[342] Power of Four

【题目描述】

Given an integer (signed 32 bits), write a function to check whether it is a power of 4.

Example:
Given num = 16, return true. Given num = 5, return false.

Follow up: Could you solve it without loops/recursion?


【解题思路】

跟326思路一样

【代码】

class Solution {
public:
    bool isPowerOfFour(int num) {
        double ans=log(num)/log(4);
        return (ans-int(ans))==0?true:false;
    }
};


源码来自:https://pan.quark.cn/s/41b9d28f0d6d 在信息技术领域中,jQuery作为一个广受欢迎的JavaScript框架,显著简化了诸多操作,包括对HTML文档的遍历、事件的管理、动画的设计以及Ajax通信等。 本篇文档将深入阐释如何运用jQuery达成一个图片自动播放的功能,这种效果常用于网站的轮播展示或幻灯片演示,有助于优化用户与页面的互动,使网页呈现更加动态的视觉体验。 为了有效实施这一功能,首先需掌握jQuery的核心操作。 通过$符号作为接口,jQuery能够迅速选取DOM组件,例如$("#id")用于选取具有特定ID的元素,而$(".class")则能选取所有应用了某类class的元素。 在选定元素之后,可以执行多种行为,诸如事件监听、样式的变更、内容的更新以及动画的制作等。 关于“一个基于jQuery的图片自动播放功能”,首要任务是准备一组图片素材,这些素材将被整合至一个容器元素之中。 例如,可以构建一个div元素,将其宽度设定为单张图片的尺寸,再借助CSS实现溢出内容的隐藏,从而构建出水平滚动的初始框架。 ```html<div id="slider"> <img src="image1.jpg" alt="Image 1"> <img src="image2.jpg" alt="Image 2"> <!-- 更多图片内容... --></div>```接着,需要编写jQuery脚本以实现图片的自动切换。 这通常涉及到定时器的运用,以设定周期性间隔自动更换当前显示的图片。 通过使用`.fadeOut()`和`.fadeIn()`方法,能够实现图片间的平滑过渡,增强视觉效果。 ```javascript$(document).re...
Your program must allow Thor to reach the light of power. Rules Thor moves on a map which is 40 wide by 18 high. Note that the coordinates (X and Y) start at the top left! This means the most top left cell has the coordinates "X=0,Y=0" and the most bottom right one has the coordinates "X=39,Y=17". Once the program starts you are given: the variable lightX: the X position of the light of power that Thor must reach. the variable lightY: the Y position of the light of power that Thor must reach. the variable initialTX: the starting X position of Thor. the variable initialTY: the starting Y position of Thor. At the end of the game turn, you must output the direction in which you want Thor to go among: N (North) NE (North-East) E (East) SE (South-East) S (South) SW (South-West) W (West) NW (North-West) Each movement makes Thor move by 1 cell in the chosen direction. Victory Conditions You win when Thor reaches the light of power Lose Conditions Thor moves outside the map Initial phase Thor starts on the map at position (3, 6). The light is at position (3, 8). Round 1 Action S: Thor moves towards south. New position is (3, 7). Round 2 Action S: Thor moves towards south. New position is (3, 8). Note Do not forget to execute the tests from the "Test cases" panel. Beware: the tests given and the validators used to compute the score are slightly different in order to avoid hard coded solutions. Game Input The program must first read the initialization data from the standard input, then, in an infinite loop, provides on the standard output the instructions to move Thor. Initialization input Line 1: 4 integers lightX lightY initialTX initialTY. (lightX, lightY) indicates the position of the light. (initialTX, initialTY) indicates the initial position of Thor. Input for a game round Line 1: the number of remaining moves for Thor to reach the light of power: remainingTurns. You can ignore this data but you must read it. Output for a game round A single line providing the move to be made: N NE E SE S SW W ou NW Constraints 0 ≤ lightX < 40 0 ≤ lightY < 18 0 ≤ initialTX < 40 0 ≤ initialTY < 18 Response time for a game round ≤ 100ms
08-13
In a programming game scenario where Thor must move towards the light of power in a grid-based environment, the solution involves calculating the direction of movement based on the relative positions of Thor and the light of power. The grid is typically represented with coordinates, and movement is allowed in the four cardinal directions (north, south, east, west) as well as the four diagonal directions (northeast, northwest, southeast, southwest). ### Solution Overview The solution can be implemented by comparing the x and y coordinates of Thor's current position with the target position (light of power). Depending on whether Thor's x-coordinate is less than, greater than, or equal to the target's x-coordinate, and similarly for the y-coordinate, the direction of movement can be determined. Here is a step-by-step breakdown of the logic: 1. **Input Handling**: Read the initial input values for Thor's starting position and the light of power's position. 2. **Direction Calculation**: Based on the comparison of Thor's and the light's coordinates, determine the direction in which Thor should move. 3. **Output the Direction**: Print the calculated direction for each move. ### Example Code The following is a Python implementation of the solution: ```python # Read input values light_x, light_y, thor_x, thor_y = map(int, input().split()) # Calculate the difference in x and y coordinates delta_x = light_x - thor_x delta_y = light_y - thor_y # Determine the direction based on the differences direction_x = "" if delta_x > 0: direction_x = "E" elif delta_x < 0: direction_x = "W" direction_y = "" if delta_y > 0: direction_y = "S" elif delta_y < 0: direction_y = "N" # Combine the directions for the final move print(direction_y + direction_x) ``` ### Explanation - **Input Handling**: The input values are read using `input().split()` and converted to integers. These values represent the coordinates of the light of power and Thor's starting position. - **Delta Calculation**: The differences in the x and y coordinates (`delta_x` and `delta_y`) are calculated to determine the direction of movement. - **Direction Determination**: - If `delta_x` is positive, Thor needs to move east (`E`); if negative, west (`W`). - If `delta_y` is positive, Thor needs to move south (`S`); if negative, north (`N`). - **Output**: The directions for the x and y axes are combined and printed as the final move for Thor. This approach ensures that Thor moves in the shortest path possible towards the light of power, considering the grid-based environment. The code can be adapted to handle multiple steps by updating Thor's position iteratively until the light of power is reached. ###
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