Visible Lattice Points

A lattice point (x, y) in the first quadrant (x and y are integers greater than or equal to 0), other than the origin, is visible from the origin if the line from (0, 0) to (x, y) does not pass through any other lattice point. For example, the point (4, 2) is not visible since the line from the origin passes through (2, 1). The figure below shows the points (x, y) with 0 <= x, y <= 5 with lines from the origin to the visible points.

Write a program which, given a value for the size, N, computes the number of visible points (x,y) with 0 <= x, y <= N.

Input

The first line of input contains a single integer C, (1 <= C <= 1000) which is the number of datasets that follow.

Each dataset consists of a single line of input containing a single integer N, (1 <= N <= 1000), which is the size.

Output

For each dataset, there is to be one line of output consisting of: the dataset number starting at 1, a single space, the size, a single space and the number of visible points for that size.

Sample Input

4
2
4
5
231
Sample Output

1 2 5
2 4 13
3 5 21
4 231 32549

1个回答

Visible Trees 的问题
Problem Description There are many trees forming a m * n grid, the grid starts from (1,1). Farmer Sherlock is standing at (0,0) point. He wonders how many trees he can see. If two trees and Sherlock are in one line, Farmer Sherlock can only see the tree nearest to him. Input The first line contains one integer t, represents the number of test cases. Then there are multiple test cases. For each test case there is one line containing two integers m and n(1 ≤ m, n ≤ 100000) Output For each test case output one line represents the number of trees Farmer Sherlock can see. Sample Input 2 1 1 2 3 Sample Output 1 5
bootstrap 的 visible-*，hidden-*属性在react项目中无法使用

Problem Description In this problem, you are given a sequence S1, S2, ..., Sn of squares of different sizes. The sides of the squares are integer numbers. We locate the squares on the positive x-y quarter of the plane, such that their sides make 45 degrees with x and y axes, and one of their vertices are on y=0 line. Let bi be the x coordinates of the bottom vertex of Si. First, put S1 such that its left vertex lies on x=0. Then, put S1, (i > 1) at minimum bi such that bi > bi-1 and the interior of Si does not have intersection with the interior of S1...Si-1. The goal is to find which squares are visible, either entirely or partially, when viewed from above. In the example above, the squares S1, S2, and S4 have this property. More formally, Si is visible from above if it contains a point p, such that no square other than Si intersect the vertical half-line drawn from p upwards. Input The input consists of multiple test cases. The first line of each test case is n (1 ≤ n ≤ 50), the number of squares. The second line contains n integers between 1 to 30, where the ith number is the length of the sides of Si. The input is terminated by a line containing a zero number. Output For each test case, output a single line containing the index of the visible squares in the input sequence, in ascending order, separated by blank characters. Sample Input 4 3 5 1 4 3 2 1 2 0 Sample Output 1 2 4 1 3
The Game of 31 游戏的算法
Problem Description The game of 31 was a favourite of con artists who rode the railroads in days of yore. The game is played with a deck of 24 cards: four labelled each of 1, 2, 3, 4, 5, 6. The cards in the deck are visible to both players, who alternately withdraw one card from the deck and place it on a pile. The object of the game is to be the last player to lay a card such that the sum of the cards in the pile does not exceed 31. Your task is to determine the eventual winner of a partially played game, assuming each player plays the remainder of the game using a perfect strategy. For example, in the following game player B wins: Player A plays 3 Player B plays 5 Player A plays 6 Player B plays 6 Player A plays 5 Player B plays 6 Input The input will consist of several lines; each line consists of a sequence of zero or more digits representing a partially completed game. The first digit is player A's move; the second player B's move; and so on. You are to complete the game using a perfect strategy for both players and to determine who wins. Output For each game, print a line consisting of the input, followed by a space, followed by A or B to indicate the eventual winner of the game. Sample Input 356656 35665 3566 111126666 552525 Sample Output 356656 B 35665 B 3566 A 111126666 A 552525 A
Windows 窗口的问题
Problem Description Consider the following scenario. The screen has width 200 and height 100. There are three windows on the screen. The left picture shows the initial configuration. Windows are drawn from bottom to top, according to the ID, so window 1 is at the bottom, and window 3 is at the top. The right picture shows the screen after clicking at (60, 20). Point (60, 20) is in the visible part of window 1, so it is brought to the top (each time a window is clicked, it gets focus, and brought to the top. The relative order of other windows won’t change). If you then click at (150, 90), nothing will change, since it is not within the visible part of any window. Then, after clicking at (150, 30), window 2 will get focus. Note that, each window includes all points on its borders: if its top-left corner and bottom-right corner are (x1,y1) and (x2,y2) respectively, it includes exactly the points (x, y) such that x1 <= x <= x2, y2 <= y <= y1. Your task is to determine, for each click, the ID of window which is just clicked on (or 0 if no window is clicked). Input There will be only one case, beginning with two integer numbers C and R (1 <= C, R <= 10000), the number of columns and rows, respectively. The third line contains an integer n (1 <= n <= 50000), the number of windows. On each of the next n lines, there are four integers x1, y1, x2, y2, the top-left and bottom-right coordinates of the window. The window is non-empty (i.e. x1 < x2, y2 < y1).The window IDs are 1, 2, 3, …, n, in the order they appear in the input. On the next line, there is an integer m (1 <= m <= 100000), the number of mouse clicks. On each of the next m lines, there will be two integers x and y, the coordinate clicked. In the judge input, all the coordinates (x, y) will be randomly generated within the screen (i.e. 1 <= x <= C, 1 <= y <= R). Output For each click, print the window ID being clicked. If there is no window get clicked, print 0. Output a blank line after each test case. Sample Input 200 100 3 50 50 80 20 70 60 180 10 10 90 100 40 3 60 20 150 90 150 30 Sample Output 1 0 2
Typesetting 文字输出的实现方式
Problem Description Modern fonts are generally of two varieties: outline fonts, whose glyphs (the individual character shapes) are specified mathematically as a set of curves, and bitmap fonts, whose glyphs are specified as patterns of pixels. Fonts may also include embedded information such as kerning pairs (adjusting the spacing between certain pairs of glyphs, such as "AW", so that they appear spaced correctly), tracking hints (for managing inter-glyph spacing), antialiasing hints (smoothing of pixellated edges), and much more. To be sure, modern fonts are more than a simple collection of shapes, and displaying them properly is a common programming challenge. For this problem we will concern ourselves with bitmapped fonts and a simple form of typesetting called glyph packing. Essentially, the idea is to pack the glyphs as tightly as possible while maintaining at least one horizontal pixel of separation between glyphs. For example, consider the glyphs shown to the left below for the Roman characters "P" and "J". The figure to the right shows them after glyph packing. Note that they are as close as possible without touching horizontally. Here's another example. In this case, notice that the final glyph cannot be packed at all. After packing, pixels from distinct glyphs may be adjacent diagonally or vertically, but not horizontally. The following example shows that pixels may be adjacent diagonally. The "Love" test case in the example input section shows that they may be adjacent vertically. Glyph packing has the nice property that it's easy to build "fancy" glyphs into the font so that glyph packing creates special effects with no extra work. Look at the "Toy" example below. The same simple packing process has been applied to these glyphs as to the ones above, but the result is more dramatic: Glyph packing has a few caveats, however, one of which we must concern ourselves with for this problem. Consider the example on the left below where a glyph for a hyphen is followed by a glyph for an underscore. Based on our one horizontal pixel of separation rule, how would this pack? Clearly something more is needed, and that something more is hinting within the glyphs themselves. Recall that in actual practice, fonts contain kerning pairs, tracking hints, etc. For our purposes, our hinting will be limited to "invisible" pixels that count as a pixel for the purpose of packing, but not for display. The center image below represents invisible pixels as open dots instead of closed dots. Now the two glyphs can be properly packed, resulting in the output shown on the right. Now for the formal definition of a proper packing: (1) Glyphs are packed as close as possible without allowing any pixels from different glyphs to be immediately horizontally adjacent; (2) Given two glyphs, they may not be packed in such a way that any pixel of the leftmost glyph at a given height ends up positioned to the right of any pixel at the same height in the rightmost glyph. Condition (2) above is easily understood by visualizing two glyphs sitting side by side, separated by a small space. If you "squeeze" them together, condition (2) says that their pixels are not allowed to "pass through" one another. Consider the example to the left below. The center image is not the proper packing, because it violates condition (2) of the formal definition. The image on the right is the proper packing of these glyphs. Input The input for this problem is sets of glyphs to be packed. In a given test case, all glyphs are the same height, and an integer, N, on the first line of the test case specifies this height. The next N lines contain the glyphs to be packed. Empty pixels in a glyph are represented by a dot '.' character. Non-empty pixels are represented by a hash mark '#' for visible pixels, and a zero '0' for invisible pixels. Glyphs are separated by a single column of space characters. The input will always consist of more than one glyph, at least one of which will always contain at least one visible pixel. A glyph will always have at least one non-empty pixel in its leftmost and rightmost column, and every glyph will have at least one non-empty pixel at the same height as at least one other glyph in the input. The minimum dimension of a glyph is 1 × 1, the maximum dimension is 20 × 20, and the maximum number of glyphs that will appear in any test case is 20. Test cases continue until a value of zero is specified for N. Output For each test case, first output the number of that test case (starting with 1) on a line by itself. Then output the proper packing of the input glyphs, using the dot '.' character for empty pixels and for invisible pixels, and the hash mark '#' character for visible pixels. Omit leading and trailing empty columns (columns with no visible pixels) so that both the leftmost and rightmost output columns contain at least one visible pixel. Sample Input 8 ###. ...# #..# ...# #..# ...# ###. ...# #... ...# #... ...# #... #..# #... #### 8 ############# .... ............. ..#.......... .... ............. ..#.......... .##. .........#..# ..#.......... #..# .........#..# ..#.......... #..# .........#..# ..#.......... .##. ..........### ............. .... ............# ............. .... ############. 8 ############# ............. ..#.......... ............. ..#.......... .........#..# ..#.......... .........#..# ..#.......... .........#..# ..#.......... ..........### ............. ............# ............. ############. 5 0..0 0..0 0..0 0..0 #### 0..0 0..0 0..0 0..0 #### 5 #.... .###. #.... #...# #...# #...# #...# ....# .###. ....# 3 ### 0.0 ### #.# 0.0 #.# ### 0.0 ### 3 0.0 ### 0.0 0.0 #.# 0.0 0.0 ### 0.0 8 #.... .... ..... .... #.... .... ..... .... #.... .##. #...# .##. #.... #..# .#.#. #..# #.... #..# .#.#. #..# #.... #..# .#.#. ###. #.... .##. ..#.. #... ##### .... ..#.. .### 0 Sample Output 1 ###..# #..#.# #..#.# ###..# #....# #....# #.#..# #.#### 2 ############# ..#.......... ..#..##..#..# ..#.#..#.#..# ..#.#..#.#..# ..#..##...### ............# ############. 3 .....############# .......#.......... .......#.#..#..... .......#.#..#..... .......#.#..#..... .......#..###..... ............#..... ############...... 4 ......... ......... ####..... ......... .....#### 5 #......###. #.....#...# #...#.#...# #...#.....# .###......# 6 ###.....### #.#.....#.# ###.....### 7 ### #.# ### 8 #.............. #.............. #..##.#...#.##. #.#..#.#.#.#..# #.#..#.#.#.#..# #.#..#.#.#.###. #..##...#..#... #####...#...###
Problem Description In this problem, you are given a sequence S1, S2, ..., Sn of squares of different sizes. The sides of the squares are integer numbers. We locate the squares on the positive x-y quarter of the plane, such that their sides make 45 degrees with x and y axes, and one of their vertices are on y=0 line. Let bi be the x coordinates of the bottom vertex of Si. First, put S1 such that its left vertex lies on x=0. Then, put S1, (i > 1) at minimum bi such that bi > bi-1 and the interior of Si does not have intersection with the interior of S1...Si-1. The goal is to find which squares are visible, either entirely or partially, when viewed from above. In the example above, the squares S1, S2, and S4 have this property. More formally, Si is visible from above if it contains a point p, such that no square other than Si intersect the vertical half-line drawn from p upwards. Input The input consists of multiple test cases. The first line of each test case is n (1 ≤ n ≤ 50), the number of squares. The second line contains n integers between 1 to 30, where the ith number is the length of the sides of Si. The input is terminated by a line containing a zero number. Output For each test case, output a single line containing the index of the visible squares in the input sequence, in ascending order, separated by blank characters. Sample Input 4 3 5 1 4 3 2 1 2 0 Sample Output 1 2 4 1 3
Typesetting 是怎么来实现的
Problem Description Modern fonts are generally of two varieties: outline fonts, whose glyphs (the individual character shapes) are specified mathematically as a set of curves, and bitmap fonts, whose glyphs are specified as patterns of pixels. Fonts may also include embedded information such as kerning pairs (adjusting the spacing between certain pairs of glyphs, such as "AW", so that they appear spaced correctly), tracking hints (for managing inter-glyph spacing), antialiasing hints (smoothing of pixellated edges), and much more. To be sure, modern fonts are more than a simple collection of shapes, and displaying them properly is a common programming challenge. For this problem we will concern ourselves with bitmapped fonts and a simple form of typesetting called glyph packing. Essentially, the idea is to pack the glyphs as tightly as possible while maintaining at least one horizontal pixel of separation between glyphs. For example, consider the glyphs shown to the left below for the Roman characters "P" and "J". The figure to the right shows them after glyph packing. Note that they are as close as possible without touching horizontally. Here's another example. In this case, notice that the final glyph cannot be packed at all. After packing, pixels from distinct glyphs may be adjacent diagonally or vertically, but not horizontally. The following example shows that pixels may be adjacent diagonally. The "Love" test case in the example input section shows that they may be adjacent vertically. Glyph packing has the nice property that it's easy to build "fancy" glyphs into the font so that glyph packing creates special effects with no extra work. Look at the "Toy" example below. The same simple packing process has been applied to these glyphs as to the ones above, but the result is more dramatic: Glyph packing has a few caveats, however, one of which we must concern ourselves with for this problem. Consider the example on the left below where a glyph for a hyphen is followed by a glyph for an underscore. Based on our one horizontal pixel of separation rule, how would this pack? Clearly something more is needed, and that something more is hinting within the glyphs themselves. Recall that in actual practice, fonts contain kerning pairs, tracking hints, etc. For our purposes, our hinting will be limited to "invisible" pixels that count as a pixel for the purpose of packing, but not for display. The center image below represents invisible pixels as open dots instead of closed dots. Now the two glyphs can be properly packed, resulting in the output shown on the right. Now for the formal definition of a proper packing: (1) Glyphs are packed as close as possible without allowing any pixels from different glyphs to be immediately horizontally adjacent; (2) Given two glyphs, they may not be packed in such a way that any pixel of the leftmost glyph at a given height ends up positioned to the right of any pixel at the same height in the rightmost glyph. Condition (2) above is easily understood by visualizing two glyphs sitting side by side, separated by a small space. If you "squeeze" them together, condition (2) says that their pixels are not allowed to "pass through" one another. Consider the example to the left below. The center image is not the proper packing, because it violates condition (2) of the formal definition. The image on the right is the proper packing of these glyphs. Input The input for this problem is sets of glyphs to be packed. In a given test case, all glyphs are the same height, and an integer, N, on the first line of the test case specifies this height. The next N lines contain the glyphs to be packed. Empty pixels in a glyph are represented by a dot '.' character. Non-empty pixels are represented by a hash mark '#' for visible pixels, and a zero '0' for invisible pixels. Glyphs are separated by a single column of space characters. The input will always consist of more than one glyph, at least one of which will always contain at least one visible pixel. A glyph will always have at least one non-empty pixel in its leftmost and rightmost column, and every glyph will have at least one non-empty pixel at the same height as at least one other glyph in the input. The minimum dimension of a glyph is 1 × 1, the maximum dimension is 20 × 20, and the maximum number of glyphs that will appear in any test case is 20. Test cases continue until a value of zero is specified for N. Output For each test case, first output the number of that test case (starting with 1) on a line by itself. Then output the proper packing of the input glyphs, using the dot '.' character for empty pixels and for invisible pixels, and the hash mark '#' character for visible pixels. Omit leading and trailing empty columns (columns with no visible pixels) so that both the leftmost and rightmost output columns contain at least one visible pixel. Sample Input 8 ###. ...# #..# ...# #..# ...# ###. ...# #... ...# #... ...# #... #..# #... #### 8 ############# .... ............. ..#.......... .... ............. ..#.......... .##. .........#..# ..#.......... #..# .........#..# ..#.......... #..# .........#..# ..#.......... .##. ..........### ............. .... ............# ............. .... ############. 8 ############# ............. ..#.......... ............. ..#.......... .........#..# ..#.......... .........#..# ..#.......... .........#..# ..#.......... ..........### ............. ............# ............. ############. 5 0..0 0..0 0..0 0..0 #### 0..0 0..0 0..0 0..0 #### 5 #.... .###. #.... #...# #...# #...# #...# ....# .###. ....# 3 ### 0.0 ### #.# 0.0 #.# ### 0.0 ### 3 0.0 ### 0.0 0.0 #.# 0.0 0.0 ### 0.0 8 #.... .... ..... .... #.... .... ..... .... #.... .##. #...# .##. #.... #..# .#.#. #..# #.... #..# .#.#. #..# #.... #..# .#.#. ###. #.... .##. ..#.. #... ##### .... ..#.. .### 0 Sample Output 1 ###..# #..#.# #..#.# ###..# #....# #....# #.#..# #.#### 2 ############# ..#.......... ..#..##..#..# ..#.#..#.#..# ..#.#..#.#..# ..#..##...### ............# ############. 3 .....############# .......#.......... .......#.#..#..... .......#.#..#..... .......#.#..#..... .......#..###..... ............#..... ############...... 4 ......... ......... ####..... ......... .....#### 5 #......###. #.....#...# #...#.#...# #...#.....# .###......# 6 ###.....### #.#.....#.# ###.....### 7 ### #.# ### 8 #.............. #.............. #..##.#...#.##. #.#..#.#.#.#..# #.#..#.#.#.#..# #.#..#.#.#.###. #..##...#..#... #####...#...###
Xcode no visible @interface for XXX declares…
no visible @interface for XXX declares the selector XXX 写了一段代码 剩下大约五个这样的错误 确认了几遍没有发现拼写错误，请问是什么地方出了问题？
Polaris of Pandora 编写的思想
Problem Description Polaris is a star. It is the most magnificent scene in the sky, and the most important navigation star of planet Pandora[1]. People live in Pandora call themselves as "Na'vi"[2], and they all love to fly in the sky with their ikran[3]. When they are flying in the sky, they use Polaris to navigate. Polaris could be used to navigate because that it is always staying in the straight line linking the North Pole and the South Pole of Pandora. That straight line could also be called as "axis of Pandora", and Polaris stays on the North Pole side. Polaris is too far away from Pandora, so in every place near Pandora, light from Polaris could be regarded as parallel to axis of Pandora. Now several Na'vi ikran riders are flying in the sky of Pandora, they want to know the percentage of their whole flying distance that Polaris is visible. Polaris's light is quite bright, so Polaris is visible even when it is just on the skyline. To simplify the problem, Na'vi riders assume that Pandora is a perfect sphere, which have an R radius. A rider starts flying from a point on the Pandora's surface and lands at another point, the flying height is given as H. Ikran is so powerful that flying time between the surface of Pandora and the flying height could be ignored, and ikran will always fly straight up and down between surface and flying height. Both the starting point and the landing point could be described using latitude and longitude [4] of Pandora. And riders will always choose the shortest path to fly. Input There are several test cases. Process to the end of file. The only line of each test case contains 6 real numbers R (1000 ≤ R ≤ 10000), H (1 ≤ H ≤ R), lat0 (-π/2 < lat0 < π/2), lng0 (-π < lng0 < π), lat1 (-π/2 < lat1 < π/2), lng1 (-π < lng1 < π). R is radius of planet Pandora, H is Na'vi ikran rider's flying height, lat0 and lng0 are latitude and longitude of starting point, lat1 and lng1 are latitude and longitude of landing point. We guarantee that starting point and landing point will not be the same, and they also will not be "opposite" (Starting point, landing point and Pandora's center will not be in the same line.) Output For each test case, output one line with the percentage of the flying distance that Polaris is visible. Round to 3 decimal places. Sample Input 1000 10 0 0 0 0.5 4000 1000 0 0.618 1.0 0.618 Sample Output 100.000 64.350
The Game of 31 的问题
Problem Description The game of 31 was a favourite of con artists who rode the railroads in days of yore. The game is played with a deck of 24 cards: four labelled each of 1, 2, 3, 4, 5, 6. The cards in the deck are visible to both players, who alternately withdraw one card from the deck and place it on a pile. The object of the game is to be the last player to lay a card such that the sum of the cards in the pile does not exceed 31. Your task is to determine the eventual winner of a partially played game, assuming each player plays the remainder of the game using a perfect strategy. For example, in the following game player B wins: Player A plays 3 Player B plays 5 Player A plays 6 Player B plays 6 Player A plays 5 Player B plays 6 Input The input will consist of several lines; each line consists of a sequence of zero or more digits representing a partially completed game. The first digit is player A's move; the second player B's move; and so on. You are to complete the game using a perfect strategy for both players and to determine who wins. Output For each game, print a line consisting of the input, followed by a space, followed by A or B to indicate the eventual winner of the game. Sample Input 356656 35665 3566 111126666 552525 Sample Output 356656 B 35665 B 3566 A 111126666 A 552525 A
Problem Description In this problem, you are given a sequence S1, S2, ..., Sn of squares of different sizes. The sides of the squares are integer numbers. We locate the squares on the positive x-y quarter of the plane, such that their sides make 45 degrees with x and y axes, and one of their vertices are on y=0 line. Let bi be the x coordinates of the bottom vertex of Si. First, put S1 such that its left vertex lies on x=0. Then, put S1, (i > 1) at minimum bi such that bi > bi-1 and the interior of Si does not have intersection with the interior of S1...Si-1. The goal is to find which squares are visible, either entirely or partially, when viewed from above. In the example above, the squares S1, S2, and S4 have this property. More formally, Si is visible from above if it contains a point p, such that no square other than Si intersect the vertical half-line drawn from p upwards. Input The input consists of multiple test cases. The first line of each test case is n (1 ≤ n ≤ 50), the number of squares. The second line contains n integers between 1 to 30, where the ith number is the length of the sides of Si. The input is terminated by a line containing a zero number. Output For each test case, output a single line containing the index of the visible squares in the input sequence, in ascending order, separated by blank characters. Sample Input 4 3 5 1 4 3 2 1 2 0 Sample Output 1 2 4 1 3
The Game of 31 的编程
Problem Description The game of 31 was a favourite of con artists who rode the railroads in days of yore. The game is played with a deck of 24 cards: four labelled each of 1, 2, 3, 4, 5, 6. The cards in the deck are visible to both players, who alternately withdraw one card from the deck and place it on a pile. The object of the game is to be the last player to lay a card such that the sum of the cards in the pile does not exceed 31. Your task is to determine the eventual winner of a partially played game, assuming each player plays the remainder of the game using a perfect strategy. For example, in the following game player B wins: Player A plays 3 Player B plays 5 Player A plays 6 Player B plays 6 Player A plays 5 Player B plays 6 Input The input will consist of several lines; each line consists of a sequence of zero or more digits representing a partially completed game. The first digit is player A's move; the second player B's move; and so on. You are to complete the game using a perfect strategy for both players and to determine who wins. Output For each game, print a line consisting of the input, followed by a space, followed by A or B to indicate the eventual winner of the game. Sample Input 356656 35665 3566 111126666 552525 Sample Output 356656 B 35665 B 3566 A 111126666 A 552525 A
Problem Description In this problem, you are given a sequence S1, S2, ..., Sn of squares of different sizes. The sides of the squares are integer numbers. We locate the squares on the positive x-y quarter of the plane, such that their sides make 45 degrees with x and y axes, and one of their vertices are on y=0 line. Let bi be the x coordinates of the bottom vertex of Si. First, put S1 such that its left vertex lies on x=0. Then, put S1, (i > 1) at minimum bi such that bi > bi-1 and the interior of Si does not have intersection with the interior of S1...Si-1. The goal is to find which squares are visible, either entirely or partially, when viewed from above. In the example above, the squares S1, S2, and S4 have this property. More formally, Si is visible from above if it contains a point p, such that no square other than Si intersect the vertical half-line drawn from p upwards. Input The input consists of multiple test cases. The first line of each test case is n (1 ≤ n ≤ 50), the number of squares. The second line contains n integers between 1 to 30, where the ith number is the length of the sides of Si. The input is terminated by a line containing a zero number. Output For each test case, output a single line containing the index of the visible squares in the input sequence, in ascending order, separated by blank characters. Sample Input 4 3 5 1 4 3 2 1 2 0 Sample Output 1 2 4 1 3
TypeError: Error #1010: 术语尚未定义，并且无任何属性。 at _fla::MainTimeline/init() at _fla::MainTimeline/frame1()
import flash.display.MovieClip; var count:int=4;//图块数量 init();//初始化 function init():void { for(var i:int=0;i<count;i++) { this["p"+i].alpha=0.1;//设置放置区域的四个图块的透明度 this["mc"+i].addEventListener(MouseEvent.MOUSE_DOWN,StartDragEvent);//添加鼠标按下拖动事件 this["mc"+i].addEventListener(MouseEvent.MOUSE_UP,StopDragEvent);//添加鼠标弹起停止拖动事件 } } function StartDragEvent(e:MouseEvent):void { var obj:MovieClip=e.currentTarget as MovieClip; this.setChildIndex(obj,this.numChildren-1);//将被拖动的图块放到最上层 obj.startDrag();//开始拖动 } function StopDragEvent(e:MouseEvent):void { var obj:MovieClip=e.currentTarget as MovieClip; obj.stopDrag();//停止拖动 var t:int=int(obj.name.slice(2));//获取图块的序号，这就是为什么要和位置图块一致 if(Math.abs(obj.x-this["p"+t].x)<20&&Math.abs(obj.y-this["p"+t].y)<20)//如果正确位置的图块和拖动图块的位置相差不超过20像素，则拼图成功。 { this["p"+t].alpha=1; obj.visible=false; } }
Horizontally Visible Segments
Description There is a number of disjoint vertical line segments in the plane. We say that two segments are horizontally visible if they can be connected by a horizontal line segment that does not have any common points with other vertical segments. Three different vertical segments are said to form a triangle of segments if each two of them are horizontally visible. How many triangles can be found in a given set of vertical segments? Task Write a program which for each data set: reads the description of a set of vertical segments, computes the number of triangles in this set, writes the result. Input The first line of the input contains exactly one positive integer d equal to the number of data sets, 1 <= d <= 20. The data sets follow. The first line of each data set contains exactly one integer n, 1 <= n <= 8 000, equal to the number of vertical line segments. Each of the following n lines consists of exactly 3 nonnegative integers separated by single spaces: yi', yi'', xi - y-coordinate of the beginning of a segment, y-coordinate of its end and its x-coordinate, respectively. The coordinates satisfy 0 <= yi' < yi'' <= 8 000, 0 <= xi <= 8 000. The segments are disjoint. Output The output should consist of exactly d lines, one line for each data set. Line i should contain exactly one integer equal to the number of triangles in the i-th data set. Sample Input 1 5 0 4 4 0 3 1 3 4 2 0 2 2 0 2 3 Sample Output 1
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