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| #include <chrono> | |
| #include <iostream> | |
| #include <random> | |
| #include <vector> | |
| void bubble_sort(std::vector<int64_t>& a) noexcept | |
| { | |
| const size_t n = a.size(); | |
| if (n < 2) | |
| return; |
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| #include <chrono> | |
| #include <functional> | |
| #include <iomanip> | |
| #include <iostream> | |
| #include <vector> | |
| #include <cstdlib> | |
| uint64_t fib_naive(const int n) | |
| { | |
| asm(""); // Prevent optimizations |
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| #include <algorithm> | |
| #include <chrono> | |
| #include <iostream> | |
| #include <random> | |
| #include <vector> | |
| #include <iomanip> | |
| // Perform a simple linear search | |
| int64_t linear_search(const std::vector<int64_t>& array, const int64_t search) | |
| { |
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| // Derived from this Gist by Richard Gale: | |
| // https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 | |
| // ImGui BFFX binding | |
| // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture | |
| // identifier. Read the FAQ about ImTextureID in imgui.cpp. | |
| // You can copy and use unmodified imgui_impl_* files in your project. See | |
| // main.cpp for an example of using this. If you use this binding you'll need to | |
| // call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), |