![图片说明](https://img-ask.csdn.net/upload/201811/11/1541874535_433755.png

``````            ？？？？
``````

1个回答

java 如何用java画出一个迷宫呢 求代码求代码用10表示有墙和没墙
java 如何用java画出一个迷宫呢 求代码用10表示有墙和没墙 01 的组合从文件导入

QT 迷宫游戏 可视化迷宫

Problem Description 　　给定一个m × n (m行, n列)的迷宫，迷宫中有两个位置，gloria想从迷宫的一个位置走到另外一个位置，当然迷宫中有些地方是空地，gloria可以穿越，有些地方是障碍，她必须绕行，从迷宫的一个位置，只能走到与它相邻的4个位置中,当然在行走过程中，gloria不能走到迷宫外面去。令人头痛的是，gloria是个没什么方向感的人，因此，她在行走过程中，不能转太多弯了，否则她会晕倒的。我们假定给定的两个位置都是空地，初始时，gloria所面向的方向未定，她可以选择4个方向的任何一个出发，而不算成一次转弯。gloria能从一个位置走到另外一个位置吗？ Input 　　第1行为一个整数t (1 ≤ t ≤ 100),表示测试数据的个数，接下来为t组测试数据，每组测试数据中， 　　第1行为两个整数m, n (1 ≤ m, n ≤ 100),分别表示迷宫的行数和列数，接下来m行，每行包括n个字符，其中字符'.'表示该位置为空地，字符'*'表示该位置为障碍，输入数据中只有这两种字符，每组测试数据的最后一行为5个整数k, x1, y1, x2, y2 (1 ≤ k ≤ 10, 1 ≤ x1, x2 ≤ n, 1 ≤ y1, y2 ≤ m),其中k表示gloria最多能转的弯数，(x1, y1), (x2, y2)表示两个位置，其中x1，x2对应列，y1, y2对应行。 Output 　　每组测试数据对应为一行，若gloria能从一个位置走到另外一个位置，输出“yes”，否则输出“no”。 Sample Input 2 5 5 ...** *.**. ..... ..... *.... 1 1 1 1 3 5 5 ...** *.**. ..... ..... *.... 2 1 1 1 3 Sample Output no yes
Maze 迷宫的问题
Problem Description When wake up, lxhgww find himself in a huge maze. The maze consisted by N rooms and tunnels connecting these rooms. Each pair of rooms is connected by one and only one path. Initially, lxhgww is in room 1. Each room has a dangerous trap. When lxhgww step into a room, he has a possibility to be killed and restart from room 1. Every room also has a hidden exit. Each time lxhgww comes to a room, he has chance to find the exit and escape from this maze. Unfortunately, lxhgww has no idea about the structure of the whole maze. Therefore, he just chooses a tunnel randomly each time. When he is in a room, he has the same possibility to choose any tunnel connecting that room (including the tunnel he used to come to that room). What is the expect number of tunnels he go through before he find the exit? Input First line is an integer T (T ≤ 30), the number of test cases. At the beginning of each case is an integer N (2 ≤ N ≤ 10000), indicates the number of rooms in this case. Then N-1 pairs of integers X, Y (1 ≤ X, Y ≤ N, X ≠ Y) are given, indicate there is a tunnel between room X and room Y. Finally, N pairs of integers Ki and Ei (0 ≤ Ki, Ei ≤ 100, Ki + Ei ≤ 100, K1 = E1 = 0) are given, indicate the percent of the possibility of been killed and exit in the ith room. Output For each test case, output one line “Case k: ”. k is the case id, then the expect number of tunnels lxhgww go through before he exit. The answer with relative error less than 0.0001 will get accepted. If it is not possible to escape from the maze, output “impossible”. Sample Input 3 3 1 2 1 3 0 0 100 0 0 100 3 1 2 2 3 0 0 100 0 0 100 6 1 2 2 3 1 4 4 5 4 6 0 0 20 30 40 30 50 50 70 10 20 60 Sample Output Case 1: 2.000000 Case 2: impossible Case 3: 2.895522
c语言迷宫问题怎么解？？

Line & Circle Maze 迷宫的问题
Problem Description A deranged algorithms professor has devised a terrible final exam: he throws his students into a strange maze formed entirely of linear and circular paths, with line segment endpoints and object intersections forming the junctions of the maze. The professor gives his students a map of the maze and a fixed amount of time to find the exit before he floods the maze with xerobiton particles, causing anyone still in the maze to be immediately inverted at the quantum level. Students who escape pass the course; those who don't are trapped forever in a parallel universe where the grass is blue and the sky is green. The entrance and the exit are always at a junction as defined above. Knowing that clever ACM programming students will always follow the shortest possible path between two junctions, he chooses the entrance and exit junctions so that the distance that they have to travel is as far as possible. That is, he examines all pairs of junctions that have a path between them, and selects a pair of junctions whose shortest path distance is the longest possible for the maze (which he rebuilds every semester, of course, as the motivation to cheat on this exam is very high). The joy he derives from quantumly inverting the majority of his students is marred by the tedium of computing the length of the longest of the shortest paths (he needs this to know to decide how much time to put on the clock), so he wants you to write a program to do it for him. He already has a program that generates the mazes, essentially just a random collection of line segments and circles. Your job is to take that collection of line segments and circles, determine the shortest paths between all the distinct pairs of junctions, and report the length of the longest one. The input to your program is the output of the program that generates his mazes. That program was written by another student, much like yourself, and it meets a few of the professor's specifications: 1) No endpoint of a line segment will lie on a circle; 2)No line segment will intersect a circle at a tangent; 3) If two circles intersect, they intersect at exactly two distinct points; 4)Every maze contains at least two junctions; that is, a minimum maze is either a single line segment, or two circles that intersect. There is, however, one bug in the program. (He would like to have it fixed, but unfortunately the student who wrote the code never gave him the source, and is now forever trapped in a parallel universe.) That bug is that the maze is not always entirely connected. There might be line segments or circles, or both, off by themselves that intersect nothing, or even little "submazes" composed of intersecting line segments and circles that as a whole are not connected to the rest of the maze. The professor insists that your solution account for this! The length that you report must be for a path between connected junctions! Example: 1.2. 3.4. Detail Description: Pictrue 1: Line segments only. The large dots are the junction pair whose shortest path is the longest possible. Pictrue 2: An example using circles only. Note that in this case there is also another pair of junctions with the same length longest possible shortest path. Pictrue 3: Disconnected components. Pictrue 4: Now the line segments are connected by a circle, allowing for a longer shortest path. Input An input test case is a collection of line segments and circles. A line segment is specified as "L X1 Y1 X2 Y2" where "L" is a literal character, and (X1,Y1) and (X2,Y2) are the line segment endpoints. A circle is specified by "C X Y R" where "C" is a literal character, (X,Y) is the center of the circle, and R is its radius. All input values are integers, and line segment and circle objects are entirely contained in the first quadrant within the box defined by (0,0) at the lower left and (100,100) at the upper right. Each test case will consist of from 1 to 20 objects, terminated by a line containing only a single asterisk. Following the final test case, a line containing only a single asterisk marks the end of the input. Output For each input maze, output "Case N: ", where N is the input case number starting at one (1), followed by the length, rounded to one decimal, of the longest possible shortest path between a pair of connected junctions. Sample Input L 10 0 50 40 L 10 4 0 50 0 L 10 1 0 60 1 0 L 0 30 50 30 * C 25 2 5 25 C 50 2 5 25 C 25 5 0 25 C 50 5 0 25 * L 0 0 80 80 L 80 1 00 100 80 * L 0 0 80 80 L 80 1 00 100 80 C 85 8 5 10 * * Sample Output Ca se 1: 68.3 Ca se 2: 78.5 Ca se 3: 113.1 Ca se 4: 140.8
PTA:7-39 求迷宫最短通道(部分正确)

Problem Description 小明又一次陷入了大魔王的迷宫，在无人机的帮忙下，小明获得了整个迷宫的草图。 不同于一般的迷宫，魔王在迷宫里安置了机关，一旦触碰，那么四个方向所在的格子，将翻转其可达性（原先可通过的格子不可通过，反之亦然，机关可以反复触发）。为了防止小明很容易地出逃，魔王在临走前把钥匙丢在了迷宫某处，只有拿到钥匙，小明才能开门在出口处离开迷宫。 万般无奈之下，小明想借助聪明的你，帮忙计算是否有机会离开这个迷宫，最少需要多少时间。（每一单位时间只能向四邻方向走一步） Input 第一行为 T，表示输入数据组数。 下面 T 组数据，对于每组数据： 第一行是两个数字 n, m（2 < n * m <= 64），表示迷宫的长与宽。 接下来 n 行，每行 m 个字符，‘.’表示空地可以通过，‘x’表示陷阱，‘*’表示机关，‘S’代表起点，‘E’代表出口，‘K’表示钥匙(保证存在且只有一个)。 Output 对第 i 组数据，输出 Case #i: 然后输出一行，仅包含一个整数，表示最少多少步能够拿到钥匙并走出迷魂阵，如果不能则打出-1。 Sample Input 5 5 7 ...*x.. ...x... xEx.... *x...K. .x*...S 5 7 K..*x.. ...x... xEx.... *x..... .x*...S 5 7 ..K*x.. ..*x*.. xEx.... *x..... .x*...S 5 7 ..K*x.. .*xx*.. *E*.... xx..... .x*...S 4 4 S*.. **.. ...E ...K Sample Output Case #1: 11 Case #2: 13 Case #3: 13 Case #4: 11 Case #5: -1
Double Maze 迷宫的问题
Problem Description Unlike single maze, double maze requires a common sequence of commands to solve both mazes. See the figure below for a quick understanding. A maze is made up of 6*6 cells. A cell can be either a hole or a square. Moreover, a cell may be surrounded by barriers. There is ONLY one start cell (with a ball) and ONLY one end cell (with a star) in a single maze.These two cells are both squares. It is possible that the start cell and the end cell are the same one. The goal of a single maze is to move the ball from the start cell to the end cell. There are four commands in total,'L', 'D', 'R' and 'U' corresponding to moving the ball left, down, right and up one cell, respectively. The barriers may make the commands take no effect, i.e., the ball does NOT move if there is a barrier on the way. When the ball gets to a hole or outside of the maze, it fails. A double maze is made up of two single mazes. The commands control two balls simultaneously, and the movements of two balls are according to the rules described above independently. Both balls will continue to move simultaneously if at least one of the balls has not got to the end cell. So, a ball may move out of the end cell since the other ball has not been to the target. A double maze passes when both balls get to their end cells, or fails if either of the two mazes fails. The goal of double maze is to get the shortest sequence of commands to pass. If there are multiple solutions, get the lexical minimum one. To simplify the input, a cell is encoded to an integer as follows. The lowest 4 bits signal the existence of the barriers around a cell. The fifth bit indicates whether a cell is a hole or not. The sixth and seventh bits are set for the start cell and end cell. Details are listed in the following table with bits counted from lowest bit. For a barrier, both of the two adjacent cells will have the corresponding barrier bit set. Note that the first two mazes in the sample input is the encoding of two mazes in the figure above, make sure you understand the encoding right. Input The first line of input gives the total number of mazes, T (1 < T ≤ 20). Then follow T mazes. Each maze is a 6*6 matrix, representing the encoding of the original maze. There is a blank line between mazes. Output For every two consecutive mazes, you should treat them as a double maze and output the answer. So there are actually T - 1 answers. For each double maze, output the shortest sequence of commands to pass. If there are multiple solutions, output the lexicographically minimum one. If there is no way to pass, output -1 instead. Sample Input 3 16 0 18 16 18 24 20 19 24 16 28 1 18 28 17 0 22 17 25 20 17 18 88 20 2 16 48 28 17 16 24 16 16 20 23 1 16 0 18 16 18 24 20 19 24 20 29 1 18 28 17 16 22 17 8 20 1 18 24 20 19 80 48 24 16 0 24 16 16 16 22 19 18 16 18 16 18 80 24 18 24 16 24 18 18 24 0 0 18 24 24 18 0 0 24 18 18 24 18 16 18 24 56 18 24 18 24 18 Sample Output RRLULLLRRDLU RURDRLLLURDULURRRRRDDU

Problem Description 　　给定一个m × n (m行, n列)的迷宫，迷宫中有两个位置，gloria想从迷宫的一个位置走到另外一个位置，当然迷宫中有些地方是空地，gloria可以穿越，有些地方是障碍，她必须绕行，从迷宫的一个位置，只能走到与它相邻的4个位置中,当然在行走过程中，gloria不能走到迷宫外面去。令人头痛的是，gloria是个没什么方向感的人，因此，她在行走过程中，不能转太多弯了，否则她会晕倒的。我们假定给定的两个位置都是空地，初始时，gloria所面向的方向未定，她可以选择4个方向的任何一个出发，而不算成一次转弯。gloria能从一个位置走到另外一个位置吗？ Input 　　第1行为一个整数t (1 ≤ t ≤ 100),表示测试数据的个数，接下来为t组测试数据，每组测试数据中， 　　第1行为两个整数m, n (1 ≤ m, n ≤ 100),分别表示迷宫的行数和列数，接下来m行，每行包括n个字符，其中字符'.'表示该位置为空地，字符'*'表示该位置为障碍，输入数据中只有这两种字符，每组测试数据的最后一行为5个整数k, x1, y1, x2, y2 (1 ≤ k ≤ 10, 1 ≤ x1, x2 ≤ n, 1 ≤ y1, y2 ≤ m),其中k表示gloria最多能转的弯数，(x1, y1), (x2, y2)表示两个位置，其中x1，x2对应列，y1, y2对应行。 Output 　　每组测试数据对应为一行，若gloria能从一个位置走到另外一个位置，输出“yes”，否则输出“no”。 Sample Input 2 5 5 ...** *.**. ..... ..... *.... 1 1 1 1 3 5 5 ...** *.**. ..... ..... *.... 2 1 1 1 3 Sample Output no yes

java初学者，最近写了一个走迷宫的代码，迷宫地图是存储在二维数组中的，0代表路， 1代表墙，2代表终点，3代表找到的路径。 希望能给一块代码能够弹出一个窗口显示迷宫，并且不同的类型显示不一样的颜色。 类似的也可以给我参考一下，谢谢~(づ￣ 3￣)づ![图片说明](https://img-ask.csdn.net/upload/201612/08/1481184175_995536.png) 类似于我上传的这样的表示方法
Interesting Maze Game 迷宫的问题
Description The Police President has recently bought a new game -- the famous Ravensburger's aMAZEing Labyrinth. Now, he is really keen on it, he spends any free time playing this game. While we want the Police President during the Summit to perform much more important decisions, we need a program that would substitute him in playing the game. The game is played on the field of 7 * 7 squares with equal-sized cards lying on each square. Various path patterns are drawn on the cards, these paths join arbitrary subset of the four edges of a single square. The patterns can form longer paths leading through the whole game field. When following these paths, it is possible to move from a square to its neighbouring square, if both squares contain the path pattern leading to their common edge. It is impossible to travel between squares diagonally. See the picture for a better idea about the game appearance. In the beginning of the move, the player has one game piece on some of the square cards and his/her goal is to move the piece to some other square card (target) following the valid paths. Before the walk, the player alters the maze state by inserting one extra square card into it. The extra card can only be inserted to the position at the field margin. The insertion causes the whole row or column of cards to be shifted one position further, which makes another card to fall out at the other end of the game field. (This card becomes a new extra card for the next move, but we will care of a single move only in this problem.) Since the cards with both coordinates odd are stuck firmly to the playing desk, only the even rows and columns can be shifted. Thus, the extra card can be inserted into an even row or column only. If we number rows and columns with numbers 1 to 7, there are 12 possible positions where the new card can be inserted: (1,2), (1,4), (1,6), (7,2), (7,4), (7,6), (2,1), (4,1), (6,1), (2,7), (4,7), and (6,7). For instance, insertion into the position (7,6) causes the following shift: (7,6) -> (6,6) -> (5,6) -> (4,6) -> (3,6) -> (2,6) -> (1,6) The extra card comes to the position (7,6) and the card formerly being at the position (1,6) is removed from the game field for the rest of the move. Before insertion, the extra card can be rotated to any of the four possible directions. No other card in the game can be rotated. This makes the total maximal number of 48 possible moves (if the extra card is asymmetric). Another important rule considers the case when the target card or the card with the player's piece appears in the row or column being shifted. In such case, the position of the piece or the target is shifted too. This makes it possible to move the target to some more appropriate place. Note that if the target is shifted away from the game (the target card falls out from the game), it is no more possible to reach it in the same move -- the piece cannot leave the game field. On the other hand, if the game piece is located on the card which is moved away from the game field, the piece position is "wrapped" to the opposite end of the field, i.e., to the just inserted card. Therefore, a valid move consists of two parts: insertion of the extra card into the game (this action must always be made) and walking the path of an arbitrary length (including zero, i.e., staying on the same square). Your task is to determine, whether it is possible to reach the target in a single move. In other words, if it is possible to insert the extra card into the game and then to walk to the target position. Input The input consists of several game descriptions. The first line of each description contains four integer numbers R1, C1, R2, and C2separated with a space, 1 <= R1, C1, R2, C2 <= 7. (R1,C1) is the position (row and column) of the game piece, (R2,C2) is the position of the target. Note that these positions can sometimes be shifted during the move, as specified above. After these numbers, there is one blank line. The next three lines describe the first row of the game field. Each of these lines contains 27 characters: three for the card in the first column, one space, three characters for the card in the second column, etc. Thus, every card is represented by a square of nine (3 * 3) characters. The middle one of these nine characters is always capital letter "O". The four characters in the corners are always dots ("."). The both left and right characters are either a dot (".") or a dash ("-"). Dashes mean the path pattern leading to the left or right edge. The top and bottom characters are either a dot or a pipe ("|"). The pipe means the path pattern leading to the corresponding edge. After the first row, there is one blank line and three other lines describing the second row. Then follow one other blank line and three lines for the third row, etc. After the seventh row, there is a blank line and three other lines containing exactly three characters each. This is the description of the extra card, given in the same way as the cards in the field. The input is terminated by a line containing four zeros instead of piece and target coordinates. Output For each game, output a single line. If it is possible to insert the extra card in such a way that there is a path from the game piece to the target, print the sentence "You can win in one move.". Otherwise, print the sentence "Bad luck!". Sample Input 1 1 7 7 ... ... ... .|. ... ... ... -O- -O- -O- .O. -O- -O- -O. ... ... ... .|. ... ... .|. ... ... ... ... ... ... .|. .O- -O- -O- -O- -O- -O- -O. .|. ... ... ... ... ... ... .|. ... ... ... ... ... ... .O- -O- -O- -O- -O- -O- -O. ... ... ... ... ... ... .|. ... ... ... ... ... ... .|. .O- -O- -O- -O- -O- -O- -O. .|. ... ... ... ... ... ... .|. ... ... ... ... ... ... .O- -O- -O- -O- -O- -O- -O. ... ... ... ... ... ... .|. ... ... ... ... ... ... .|. .O- -O- -O- -O- -O- -O- -O. .|. ... ... ... ... ... ... .|. ... ... ... ... ... ... .O- -O- -O- -O- -O- -O- -O. ... ... ... ... ... ... ... .|. .O. .|. 1 1 7 7 ... ... ... ... ... ... ... -O- -O- -O- -O- -O- -O- -O. ... ... ... ... ... ... .|. ... ... ... ... ... ... .|. .O- -O- -O- -O- -O- -O- -O. .|. ... ... ... ... ... ... .|. ... ... ... ... ... ... .O- -O- -O- -O- -O- -O- -O. ... ... ... ... ... ... .|. ... ... ... ... ... ... .|. .O- -O- -O- -O- -O- -O- -O. .|. ... ... ... ... ... ... .|. ... ... ... ... ... ... .O- -O- -O- -O- -O- -O- -O. ... ... ... ... ... ... .|. ... ... ... ... ... ... .|. .O- -O- -O- -O- -O- -O- -O. .|. ... ... ... ... ... ... .|. ... ... ... ... ... ... .O- -O- -O- -O- -O- -O- -O. ... ... ... ... ... ... ... ... .O- .|. 0 0 0 0 Sample Output You can win in one move. Bad luck!

《奇巧淫技》系列-python！！每天早上八点自动发送天气预报邮件到QQ邮箱

YOLO 是我非常喜欢的目标检测算法，堪称工业级的目标检测，能够达到实时的要求，它帮我解决了许多实际问题。 这就是 YOLO 的目标检测效果。它定位了图像中物体的位置，当然，也能预测物体的类别。 之前我有写博文介绍过它，但是每次重新读它的论文，我都有新的收获，为此我准备写一个系列的文章来详尽分析它。这是第一篇，从它的起始 YOLOv1 讲起。 YOLOv1 的论文地址：https://www.c...

20行Python代码爬取王者荣耀全英雄皮肤

2019年互联网寒冬，大批企业开始裁员，下图是网上流传的一张截图： 裁员不可避免，那如何才能做到不管大环境如何变化，自身不受影响呢？ 我们先来看一个有意思的故事，如果西游记取经团队需要裁员一名，会裁掉谁呢，为什么？ 西游记团队组成： 1.唐僧 作为团队teamleader，有很坚韧的品性和极高的原则性，不达目的不罢休，遇到任何问题，都没有退缩过，又很得上司支持和赏识(直接得到唐太宗的任命，既给袈...
Python语言高频重点汇总
Python语言高频重点汇总 GitHub面试宝典仓库 回到首页 目录： Python语言高频重点汇总 目录： 1. 函数-传参 2. 元类 3. @staticmethod和@classmethod两个装饰器 4. 类属性和实例属性 5. Python的自省 6. 列表、集合、字典推导式 7. Python中单下划线和双下划线 8. 格式化字符串中的%和format 9. 迭代器和生成器 10...

ES6基础-ES6的扩展

Python爬虫爬取淘宝，京东商品信息

Java工作4年来应聘要16K最后没要,细节如下。。。

Python爬虫精简步骤1 获取数据

CPU对每个程序员来说，是个既熟悉又陌生的东西？ 如果你只知道CPU是中央处理器的话，那可能对你并没有什么用，那么作为程序员的我们，必须要搞懂的就是CPU这家伙是如何运行的，尤其要搞懂它里面的寄存器是怎么一回事，因为这将让你从底层明白程序的运行机制。 随我一起，来好好认识下CPU这货吧 把CPU掰开来看 对于CPU来说，我们首先就要搞明白它是怎么回事，也就是它的内部构造，当然，CPU那么牛的一个东

2020年1月17日，国家统计局发布了2019年国民经济报告，报告中指出我国人口突破14亿。 猪哥的朋友圈被14亿人口刷屏，但是很多人并没有看到我国复杂的人口问题：老龄化、男女比例失衡、生育率下降、人口红利下降等。 今天我们就来分析一下我们国家的人口数据吧！ 更多有趣分析教程，扫描下方二维码关注vx公号「裸睡的猪」 即可查看！ 一、背景 1.人口突破14亿 2020年1月17日，国家统计局发布
web前端javascript+jquery知识点总结
Javascript javascript 在前端网页中占有非常重要的地位，可以用于验证表单，制作特效等功能，它是一种描述语言，也是一种基于对象（Object）和事件驱动并具有安全性的脚本语言 ，语法同java类似，是一种解释性语言，边执行边解释。 JavaScript的组成： ECMAScipt 用于描述: 语法，变量和数据类型，运算符，逻辑控制语句，关键字保留字，对象。 浏览器对象模型（Br
Qt实践录：开篇

B 站上有哪些很好的学习资源?

Web播放器解决了在手机浏览器和PC浏览器上播放音视频数据的问题，让视音频内容可以不依赖用户安装App，就能进行播放以及在社交平台进行传播。在视频业务大数据平台中，播放数据的统计分析非常重要，所以Web播放器在使用过程中，需要对其内部的数据进行收集并上报至服务端，此时，就需要对发生在其内部的一些播放行为进行事件监听。 那么Web播放器事件监听是怎么实现的呢？ 01 监听事件明细表 名
3万字总结，Mysql优化之精髓

1. 传统事件绑定和符合W3C标准的事件绑定有什么区别？ 传统事件绑定 &lt;div onclick=""&gt;123&lt;/div&gt; div1.onclick = function(){}; &lt;button onmouseover=""&gt;&lt;/button&gt; 注意： 如果给同一个元素绑定了两次或多次相同类型的事件，那么后面的绑定会覆盖前面的绑定 （不支持DOM事...