Turn the corner

Mr.West购买新车后,在城市旅行中遇到了垂直弯道挑战。本篇介绍了一个程序设计问题,需要判断车辆能否顺利通过特定尺寸的直角弯道。采用二分法寻找最优解,并分享了实现代码。
Problem Description
Mr. West bought a new car! So he is travelling around the city.<br><br>One day he comes to a vertical corner. The street he is currently in has a width x, the street he wants to turn to has a width y. The car has a length l and a width d.<br><br>Can Mr. West go across the corner?<br><img src=../../../data/images/2438-1.jpg><br>
 

Input
Every line has four real numbers, x, y, l and w.<br>Proceed to the end of file.<br>
 

Output
If he can go across the corner, print "yes". Print "no" otherwise.<br>
 

Sample Input
10 6 13.5 4<br>10 6 14.5 4<br>
 

Sample Output
yes<br>no<br>
 

Source
2008 Asia Harbin Regional Contest Online
 简单题意:
Mr.west 买了一辆新车,他在城市中旅行。一天,他驾车来到了一个垂直的角落。他想通过此弯道,现在给出车子的长和宽,以及直角弯道的宽度和他现在没转弯之前的街道宽度。现在写出一个程序,求出他能不能通过该弯道。
解题思路形成过程:
  容易得到一个单调三角函数,所以这也是一个简单的二分法。
感想:
   数学函数的构建是难点。
AC 代码:
#include <iostream>
#include <cstring>
#include <cstdio>
#include <cmath>
#define pi 3.1415
using namespace std;

const double eps = 1e-4;

double l,x,y,w;

double calu(double a){
    return l*cos(a)+(w-x*cos(a))/sin(a);
}

double ternary_search(double l,double r){
    double ll,rr;
    while(r-l>eps){
        ll=(2*l+r)/3;
        rr=(2*r+l)/3;
        if(calu(ll)>calu(rr))
            r=rr;
        else
            l=ll;
    }
    return r;
}

int main()
{
    while(cin>>x>>y>>l>>w){
        double l=0,r=pi/2;
        double tmp=ternary_search(l,r);
        if(calu(tmp)<=y)
            puts("yes");
        else
            puts("no");
    }
    return 0;
}
var Pacman = function(game, key) { this.game = game; this.key = key; this.speed = 150; this.isDead = false; this.isAnimatingDeath = false; this.keyPressTimer = 0; this.gridsize = this.game.gridsize; this.safetile = this.game.safetile; this.marker = new Phaser.Point(); this.turnPoint = new Phaser.Point(); this.threshold = 6; this.directions = [ null, null, null, null, null ]; this.opposites = [ Phaser.NONE, Phaser.RIGHT, Phaser.LEFT, Phaser.DOWN, Phaser.UP ]; this.current = Phaser.NONE; this.turning = Phaser.NONE; this.want2go = Phaser.NONE; this.keyPressTimer = 0; this.KEY_COOLING_DOWN_TIME = 750; // Position Pacman at grid location 14x17 (the +8 accounts for his anchor) this.sprite = this.game.add.sprite((14 * 16) + 8, (17 * 16) + 8, key, 0); this.sprite.anchor.setTo(0.5); this.sprite.animations.add('munch', [0, 1, 2, 1], 20, true); this.sprite.animations.add("death", [3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13], 10, false); this.game.physics.arcade.enable(this.sprite); this.sprite.body.setSize(16, 16, 0, 0); this.sprite.play('munch'); // console.log('GG'); this.move(Phaser.LEFT); }; Pacman.prototype.move = function(direction) { if (direction === Phaser.NONE) { this.sprite.body.velocity.x = this.sprite.body.velocity.y = 0; return; } var speed = this.speed; if (direction === Phaser.LEFT || direction === Phaser.UP) { speed = -speed; } if (direction === Phaser.LEFT || direction === Phaser.RIGHT) { this.sprite.body.velocity.x = speed; } else { this.sprite.body.velocity.y = speed; } // Reset the scale and angle (Pacman is facing to the right in the sprite sheet) this.sprite.scale.x = 1; this.sprite.angle = 0; if (direction === Phaser.LEFT) { this.sprite.scale.x = -1; } else if (direction === Phaser.UP) { this.sprite.angle = 270; } else if (direction === Phaser.DOWN) { this.sprite.angle = 90; } this.current = direction; }; Pacman.prototype.update = function() { if (!this.isDead) { this.game.physics.arcade.collide(this.sprite, this.game.layer); this.game.physics.arcade.overlap(this.sprite, this.game.dots, this.eatDot, null, this); this.game.physics.arcade.overlap(this.sprite, this.game.pills, this.eatPill, null, this); this.marker.x = this.game.math.snapToFloor(Math.floor(this.sprite.x), this.gridsize) / this.gridsize; this.marker.y = this.game.math.snapToFloor(Math.floor(this.sprite.y), this.gridsize) / this.gridsize; if (this.marker.x < 0) { this.sprite.x = this.game.map.widthInPixels - 1; } if (this.marker.x >= this.game.map.width) { this.sprite.x = 1; } // Update our grid sensors this.directions[1] = this.game.map.getTileLeft(this.game.layer.index, this.marker.x, this.marker.y); this.directions[2] = this.game.map.getTileRight(this.game.layer.index, this.marker.x, this.marker.y); this.directions[3] = this.game.map.getTileAbove(this.game.layer.index, this.marker.x, this.marker.y); this.directions[4] = this.game.map.getTileBelow(this.game.layer.index, this.marker.x, this.marker.y); if (this.turning !== Phaser.NONE) { this.turn(); } } else { this.move(Phaser.NONE); if (!this.isAnimatingDeath) { this.sprite.play("death"); this.isAnimatingDeath = true; } } }; Pacman.prototype.checkKeys = function(cursors) { if (cursors.left.isDown || cursors.right.isDown || cursors.up.isDown || cursors.down.isDown) { this.keyPressTimer = this.game.time.time + this.KEY_COOLING_DOWN_TIME; } if (cursors.left.isDown && this.current !== Phaser.LEFT) { this.want2go = Phaser.LEFT; } else if (cursors.right.isDown && this.current !== Phaser.RIGHT) { this.want2go = Phaser.RIGHT; } else if (cursors.up.isDown && this.current !== Phaser.UP) { this.want2go = Phaser.UP; } else if (cursors.down.isDown && this.current !== Phaser.DOWN) { this.want2go = Phaser.DOWN; } if (this.game.time.time > this.keyPressTimer) { // This forces them to hold the key down to turn the corner this.turning = Phaser.NONE; this.want2go = Phaser.NONE; } else { this.checkDirection(this.want2go); } }; Pacman.prototype.eatDot = function(pacman, dot) { dot.kill(); this.game.score ++; this.game.numDots --; if (this.game.dots.total === 0) { this.game.dots.callAll('revive'); } }; Pacman.prototype.eatPill = function(pacman, pill) { pill.kill(); this.game.score ++; this.game.numPills --; this.game.enterFrightenedMode(); }; Pacman.prototype.turn = function () { var cx = Math.floor(this.sprite.x); var cy = Math.floor(this.sprite.y); // This needs a threshold, because at high speeds you can't turn because the coordinates skip past if (!this.game.math.fuzzyEqual(cx, this.turnPoint.x, this.threshold) || !this.game.math.fuzzyEqual(cy, this.turnPoint.y, this.threshold)) { return false; } // Grid align before turning this.sprite.x = this.turnPoint.x; this.sprite.y = this.turnPoint.y; this.sprite.body.reset(this.turnPoint.x, this.turnPoint.y); this.move(this.turning); this.turning = Phaser.NONE; return true; }; Pacman.prototype.checkDirection = function (turnTo) { if (this.turning === turnTo || this.directions[turnTo] === null || this.directions[turnTo].index !== this.safetile) { // Invalid direction if they're already set to turn that way // Or there is no tile there, or the tile isn't index 1 (a floor tile) return; } // Check if they want to turn around and can if (this.current === this.opposites[turnTo]) { this.move(turnTo); this.keyPressTimer = this.game.time.time; } else { this.turning = turnTo; this.turnPoint.x = (this.marker.x * this.gridsize) + (this.gridsize / 2); this.turnPoint.y = (this.marker.y * this.gridsize) + (this.gridsize / 2); this.want2go = Phaser.NONE; } }; Pacman.prototype.getPosition = function () { return new Phaser.Point((this.marker.x * this.gridsize) + (this.gridsize / 2), (this.marker.y * this.gridsize) + (this.gridsize / 2)); }; Pacman.prototype.getCurrentDirection = function() { return this.current; }; 生成代码 角色死亡,复活死亡前的数据 继续游戏
06-20
talk2car: 用python实现逻辑,要求代码简洁清晰,有一个expr_train.json文件,每个键对应train_commands.json的"command_token"字段的值,其中一条数据是 “4175173f5f60d19ecfc3712e960a1103”: { “obj_box”: [ 529, 458, 24, 41 ], “class”: “human.pedestrian.adult”, “img”: “train_0.jpg”, “action”: “standing”, “color”: “black”, “location”: “left”, “description”: “first adult on left” }, 还有一个train_commands.json文件,格式是: { “commands”: [ { “scene_token”: “f92422ed4b4e427194a4958ccf15709a”, “sample_token”: “c32d636e44604d77a1734386b3fe4a0d”, “translation”: [ -13.49250542687401, 0.43033061594724364, 59.28095610405408 ], “size”: [ 0.81, 0.73, 1.959 ], “rotation”: [ “-0.38666213835670615”, “-0.38076281276237284”, “-0.5922192111910205”, “0.5956412318459762” ], “command”: “turn left to pick up the pedestrian at the corner”, “obj_name”: “human.pedestrian.adult”, “box_token”: “0183ed8a474f411f8a3394eb78df7838”, “command_token”: “4175173f5f60d19ecfc3712e960a1103”, “2d_box”: [ 528, 457, 26, 43 ], “t2c_img”: “img_train_0.jpg” }, … } 现在需要将expr_train.json文件每条数据形成一个QA对,如: { “id”: 0, “image”: “obs://yw-2030-gy/data/opensource/talk2car/imgs/img_train_0.jpg”, #“t2c_img"前视图路径 “width”: XXX, “height”: XXX, “conver sations”: [ { “from”: “human”, “value”: “\nTurn left to pick up the pedestrian at the corner,please output the bounding box coordinates of the object referred to in this command with the attributes: “the action is standing, the color is black, the location is left”.” #取"command”、“action”、“color”、"location"值 }, { “from”: “gpt”, “value”: “first adult on left[[529, 458, 24, 41]]” #待归一化,取"obj_box"值,obj_box本身格式为[x,y,w,h],ref取"description"的值 } ] } 其中image字段取obs://talk2car/imgs/img_和"t2c_img"字段拼接,需要在obs中检测下是否存在,检测用moxing的方法, width和height取/talk2car/imgs/img_和"t2c_img"字段拼接路径图片的宽和高 human的value值,取\n拼接"command"的值再拼接, please output the bounding box coordinates of the object referred to in this command with the attributes: “the action is {action}, the color is {color}, the location is {location}”. gpt的value值,取first adult on left[[xxx, xxx, xx, xx]],box取"obj_box"转换为x1, y1, x2, y2后经过归一化的值,归一化代码: def normalize_coordinates(box, image_width, image_height): x1, y1, x2, y2 = box normalized_box = [ round((x1 / image_width) * 1000), round((y1 / image_height) * 1000), round((x2 / image_width) * 1000), round((y2 / image_height) * 1000) ] return normalized_box,把每一条结果输出到jsonl里,加上这个逻辑后给我一版新的完整代码
最新发布
11-01
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