Submission #00014


ソースコード

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#include <bits/stdc++.h>
using namespace std;
#define fixed(x) fixed << setprecision(x)
const long double EPS = 1e-10;
const long double PI = acos(-1);
static const int CCW_COUNTER_CLOCKWISE = 1; //反時計回り
static const int CCW_CLOCKWISE = -1; //時計回り
static const int CCW_ONLINE_BACK = 2; // p2,p0,p1 がこの順で同一直線上にある
static const int CCW_ONLINE_FRONT = -2; // p0,p1,p2 がこの順で同一直線上にある
static const int CCW_ON_SEGMENT = 0; // p2 が線分 p0p1 上にある
static const int ICC_SEPARATE = 4;
static const int ICC_CIRCUMSCRIBE = 3;
static const int ICC_INTERSECT = 2;
static const int ICC_INSCRIBE = 1;
static const int ICC_CONTAIN = 0;
struct Real {
long double value;
Real(long double value = 0) : value(value) {}
Real(const Real& rhs) { value = rhs.value; }
Real operator+(const Real& rhs) const { return Real(value + rhs.value); }
Real& operator+=(const Real& rhs) { return value += rhs.value, *this; }
Real operator-(const Real& rhs) const { return Real(value - rhs.value); }
Real& operator-=(const Real& rhs) { return value -= rhs.value, *this; }
Real operator*(const Real& rhs) const { return Real(value * rhs.value); }
Real& operator*=(const Real& rhs) { return value *= rhs.value, *this; }
Real operator/(const Real& rhs) const { return Real(value / rhs.value); }
Real& operator/=(const Real& rhs) { return value /= rhs.value, *this; }
Real operator-() const { return Real(-value); }
Real& operator++() { return ++value, *this; }
Real& operator--() { return --value, *this; }
Real operator++(int) {
Real tmp(value);
return ++value, tmp;
}
Real operator--(int) {
Real tmp(value);
return --value, tmp;
}
bool operator==(const Real& rhs) const {
return fabs(value - rhs.value) < EPS;
}
bool operator!=(const Real& rhs) const { return !(*this == rhs); }
bool operator<(const Real& rhs) const {
return (*this == rhs) ? false : value < rhs.value;
}
bool operator>(const Real& rhs) const {
return (*this == rhs) ? false : value > rhs.value;
}
bool operator<=(const Real& rhs) const {
return (*this == rhs) ? true : value < rhs.value;
}
bool operator>=(const Real& rhs) const {
return (*this == rhs) ? true : value > rhs.value;
}
template <class T>
explicit operator T() const {
return static_cast<T>(value);
}
friend istream& operator>>(istream& is, Real& rhs) {
is >> rhs.value;
return is;
}
friend ostream& operator<<(ostream& os, const Real& rhs) {
os << rhs.value;
return os;
}
friend Real pow(const Real& n, const Real& p) {
return pow(n.value, p.value);
}
friend Real pow(Real n, intmax_t p) {
Real ret = 1;
for (; p > 0; p >>= 1) {
if (p & 1) ret *= n;
n *= n;
}
return ret;
}
friend Real abs(const Real& rhs) { return abs(rhs.value); }
friend Real sin(const Real& rhs) { return sin(rhs.value); }
friend Real cos(const Real& rhs) { return cos(rhs.value); }
friend Real tan(const Real& rhs) { return tan(rhs.value); }
friend Real asin(const Real& rhs) { return asin(rhs.value); }
friend Real acos(const Real& rhs) { return acos(rhs.value); }
friend Real atan(const Real& rhs) { return atan(rhs.value); }
friend Real atan2(const Real& lhs, const Real& rhs) {
return atan2(lhs.value, rhs.value);
}
friend Real sqrt(const Real& rhs) { return sqrt(rhs.value); }
friend Real ceil(const Real& rhs) { return ceil(rhs.value); }
friend Real floor(const Real& rhs) { return floor(rhs.value); }
friend Real round(const Real& rhs) { return round(rhs.value); }
friend Real hypot(const Real& x, const Real& y) {
return hypot(x.value, y.value);
}
friend Real hypot(const Real& x, const Real& y, const Real& z) {
return hypot(x.value, y.value, z.value);
}
};
using real_t = Real;
real_t operator""_r(long double value) { return value; };
//点
struct Point {
real_t x, y;
Point(real_t x = 0, real_t y = 0) : x(x), y(y) {}
Point operator+(const Point& rhs) const {
return Point(x + rhs.x, y + rhs.y);
}
Point operator-(const Point& rhs) const {
return Point(x - rhs.x, y - rhs.y);
}
Point operator*(const real_t& rhs) const { return Point(x * rhs, y * rhs); }
Point operator/(const real_t& rhs) const { return Point(x / rhs, y / rhs); }
Point operator-() const { return Point(-x, -y); }
bool operator==(const Point& rhs) const { return x == rhs.x && y == rhs.y; }
bool operator!=(const Point& rhs) const { return !(*this == rhs); }
bool operator<(const Point& rhs) const {
return (x == rhs.x) ? y < rhs.y : x < rhs.x;
}
bool operator>(const Point& rhs) const {
return (x == rhs.x) ? y > rhs.y : x > rhs.x;
}
bool operator<=(const Point& rhs) const {
return (*this == rhs) ? true : *this < rhs;
}
bool operator>=(const Point& rhs) const {
return (*this == rhs) ? true : *this > rhs;
}
friend istream& operator>>(istream& is, Point& rhs) {
is >> rhs.x >> rhs.y;
return is;
}
friend ostream& operator<<(ostream& os, const Point& rhs) {
os << rhs.x << ' ' << rhs.y;
return os;
}
};
//ベクトル
using Vector = Point;
//多角形
using Polygon = vector<Point>;
// 2乗する
real_t norm(const Vector& a) { return a.x * a.x + a.y * a.y; }
//絶対値を返す
real_t len(const Vector& a) { return sqrt(norm(a)); }
//ベクトルa,bの内積
real_t dot(const Vector& a, const Vector& b) { return a.x * b.x + a.y * b.y; }
//ベクトルa,bの外積
real_t cross(const Vector& a, const Vector& b) { return a.x * b.y - a.y * b.x; }
//線分
struct Segment {
Point p1, p2;
Segment(Point p1 = Point(), Point p2 = Point()) : p1(p1), p2(p2) {}
bool operator==(const Segment& rhs) const {
return p1 == rhs.p1 && p2 == rhs.p2;
}
bool operator!=(const Segment& rhs) const { return !(*this == rhs); }
friend istream& operator>>(istream& is, Segment& rhs) {
is >> rhs.p1 >> rhs.p2;
return is;
}
friend ostream& operator<<(ostream& os, const Segment& rhs) {
os << rhs.p1 << ' ' << rhs.p2;
return os;
}
};
//直線
using Line = Segment;
//円
struct Circle {
Point c;
real_t r;
Circle(Point c = Point(), real_t r = 0) : c(c), r(r) {}
bool operator==(const Circle& rhs) const { return c == rhs.c && r == rhs.r; }
bool operator!=(const Circle& rhs) const { return !(*this == rhs); }
friend istream& operator>>(istream& is, Circle& rhs) {
is >> rhs.c >> rhs.r;
return is;
}
friend ostream& operator<<(ostream& os, const Circle& rhs) {
os << rhs.c << ' ' << rhs.r;
return os;
}
};
real_t len(const Segment& s) { return len(s.p1 - s.p2); }
//平行
//平行ならば:1 平行でない:0
bool isParallel(const Vector& a, const Vector& b) {
return cross(a, b) == 0.0_r;
}
bool isParallel(const Point& a1, const Point& a2, const Point& b1,
const Point& b2) {
return isParallel(a1 - a2, b1 - b2);
}
bool isParallel(const Segment& s1, const Segment& s2) {
return isParallel(s1.p1, s1.p2, s2.p1, s2.p2);
}
//
//垂直
//垂直ならば:1 垂直でない:0
bool isOrthogonal(const Vector& a, const Vector& b) {
return dot(a, b) == 0.0_r;
}
bool isOrthogonal(const Point& a1, const Point& a2, const Point& b1,
const Point& b2) {
return isOrthogonal(a1 - a2, b1 - b2);
}
bool isOrthogonal(const Segment& s1, const Segment& s2) {
return isOrthogonal(s1.p1, s1.p2, s2.p1, s2.p2);
}
//
//射影
Point project(const Segment& s, const Point& p) {
const Vector base = s.p2 - s.p1;
const Vector hypo = p - s.p1;
const real_t r = dot(hypo, base) / norm(base);
return s.p1 + base * r;
}
//反射
Point reflect(const Segment& s, const Point& p) {
return p + (project(s, p) - p) * 2.0;
}
real_t arg(const Vector& p) { return atan2(p.y, p.x); }
Vector polar(real_t r, real_t ang) { return Point(r * cos(ang), r * sin(ang)); }
// rotate p1 counterclockwise ang around p0
Point rotate(const Point& p0, const Point& p1, const real_t& ang) {
Vector a = p1 - p0;
return p0 + Vector(a.x * cos(ang) - a.y * sin(ang),
a.x * sin(ang) + a.y * cos(ang));
}
// counter clockwise
int ccw(const Point& p0, const Point& p1, const Point& p2);
//交差判定
bool intersectSS(const Point& p1, const Point& p2, const Point& p3,
const Point& p4);
bool intersectSS(const Segment& s1, const Segment& s2);
bool intersectSG(const Segment& s, const Polygon& g);
int intersectCC(Circle c1, Circle c2);
bool intersectLC(const Line& l, const Circle& c);
int intersectSC(const Segment& s, const Circle& c);
//
//距離
real_t getDistancePP(const Point& p1, const Point& p2);
real_t getDistanceLP(const Line& l, const Point& p);
real_t getDistanceSP(const Segment& s, const Point& p);
real_t getDistanceSS(const Segment& s1, const Segment& s2);
//
//交点
Point getcrossPointSS(const Segment& s1, const Segment& s2);
Point getcrossPointLL(const Line& l1, const Line& l2);
Polygon getcrossPointLC(const Line& l, const Circle& c);
Polygon getcrossPointSC(const Segment& s, const Circle& c);
Polygon getcrossPointCC(const Circle& c1, const Circle& c2);
//
//凸性判定
bool isConvex(const Polygon& g);
//点の内包
// 点が多角形に含まれる  2
// 点が多角形の辺上にある 1
// それ以外        0
int contains(const Polygon& g, const Point& p);
int convexContains(const Polygon& g, const Point& p);
Polygon convexFull(Polygon g, bool ONSEG);
//面積
real_t area(const Polygon& g);
//多角形の直径
Real diameterpolygon(const Polygon& g);
int ccw(const Point& p0, const Point& p1, const Point& p2) {
Vector a = p1 - p0;
Vector b = p2 - p0;
if (cross(a, b) > 0.0_r) return CCW_COUNTER_CLOCKWISE;
if (cross(a, b) < 0.0_r) return CCW_CLOCKWISE;
if (dot(a, b) < 0.0_r) return CCW_ONLINE_BACK;
if (norm(a) < norm(b)) return CCW_ONLINE_FRONT;
return CCW_ON_SEGMENT;
}
bool intersectSS(const Point& p1, const Point& p2, const Point& p3,
const Point& p4) {
return ccw(p1, p2, p3) * ccw(p1, p2, p4) <= 0 &&
ccw(p3, p4, p1) * ccw(p3, p4, p2) <= 0;
}
bool intersectSS(const Segment& s1, const Segment& s2) {
return intersectSS(s1.p1, s1.p2, s2.p1, s2.p2);
}
bool intersectSG(const Segment& s, const Polygon& g) {
const size_t N = g.size();
for (size_t i = 0; i < N; ++i) {
if (intersectSS(Segment(g[i], g[(i + 1) % N]), s)) return true;
}
return false;
}
int intersectCC(Circle c1, Circle c2) {
if (c1.r < c2.r) swap(c1, c2);
const real_t d = len(c1.c - c2.c);
const real_t r = c1.r + c2.r;
if (d == r) return ICC_CIRCUMSCRIBE;
if (d > r) return ICC_SEPARATE;
if (d + c2.r == c1.r) return ICC_INSCRIBE;
if (d + c2.r < c1.r) return ICC_CONTAIN;
return ICC_INTERSECT;
}
bool intersectLC(const Line& l, const Circle& c) {
return getDistanceSP(l, c.c) <= c.r;
}
int intersectSC(const Segment& s, const Circle& c) {
const Point h = project(s, c.c);
if (norm(h - c.c) - c.r * c.r > 0.0_r) return 0;
const real_t d1 = getDistancePP(c.c, s.p1);
const real_t d2 = getDistancePP(c.c, s.p2);
if (d1 < c.r && d2 < c.r) return 0;
if ((d1 < c.r && d2 > c.r) || (d1 > c.r && d2 < c.r)) return 1;
if (dot(s.p1 - h, s.p2 - h) < 0.0_r) return 2;
return 0;
}
//点と点の距離
real_t getDistancePP(const Point& p1, const Point& p2) { return len(p2 - p1); }
//線と点の距離
real_t getDistanceLP(const Line& l, const Point& p) {
return abs(cross(l.p2 - l.p1, p - l.p1) / len(l.p2 - l.p1));
}
//線分と点の距離
real_t getDistanceSP(const Segment& s, const Point& p) {
if (dot(s.p2 - s.p1, p - s.p1) < 0.0_r) return getDistancePP(p, s.p1);
if (dot(s.p1 - s.p2, p - s.p2) < 0.0_r) return getDistancePP(p, s.p2);
return getDistanceLP(s, p);
}
//線分と線分の距離
real_t getDistanceSS(const Segment& s1, const Segment& s2) {
if (intersectSS(s1, s2)) return 0.0;
const real_t opt1 = getDistanceSP(s1, s2.p1);
const real_t opt2 = getDistanceSP(s1, s2.p2);
const real_t opt3 = getDistanceSP(s2, s1.p1);
const real_t opt4 = getDistanceSP(s2, s1.p2);
return min({opt1, opt2, opt3, opt4});
}
//線分と線分の交点の座標
Point getcrossPointSS(const Segment& s1, const Segment& s2) {
Vector base = s2.p2 - s2.p1;
const real_t d1 = abs(cross(base, s1.p1 - s2.p1));
const real_t d2 = abs(cross(base, s1.p2 - s2.p1));
const real_t t = d1 / (d1 + d2);
return s1.p1 + (s1.p2 - s1.p1) * t;
}
//線と円の接点
Polygon getcrossPointLC(const Line& l, const Circle& c) {
Polygon ps;
const Point pr = project(l, c.c);
const Vector e = (l.p2 - l.p1) / len(l.p2 - l.p1);
if (getDistanceLP(l, c.c) == c.r) {
ps.emplace_back(pr);
return ps;
}
const real_t base = sqrt(c.r * c.r - norm(pr - c.c));
ps.emplace_back(pr + e * base);
ps.emplace_back(pr - e * base);
return ps;
}
//線分と円の接点
Polygon getcrossPointSC(const Segment& s, const Circle& c) {
const Line l(s);
Polygon ret = getcrossPointLC(l, c);
if (intersectSC(s, c) == 2) return ret;
if (ret.size() > 1) {
if (dot(l.p1 - ret[0], l.p2 - ret[0]) > 0.0_r) swap(ret[0], ret[1]);
ret.pop_back();
}
return ret;
}
//円と円の接点
Polygon getcrossPointCC(const Circle& c1, const Circle& c2) {
Polygon p(2);
const real_t d = getDistancePP(c1.c, c2.c);
const real_t a =
acos((c1.r * c1.r + d * d - c2.r * c2.r) / (2.0_r * c1.r * d));
const real_t t = arg(c2.c - c1.c);
p[0] = c1.c + polar(c1.r, t + a);
p[1] = c1.c + polar(c1.r, t - a);
return p;
}
//凸性判定
bool isConvex(const Polygon& g) {
const size_t N = g.size();
for (size_t i = 0; i < N; ++i) {
const int state = ccw(g[i], g[(i + 1) % N], g[(i + 2) % N]);
if (state == CCW_CLOCKWISE) return false;
}
return true;
}
// OUT:0 ON:1 IN:2
enum { OUT, ON, IN };
//多角形の内部に点を含むかどうか判定
int contains(const Polygon& g, const Point& p) {
const size_t N = g.size();
bool valid = false;
for (size_t i = 0; i < N; ++i) {
Point a = g[i] - p, b = g[(i + 1) % N] - p;
if (abs(cross(a, b)) == 0.0_r && dot(a, b) <= 0.0_r) return ON;
if (a.y > b.y) swap(a, b);
if (a.y <= 0.0_r && 0.0_r < b.y && cross(a, b) > 0.0_r) valid ^= 1;
}
return (valid ? IN : OUT);
}
// time complexity: O(log N)
//凸多角形の内部に点を含むかどうか判定
// 点が多角形に含まれる  2
// 点が多角形の辺上にある 1
// それ以外        0
int convexContains(const Polygon& g, const Point& p) {
const size_t N = g.size();
const Point G = (g[0] + g[N / 3] + g[2 * N / 3]) / 3.0_r;
size_t l = 0, r = N;
while (r - l > 1) {
const size_t m = (l + r) / 2;
if (cross(g[l] - G, g[m] - G) > 0.0_r) {
if (cross(g[l] - G, p - G) > 0.0_r && cross(g[m] - G, p - G) < 0.0_r)
r = m;
else
l = m;
} else {
if (cross(g[l] - G, p - G) < 0.0_r && cross(g[m] - G, p - G) > 0.0_r)
l = m;
else
r = m;
}
}
r %= N;
if (cross(g[l] - p, g[r] - p) < 0.0_r) return OUT;
if (cross(g[l] - p, g[r] - p) > 0.0_r) return IN;
return ON;
}
// Counter Clockwise
//凸包
Polygon convexFull(Polygon g, bool ONSEG) {
Polygon u, l;
if (g.size() < 3) return g;
sort(g.begin(), g.end());
u.emplace_back(g[0]);
u.emplace_back(g[1]);
l.emplace_back(g[g.size() - 1]);
l.emplace_back(g[g.size() - 2]);
//同一直線上の点を含む
if (ONSEG) {
for (int i = 2; i < g.size(); ++i) {
for (int n = u.size();
n >= 2 && ccw(u[n - 2], u[n - 1], g[i]) == CCW_COUNTER_CLOCKWISE;
--n) {
u.pop_back();
}
u.emplace_back(g[i]);
}
for (int i = g.size() - 3; i >= 0; --i) {
for (int n = l.size();
n >= 2 && ccw(l[n - 2], l[n - 1], g[i]) == CCW_COUNTER_CLOCKWISE;
--n) {
l.pop_back();
}
l.emplace_back(g[i]);
}
}
//同一直線上の点を含まない
else {
for (int i = 2; i < g.size(); ++i) {
for (int n = u.size();
n >= 2 && ccw(u[n - 2], u[n - 1], g[i]) != CCW_CLOCKWISE; --n) {
u.pop_back();
}
u.emplace_back(g[i]);
}
for (int i = g.size() - 3; i >= 0; --i) {
for (int n = l.size();
n >= 2 && ccw(l[n - 2], l[n - 1], g[i]) != CCW_CLOCKWISE; --n) {
l.pop_back();
}
l.emplace_back(g[i]);
}
}
reverse(l.begin(), l.end());
for (int i = u.size() - 2; i >= 1; --i) l.emplace_back(u[i]);
return l;
}
//多角形の面積を求める
real_t area(const Polygon& g) {
const size_t N = g.size();
real_t res = 0;
for (size_t i = 0; i < g.size(); ++i) {
res += cross(g[i], g[(i + 1) % N]) / 2.0;
}
return res;
}
//多角形の直径
Real diameterpolygon(const Polygon& g) {
Real distance = 0, ans = 0, p;
int f = 0;
for (int i = 0; i < g.size(); i++) {
distance = 0;
while (true) {
p = getDistancePP(g[i], g[f]);
if (distance > p) {
f--;
break;
}
if (distance < p) distance = p;
f++;
f %= g.size();
}
ans = max(ans, distance);
}
return ans;
}
// time complexity: expected value O(N)
//
Circle minimumInclusionCircle(Polygon g) {
const size_t N = g.size();
assert(N >= 1);
if (N == 1) {
return {g[0], 0.0_r};
}
random_device seed_gen;
mt19937 engine(seed_gen());
shuffle(g.begin(), g.end(), engine);
const auto makeCircle3 = [](const Point& a, const Point& b,
const Point& c) -> Circle {
const real_t A = norm(b - c), B = norm(c - a), C = norm(a - b),
S = cross(b - a, c - a);
const Point p = (a * (A * (B + C - A)) + b * (B * (C + A - B)) +
c * (C * (A + B - C))) /
(4.0_r * S * S);
const real_t r2 = getDistancePP(p, a);
return {p, r2};
};
const auto makeCircle2 = [](const Point& a, const Point& b) -> Circle {
const Point c = (a + b) / 2.0_r;
const real_t r2 = getDistancePP(a, c);
return {c, r2};
};
const auto inCircle = [](const Point& a, const Circle& c) -> bool {
return getDistancePP(a, c.c) <= c.r;
};
Circle c = makeCircle2(g[0], g[1]);
for (size_t i = 2; i < N; ++i) {
if (!inCircle(g[i], c)) {
c = makeCircle2(g[0], g[i]);
for (size_t j = 1; j < i; ++j) {
if (!inCircle(g[j], c)) {
c = makeCircle2(g[i], g[j]);
for (size_t k = 0; k < j; ++k) {
if (!inCircle(g[k], c)) {
c = makeCircle3(g[i], g[j], g[k]);
}
}
}
}
}
}
return c;
}
signed main() {
int w, h, c;
int q;
cin >> w >> h >> c;
q = gcd(w, h);
cout << (w / q) * (h / q) * c << "\n";
}

ステータス

項目 データ
問題 0004 - ニュータウン
ユーザー名 有象無象
投稿日時 2021-07-28 09:03:52
言語 C++17
状態 Accepted
得点 8
ソースコード長 19341 Byte
最大実行時間 36 ms
最大メモリ使用量 712 KB

セット

セット 得点 Cases
1 ALL 8 / 8 *

テストケース

ファイル名 状態 実行時間 メモリ使用量 #
in01.txt AC 36 ms 476 KB
1
in02.txt AC 18 ms 444 KB
1
in03.txt AC 23 ms 416 KB
1
in04.txt AC 22 ms 520 KB
1
in05.txt AC 16 ms 488 KB
1
in06.txt AC 23 ms 456 KB
1
in07.txt AC 27 ms 424 KB
1
in08.txt AC 22 ms 524 KB
1
in09.txt AC 19 ms 368 KB
1
in10.txt AC 21 ms 472 KB
1
in11.txt AC 22 ms 568 KB
1
in12.txt AC 21 ms 664 KB
1
in13.txt AC 16 ms 504 KB
1
in14.txt AC 24 ms 608 KB
1
in15.txt AC 20 ms 712 KB
1
in16.txt AC 21 ms 684 KB
1
in17.txt AC 19 ms 652 KB
1