大意:给出平面上n个点,找一条直线,使得所有点在直线的同侧(也可以再直线上),且到直线的距离之和尽可能小。
思路:要求所有点在直线同侧,因此直线不能穿过凸包。不难发现,选择凸包上的边所在的直线是最优的。关键是求所有点到直线的距离,我们可以枚举每一条凸包上的边,把直线用点斜式表示出来,然后通过一般式求出所有点到直线的总距离。
由于所有点在Ax+By+C = 0的同一侧,所有的Ax0+By0+C的正负号相同。这样,我们在一开始输入时预处理所有x坐标与y坐标之和,就可以方便的算出最短距离啦。
#include <iostream>
#include <cstdlib>
#include <cstdio>
#include <string>
#include <cstring>
#include <cmath>
#include <vector>
#include <queue>
#include <stack>
#include <algorithm>
using namespace std;
const double eps = 1e-10;
const double PI = acos(-1.0);
struct Point
{
double x, y;
Point(double x = 0, double y = 0) : x(x), y(y) { }
bool operator < (const Point& a) const
{
if(a.x != x) return x < a.x;
return y < a.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); }
int dcmp(double x)
{
if(fabs(x) < eps) return 0; else return x < 0 ? -1 : 1;
}
bool operator == (const Point& a, const Point &b)
{
return dcmp(a.x-b.x) == 0 && dcmp(a.y-b.y) == 0;
}
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 fabs(Cross(B-A, C-A)) / 2; }
Vector Rotate(Vector A, double rad)
{
return Vector(A.x*cos(rad)-A.y*sin(rad), A.x*sin(rad) + A.y*cos(rad));
}
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;
}
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);
return dcmp(c1) * dcmp(c2) < 0 && dcmp(c3) * dcmp(c4) < 0;
}
double PolygonArea(Point* p, int n)
{
double area = 0;
for(int i = 1; i < n-1; i++)
area += Cross(p[i]-p[0], p[i+1]-p[0]);
return area/2;
}
bool OnSegment(Point p, Point a1, Point a2)
{
return dcmp(Cross(a1-p, a2-p)) == 0 && dcmp(Dot(a1-p, a2-p)) < 0;
}
double DistanceToLine(Point P, Point A, Point B)
{
Vector v1 = B-A, v2 = P-A;
return fabs(Cross(v1, v2)) / Length(v1);
}
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);
else if(dcmp(Dot(v1, v3) > 0)) return Length(v3);
else return fabs(Cross(v1, v2)) / Length(v1);
}
int ConvexHull(Point *p, int n, Point *ch) //凸包
{
sort(p, p+n);
n = unique(p, p+n) - p; //去重
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;
}
Point read_point()
{
Point A;
scanf("%lf%lf", &A.x, &A.y);
return A;
}
const int maxn = 10010;
const double INF = 0x3f3f3f3f;
int n, m;
double sumx, sumy;
Point P[maxn], ch[maxn];
void init()
{
sumx = 0, sumy = 0;
}
void read_case()
{
init();
scanf("%d", &n);
for(int i = 0; i < n; i++)
{
P[i] = read_point();
sumx += P[i].x, sumy += P[i].y;
}
}
/*
(y-y1)/(y2-y1) = (x-x1)/(x2-x1)
(y-y1)(x2-x1) = (x-x1)(y2-y1)
(y2-y1)x-(x2-x1)y-x1(y2-y1)+y1(x2-x1) = 0
*/
double cal(Point a, Point b)
{
double A, B, C;
A = b.y-a.y, B = a.x-b.x, C = -a.y*(B)-a.x*(A);
double ans = fabs(A*sumx + B*sumy + C*n) / sqrt(A*A+B*B);
return ans;
}
void solve()
{
double Min = INF, ans = INF;
read_case();
if(n <= 2) { printf("0.000\n"); return ;}
m = ConvexHull(P, n, ch);
for(int i = 0; i < m; i++)
{
Min = cal(ch[i], ch[(i+1)%m]);
ans = min(ans, Min);
}
printf("%.3lf\n", ans / n);
}
int main()
{
int T, times = 0;
scanf("%d", &T);
while(T--)
{
printf("Case #%d: ", ++times);
solve();
}
return 0;
}