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Competitive Programming-Assignment No.1

The document presents a series of programming problems, including the 3n + 1 problem, Minesweeper, expense sharing among students, LCD display formatting, and a graphical editor simulation. Each problem includes a description, input and output specifications, and sample input/output examples. The problems vary in complexity and cover different programming concepts and algorithms.

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Ema Watson
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0% found this document useful (0 votes)
4 views

Competitive Programming-Assignment No.1

The document presents a series of programming problems, including the 3n + 1 problem, Minesweeper, expense sharing among students, LCD display formatting, and a graphical editor simulation. Each problem includes a description, input and output specifications, and sample input/output examples. The problems vary in complexity and cover different programming concepts and algorithms.

Uploaded by

Ema Watson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1.6.

Problems 15

1.6 Problems
1.6.1 The 3n + 1 Problem
PC/UVa IDs: 110101/100, Popularity: A, Success rate: low Level: 1
Consider the following algorithm to generate a sequence of numbers. Start with an
integer n. If n is even, divide by 2. If n is odd, multiply by 3 and add 1. Repeat this
process with the new value of n, terminating when n = 1. For example, the following
sequence of numbers will be generated for n = 22:
22 11 34 17 52 26 13 40 20 10 5 16 8 4 2 1
It is conjectured (but not yet proven) that this algorithm will terminate at n = 1 for
every integer n. Still, the conjecture holds for all integers up to at least 1, 000, 000.
For an input n, the cycle-length of n is the number of numbers generated up to and
including the 1. In the example above, the cycle length of 22 is 16. Given any two
numbers i and j, you are to determine the maximum cycle length over all numbers
between i and j, including both endpoints.

Input
The input will consist of a series of pairs of integers i and j, one pair of integers per
line. All integers will be less than 1,000,000 and greater than 0.

Output
For each pair of input integers i and j, output i, j in the same order in which they
appeared in the input and then the maximum cycle length for integers between and
including i and j. These three numbers should be separated by one space, with all three
numbers on one line and with one line of output for each line of input.

Sample Input Sample Output


1 10 1 10 20
100 200 100 200 125
201 210 201 210 89
900 1000 900 1000 174
16 1. Getting Started

1.6.2 Minesweeper
PC/UVa IDs: 110102/10189, Popularity: A, Success rate: high Level: 1
Have you ever played Minesweeper? This cute little game comes with a certain op-
erating system whose name we can’t remember. The goal of the game is to find where
all the mines are located within a M × N field.
The game shows a number in a square which tells you how many mines there are
adjacent to that square. Each square has at most eight adjacent squares. The 4 × 4 field
on the left contains two mines, each represented by a “*” character. If we represent the
same field by the hint numbers described above, we end up with the field on the right:
*... *100
.... 2210
.*.. 1*10
.... 1110

Input
The input will consist of an arbitrary number of fields. The first line of each field
contains two integers n and m (0 < n, m ≤ 100) which stand for the number of lines
and columns of the field, respectively. Each of the next n lines contains exactly m
characters, representing the field.
Safe squares are denoted by “.” and mine squares by “*,” both without the quotes.
The first field line where n = m = 0 represents the end of input and should not be
processed.

Output
For each field, print the message Field #x: on a line alone, where x stands for the
number of the field starting from 1. The next n lines should contain the field with the
“.” characters replaced by the number of mines adjacent to that square. There must
be an empty line between field outputs.

Sample Input Sample Output


4 4 Field #1:
*... *100
.... 2210
.*.. 1*10
.... 1110
3 5
**... Field #2:
..... **100
.*... 33200
0 0 1*100
1.6. Problems 17

1.6.3 The Trip


PC/UVa IDs: 110103/10137, Popularity: B, Success rate: average Level: 1
A group of students are members of a club that travels annually to different lo-
cations. Their destinations in the past have included Indianapolis, Phoenix, Nashville,
Philadelphia, San Jose, and Atlanta. This spring they are planning a trip to Eindhoven.
The group agrees in advance to share expenses equally, but it is not practical to share
every expense as it occurs. Thus individuals in the group pay for particular things, such
as meals, hotels, taxi rides, and plane tickets. After the trip, each student’s expenses
are tallied and money is exchanged so that the net cost to each is the same, to within
one cent. In the past, this money exchange has been tedious and time consuming. Your
job is to compute, from a list of expenses, the minimum amount of money that must
change hands in order to equalize (within one cent) all the students’ costs.

Input
Standard input will contain the information for several trips. Each trip consists of a
line containing a positive integer n denoting the number of students on the trip. This is
followed by n lines of input, each containing the amount spent by a student in dollars
and cents. There are no more than 1000 students and no student spent more than
$10,000.00. A single line containing 0 follows the information for the last trip.

Output
For each trip, output a line stating the total amount of money, in dollars and cents,
that must be exchanged to equalize the students’ costs.

Sample Input
3
10.00
20.00
30.00
4
15.00
15.01
3.00
3.01
0

Sample Output
$10.00
$11.99
18 1. Getting Started

1.6.4 LCD Display


PC/UVa IDs: 110104/706, Popularity: A, Success rate: average Level: 1
A friend of yours has just bought a new computer. Before this, the most powerful
machine he ever used was a pocket calculator. He is a little disappointed because he
liked the LCD display of his calculator more than the screen on his new computer! To
make him happy, write a program that prints numbers in LCD display style.

Input
The input file contains several lines, one for each number to be displayed. Each line
contains integers s and n, where n is the number to be displayed (0 ≤ n ≤ 99, 999, 999)
and s is the size in which it shall be displayed (1 ≤ s ≤ 10). The input will be terminated
by a line containing two zeros, which should not be processed.

Output
Print the numbers specified in the input file in an LCD display-style using s “-” signs
for the horizontal segments and s “|” signs for the vertical ones. Each digit occupies
exactly s + 2 columns and 2s + 3 rows. Be sure to fill all the white space occupied by
the digits with blanks, including the last digit. There must be exactly one column of
blanks between two digits.
Output a blank line after each number. You will find an example of each digit in the
sample output below.

Sample Input Sample Output


2 12345 -- -- --
3 67890 | | | | | |
0 0 | | | | | |
-- -- -- --
| | | | |
| | | | |
-- -- --

--- --- --- --- ---


| | | | | | | |
| | | | | | | |
| | | | | | | |
--- --- ---
| | | | | | | |
| | | | | | | |
| | | | | | | |
--- --- --- ---
1.6. Problems 19

1.6.5 Graphical Editor


PC/UVa IDs: 110105/10267, Popularity: B, Success rate: low Level: 1
Graphical editors such as Photoshop allow us to alter bit-mapped images in the same
way that text editors allow us to modify documents. Images are represented as an M ×N
array of pixels, where each pixel has a given color.
Your task is to write a program which simulates a simple interactive graphical editor.

Input
The input consists of a sequence of editor commands, one per line. Each command is
represented by one capital letter placed as the first character of the line. If the command
needs parameters, they will be given on the same line separated by spaces.
Pixel coordinates are represented by two integers, a column number between 1 . . . M
and a row number between 1 . . . N , where 1 ≤ M, N ≤ 250. The origin sits in the
upper-left corner of the table. Colors are specified by capital letters.
The editor accepts the following commands:
IMN Create a new M × N image with all pixels initially colored
white (O).
C Clear the table by setting all pixels white (O). The size
remains unchanged.
LXYC Colors the pixel (X, Y ) in color (C).
V X Y1 Y2 C Draw a vertical segment of color (C) in column X, between
the rows Y 1 and Y 2 inclusive.
H X1 X2 Y C Draw a horizontal segment of color (C) in the row Y ,
between the columns X1 and X2 inclusive.
K X1 Y1 X2 Y2 C Draw a filled rectangle of color C, where (X1, Y 1) is the
upper-left and (X2, Y 2) the lower right corner.
FXYC Fill the region R with the color C, where R is defined as
follows. Pixel (X, Y ) belongs to R. Any other pixel which
is the same color as pixel (X, Y ) and shares a common side
with any pixel in R also belongs to this region.
S Name Write the file name in MSDOS 8.3 format followed by the
contents of the current image.
X Terminate the session.

Output
On every command S NAME, print the filename N AM E and contents of the current
image. Each row is represented by the color contents of each pixel. See the sample
output.
Ignore the entire line of any command defined by a character other than I, C, L,
V, H, K, F, S, or X, and pass on to the next command. In case of other errors, the
program behavior is unpredictable.
20 1. Getting Started

Sample Input
I 5 6
L 2 3 A
S one.bmp
G 2 3 J
F 3 3 J
V 2 3 4 W
H 3 4 2 Z
S two.bmp
X

Sample Output
one.bmp
OOOOO
OOOOO
OAOOO
OOOOO
OOOOO
OOOOO
two.bmp
JJJJJ
JJZZJ
JWJJJ
JWJJJ
JJJJJ
JJJJJ

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