 Mac下 charles4.0 抓不到电脑包 可以抓手机的

我用的是Charles4.0 浏览网页等都不能抓包，我现在需要去抓浏览的网页的数据， 但是Charles 没有反应 ，应该怎么设置？
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 红米手机用charles抓不到post请求包
 抓APP包，能抓到部分包，这些包都是GET请求，接口都是一个服务器域名。 已下载证书，怎么能抓到所有包？
 Playfair Cipher 加密的问题
 Problem Description The Playfair cipher is a manual symmetric encryption technique and was the first digraph substitution cipher. The scheme was invented in 1854 by Charles Wheatstone, but bears the name of Lord Playfair who promoted the use of the cipher. The Playfair cipher uses a 5 by 5 table containing each letter in the English alphabet exactly once (except 'Q' which is missing). The table constitutes the encryption key. To more easily remember the table, it is typically generated from a key phrase. First fill in the spaces in an empty table with the letters of the key phrase (dropping spaces and duplicate letters), then fill the remaining spaces with the rest of the letters of the alphabet in order. The key phrase is written in the top rows of the table, from left to right. For instance, if the key phrase is "playfair example", the encryption key becomes To encrypt a message, one would remove all spaces and then break the message into digraphs (groups of 2 letters) such that, for example, "Hello World" becomes "HE LL OW OR LD". Then map them out on the key table, and apply the rule below that matches the letter combination: If both letters are the same (or only one letter is left), add an 'X' after the first letter. Encrypt the new pair and continue (note that this changes all the remaining digraphs). If the letters appear on the same row of your table, replace them with the letters to their immediate right respectively (wrapping around to the left side of the row if a letter in the original pair was on the right side of the row). With the table above, the digraph 'CH' would be encrypted 'DB'. If the letters appear on the same column of your table, replace them with the letters immediately below respectively (wrapping around to the top side of the column if a letter in the original pair was on the bottom side of the column). With the table above, the digraph 'VA' would be encrypted 'AE'. If the letters are not on the same row or column, replace them with the letters on the same row respectively but at the other pair of corners of the rectangle defined by the original pair. The order is important { the first letter of the encrypted pair is the one that lies on the same row as the first letter of the plaintext pair. With the table above, the digraph 'KM' would be encrypted 'SR'. Write a program that reads a key phrase and a plaintext to encrypt, and outputs the encrypted text. The text to encrypt will not contain two 'x's following each other, or an 'x' as the last character, as this might cause the first rule above to repeat itself indefinitely. Input The input contains two lines. The first line contains the key phrase. The second line contains the text to encrypt. Each line will contain between 1 and 1000 characters, inclusive. Each character will be a lower case English letter, 'a'  'z' (except 'q'), or a space character. Neither line will start or end with a space. Output The output should be a single line containing the encrypted text, in upper case. There should be no spaces in the output. Sample Input playfair example hide the gold in the tree stump the magic key i love programming competition Sample Output BMNDZBXDKYBEJVDMUIXMMNUVIF YDVHCWSPKNTAHKUBIPERMHGHDVRU
 mac charles无法进行模拟弱网环境
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 Jenga 程序的编写
 Problem Description In their spare time of training, Alice and Charles often play Jenga together. As they've played the game together so many times, they both know each others' performance as well as themselves'. Now with their success rate of each move provided, can you tell in what probability each of them will win? And of course, Alice and Charles, like other ACMICPC contestants such as you, are very clever. Jenga is a game of physical and mental skill. In Jenga, players take turns to remove a block from a tower and balance it on top, creating a taller and increasingly unstable structure as the game progresses. Jenga is played with 54 wooden blocks. Each block is three times as long as it is wide. To set up the game, the included loading tray is used to stack the initial tower which has 18 levels of three blocks placed adjacent to each other along their long side and perpendicular to the previous level (so, for example, if the blocks in the first level lie lengthwise northsouth, the second level blocks will lie eastwest). Once the tower is built, the players take turns to move. Moving in Jenga consists of taking one and only one block from any level (except those mentioned later) of the tower, and placing it on the topmost level in order to complete it. The blocks in the top level, and the level below it if the top level is not completed, cannot be removed. However, if the top level is completed, the blocks in the one below it can be removed. The removed block should be placed to make the top level as same as the other level (with no block removed). The move is successful if the tower does not fall. The game ends when the tower falls, or no block can be removed without making the tower fall (rarely happened). And the loser is the player who made the tower fall (i.e., whose turn it was when the tower fell), or who cannot make the move. Now let's consider each level of the tower, there're only four types of valid arrangement of wooden blocks, as illustrated above. At the beginning of the game, they're all of the type A (or rotated by 90 degrees). And by removing a block from type A, one will get either type B or type C (or the mirrored equivalent of type C). No block from type B can be removed without making the tower fall. From type C we can only remove a block and result in type D. Then no block can be removed further. So there are only three types of moves: (1) A > B, (2) A > C and (3) C > D, in addition to adding the removed block to the top level. As Alice and Charles have played Jenga so many times, their success rate of each move is very stable and can be formulated as P = b  d*n, where b is the player's base success rate of this type of move, d is the decrease of success rate for each additional level, and n is the number of levels in the tower before this move. The incomplete top level also counts as one level. For example, if the game begins with 18 levels, and both players have the same performance with b = 2.8 and d = 0.1, then P will be 1.0 for the first turn, and become 0.9 between the 2nd and the 4th turns. If P does not lie in the range [0, 1], the nearest number in the range is indicated. (E.g. when a player cannot fail the first several moves, P will be more than 1 until n is a bit larger.) Input The input file contains multiple test cases. The first line of the input file is a single integer T (T ≤ 500), the number of test cases. Each test cases begins with a line of n0 (3 ≤ n0 ≤ 18), the number of levels in the tower when the game starts. (When n0 is not 18, the rule sare the same.) The second line contains 6 real numbers ba1, da1, ba2, da2, ba3, da3, indicating Alice's base success rates and the decreases of success rates for each of the three moves: (1) A > B, (2) A > C and (3) C > D. The third line also contains 6 real numbers bc1, dc1, bc2, dc2, bc3, dc3, those of Charles. (0 ≤ b  d*n0 ≤ 2 and 0 < d ≤ 0.5 for all the 6 pairs of parameters. No real number will have more than 4 digits after the decimal point.) Output For each test case, print a line with Alice's winning probability, assume that she always moves first. Your answer should be rounded to the 4th digit after the decimal point. Sample Input 2 3 1.3 0.1 1.3 0.1 1.3 0.1 1.3 0.1 1.3 0.1 1.3 0.1 4 1.5 0.1 1.5 0.1 1.5 0.1 1.5 0.1 1.5 0.1 1.5 0.1 Sample Output 0.1810 0.8190
 charles如何实现美团外卖抓包？
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 Jenga 是如何实现的呢
 Problem Description In their spare time of training, Alice and Charles often play Jenga together. As they've played the game together so many times, they both know each others' performance as well as themselves'. Now with their success rate of each move provided, can you tell in what probability each of them will win? And of course, Alice and Charles, like other ACMICPC contestants such as you, are very clever. Jenga is a game of physical and mental skill. In Jenga, players take turns to remove a block from a tower and balance it on top, creating a taller and increasingly unstable structure as the game progresses. Jenga is played with 54 wooden blocks. Each block is three times as long as it is wide. To set up the game, the included loading tray is used to stack the initial tower which has 18 levels of three blocks placed adjacent to each other along their long side and perpendicular to the previous level (so, for example, if the blocks in the first level lie lengthwise northsouth, the second level blocks will lie eastwest). Once the tower is built, the players take turns to move. Moving in Jenga consists of taking one and only one block from any level (except those mentioned later) of the tower, and placing it on the topmost level in order to complete it. The blocks in the top level, and the level below it if the top level is not completed, cannot be removed. However, if the top level is completed, the blocks in the one below it can be removed. The removed block should be placed to make the top level as same as the other level (with no block removed). The move is successful if the tower does not fall. The game ends when the tower falls, or no block can be removed without making the tower fall (rarely happened). And the loser is the player who made the tower fall (i.e., whose turn it was when the tower fell), or who cannot make the move. Now let's consider each level of the tower, there're only four types of valid arrangement of wooden blocks, as illustrated above. At the beginning of the game, they're all of the type A (or rotated by 90 degrees). And by removing a block from type A, one will get either type B or type C (or the mirrored equivalent of type C). No block from type B can be removed without making the tower fall. From type C we can only remove a block and result in type D. Then no block can be removed further. So there are only three types of moves: (1) A > B, (2) A > C and (3) C > D, in addition to adding the removed block to the top level. As Alice and Charles have played Jenga so many times, their success rate of each move is very stable and can be formulated as P = b  d*n, where b is the player's base success rate of this type of move, d is the decrease of success rate for each additional level, and n is the number of levels in the tower before this move. The incomplete top level also counts as one level. For example, if the game begins with 18 levels, and both players have the same performance with b = 2.8 and d = 0.1, then P will be 1.0 for the first turn, and become 0.9 between the 2nd and the 4th turns. If P does not lie in the range [0, 1], the nearest number in the range is indicated. (E.g. when a player cannot fail the first several moves, P will be more than 1 until n is a bit larger.) Input The input file contains multiple test cases. The first line of the input file is a single integer T (T ≤ 500), the number of test cases. Each test cases begins with a line of n0 (3 ≤ n0 ≤ 18), the number of levels in the tower when the game starts. (When n0 is not 18, the rule sare the same.) The second line contains 6 real numbers ba1, da1, ba2, da2, ba3, da3, indicating Alice's base success rates and the decreases of success rates for each of the three moves: (1) A > B, (2) A > C and (3) C > D. The third line also contains 6 real numbers bc1, dc1, bc2, dc2, bc3, dc3, those of Charles. (0 ≤ b  d*n0 ≤ 2 and 0 < d ≤ 0.5 for all the 6 pairs of parameters. No real number will have more than 4 digits after the decimal point.) Output For each test case, print a line with Alice's winning probability, assume that she always moves first. Your answer should be rounded to the 4th digit after the decimal point. Sample Input 2 3 1.3 0.1 1.3 0.1 1.3 0.1 1.3 0.1 1.3 0.1 1.3 0.1 4 1.5 0.1 1.5 0.1 1.5 0.1 1.5 0.1 1.5 0.1 1.5 0.1 Sample Output 0.1810 0.8190
 请问如何用charles在游戏中抓包？谢谢！
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 解析这个HTTP包里的content内容参数
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 Game Simulator 模拟器的问题
 Problem Description “Tractor” is a very popular poker game in China. There are four players in the game. Suppose their names are Alice, Bob, Charles and David, in clockwise order. A judge is needed for this game. The players are divided into two teams, Alice and Charles are in team 1, and the other two are in team 2. The prop they use to play the game are two decks of pokers, including 108 cards in total. A simplified rule of the game is described below. The whole game contains a number of rounds. In each round, one team is called “Declarers” (CT); the other team is called “Defenders” (FT). Each team has a current rank (CR). The goal of the player is to increase his own team's CR as much as possible. A certain round has a Main Suit (Heart  H, Spade  S, Club  C, Diamond  D, or None  no main suit in this round) and its CR. The CR in this round is the CR of the CT, and Main Suit will be given. The Main Suit and CR will be used to determine the order of the cards. Cards ranked 5, 10, King value 5, 10, 10 pts (points) respectively, all other cards value 0 pts. In one round, we only consider the FT's pts. The rules of getting pts for FT will be discussed later. If the FT gets less than 80 pts in one round, they will hold be FT in the next round. This situation is called “make”. Otherwise, they become CT in the next round and the original CT become FT instead. This situation is called “down”. If the FT gets 0 pts, the CR of the current CT will be increased by 3, for example, if the CR of the CT is 9, it will become Queen (12). Otherwise, if the FT gets less than 40 pts, the CR of the CT will be increased by 2. Otherwise, if the FT gets less than 80 pts, the CR of the CT will be increased by 1. Otherwise, if the FT gets not less than 80 + k * 40 pts and less than 120 + k * 40 pts, the CR of the current FT will be increased by k. For example, if the FT gets 255 pts in a round, the CR of the current FT will be increased by 4; and if the FT gets 80 pts, both teams' CR remain unchanged. If a team's CR becomes beyond Ace, this team is considered the WINNER of the whole game. During a round, one of the players in CT is called the dealer. If “make”, the pard (teammate) of the dealer becomes the next round’s dealer. Otherwise (“down”), the player on dealer's righthand side becomes the dealer of the next round. For example, if the dealer of the current round is Alice and her team (CT) is “down”, the dealer of the next round should be Bob (on Alice's righthand side). At the start of a round, each of the players except the dealer gets exactly 25 cards; the dealer gets all the remaining 33 cards. After that, the dealer chooses 8 of his cards and gives them to the judge, and these cards are called “hidden cards”. Now each player has exactly 25 cards. A round consists of several tricks. In the first trick, the dealer plays one or more cards (called “lead”), then, in clockwise order, players play the same number of cards as the first player one by one (called “follow”). The winner of the current trick leads cards during the next trick, and so on. If the winner of the current trick is a member of FT, then the FT gets the sum of the cards' pts played in this trick. Now we start to describe how to determine the winner of a trick. After the main suit and the CR of the current round are fixed, we can determine the “trumps” which are cards with main suit or CR (Current Rank), and the Jokers. All other cards are “nottrumps”. We can have an order among all the cards according the following rules: (1) “Trumps” are ordered higher than “nottrumps”. (2) For the trumps, the order are listed below: Red Joker Black Joker card with main suit and CR (if exists) other card with CR other trumps ordered by their ranks(i.e., A, K, Q, J, T, 9, 8, 7, ..., 3, 2) (3) For the “nottrumps”, they are ordered by their ranks. Assume in all the description below, in the current round, the CR of the CT is 7. Suppose the main suit is H, the cards can be arranged in this order (as an example): S2 , C2 , D2 < S3 , C3 , D3 < S4 , C4 , D4 < S5 , C5 , D5 < S6 , C6 , D6 < S8 , C8 , D8 < S9 , C9 , D9 < ST , FT , CT (T  10) < SJ , CJ , DJ (J  Jack) < SQ , CQ , DQ (Q  Queen) < SK , CK , DK (K  King) < SA , CA , DA (A  Ace) < H2 < H3 < H4 < H5 < H6 < H8 < H9 < HT < HJ < HQ < HK < HA < S7 = C7 = D7 < H7 < BJ (the Black Joker) < RJ (the Red Joker) If “None” during this round, then the pokers can be arranged in this order: H2 , S2 , C2 , D2 < H3 , S3 , C3 , D3 < H4 , S4 , C4 , D4 < H5 , S5 , C5 , D5 < H6 , S6 , C6 , D6 < H8 , S8 , C8 , D8 < H9 , S9 , C9 , D9 < HT , ST , FT , CT < HJ , SJ , CJ , DJ < HQ , SQ , CQ , DQ < HK , SK , CK , DK < HA , SA , CA , DA < H7 = S7 = C7 = D7 < BJ < RJ In these two tables, cards written in italic are “trumps”, and cards written in boldface are “nottrumps”. In each trick, the lead cards (played by the player leading this trick) must be either all “trumps”, or all “nottrumps” with same suit. The possible structures of the cards are listed below (assume the main suit is H and main rank is 7 for the example): Single. A single card, such as D9. Pair. Two same cards, such as D9D9. But D7S7 is not a pair although their orders are the same. Tractor. Two or more consecutiveordered pairs, satisfying the condition that they are all “trumps”, or all “nottrumps” with same suit, such as SJSJSQSQSKSKSASA, H7H7S7S7HAHA or RJRJBJBJ. But, these are not tractors: S7S7C7C7 (their orders are the same), C7C7C6C6 (they are not consecutiveordered), DADAD2D2 (Ace is not “one”, so they are not consecutiveordered), H2H2H4H4, or D2D2D3. Be careful: if “None” in this round, H7H7S7S7HAHA is not a tractor (H7 and S7 are sameordered because of “None”). Throw. The combination of the structures above, satisfying the condition that they are all “trumps”, or all “nottrumps” with same suit. Each of the Single, Pair or Tractor in a Throw is one of the Throw’s component. In the original tractor game, in some situation, the throw will be rejected. But, to keep the rule simple, we assume in this problem all the throws are accepted. For example, RJRJBJBJH7H7HQHQHJHJH9H9H6H6HAH2 contains six components: two tractors, two pairs and two single cards (RJRJBJBJH7H7HQHQHJHJH9H9H6H6HAH2); CACAC8C8CK contains three components: two pairs and one single card(CACAC8C8CK). A throw can be treated as different list of components, for example, H2H2H3H3H4H4H5H5H6H6 can also be treated as H2H2H3H3H4H4H5H5H6H6, or H2H2H3H3H4H4H4H5H5H6H6, and so on. For the lead cards, each time we choose the longest component (choose the one with the highest order to break the tie) to construct a list of components, this list is the structure of the lead cards, also the structure of the trick. So that the structure of the trick is unique. After the first player lead his or her cards, other players follow cards one by one in clockwise order, as mentioned above. An important part of the game is to determine the winner of a trick: If one’s follow cards contain both “trumps” and “nottrumps”, or all “nottrumps” but with different suits, this player can't be winner of this trick. Otherwise, if the lead cards are all “nottrumps” and one’s follow cards contain “nottrumps” with different suit from the lead cards, this follow player can’t be the winner of this trick. Else, if one’s follow cards can't be constructed as the same structure of lead cards, this player can't be the winner of this trick either. Otherwise, if the structure of this trick is not “throw”, the one who played the highestordered card wins this trick. If more than one player played the same highestordered card, the winner of this trick will be the one who plays the highestordered card first. Now let's consider the “throw” situation. We construct the follow cards into the structure of the lead cards, so that the order of the highestordered card in all the longest components of the “throw” is as high as possible (this card is called “honor card”). Note that tractor can be treated as several pairs or shorter tractors, and pair can be treated as two single cards. The winner of this trick is the one who plays the highestordered “honor card”. Similarly, if more than one player played the same highestordered “honor card” the winner of this trick will be the one who plays the highestordered “honor card” first. There are many hairraising rules about lead and follow cards; fortunately, they're not related to this problem, the only thing we care about is: when someone leads a “nottrump” “throw” the only possible way to beat it is to “throw” the same structure of “trumps”. And it’s impossible to beat a leading “trump” “throw”. Special attention on the examples below. In these examples, Alice always leads cards. And assume in all the following examples, the CR is 7, and the main suit is H. There is a special rule about “hidden cards”: if the winner of the last trick of a certain round is a member of FT, then, in addition, the FT gets the sum of the hidden cards' pts, multiplied by 2w (2 to the power of w). When the structure of the final trick is not “throw”, then w is the number of lead cards of the last trick of this round. If the structure is “throw” instead, w is the length of the longest components, in the example RJRJBJBJH7H7HQHQHJHJH6H6HA, the w is 6 because the length of RJRJBJBJH7H7 (the longest components of the “throw”) is 6. To make the problem easier, you are only to write a singleround tractor game simulator. Input Multiple test cases, the number of them T is given in the very first line. For each test case: The first line contains the main suit of this round (H, S, C, D, O; O denotes “None” in this round), the dealer of this round, the CR of team 1, the CR of team 2, separated by single spaces. Each of the rest lines contains 4 strings: the lead cards and the cards played by the second, third and last player. In one string, the cards can be given in any order. Each player will play exactly 25 cards in one round. You may assume the input is always valid. There is a blank line between consecutive test cases, and a blank line also appears between T and the first test case. Output For each test case: The first line contains the case number. The second line contains the pts get by the FT in this round. If a team wins the whole game after this round, output “Winner: Team X”(without quotes, X should be either 1 or 2) in the second line. If no team wins, output the new CR of team 1, the new CR of team 2 after this round, followed by the name of the dealer of the next round, separated by single spaces. See the example for further details. Sample Input 1 O Charles 2 2 S6S6S7S7 SASKSJST STS8S4S4 S3S5SJSQ S9S9 H3D3 S3DT SAD3 DA DQ DK D4 SKS8S5S3 RJC2D2H2 C6C8CJD9 H3CKDTD5 H7H7 H6H4 HJHQ H9H9 DJDJ DKH5 D5D4 D6D6 D8D8 C4C3 HTH5 D9D7 C5C5 C6CT H8HQ C7C4 H8 C7 HA HA H2 RJ BJ CK DA BJ C8 HK S2S2C2 CQCAD2 HTHJHK C9CQCA Sample Output Case #1: 50 3 2 Alice
 Polish notation 程序的编写
 Problem Description Reverse Polish notation (RPN) is a method for representing expressions in which the operator symbol is placed after the arguments being operated on. Polish notation, in which the operator comes before the operands, was invented in the 1920s by the Polish mathematician Jan Lucasiewicz. In the late 1950s, Australian philosopher and computer scientist Charles L. Hamblin suggested placing the operator after the operands and hence created reverse polish notation. RPN has the property that brackets are not required to represent the order of evaluation or grouping of the terms. RPN expressions are simply evaluated from left to right and this greatly simplifies the computation of the expression within computer programs. As an example, the arithmetic expression (3+4)*5 can be expressed in RPN as 3 4 + 5 *. Reverse Polish notation, also known as postfix notation, contrasts with the infix notation of standard arithmetic expressions in which the operator symbol appears between the operands. So Polish notation just as prefix notation. Now, give you a string of standard arithmetic expressions, please tell me the Polish notation and the value of expressions. Input There're have multicase. Every case put in one line, the expressions just contain some positive integers(all less than 100, the number of integers less than 20), bioperand operators(only have 3 kinds : +,,*) and some brackets'(',')'. you can assume the expressions was valid. Output Each case output the Polish notation in first line, and the result of expressions was output in second line. all of the answers are no any spaces and blank line.the answer will be not exceed the 64signed integer. Sample Input 1+23*(45) 1+2*(34)5*6 Sample Output Case 1:  + 1 2 * 3  4 5 6 Case 2:  + 1 * 2  3 4 * 5 6 31
 Charles配置完毕后，抓取手机APP数据还是unknown
 ![图片说明](https://imgask.csdn.net/upload/201904/27/1556347949_64424.png) ![图片说明](https://imgask.csdn.net/upload/201904/27/1556347989_208273.png) SSL Setting也Add了*：443 PC端和手机端均安装了证书，还是抓不到数据。
 Jenga 求问如何解决
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