adjust doc examples
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@@ -28,29 +28,29 @@ use super::{ManiaPerformanceAttributes, ManiaScoreState};
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/// .unchecked_into_converted::<Mania>();
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///
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/// let difficulty = ModeDifficulty::new().mods(64); // DT
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/// let mut gradual_perf = ManiaGradualPerformance::new(&difficulty, &converted);
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/// let mut gradual = ManiaGradualPerformance::new(&difficulty, &converted);
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/// let mut state = ManiaScoreState::new(); // empty state, everything is on 0.
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///
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/// // The first 10 hitresults are 320s
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/// for _ in 0..10 {
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/// state.n320 += 1;
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///
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/// let performance = gradual_perf.next(state.clone()).unwrap();
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/// println!("PP: {}", performance.pp);
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/// let attrs = gradual.next(state.clone()).unwrap();
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/// println!("PP: {}", attrs.pp);
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/// }
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///
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/// // Then comes a miss.
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/// state.misses += 1;
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/// let performance = gradual_perf.next(state.clone()).unwrap();
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/// println!("PP: {}", performance.pp);
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/// let attrs = gradual.next(state.clone()).unwrap();
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/// println!("PP: {}", attrs.pp);
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///
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/// // The next 10 objects will be a mixture of 320s and 100s.
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/// // Notice how all 10 objects will be processed in one go.
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/// state.n320 += 3;
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/// state.n100 += 7;
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/// // The `nth` method takes a zero-based value.
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/// let performance = gradual_perf.nth(state.clone(), 9).unwrap();
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/// println!("PP: {}", performance.pp);
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/// let attrs = gradual.nth(state.clone(), 9).unwrap();
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/// println!("PP: {}", attrs.pp);
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///
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/// // Skip to the end
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/// # /*
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@@ -59,12 +59,12 @@ use super::{ManiaPerformanceAttributes, ManiaScoreState};
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/// state.n100 = ...
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/// state.misses = ...
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/// # */
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/// let final_performance = gradual_perf.nth(state.clone(), usize::MAX).unwrap();
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/// println!("PP: {}", performance.pp);
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/// let attrs = gradual.last(state.clone()).unwrap();
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/// println!("PP: {}", attrs.pp);
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///
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/// // Once the final performance was calculated,
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/// // attempting to process further objects will return `None`.
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/// assert!(gradual_perf.next(state).is_none());
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/// assert!(gradual.next(state).is_none());
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/// ```
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///
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/// [`next`]: ManiaGradualPerformance::next
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