C. Boredom (简单的一维DP)

Alex在无聊时发明了一款游戏,根据给定序列删除元素获取分数。玩家每步选择序列中的一个数ak,并删除ak+1和ak-1,得到ak分。问题是最大化得分。输入包含序列长度n和序列元素,输出能获得的最大分数。通过动态规划求解,状态转移方程为dp[i] = max(dp[i - 2] + ms[i] * i, dp[i - 1])。" 129741604,10602593,Objective-C中的contentInset属性详解,"['objective-c', 'iOS开发', '界面布局']
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C. Boredom
time limit per test
1 second
memory limit per test
256 megabytes
input
standard input
output
standard output

Alex doesn't like boredom. That's why whenever he gets bored, he comes up with games. One long winter evening he came up with a game and decided to play it.

Given a sequence a consisting of

好的,我可以给您提供一个简单的电子宠物系统Java代码示例,仅供参考: ``` import java.util.Scanner; public class VirtualPet { private String name; private int hunger; private int thirst; private int boredom; public VirtualPet(String name) { this.name = name; this.hunger = 50; this.thirst = 50; this.boredom = 50; } public void feed() { hunger -= 10; thirst += 5; boredom += 5; } public void water() { thirst -= 10; boredom += 5; } public void play() { boredom -= 10; hunger += 5; thirst += 5; } public void tick() { hunger += 5; thirst += 5; boredom += 5; } public String getName() { return name; } public int getHunger() { return hunger; } public int getThirst() { return thirst; } public int getBoredom() { return boredom; } public static void main(String[] args) { Scanner scanner = new Scanner(System.in); System.out.println("Welcome to Virtual Pet!"); System.out.print("Enter pet name: "); String petName = scanner.nextLine(); VirtualPet pet = new VirtualPet(petName); while (true) { System.out.println("\n" + pet.getName() + " status:"); System.out.println("Hunger: " + pet.getHunger()); System.out.println("Thirst: " + pet.getThirst()); System.out.println("Boredom: " + pet.getBoredom()); System.out.println("\nWhat do you want to do?"); System.out.println("1. Feed " + pet.getName()); System.out.println("2. Water " + pet.getName()); System.out.println("3. Play with " + pet.getName()); System.out.println("4. Do nothing"); int choice = scanner.nextInt(); switch (choice) { case 1: pet.feed(); break; case 2: pet.water(); break; case 3: pet.play(); break; default: break; } pet.tick(); } } } ``` 这个电子宠物系统有三个需要关注的状态:饥饿、口渴和无聊。您可以通过输入不同的数字来决定喂食、给水或者玩耍。每个操作都会对状态有不同的影响,同时系统也会定期自动增加状态值,如果任何一个状态达到了100,你的电子宠物就会死亡。 这只是一个简单的示例,您可以根据自己的需要来修改和扩展代码。
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