B - A and B and Compilation Errors

编程竞赛中的错误修复与团队构建策略
本文讲述了A和B两位程序员在准备编程比赛时遇到的错误修复问题,以及他们在组建训练团队时如何优化成员分配以最大化知识分享的效果。在错误修复中,他们需要找出在两次编译后消失的两个错误。在团队构建中,A主张1个老手带2个新手,B则认为2个老手带1个新手更优。问题转化为在有限的老手和新手中,如何最大化团队数量。
部署运行你感兴趣的模型镜像

A and B are preparing themselves for programming contests.

B loves to debug his code. But before he runs the solution and starts debugging, he has to first compile the code.

Initially, the compiler displayed n compilation errors, each of them is represented as a positive integer. After some effort, B managed to fix some mistake and then another one mistake.

However, despite the fact that B is sure that he corrected the two errors, he can not understand exactly what compilation errors disappeared — the compiler of the language which B uses shows errors in the new order every time! B is sure that unlike many other programming languages, compilation errors for his programming language do not depend on each other, that is, if you correct one error, the set of other error does not change.

Can you help B find out exactly what two errors he corrected?

Input

The first line of the input contains integer n (3 ≤ n ≤ 105) — the initial number of compilation errors.

The second line contains n space-separated integersa1, a2, ..., an (1 ≤ ai ≤ 109) — the errors the compiler displayed for the first time.

The third line contains n - 1 space-separated integersb1, b2, ..., bn - 1 — the errors displayed at the second compilation. It is guaranteed that the sequence in the third line contains all numbers of the second string except for exactly one.

The fourth line contains n - 2 space-separated integersс1, с2, ..., сn - 2 — the errors displayed at the third compilation. It is guaranteed that the sequence in the fourth line contains all numbers of the third line except for exactly one.

Output

Print two numbers on a single line: the numbers of the compilation errors that disappeared after B made the first and the second correction, respectively.

Sample test(s)
Input
5
1 5 8 123 7
123 7 5 1
5 1 7
Output
8
123
Input
6
1 4 3 3 5 7
3 7 5 4 3
4 3 7 5
Output
1
3

 

题目的大意是:
给你三组数据,要你每次判断出比上一次减少了哪个数。有两种方法,虽说是水题,但是也能学到点什么的。
方法一:
#include<stdio.h>
#include<string.h>
int a[100001],b[100001],c[100001];
int main(){
	int n,i,j,k;
	int sum1,sum2;
	memset(a,0,sizeof(a)); memset(b,0,sizeof(b)); memset(c,0,sizeof(c));
	scanf("%d",&n);
	for(i=1;i<=n;i++)
		scanf("%d",&a[i]);
	for(i=1;i<n;i++)
		scanf("%d",&b[i]);
	for(i=1;i<=n-2;i++)
		scanf("%d",&c[i]);
	sum1=sum2=0;
	#if 1
	for(i=1;i<=n;i++){
		sum1+=a[i];
		sum1-=b[i];
		//printf("%d\n",sum1);
	}
	#endif
	#if 1
	for(i=1;i<=n-1;i++){
		sum2+=b[i];
		sum2-=c[i];
	}
	#endif
	printf("%d\n%d\n",sum1,sum2);
}

//第一种方法,就是加一次第一组的数然后再减掉第二组的数,最后求得的sum1就是第二组缺少的数。同理也可得sum2就是第三组比第二组少的数。
最后输出来就可以了。
 
#include<stdio.h>
#include<algorithm>
#include<iostream>
using namespace std;

int main()
{
	int n;
	int a[100010],b[100010],c[100010];
	while(scanf("%d", &n)!=EOF)
	{
	int i;
		for(i=0;i<n;i++) scanf("%d", &a[i]);
		for(i=0;i<n-1;i++) scanf("%d", &b[i]);
		for(i=0;i<n-2;i++) scanf("%d", &c[i]);
    	sort(a,a+n);
    	sort(b,b+n-1);
    	sort(c,c+n-2);
    	int p=0,l=0;
		for(i=0;i<n-1;i++)
		{	p++;
			if(a[i]!=b[i]) 
			{
				printf("%d\n",a[i]);
				break;
			}
		}
		if(p==i) printf("%d\n",a[p]); 
	
		for(i=0;i<n-1;i++)
		{   	l++;
			if(b[i]!=c[i]) 
			{
				printf("%d\n",b[i]);
				break;
			}
		}
		if(l==i) printf("%d\n",b[l]); 
	}
}

//第二种方法:
就是每次对每组排序,然后如果 a[i]!=b[i]的话,那么就输出a[i],如果全部循环完了,但是还是没发现这种情况,那么就输出最后一个数字a[p];
同理对第三组也是这样。
 
 
C - A and B and Team Training
Crawling in process...Crawling failedTime Limit:1000MS    Memory Limit:262144KB    64bit IO Format:%I64d & %I64u

A and B are preparing themselves for programming contests.

An important part of preparing for a competition is sharing programming knowledge from the experienced members to those who are just beginning to deal with the contests. Therefore, during the next team training A decided to make teams so that newbies are solving problems together with experienced participants.

A believes that the optimal team of three people should consist of one experienced participant and two newbies. Thus, each experienced participant can share the experience with a large number of people.

However, B believes that the optimal team should have two experienced members plus one newbie. Thus, each newbie can gain more knowledge and experience.

As a result, A and B have decided that all the teams during the training session should belong to one of the two types described above. Furthermore, they agree that the total number of teams should be as much as possible.

There are n experienced members and m newbies on the training session. Can you calculate what maximum number of teams can be formed?

Input

The first line contains two integers n and m (0 ≤ n, m ≤ 5·105) — the number of experienced participants and newbies that are present at the training session.

Output

Print the maximum number of teams that can be formed.

Sample test(s)
Input
2 6
Output
2
Input
4 5
Output
3

 

题目的大致意思就是给你两种选队员的方案,一种是选2个新队员1个老队员,第二种是选1个新队员2个老队员。问怎样选择才能使得队伍的数量最大。

实际上就是一个模拟:

#include<stdio.h>
#include<string.h>
int main(){
	int n,m,i,j,k,num=0;
	scanf("%d%d",&n,&m);
	int old,new1;
	old=n; new1=m;
	while(1){
		while(old<=new1&&old>=1&&new1>=2){
			old--;
			new1=new1-2;
			num++;
		}
		while(new1<=old&&new1>=1&&old>=2){
			new1--;
			old=old-2;
			num++;
		}
		if(new1<=0 || old<=0 ||(new1==1&&old==1))  break;
	}
	printf("%d\n",num);
}


 

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glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); //加载glad库 if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } init(); //调用自定义的初始化函数 while (!glfwWindowShouldClose(window)) //窗口消息循环 { processInput(window); //窗口消息处理 render(); //调用自定义的渲染函数 glfwPollEvents(); //窗口消息轮询 glfwSwapBuffers(window); //窗口缓冲区交换 } cleanUp(); //调用自定义的资源释放函数 glfwTerminate(); //窗口销毁 return 0; } void init() { float vertices[] = { //位置 // 颜色 // 纹理坐标 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, // 右下 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // 右上 -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, // 左下 -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f // 左上 }; unsigned int indices[] = { //EBO索引 0, 3, 1, // first triangle 1, 3, 2 // second triangle }; //创建VAO,VBO,EBO对象 glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); //绑定VAO,VBO,EBO对象,并拷贝数据 glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); //顶点位置属性 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); //顶点颜色属性 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); //顶点纹理坐标属性 glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glEnableVertexAttribArray(2); //加载纹理1 glGenTextures(1, &texture1); glBindTexture(GL_TEXTURE_2D, texture1); //将纹理环绕设置为 GL_REPEAT glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //将纹理过滤设置为 GL_LINEAR glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //加载并生成纹理 int width, height, nrChannels; unsigned char* data = SOIL_load_image("lab3-1-3-1.jpg", &width, &height, &nrChannels, SOIL_LOAD_AUTO); if (data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); } else { std::cout << "Failed to load texture" << std::endl; } //释放图像的内存 SOIL_free_image_data(data); //加载纹理2 glGenTextures(1, &texture2); glBindTexture(GL_TEXTURE_2D, texture2); //将纹理环绕设置为 GL_REPEAT glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //将纹理过滤设置为 GL_LINEAR glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3); //加载并生成纹理 data = SOIL_load_image("lab3-1-3-2.png", &width, &height, &nrChannels, SOIL_LOAD_AUTO); if (data) { //PNG图片有透明通道,所以纹理格式要设置为GL_RGBA glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { std::cout << "Failed to load texture" << std::endl; 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try { // open files vShaderFile.open(vertexPath); fShaderFile.open(fragmentPath); std::stringstream vShaderStream, fShaderStream; // read file's buffer contents into streams vShaderStream << vShaderFile.rdbuf(); fShaderStream << fShaderFile.rdbuf(); // close file handlers vShaderFile.close(); fShaderFile.close(); // convert stream into string vertexCode = vShaderStream.str(); fragmentCode = fShaderStream.str(); // if geometry shader path is present, also load a geometry shader if (geometryPath != nullptr) { gShaderFile.open(geometryPath); std::stringstream gShaderStream; gShaderStream << gShaderFile.rdbuf(); gShaderFile.close(); geometryCode = gShaderStream.str(); } } catch (std::ifstream::failure e) { std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl; } const char* vShaderCode = vertexCode.c_str(); const char * fShaderCode = fragmentCode.c_str(); unsigned int vertex, fragment; // vertex shader vertex = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex, 1, &vShaderCode, NULL); glCompileShader(vertex); checkCompileErrors(vertex, "VERTEX"); // fragment Shader fragment = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment, 1, &fShaderCode, NULL); glCompileShader(fragment); checkCompileErrors(fragment, "FRAGMENT"); // if geometry shader is given, compile geometry shader unsigned int geometry; if (geometryPath != nullptr) { const char * gShaderCode = geometryCode.c_str(); geometry = glCreateShader(GL_GEOMETRY_SHADER); glShaderSource(geometry, 1, &gShaderCode, NULL); glCompileShader(geometry); checkCompileErrors(geometry, "GEOMETRY"); } // shader Program ID = glCreateProgram(); glAttachShader(ID, vertex); glAttachShader(ID, fragment); if (geometryPath != nullptr) glAttachShader(ID, geometry); glLinkProgram(ID); checkCompileErrors(ID, "PROGRAM"); // delete the shaders as they're linked into our program now and no longer necessery glDeleteShader(vertex); glDeleteShader(fragment); if (geometryPath != nullptr) glDeleteShader(geometry); } // activate the shader // ------------------------------------------------------------------------ void use() { glUseProgram(ID); } // utility uniform functions // ------------------------------------------------------------------------ void setBool(const std::string &name, bool value) const { glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); } // ------------------------------------------------------------------------ void setInt(const std::string &name, int value) const { glUniform1i(glGetUniformLocation(ID, name.c_str()), value); } // ------------------------------------------------------------------------ void setFloat(const std::string &name, float value) const { glUniform1f(glGetUniformLocation(ID, name.c_str()), value); } // ------------------------------------------------------------------------ void setVec2(const std::string &name, const glm::vec2 &value) const { glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); } void setVec2(const std::string &name, float x, float y) const { glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y); } // ------------------------------------------------------------------------ void setVec3(const std::string &name, const glm::vec3 &value) const { glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); } void setVec3(const std::string &name, float x, float y, float z) const { glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z); } // ------------------------------------------------------------------------ void setVec4(const std::string &name, const glm::vec4 &value) const { glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]); } void setVec4(const std::string &name, float x, float y, float z, float w) { glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w); } // ------------------------------------------------------------------------ void setMat2(const std::string &name, const glm::mat2 &mat) const { glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); } // ------------------------------------------------------------------------ void setMat3(const std::string &name, const glm::mat3 &mat) const { glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); } // ------------------------------------------------------------------------ void setMat4(const std::string &name, const glm::mat4 &mat) const { glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]); } private: // utility function for checking shader compilation/linking errors. // ------------------------------------------------------------------------ void checkCompileErrors(GLuint shader, std::string type) { GLint success; GLchar infoLog[1024]; if (type != "PROGRAM") { glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(shader, 1024, NULL, infoLog); std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; } } else { glGetProgramiv(shader, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shader, 1024, NULL, infoLog); std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; } } } }; //#endif#version 330 core layout (location =0) in vec3 aPos; layout (location =1) in vec3 aColor; layout (location =2) in vec2 aTexCoord; out vec3 ourColor; out vec2 TexCoord; uniform mat4 transform; void main() { gl_Position = transform*vec4(aPos, 1.0); ourColor = aColor; TexCoord = aTexCoord; }#version 330 core out vec4 FragColor, in vec3 ourColor, in vec2 TexCoord; uniform sampler2D texturel; uniform sampler2D texture2; void main() { FragColor= mix(texture(texturel, TexCoord), texture(texture2 vec2(TexCoord.x,TexCoord.y)).0.2)*vec4(ourColor, 1.0); // FragColor=(texture(texture1, TexCoord)*0.5+ texture(texture2, TexCoord)*0.5)* vec4(ourColor, 1.0); //FragColor= texture(texture1, TexCoord)*texture(texture2, TexCoord)*vec4(ourColor, 1); // FragColor= texture(texture1, TexCoord)*vec4(ourColor,0.0); } 运行后显示ERROR::SHADER_COMPILATION_ERROR of type: FRAGMENT Fragment shader failed to compile with the following errors: ERROR: 0:4: error(#132) Syntax error: "in" parse error ERROR: error(#273) 1 compilation errors. No code generated -- --------------------------------------------------- -- ERROR::PROGRAM_LINKING_ERROR of type: PROGRAM Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. -- --------------------------------------------------- --
10-18
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