#include
#include
using namespace std;
const double pi = acos(-1.0);
const double inf = 1e100;
const double eps = 1e-6;
int sgn(double d){
if(fabs(d) < eps)
return 0;
if(d > 0)
return 1;
return -1;
}
int dcmp(double x, double y){
if(fabs(x - y) < eps)
return 0;
if(x > y)
return 1;
return -1;
}
int main() {
double x = 1.49999;
int fx = floor(x);//向下取整函数
int cx = ceil(x);//向上取整函数
int rx = round(x);//四舍五入函数
printf("%f %d %d %d\n", x, fx, cx, rx);
//输出结果 1.499990 1 2 1
return 0 ;
}
struct Point{
double x, y;
Point(double x = 0, double y = 0):x(x),y(y){}
};
typedef Point Vector;
Vector operator + (Vector A, Vector B){
return Vector(A.x+B.x, A.y+B.y);
}
Vector operator - (Point A, Point B){
return Vector(A.x-B.x, A.y-B.y);
}
Vector operator * (Vector A, double p){
return Vector(A.x*p, A.y*p);
}
Vector operator / (Vector A, double p){
return Vector(A.x/p, A.y/p);
}
bool operator < (const Point& a, const Point& b){
if(a.x == b.x)
return a.y < b.y;
return a.x < b.x;
}
const double eps = 1e-6;
int sgn(double x){
if(fabs(x) < eps)
return 0;
if(x < 0)
return -1;
return 1;
}
bool operator == (const Point& a, const Point& b){
if(sgn(a.x-b.x) == 0 && sgn(a.y-b.y) == 0)
return true;
return false;
}
double Dot(Vector A, Vector B){
return A.x*B.x + A.y*B.y;
}
double Length(Vector A){
return sqrt(Dot(A, A));
}
double Angle(Vector A, Vector B){
return acos(Dot(A, B)/Length(A)/Length(B));
}
double Cross(Vector A, Vector B){
return A.x*B.y-A.y*B.x;
}
double Area2(Point A, Point B, Point C){
return Cross(B-A, C-A);
}
Vector Rotate(Vector A, double rad){//rad为弧度 且为逆时针旋转的角
return Vector(A.x*cos(rad)-A.y*sin(rad), A.x*sin(rad)+A.y*cos(rad));
}
Vector Normal(Vector A){//向量A左转90°的单位法向量
double L = Length(A);
return Vector(-A.y/L, A.x/L);
}
bool ToLeftTest(Point a, Point b, Point c){
return Cross(b - a, c - b) > 0;
}
#include
using namespace std;
typedef complex<double> Point;
typedef Point Vector;//复数定义向量后,自动拥有构造函数、加减法和数量积
const double eps = 1e-9;
int sgn(double x){
if(fabs(x) < eps)
return 0;
if(x < 0)
return -1;
return 1;
}
double Length(Vector A){
return abs(A);
}
double Dot(Vector A, Vector B){//conj(a+bi)返回共轭复数a-bi
return real(conj(A)*B);
}
double Cross(Vector A, Vector B){
return imag(conj(A)*B);
}
Vector Rotate(Vector A, double rad){
return A*exp(Point(0, rad));//exp(p)返回以e为底复数的指数
}
struct Line{//直线定义
Point v, p;
Line(Point v, Point p):v(v), p(p) {}
Point point(double t){//返回点P = v + (p - v)*t
return v + (p - v)*t;
}
};
//调用前需保证 Cross(v, w) != 0
Point GetLineIntersection(Point P, Vector v, Point Q, Vector w){
Vector u = P-Q;
double t = Cross(w, u)/Cross(v, w);
return P+v*t;
}
//点P到直线AB距离
double DistanceToLine(Point P, Point A, Point B){
Vector v1 = B-A, v2 = P-A;
return fabs(Cross(v1, v2)/Length(v1));
}//不去绝对值,得到的是有向距离
//点P到线段AB距离公式
double DistanceToSegment(Point P, Point A, Point B){
if(A == B)
return Length(P-A);
Vector v1 = B-A, v2 = P-A, v3 = P-B;
if(dcmp(Dot(v1, v2)) < 0)
return Length(v2);
if(dcmp(Dot(v1, v3)) > 0)
return Length(v3);
return DistanceToLine(P, A, B);
}
//点P在直线AB上的投影点
Point GetLineProjection(Point P, Point A, Point B){
Vector v = B-A;
return A+v*(Dot(v, P-A)/Dot(v, v));
}
//判断p点是否在线段a1a2上
bool OnSegment(Point p, Point a1, Point a2){
return dcmp(Cross(a1-p, a2-p)) == 0 && dcmp(Dot(a1-p, a2-p)) < 0;
}
//判断两线段是否相交
bool SegmentProperIntersection(Point a1, Point a2, Point b1, Point b2){
double c1 = Cross(a2-a1, b1-a1), c2 = Cross(a2-a1, b2-a1);
double c3 = Cross(b2-b1, a1-b1), c4 = Cross(b2-b1, a2-b1);
//if判断控制是否允许线段在端点处相交,根据需要添加
if(!sgn(c1) || !sgn(c2) || !sgn(c3) || !sgn(c4)){
bool f1 = OnSegment(b1, a1, a2);
bool f2 = OnSegment(b2, a1, a2);
bool f3 = OnSegment(a1, b1, b2);
bool f4 = OnSegment(a2, b1, b2);
bool f = (f1|f2|f3|f4);
return f;
}
return (sgn(c1)*sgn(c2) < 0 && sgn(c3)*sgn(c4) < 0);
}
struct Point {
double x, y;
};
struct Line{
Point a, b;
};
Point Intersection(Line u, Line v){
Point ret = u.a;
double t1 = (u.a.x - v.a.x)*(v.a.y - v.b.y) - (u.a.y - v.a.y)*(v.a.x - v.b.x);
double t2 = (u.a.x - u.b.x)*(v.a.y - v.b.y) - (u.a.y - u.b.y)*(v.a.x - v.b.x);
double t = t1/t2;
ret.x += (u.b.x - u.a.x)*t;
ret.y += (u.b.y - u.a.y)*t;
return ret;
}
//外心
Point Circumcenter(Point a, Point b, Point c){
Line u, v;
u.a.x = (a.x + b.x)/2;
u.a.y = (a.y + b.y)/2;
u.b.x = u.a.x - a.y + b.y;
u.b.y = u.a.y + a.x - b.x;
v.a.x = (a.x + c.x)/2;
v.a.y = (a.y + c.y)/2;
v.b.x = v.a.x - a.y + c.y;
v.b.y = v.a.y + a.x - c.x;
return Intersection(u, v);
}
struct Point {
double x, y;
};
struct Line{
Point a, b;
};
Point Intersection(Line u, Line v){
Point ret = u.a;
double t1 = (u.a.x - v.a.x)*(v.a.y - v.b.y) - (u.a.y - v.a.y)*(v.a.x - v.b.x);
double t2 = (u.a.x - u.b.x)*(v.a.y - v.b.y) - (u.a.y - u.b.y)*(v.a.x - v.b.x);
double t = t1/t2;
ret.x += (u.b.x - u.a.x)*t;
ret.y += (u.b.y - u.a.y)*t;
return ret;
}
//三角形内心
Point Incenter(Point a, Point b, Point c){
Line u, v;
double m, n;
u.a = a;
m = atan2(b.y - a.y, b.x - a.x);
n = atan2(c.y - a.y, c.x - a.x);
u.b.x = u.a.x + cos((m + n)/2);
u.b.y = u.a.y + sin((m + n)/2);
v.a = b;
m = atan2(a.y - b.y, a.x - b.x);
n = atan2(c.y - b.y, c.x - b.x);
v.b.x = v.a.x + cos((m + n)/2);
v.b.y = v.a.y + sin((m + n)/2);
return Intersection(u, v);
}
struct Point {
double x, y;
};
struct Line{
Point a, b;
};
Point Intersection(Line u, Line v){
Point ret = u.a;
double t1 = (u.a.x - v.a.x)*(v.a.y - v.b.y) - (u.a.y - v.a.y)*(v.a.x - v.b.x);
double t2 = (u.a.x - u.b.x)*(v.a.y - v.b.y) - (u.a.y - u.b.y)*(v.a.x - v.b.x);
double t = t1/t2;
ret.x += (u.b.x - u.a.x)*t;
ret.y += (u.b.y - u.a.y)*t;
return ret;
}
//三角形垂心
Point Perpencenter(Point a, Point b, Point c){
Line u, v;
u.a = c;
u.b.x = u.a.x - a.y + b.y;
u.b.y = u.a.y + a.x - b.x;
v.a = b;
v.b.x = v.a.x - a.y + c.y;
v.b.y = v.a.y + a.x - c.x;
return Intersection(u, v);
}
struct Point {
double x, y;
};
struct Line{
Point a, b;
};
Point Intersection(Line u, Line v){
Point ret = u.a;
double t1 = (u.a.x - v.a.x)*(v.a.y - v.b.y) - (u.a.y - v.a.y)*(v.a.x - v.b.x);
double t2 = (u.a.x - u.b.x)*(v.a.y - v.b.y) - (u.a.y - u.b.y)*(v.a.x - v.b.x);
double t = t1/t2;
ret.x += (u.b.x - u.a.x)*t;
ret.y += (u.b.y - u.a.y)*t;
return ret;
}
//三角形重心
//到三角形三顶点距离的平方和最小的点
//三角形内到三边距离之积最大的点
Point barycenter(Point a, Point b, Point c){
Line u, v;
u.a.x = (a.x + b.x)/2;
u.a.y = (a.y + b.y)/2;
u.b = c;
v.a.x = (a.x + c.x)/2;
v.a.y = (a.y + c.y)/2;
v.b = b;
return Intersection(u, v);
}
struct Point {
double x, y;
};
struct Line{
Point a, b;
};
inline double Dist(Point p1, Point p2){
return sqrt((p1.x - p2.x)*(p1.x - p2.x) + (p1.y - p2.y)*(p1.y - p2.y));
}
//三角形费马点
//到三角形三顶点距离之和最小的点
Point Ferment(Point a, Point b, Point c){
Point u, v;
double step = fabs(a.x) + fabs(a.y) + fabs(b.x) + fabs(b.y) + fabs(c.x) + fabs(c.y);
u.x = (a.x + b.x + c.x)/3;
u.y = (a.y + b.y + c.y)/3;
while(step >1e-10){
for(int k = 0; k < 10; step /= 2, k++){
for(int i = -1; i <= 1; ++i){
for(int j = -1; j <= 1; ++j){
v.x = u.x + step*i;
v.y = u.y + step*j;
double t1 = Dist(u, a) + Dist(u, b) + Dist(u, c);
double t2 = Dist(v, a) + Dist(v, b) + Dist(v, c);
if (t1 > t2) u = v;
}
}
}
}
return u;
}
//多边形有向面积
double PolygonArea(Point* p, int n){//p为端点集合,n为端点个数
double s = 0;
for(int i = 1; i < n-1; ++i)
s += Cross(p[i]-p[0], p[i+1]-p[0]);
return s;
}
//判断点是否在多边形内,若点在多边形内返回1,在多边形外部返回0,在多边形上返回-1
int isPointInPolygon(Point p, vector<Point> poly){
int wn = 0;
int n = poly.size();
for(int i = 0; i < n; ++i){
if(OnSegment(p, poly[i], poly[(i+1)%n])) return -1;
int k = sgn(Cross(poly[(i+1)%n] - poly[i], p - poly[i]));
int d1 = sgn(poly[i].y - p.y);
int d2 = sgn(poly[(i+1)%n].y - p.y);
if(k > 0 && d1 <= 0 && d2 > 0) wn++;
if(k < 0 && d2 <= 0 && d1 > 0) wn--;
}
if(wn != 0)
return 1;
return 0;
}
int getLineCircleIntersection(Line L, Circle C, double& t1, double& t2, vector<Point>& sol){
double a = L.v.x, b = L.p.x - C.c.x, c = L.v.y, d = L.p.y - C.c.y;
double e = a*a + c*c, f = 2*(a*b + c*d), g = b*b + d*d - C.r*C.r;
double delta = f*f - 4*e*g;//判别式
if(sgn(delta) < 0)//相离
return 0;
if(sgn(delta) == 0){//相切
t1 = -f /(2*e);
t2 = -f /(2*e);
sol.push_back(L.point(t1));//sol存放交点本身
return 1;
}
//相交
t1 = (-f - sqrt(delta))/(2*e);
sol.push_back(L.point(t1));
t2 = (-f + sqrt(delta))/(2*e);
sol.push_back(L.point(t2));
return 2;
}
double AreaOfOverlap(Point c1, double r1, Point c2, double r2){
double d = Length(c1 - c2);
if(r1 + r2 < d + eps)
return 0.0;
if(d < fabs(r1 - r2) + eps){
double r = min(r1, r2);
return pi*r*r;
}
double x = (d*d + r1*r1 - r2*r2)/(2.0*d);
double p = (r1 + r2 + d)/2.0;
double t1 = acos(x/r1);
double t2 = acos((d - x)/r2);
double s1 = r1*r1*t1;
double s2 = r2*r2*t2;
double s3 = 2*sqrt(p*(p - r1)*(p - r2)*(p - d));
return s1 + s2 - s3;
}
const int maxn = 3e2 + 5;
const double PI = acos(-1.0);
struct Point{
double x, y;
}p[maxn];
struct Angle{
double pos;
bool in;
bool operator < (const Angle& a) const {
return pos < a.pos;
}
}a[maxn<<1];
inline double Dist(Point& p1, Point& p2){
return sqrt((p1.x - p2.x)*(p1.x - p2.x) + (p1.y - p2.y)*(p1.y - p2.y));
}
//点集的大小n,给定圆的半径r,返回最多覆盖的点的个数
int solve(int n, double r){
int ret = 1;
for(int i = 0; i < n; ++i){
int m = 0;
for(int j = 0; j < n; ++j){
if(i == j) continue;
double d = Dist(p[i], p[j]);
if(d > 2*r) continue;
double alpha = atan2(p[j].y - p[i].y, p[j].x - p[i].x);
double beta = acos(d/(2*r));
a[m].pos = alpha - beta;
a[m++].in = true;
a[m].pos = alpha + beta;
a[m++].in = false;
}
sort(a, a + m);
int t = 1;
for(int j = 0; j < m; ++j){
if(a[j].in) ++t;
else --t;
if(ret < t) ret = t;
}
}
return ret;
}
const int maxn = 1e3 + 5;
const double eps = 1e-9;
struct Point {
double x, y;
Point(double x = 0, double y = 0):x(x),y(y){}
};
typedef Point Vector;
Point lst[maxn];
int stk[maxn], top;
Vector operator - (Point A, Point B){
return Vector(A.x-B.x, A.y-B.y);
}
int sgn(double x){
if(fabs(x) < eps)
return 0;
if(x < 0)
return -1;
return 1;
}
double Cross(Vector v0, Vector v1) {
return v0.x*v1.y - v1.x*v0.y;
}
double Dis(Point p1, Point p2) { //计算 p1p2的 距离
return sqrt((p2.x-p1.x)*(p2.x-p1.x)+(p2.y-p1.y)*(p2.y-p1.y));
}
bool cmp(Point p1, Point p2) { //极角排序函数 ,角度相同则距离小的在前面
int tmp = sgn(Cross(p1 - lst[0], p2 - lst[0]));
if(tmp > 0)
return true;
if(tmp == 0 && Dis(lst[0], p1) < Dis(lst[0], p2))
return true;
return false;
}
//点的编号0 ~ n - 1
//返回凸包结果stk[0 ~ top - 1]为凸包的编号
void Graham(int n) {
int k = 0;
Point p0;
p0.x = lst[0].x;
p0.y = lst[0].y;
for(int i = 1; i < n; ++i) {
if( (p0.y > lst[i].y) || ((p0.y == lst[i].y) && (p0.x > lst[i].x)) ) {
p0.x = lst[i].x;
p0.y = lst[i].y;
k = i;
}
}
lst[k] = lst[0];
lst[0] = p0;
sort(lst + 1, lst + n, cmp);
if(n == 1) {
top = 1;
stk[0] = 0;
return ;
}
if(n == 2) {
top = 2;
stk[0] = 0;
stk[1] = 1;
return ;
}
stk[0] = 0;
stk[1] = 1;
top = 2;
for(int i = 2; i < n; ++i) {
while(top > 1 && Cross(lst[stk[top - 1]] - lst[stk[top - 2]], lst[i] - lst[stk[top - 2]]) <= 0)
--top;
stk[top] = i;
++top;
}
return ;
}
struct Point {
double x, y;
Point(double x = 0, double y = 0):x(x),y(y){}
};
typedef Point Vector;
Vector operator - (Point A, Point B){
return Vector(A.x-B.x, A.y-B.y);
}
bool operator < (const Point& a, const Point& b){
if(a.x == b.x)
return a.y < b.y;
return a.x < b.x;
}
double Cross(Vector v0, Vector v1) {
return v0.x*v1.y - v1.x*v0.y;
}
//计算凸包,输入点数组为 p,个数为 n, 输出点数组为 ch。函数返回凸包顶点数
//如果不希望凸包的边上有输入点,则把两个 <= 改为 <
//在精度要求高时建议用dcmp比较
//输入不能有重复点,函数执行完后输入点的顺序被破坏
int ConvexHull(Point* p, int n, Point* ch) {
sort(p, p+n);
int m = 0;
for(int i = 0; i < n; ++i) {
while(m > 1 && Cross(ch[m-1] - ch[m-2], p[i] - ch[m-2]) <= 0) m--;
ch[m++] = p[i];
}
int k = m;
for(int i = n-2; i>= 0; --i) {
while(m > k && Cross(ch[m-1] - ch[m-2], p[i] - ch[m-2]) <= 0) m--;
ch[m++] = p[i];
}
if(n > 1) --m;
return m;
}
const double eps = 1e-6;
struct Point{
double x, y;
Point(double x = 0, double y = 0):x(x),y(y){}
};
typedef Point Vector;
Vector operator + (Vector A, Vector B){
return Vector(A.x+B.x, A.y+B.y);
}
Vector operator - (Point A, Point B){
return Vector(A.x-B.x, A.y-B.y);
}
Vector operator * (Vector A, double p){
return Vector(A.x*p, A.y*p);
}
int sgn(double x){
if(fabs(x) < eps)
return 0;
if(x < 0)
return -1;
return 1;
}
double Dot(Vector A, Vector B){
return A.x*B.x + A.y*B.y;
}
double Cross(Vector A, Vector B){
return A.x*B.y-A.y*B.x;
}
double Length(Vector A){
return sqrt(Dot(A, A));
}
Vector Normal(Vector A){//向量A左转90°的单位法向量
double L = Length(A);
return Vector(-A.y/L, A.x/L);
}
struct Line{
Point p;//直线上任意一点
Vector v;//方向向量,它的左边就是对应的半平面
double ang;//极角,即从x轴正半轴旋转到向量v所需要的角(弧度)
Line(){}
Line(Point p, Vector v) : p(p), v(v){
ang = atan2(v.y, v.x);
}
bool operator < (const Line& L) const {//排序用的比较运算符
return ang < L.ang;
}
};
//点p在有向直线L的左侧
bool OnLeft(Line L, Point p){
return Cross(L.v, p - L.p) > 0;
}
//两直线交点。假定交点唯一存在
Point GetIntersection(Line a, Line b){
Vector u = a.p - b.p;
double t = Cross(b.v, u)/Cross(a.v, b.v);
return a.p + a.v*t;
}
//半平面交的主过程
int HalfplaneIntersection(Line* L, int n, Point* poly){
sort(L, L + n);//按照极角排序
int fst = 0, lst = 0;//双端队列的第一个元素和最后一个元素
Point *P = new Point[n];//p[i] 为 q[i]与q[i + 1]的交点
Line *q = new Line[n];//双端队列
q[fst = lst = 0] = L[0];//初始化为只有一个半平面L[0]
for(int i = 1; i < n; ++i){
while(fst < lst && !OnLeft(L[i], P[lst - 1])) --lst;
while(fst < lst && !OnLeft(L[i], P[fst])) ++fst;
q[++lst] = L[i];
if(sgn(Cross(q[lst].v, q[lst - 1].v)) == 0){
//两向量平行且同向,取内侧一个
--lst;
if(OnLeft(q[lst], L[i].p)) q[lst] = L[i];
}
if(fst < lst)
P[lst - 1] = GetIntersection(q[lst - 1], q[lst]);
}
while(fst < lst && !OnLeft(q[fst], P[lst - 1])) --lst;
//删除无用平面
if(lst - fst <= 1) return 0;//空集
P[lst] = GetIntersection(q[lst], q[fst]);//计算首尾两个半平面的交点
//从deque复制到输出中
int m = 0;
for(int i = fst; i <= lst; ++i) poly[m++] = P[i];
return m;
}
struct Point {
double x,y;
bool operator <(const Point &a)const {
return x < a.x;
}
};
inline double dist(const Point &p1, const Point &p2) {
return sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y));
}
Point p[maxn], q[maxn];
double ClosestPair(int l, int r) {
if(l == r)
return inf;
int mid = (l+r)>>1;
double tx = p[mid].x;
int tot = 0;
double ret = min(ClosestPair(l, mid), ClosestPair(mid + 1, r));
for(int i = l, j = mid + 1; (i <= mid || j <= r); ++i) {
while(j <= r && (p[i].y > p[j].y || i > mid)) {
q[tot++] = p[j];
j++; //归并按y排序
}
if(abs(p[i].x - tx) < ret && i <= mid) { //选择中间符合要求的点
for(int k = j - 1; k > mid && j - k < 3; --k)
ret = min(ret, dist(p[i], p[k]));
for(int k = j; k <= r && k-j < 2; ++k)
ret = min(ret, dist(p[i], p[k]));
}
if(i <= mid)
q[tot++] = p[i];
}
for(int i = l, j = 0; i <= r; ++i, ++j)
p[i] = q[j];
return ret;
}
double Dist2(Point p1, Point p2) { //计算距离的平方
double ret = Dot(p1 - p2, p1 - p2);
return ret;
}
double RotatingCalipers(Point* ch, int m) {//返回平面最大距离的平方
if(m == 1) return 0.0;
if(m == 2) return Dist2(ch[0], ch[1]);
double ret = 0.0;
ch[m] = ch[0];
int j = 2;
for(int i = 0; i < m; ++i) {
while(Cross(ch[i + 1] - ch[i], ch[j] - ch[i]) < Cross(ch[i + 1] - ch[i], ch[j + 1] - ch[i]))
j = (j + 1)%m;
ret = max(ret, max(Dist2(ch[j], ch[i]), Dist2(ch[j], ch[i + 1])));
}
return ret;
}
double dist(Point a, Point b){
double ret = sqrt((a.x - b.x)*(a.x - b.x) + (a.y - b.y)*(a.y - b.y));
return ret;
}
double mxid[maxn];
double RotateCalipersWide(Point* p, int n){
int j = 1;
p[n] = p[0];
for(int i = 0; i < n; ++i){
while(fabs(Cross(p[i + 1] - p[i], p[j + 1] - p[i])) > fabs(Cross(p[i + 1] - p[i], p[j] - p[i]))) j = (j + 1)%n;
mxid[i] = fabs(Cross(p[j] - p[i], p[i + 1] - p[i]))/dist(p[i], p[i + 1]);
}
double ret = 1e18;
for(int i = 0; i < n; ++i) ret = min(ret, mxid[i]);
return ret;
}
Pick定理是指一个计算点阵中顶点在格点上的多边形面积公式该公式可以表示为
2 S = 2 a + b − 2 2S = 2a + b - 2 2S=2a+b−2
其中 a a a表示多边形内部的点数, b b b表示多边形边界上的点数, S S S表示多边形的面积。
常用形式
S = a + b 2 − 1 S = a + \frac{b}{2} - 1 S=a+2b−1
struct Point{
int x, y;
};
//多边形上的网格点个数
int Onedge(int n, Point* p){
int ret = 0;
for(int i = 0; i < n; ++i)
ret += __gcd(abs(p[i].x - p[(i + 1)%n].x), abs(p[i].y - p[(i + 1)%n].y));
return ret;
}
//多边形内的网格点个数
int Inside(int n, Point* p){
int ret = 0;
for (int i = 0; i < n; ++i)
ret += p[(i + 1)%n].y*(p[i].x - p[(i + 2)%n].x);
ret = (abs(ret) - Onedge(n, p))/2 + 1;
return ret;
}