Playing Piano(dfs暴力)

                                          Playing Piano 

Little Paul wants to learn how to play piano. He already has a melody he wants to start with. For simplicity he represented this melody as a sequence a1,a2,…,an of key numbers: the more a number is, the closer it is to the right end of the piano keyboard.

Paul is very clever and knows that the essential thing is to properly assign fingers to notes he's going to play. If he chooses an inconvenient fingering, he will then waste a lot of time trying to learn how to play the melody by these fingers and he will probably not succeed.

Let's denote the fingers of hand by numbers from 11 to 55 . We call a fingering any sequence b1,…,bn of fingers numbers. A fingering is convenient if for all 1≤i≤n−1 the following holds:

  • if ai<ai+1 then bi<bi+1 , because otherwise Paul needs to take his hand off the keyboard to play the (i+1) -st note;
  • if ai>ai+1 then bi>bi+1 , because of the same;
  • if ai=ai+1 then bi≠bi+1 , because using the same finger twice in a row is dumb. Please note that there is ≠, not = between bi and bi+1 .

Please provide any convenient fingering or find out that there is none.

Input

The first line contains a single integer nn (1≤n≤10^5) denoting the number of notes.

The second line contains nn integers a1,a2,…,an (1≤ai≤2⋅10^5) denoting the positions of notes on the keyboard.

Output

If there is no convenient fingering, print −1. Otherwise, print nn numbers b1,b2,…,bn, each from 1 to 5, denoting a convenient fingering, separated by spaces.

Input

5
1 1 4 2 2

Output

1 4 5 4 5 

Input

7
1 5 7 8 10 3 1

Output

1 2 3 4 5 4 3 

Input

19
3 3 7 9 8 8 8 8 7 7 7 7 5 3 3 3 3 8 8

Output

1 3 4 5 4 5 4 5 4 5 4 5 4 3 5 4 3 5 4

Note

The third sample test is kinda "Non stop" song by Reflex.

题意:

给定一组序列a[i]让你输入一组序列b[i],b[i]满足b[i]的数值不超过5,如果a[i]<a[i+1]则b[i]<b[i+1],如果a[i]>a[i+1]则b[i]>b[i+1]

如果a[i]=a[i+1]则b[i]!=b[i+1]即可,如果不存在这样的b[i]序列,则输出-1

题解

直接暴力dfs

#include<bits/stdc++.h>
using namespace std;
typedef long long ll;
const int maxn = 1e7+7;
int a[100005];
int b[100005];
int n;
int vis[100005][6];//标记
int dfs(int x)
{

    if(x==n)return 1;
    for(int i=1;i<=5;i++)
    {
        if(!vis[x+1][i])
        {
            if((a[x]==a[x+1] && i!=b[x]) || (a[x]>a[x+1] && b[x]>i) || (a[x]<a[x+1] && b[x]<i))
            {
                b[x+1]=i;
                vis[x+1][i]=1;
                if(dfs(x+1))return 1;
                //printf("==\n");
            }
        }
    }
    return 0;
}
int main()
{

    scanf("%d",&n);
    for(int i=1;i<=n;i++)scanf("%d",&a[i]);
    memset(vis,0,sizeof(vis));
    int flag=0;
    for(int i=1;i<=5;i++)
    {
        b[1]=i;///枚举b[1]
        if(dfs(1))
        {
            flag=1;
            break;
        }
    }
    if(flag)
    {
        for(int i=1;i<=n;i++)printf("%d ",b[i]);
        printf("\n");
    }
    else
        printf("-1\n");

    return 0;
}

 

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如果 `isPlaying` 函数报错了,可能是因为该函数已经在 Unity 5.3 版本后被废弃。推荐使用 `GetCurrentAnimatorStateInfo` 函数或者 `GetCurrentAnimatorClipInfo` 函数来判断当前动画是否播放完毕。 使用 `GetCurrentAnimatorStateInfo` 函数的示例代码如下: ``` void Update() { AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0); if (stateInfo.normalizedTime >= 1.0f && stateInfo.IsName("AnimationName")) { // 启用控制器 playerController.enabled = true; } } ``` 其中,`animator.GetCurrentAnimatorStateInfo(0)` 获取当前动画状态信息,`stateInfo.normalizedTime` 表示动画播放的时间长度占整个动画长度的比例,当 `normalizedTime` 值大于等于 1.0f 时,表示动画播放完毕。`stateInfo.IsName("AnimationName")` 判断当前动画状态是否为指定的动画名称。 如果使用 `GetCurrentAnimatorClipInfo` 函数,则代码如下: ``` void Update() { AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(0); if (clipInfo.Length > 0 && clipInfo[0].clip.name == "AnimationName" && clipInfo[0].clip.length <= clipInfo[0].weight) { // 启用控制器 playerController.enabled = true; } } ``` 其中,`animator.GetCurrentAnimatorClipInfo(0)` 获取当前动画片段信息,`clipInfo[0].clip.name` 表示当前动画片段的名称,`clipInfo[0].clip.length` 表示当前动画片段的长度,`clipInfo[0].weight` 表示当前动画片段的权重。当当前动画片段名称为指定的名称,并且动画片段的长度小于等于动画片段的权重时,表示动画播放完毕。

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