比较不错的一套题,很多题挺有意思的~
Strange Billboard
经典思路了,枚举第一行的使用方法(2^16),然后推后面的方案。
Cell Phone
以每个点为圆心,r为半径画圆,问题转化为求被覆盖次数最多的区域次数。可以在每个圆上将相交的圆弧求出来,排序扫描,复杂度O(n^2logn)
CEOI06 Antenna有一种解法就是二分半径然后用这个方法来求最多能覆盖多少个点。

CODE
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// Central Europe 2007, Cell Phone
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// Written By FreePeter
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#include <cstdio>
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#include <cstring>
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#include <iostream>
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#include <cmath>
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#include <complex>
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using namespace std;
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typedef complex<double> Point;
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const int MaxN = 2000 + 100, MaxEvent = 2 * 2 * MaxN;
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const double eps = 1e-8, pi = 2.0 * acos(0.0);
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struct Event
{
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double arg;
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bool add;
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void set(double arg, bool add)
{
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this->arg = arg; this->add = add;
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}
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}e[MaxEvent];
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Point p[MaxN];
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int n, e_cnt;
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double r;
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void init();
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void work();
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void add_events(double a1, double a2);
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bool operator<(const Event &a, const Event &b);
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int main()
{
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for (; ;)
{
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scanf("%d%lf", &n, &r);
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if (n == 0) break;
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init();
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work();
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}
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return 0;
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}
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void init()
{
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for (int i = 0; i < n; ++i)
{
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double x, y;
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scanf("%lf%lf", &x, &y);
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p[i] = Point(x, y);
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}
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r += 0.001;
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}
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void work()
{
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int ans = 0;
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for (int i = 0; i < n; ++i)
{
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e_cnt = 0;
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for (int j = 0; j < n; ++j)
{
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if (j == i) continue;
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if (abs(p[i] - p[j]) + eps > 2.0 * r) continue;
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double a = arg(p[j] - p[i]), dis = abs(p[j] - p[i]), delta = acos(dis / 2.0 / r);
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double a1 = a - delta, a2 = a + delta;
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add_events(a1, a2);
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}
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if (e_cnt < ans) continue;
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sort(e, e + e_cnt);
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int cnt = 0;
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for (int i = 0; i < e_cnt; ++i)
{
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if (e[i].add) ++cnt;
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else --cnt;
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ans >?= cnt;
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}
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}
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++ans;
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printf("It is possible to cover %d points.\n", ans);
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}
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void add_events(double a1, double a2)
{
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e[e_cnt++].set(a1, true);
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e[e_cnt++].set(a2, false);
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}
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bool operator<(const Event &a, const Event &b)
{
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return a.arg < b.arg;
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}
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Hexagonal ParcelsEuclid空间上的Steiner树有一个性质就是n个点,增加的点不超过n-2个。然后这道题有点Steiner树的感觉,然后我们就猜增加的点至多2个,求最小生成树。。。然后就对了。不会严密证明。
标程的另一种做法是基于状态压缩的DP好像,没看懂。。。
Key Task简单的BFS题。
Gates of Logic很麻烦的处理题,暂时没做。
Weird Numbers负进制转换。用类似于正进制的方法做,每次保证余数在[0,b)范围内即可。
证明如下:
设我们要转-b进制,先得到b进制表达式
N = an*b^n + an-1 * b^(n-1) + ... + a0*b^0
注意到p为偶数时,ap*b^p = ap * (-b)^p
p为奇数时,ap*b^p = 1*(-b)^(p+1) + (b - ap) * (-b)^p
~~~
Rectangular Polygon由于Polygon的特殊性,我们拉一条平行于x或y轴的直线,则上面一定经过偶数个顶点,并且连边一定是0-1, 2-3……
这样可以construct出边来,判断方向可以使用有向面积(即按照当前方向走一遍算面积,根据面积的正负号来判断是否需要reverse)
参见SGU 128, Snake
Reaux! Sham! Beaux!简单题
Robotic Sort需要支持定位某个数和将某一段reverse两种操作,可以使用分块处理或者splay_tree。
因为是按照从小到大的顺序把数依次归位的,所以我们可以理解为每次将这个数归位后就把这个数删掉,每次就是reverse从头开始的一段,这样可以减少常数 & 编程复杂度。
用splay_tree的主要想法就是利用树的中序遍历来表示序列。利用SplayTree的spaly操作,设当前要归位的元素为x,把x splay到根,标记根左边节点为reverse,并删除根。
SplayTree的节点需要维护cnt和rev域。在遍历树的时候需要应用父节点的rev状态(类似于线段树的处理方法)

CODE
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// Central Europe 2007, Robotic Sort
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// Written By FreePeter
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#include <cstdio>
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#include <cstring>
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#include <iostream>
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#include <algorithm>
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using namespace std;
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const int MaxN = 100000 + 100;
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struct SplayTreeNode
{
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SplayTreeNode *left, *right, *father;
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int cnt;
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bool deleted, rev;
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}tree[MaxN];
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int n;
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int s[MaxN], seq[MaxN];
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void init();
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void work();
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SplayTreeNode *make_tree(int begin, int end, SplayTreeNode *father);
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void splay(SplayTreeNode *p);
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bool my_cmp(int a, int b)
{
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return s[a] < s[b] || (s[a] == s[b] && a < b);
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}
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void update(SplayTreeNode *p)
{
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p->cnt = (p->deleted ? 0 : 1);
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if (p->left) p->cnt += p->left->cnt;
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if (p->right) p->cnt += p->right->cnt;
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}
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SplayTreeNode *left_rotate(SplayTreeNode *p)
{
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SplayTreeNode *t = p->right;
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p->right = t->left;
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if (t->left) t->left->father = p;
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t->father = p->father;
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t->left = p;
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p->father = t;
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update(p); update(t);
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return t;
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}
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SplayTreeNode *right_rotate(SplayTreeNode *p)
{
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SplayTreeNode *t = p->left;
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p->left = t->right;
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if (t->right) t->right->father = p;
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t->father = p->father;
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t->right = p;
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p->father = t;
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update(p); update(t);
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return t;
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}
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SplayTreeNode *zigzag_left(SplayTreeNode *p)
{
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SplayTreeNode *t = left_rotate(p->left);
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p->left = t;
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if (t) t->father = p;
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return right_rotate(p);
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}
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SplayTreeNode *zigzag_right(SplayTreeNode *p)
{
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SplayTreeNode *t = right_rotate(p->right);
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p->right = t;
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if (t) t->father = p;
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return left_rotate(p);
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}
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SplayTreeNode *zigzig_left(SplayTreeNode *p, SplayTreeNode *fa, SplayTreeNode *grandfa)
{
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p->father = grandfa->father;
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grandfa->left = fa->right;
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if (fa->right) fa->right->father = grandfa;
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fa->right = grandfa; grandfa->father = fa;
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fa->left = p->right;
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if (p->right) p->right->father = fa;
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p->right = fa; fa->father = p;
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update(grandfa); update(fa); update(p);
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}
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SplayTreeNode *zigzig_right(SplayTreeNode *p, SplayTreeNode *fa, SplayTreeNode *grandfa)
{
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p->father = grandfa->father;
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grandfa->right = fa->left;
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if (fa->left) fa->left->father = grandfa;
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fa->left = grandfa; grandfa->father = fa;
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fa->right = p->left;
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if (p->left) p->left->father = fa;
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p->left = fa; fa->father = p;
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update(grandfa); update(fa); update(p);
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}
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int main()
{
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for (; ;)
{
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scanf("%d", &n);
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if (n == 0) break;
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init();
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work();
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}
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return 0;
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}
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void init()
{
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for (int i = 0; i < n; ++i)
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scanf("%d", &s[i]);
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// Make the sequence to be a permutation
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// Hence our goal is to change the permutation into (0, 1, 2,
n - 1)
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for (int i = 0; i < n; ++i)
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seq[i] = i;
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sort(seq, seq + n, my_cmp);
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for (int i = 0; i < n; ++i)
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s[seq[i]] = i;
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}
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void work()
{
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make_tree(0, n, NULL);
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for (int i = 0; i < n; ++i)
{
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splay(&tree[i]);
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int relative_pos = (tree[i].left == NULL ? 0 : tree[i].left->cnt);
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printf("%d", relative_pos + i + 1);
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// Reverse the left internal & delete the node
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if (tree[i].left != NULL)
{
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tree[i].left->rev = !tree[i].left->rev;
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}
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tree[i].deleted = true; --tree[i].cnt;
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if (i != n - 1) printf(" ");
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}
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printf("\n");
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}
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SplayTreeNode *make_tree(int begin, int end, SplayTreeNode *father)
{
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if (begin == end) return NULL;
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int mid = (begin + end) / 2;
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tree[s[mid]].left = make_tree(begin, mid, &tree[s[mid]]);
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tree[s[mid]].right = make_tree(mid + 1, end, &tree[s[mid]]);
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tree[s[mid]].cnt = end - begin;
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tree[s[mid]].father = father;
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tree[s[mid]].deleted = false;
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tree[s[mid]].rev = false;
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return &tree[s[mid]];
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}
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void apply_rev(SplayTreeNode *p)
{
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if (p->rev)
{
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swap(p->left, p->right);
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if (p->left) p->left->rev = !p->left->rev;
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if (p->right) p->right->rev = !p->right->rev;
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p->rev = false;
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}
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}
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void splay(SplayTreeNode *p)
{
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for (; p->father; )
{
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SplayTreeNode *fa = p->father, *grandfa = fa->father;
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if (!grandfa)
{
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apply_rev(fa); apply_rev(p);
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if (fa->left == p) right_rotate(fa);
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else left_rotate(fa);
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break;
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}
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apply_rev(grandfa); apply_rev(fa); apply_rev(p);
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SplayTreeNode *ggrandfa = grandfa->father;
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if (ggrandfa != NULL)
{
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if (ggrandfa->left == grandfa) ggrandfa->left = p;
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else ggrandfa->right = p;
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}
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if (grandfa->left == fa)
{
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if (fa->left == p) zigzig_left(p, fa, grandfa);
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else zigzag_left(grandfa);
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}
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else
{
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if (fa->right == p) zigzig_right(p, fa, grandfa);
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else zigzag_right(grandfa);
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}
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p->father = ggrandfa;
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}
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apply_rev(p);
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}
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Tough Water Level重心关于含水量的高度是一个单峰函数(感觉比较像~),因此可以三分。
注意到由于厚度和宽度的函数是一个指定的函数,需要数值积分和表达式求值。
写起来还是有点麻烦的~