Die ROll

A. Die Roll
time limit per test
1 second
memory limit per test
64 megabytes
input
standard input
output
standard output

Yakko, Wakko and Dot, world-famous animaniacs, decided to rest from acting in cartoons, and take a leave to travel a bit. Yakko dreamt to go to Pennsylvania, his Motherland and the Motherland of his ancestors. Wakko thought about Tasmania, its beaches, sun and sea. Dot chose Transylvania as the most mysterious and unpredictable place.

But to their great regret, the leave turned to be very short, so it will be enough to visit one of the three above named places. That's why Yakko, as the cleverest, came up with a truly genius idea: let each of the three roll an ordinary six-sided die, and the one with the highest amount of points will be the winner, and will take the other two to the place of his/her dreams.

Yakko thrown a die and got Y points, Wakko — W points. It was Dot's turn. But she didn't hurry. Dot wanted to know for sure what were her chances to visit Transylvania.

It is known that Yakko and Wakko are true gentlemen, that's why if they have the same amount of points with Dot, they will let Dot win.

Input

The only line of the input file contains two natural numbers Y and W — the results of Yakko's and Wakko's die rolls.

Output

Output the required probability in the form of irreducible fraction in format «A/B», where A — the numerator, and B — the denominator. If the required probability equals to zero, output «0/1». If the required probability equals to 1, output «1/1».


#include<iostream>
#include<cstring>
using namespace std;
int main()
{
    int Y,W,dot;
    const string possibility[7]={" ","1/1","5/6","2/3","1/2","1/3","1/6"};
    cin>>Y>>W;
    dot=max(Y,W);
    cout<<possibility[dot]<<endl;
    return 0;
}


这样开始,尽情的嘲笑吧


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Given the grid below for the game of ACSL Patolli, utilize the following rules to play the game. All rules must be applied in the sequential order listed. 1 . There are 2 players. Each player has 3 markers. 2. The markers move according to the roll of a die (1 – 6). 3. Markers move in numerical order around the grid. 4. If, on a die roll, a marker lands on an occupied location, then that marker loses its turn and remains at its previous location. 5. A marker can jump over another marker on its way to finish its move. 6. A marker finishes its way around the grid when it lands on location 52. It is then removed from the board. A move can’t take a marker beyond location 52. If it does, the marker remains at its previous location. 7. If, on a die roll, a marker lands on an unoccupied location that is a prime number, the marker then moves six locations forward. However, it stops immediately before any occupied location. 8. If, on a die roll, a marker lands on an unoccupied location that is a perfect square greater than 4, the marker then moves 6 locations backwards. However, it stops immediately before any occupied location. 9. If, on a die roll, a marker lands on an unoccupied location that is neither a prime number nor a perfect square, then determine if the marker made at least one horizontal move followed by at least one vertical move (such as going from 6 to 8, 11 to 13, 26 to 28 … but not 2 to 4 or 30 to 32). In that case, the marker can only land on a location on its path that is a multiple of the die roll value even if it moves a smaller distance than the die roll value. However, if all the locations in its path that are multiples are occupied, then the marker does not move from its current location. The rules listed in #7 and #8 do not apply when using #9.
最新发布
03-02

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