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#include <chrono>
#include <iostream>
#include <vector>
using namespace std;
using clk = chrono::high_resolution_clock;
volatile int sink_val = 0; // prevent over-optimization
struct Node {
int val;
Node* next;
#include <chrono>
#include <iostream>
#include <vector>
#include <random>
using namespace std;
using clk = chrono::high_resolution_clock;
volatile int sink_val = 0;
struct Node {
int val;
#include <chrono>
#include <iostream>
#include <vector>
using namespace std;
using clk = chrono::high_resolution_clock;
volatile int sink_val = 0;
struct Node {
int val;
Node* next;
#include <chrono>
#include <iostream>
#include <vector>
#include <random>
using namespace std;
using clk = chrono::high_resolution_clock;
volatile int sink_val = 0;
struct SLLNode {
int val;
#include <chrono>
#include <iostream>
#include <vector>
#include <random>
using namespace std;
using clk = chrono::high_resolution_clock;
volatile int sink_val = 0;
struct SLLNode {
int val;
#include <chrono>
#include <iostream>
#include <vector>
using namespace std;
using clk = chrono::high_resolution_clock;
volatile int sink_val = 0;
struct SLLNode {
int data;
SLLNode* next;
#include <chrono>
#include <iostream>
#include <vector>
#include <random>
#include <string>
using namespace std;
using clk = chrono::high_resolution_clock;
volatile int sink_val = 0;
struct SLLItem {
#include <chrono>
#include <iostream>
#include <vector>
#include <random>
#include <string>
using namespace std;
using clk = chrono::high_resolution_clock;
volatile int sink_val = 0;
struct Action {