summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--PlaygroundCpp/Sources/Playground.cpp177
1 files changed, 19 insertions, 158 deletions
diff --git a/PlaygroundCpp/Sources/Playground.cpp b/PlaygroundCpp/Sources/Playground.cpp
index d3330a1..070cf04 100644
--- a/PlaygroundCpp/Sources/Playground.cpp
+++ b/PlaygroundCpp/Sources/Playground.cpp
@@ -1,171 +1,32 @@
#include <iostream>
-#include <vector>
-#include <cmath>
-#include <iomanip>
-#include <algorithm>
-#include <cfloat>
+#include <climits>
//#include <gtest/gtest.h>
-using std::vector;
-using std::min;
-
-struct Point {
- int x, y;
- bool operator==(const Point &p1) {
- return (x == p1.x && y == p1.y);
- }
-};
-
-bool sortPointXDimension(Point i, Point j) {
- if (i.x == j.x) {
- return i.y < j.y;
- }
- return i.x < j.x;
-}
-
-bool sortPointYDimension(Point i, Point j) {
- if (i.y == j.y) {
- return i.x < j.x;
- }
- return i.y < j.y;
-}
-
-float distance(Point p1, Point p2) {
- return pow(p1.x - p2.x, 2) + pow(p1.y - p2.y, 2);
-}
-
-float baseCaseMinDistance(vector<Point> &ptsVector, int low, int high) {
- if (high - low == 1)
- return distance(ptsVector[low], ptsVector[high]);
- if (high - low == 2) {
- float f1 = distance(ptsVector[low], ptsVector[low + 1]);
- float f2 = distance(ptsVector[low], ptsVector[high]);
- float f3 = distance(ptsVector[high], ptsVector[low + 1]);
- return min(f1, min(f2, f3));
- }
- float f1 = distance(ptsVector[low], ptsVector[low + 1]);
- float f2 = distance(ptsVector[low], ptsVector[low + 2]);
- float f3 = distance(ptsVector[low], ptsVector[high]);
- float f4 = distance(ptsVector[low + 1], ptsVector[low + 2]);
- float f5 = distance(ptsVector[low + 1], ptsVector[high]);
- float f6 = distance(ptsVector[low + 2], ptsVector[high]);
- return min(f1, min(f2, min(f3, min(f4, min(f5, f6)))));
-}
-
-float dPrimeDistance(vector<Point> &shadedPoints) {
- float minDistance = FLT_MAX;
- float tempDistance;
- for (int i = 0; i < shadedPoints.size(); i++) {
- for (int j = 1; j <= 5; j++) {
- if (i + j < shadedPoints.size()) {
- tempDistance = distance(shadedPoints[i], shadedPoints[i + j]);
- minDistance = min(tempDistance, minDistance);
+int getChange(int money) {
+ // denominations: 1, 3, 4
+ int denominations[3] = { 1, 3, 4 };
+ int minNumCoins[money + 1] = { };
+ for (int m = 1; m < money + 1; m++) {
+ minNumCoins[m] = INT_MAX;
+ for (int i = 0; i < 3; i++) {
+ if (m >= denominations[i]) {
+ int numCoins = minNumCoins[m - denominations[i]] + 1;
+ if (numCoins < minNumCoins[m]) {
+ minNumCoins[m] = numCoins;
+ }
}
}
}
- return minDistance;
+ return minNumCoins[money];
}
-float minimalDistance(vector<Point> &ptsVector, int low, int high) {
- if (high - low <= 3) {
- return baseCaseMinDistance(ptsVector, low, high);
- }
- int mid = low + (high - low) / 2;
- long midX = ptsVector[mid].x;
- float f1 = minimalDistance(ptsVector, low, mid - 1);
- float f2 = minimalDistance(ptsVector, mid, high);
- float f = min(f1, f2);
- vector<Point> shadedPoints;
- for (int i = low; i <= high; i++) {
- if (abs(ptsVector[i].x - midX) <= f)
- shadedPoints.push_back(ptsVector[i]);
- }
-
- std::sort(shadedPoints.begin(), shadedPoints.end(), sortPointYDimension);
-
- float fPrime = dPrimeDistance(shadedPoints);
-
- return min(f, fPrime);
-}
-float minimalDistance(vector<int> &x, vector<int> &y) {
- vector<Point> ptsVector(x.size());
- Point tempP;
-
- for (int i = 0; i < x.size(); i++) {
- tempP = {x[i],y[i]};
- ptsVector[i] = tempP;
- }
-
- std::sort(ptsVector.begin(), ptsVector.end(), sortPointXDimension);
- return sqrt(minimalDistance(ptsVector, 0, ptsVector.size() - 1));
-}
//TEST(SortPoint, Sort1) {
-// vector<int> x = { 4, -2, -3, -1, 2, -4, 1, -1, 3, -4, -2 };
-// vector<int> y = { 4, -2, -4, 3, 3, 0, 1, -1, -1, 2, 4 };
-// vector<Point> p;
-// Point tempP;
-//
-// for (int i = 0; i < x.size(); ++i) {
-// tempP = {x[i],y[i]};
-// p.push_back(tempP);
-// };
-//
-// std::sort(p.begin(), p.end(), sortPointXDimension);
-//
-// ASSERT_EQ(p[0].x, -4);
-// ASSERT_EQ(p[0].y, 0);
-//
-// std::sort(p.begin(), p.end(), sortPointYDimension);
-// ASSERT_EQ(p[0].y, -4);
-// ASSERT_EQ(p[0].x, -3);
-// ASSERT_EQ(p[10].y, 4);
-// ASSERT_EQ(p[10].x, 4);
-//}
-//
-//TEST(PointDistance, Test1) {
-// vector<int> x = { 0, 0 };
-// vector<int> y = { 3, 4 };
-//
-// float f = minimalDistance(x, y);
-// ASSERT_FLOAT_EQ(f, 5);
-//}
-//
-//TEST(ClosestDistance, Test1) {
-// vector<int> x = { 0, 3 };
-// vector<int> y = { 0, 4 };
-// float result = 5.0;
-// ASSERT_FLOAT_EQ(result, minimalDistance(x, y));
-//}
-//
-//TEST(ClosestDistance, Test2) {
-// vector<int> x = { 0, 3, 5 };
-// vector<int> y = { 0, 4, 6 };
-// float result = 2.828427;
-// ASSERT_FLOAT_EQ(result, minimalDistance(x, y));
-//}
-//
-//TEST(ClosestDistance, Test3) {
-// vector<int> x = { 7, 1, 4, 7 };
-// vector<int> y = { 7, 100, 8, 7 };
-// float result = 0.0;
-// ASSERT_FLOAT_EQ(result, minimalDistance(x, y));
-//}
-//
-//TEST(ClosestDistance, Test4) {
-// vector<int> x = { 4, -2, -3, -1, 2, -4, 1, -1, 3, -4, -2 };
-// vector<int> y = { 4, -2, -4, 3, 3, 0, 1, -1, -1, 2, 4 };
-// float result = 1.4142135;
-// ASSERT_FLOAT_EQ(result, minimalDistance(x, y));
+// ASSERT_EQ(2, getChange(2));
+// ASSERT_EQ(9, getChange(34));
//}
int main() {
- size_t n;
- std::cin >> n;
- vector<int> x(n);
- vector<int> y(n);
- for (size_t i = 0; i < n; i++) {
- std::cin >> x[i] >> y[i];
- }
- std::cout << std::fixed;
- std::cout << std::setprecision(9) << minimalDistance(x, y) << "\n";
+ int m;
+ std::cin >> m;
+ std::cout << getChange(m) << '\n';
}