbl ^longs bad-even-triples ^longs bad-odd-triples] (letfn [(solve-helper [depth board0 board1 orig-cell placed-piece-bit-vec ^longs piece-num-arr ^longs mask-arr0 ^longs mask-arr1] (let [depth depth board0 board0 board1 board1 orig-cell orig-cell cell (first-empty-index orig-cell board0 board1) placed-piece-bit-vec-int placed-piece-bit-vec] (loop [piece-num 0 piece-num-mask 1] (when (< piece-num 10) (when (zero? (bit-and placed-piece-bit-vec-int piece-num-mask)) (let [^objects piece-arr (aget tbl piece-num) ^objects placements (aget piece-arr cell)] (dotimes [i (alength placements)] (let [^longs placement (aget placements i) piece-mask0 (aget placement 0) piece-mask1 (aget placement 1) next-index (aget placement 2) piece-num-int piece-num] (when (and (zero? (bit-and board0 piece-mask0)) (zero? (bit-and board1 piece-mask1))) (if (== depth 9) ;; Solution found! (do (aset piece-num-arr depth piece-num-int) (aset mask-arr0 depth piece-mask0) (aset mask-arr1 depth piece-mask1) (let [sol1 (encode-solution piece-num-arr mask-arr0 mask-arr1)] (record-solution! sol1))) ;; else (let [next-board0 (bit-or board0 piece-mask0) next-board1 (bit-or board1 piece-mask1)] (when (board-has-no-islands next-board0 next-board1 next-index bad-even-triples bad-odd-triples) (aset piece-num-arr depth piece-num-int) (aset mask-arr0 depth piece-mask0) (aset mask-arr1 depth piece-mask1) (solve-helper (inc depth) next-board0 next-board1 next-index (bit-or placed-piece-bit-vec-int (bit-shift-left 1 piece-num-int)) piece-num-arr mask-arr0 mask-arr1))))))))) (recur (inc piece-num) (bit-shift-left piece-num-mask 1)) ))))] (solve-helper 0 0 0 0 0 (long-array 10) (long-array 10) (long-array 10)))) (defn compare-long-arrays [^longs a ^longs b] (let [len (min (alength a) (alength b))] (loop [i 0] (if (< i len) (let [elem-a (aget a i) elem-b (aget b i)] (if (== elem-a elem-b) (recur (inc i)) (- elem-a elem-b))) 0)))) (defn -main [& args] (let [shift-table (make-shift-table) oob-table (make-oob-table) tbl (calc-pieces piece-defs shift-table oob-table) [bad-even-triples bad-odd-triples] (create-triples shift-table oob-table)] (solve! tbl bad-even-triples bad-odd-triples) (let [^longs num-solutions num-solutions n (aget num-solutions 0) sorted-solns (sort compare-long-arrays (take n (seq all-solutions)))] (println (format "%d solutions found" n)) (print-board (first sorted-solns)) (println) (print-board (nth sorted-solns (dec n))) (println) (println)))) ; Just to match the output of the other programs exactly

Sat, 19 Apr 2014 01:50:06 GMT MAKE: mv meteor.clojure-2.clojure meteor.clj /usr/local/src/jdk1.8.0/bin/java -Dclojure.compile.path=. -cp .:/usr/local/src/clojure/clojure-1.6.0.jar clojure.lang.Compile meteor Compiling meteor to . 3.81s to complete and log all make actions COMMAND LINE: /usr/local/src/jdk1.8.0/bin/java -server -XX:+TieredCompilation -XX:+AggressiveOpts -cp .:/usr/local/src/clojure/clojure-1.6.0.jar meteor 2098 PROGRAM OUTPUT: 2098 solutions found 0 0 0 0 1 2 2 2 0 1 2 6 6 1 1 2 6 1 5 5 8 6 5 5 5 8 6 3 3 3 4 8 8 9 3 4 4 8 9 3 4 7 4 7 9 7 7 7 9 9 9 9 9 9 8 9 6 6 8 5 6 6 8 8 5 6 8 2 5 5 7 7 7 2 5 7 4 7 2 0 1 4 2 2 0 1 4 4 0 3 1 4 0 0 3 1 1 3 3 3