War we take all along

本文强调了在软件开发过程中高质量编码的重要性,作者通过实际工作经验指出,尽管大多数开发者认同单元测试的价值,但在实践中却未能得到广泛实施。文章还提到了一个正在开发中的项目的案例分析,通过使用FindBugs工具发现了大量潜在的问题,并提出了一系列关于如何改进代码质量和加强测试实践的建议。

 

To be a coder, building out the foundation of a system, you should think about what you are producing, high quality codes ? high performace codes ? or bugs ? I have work for 4 companies, and 95% of the coders would agree we should code with unit testing, but 90% did not do that. So, the foundation of a system that weak, how can you expect it to be strong enough for the bug’s attack.

I gave out the third training course of a serious name 《程序员一生的敌人》,

I used so many interesting pictures to attract those guys, and we really focus on the mind of quality , not the rules we have to setup. Things we had talk about when I was at BingoSoft, but I’m sorry waders,  it seems the same everywhere, less guys really really care about that thing they produce.

I checked out a project that are under developing, analysised with findbugs, got 196 bugs on hand. And guys did not sign their name on the source, I declare this serious problems on the training that I think we should follow it.

But It’s great to reply so many questiones, these guys show some interesting about unit testing, and TDD, let’s snapshot some of the PPT on the training course.

     

  

 

c++题解,代码没有注释,可从上网查询,输出必须符合样例,本题有8个测试点,请得满分。 T-2 Breaking Through 分数 35 作者 陈越 单位 浙江大学 In a war game, you are given a map consists of n×n square blocks. Starting from your current block, your task is to conquer a destination block as fast as you can. The difficulties are not only that some of the blocks are occupied by enemies, but also that they are shooting in some directions. When one is shooting in some direction, the whole row/column in that direction will be covered by fire, unless there is another enemy blocking the way. You must make sure that you are not shot on the way to your destination. However, it is very much likely, at the very beginning, that this task is impossible. So you must follow the following instructions: Step 1: find the shortest path from the starting block to the destination, avoiding all the enemy blocks. The path length is the number of blocks on the way, not including the starting block. If this path is not unique, select the smallest index sequence – that is, all the blocks are indexed from 1 to n 2 , starting from the upper-left corner, and row by row till the lower-right corner. An index sequence is an ordered sequence of the block indices from the starting block to the destination. One sequence { s,u 1 ​ ,⋯,u k ​ ,d } is said to be smaller than { s,v 1 ​ ,⋯,v k ​ ,d }, if there exists 1≤p≤k such that u i ​ =v i ​ for i<p and u p ​ <v p ​ . Step 2: if some of the blocks along the selected shortest path is covered by fire, conquer and clear the nearest reachable enemy block that are firing at the path (in case that such a block is not unique, take the one with the smallest index). Then take that block as the starting position, goto step 1. Keep in mind that you must always make sure that you are not shot on the way. If step 2 is impossible, then the game is over. Otherwise, keep going until you finally conquer the destination. Input Specification: Each input file contains one test case. For each case, the first line contains a positive integer n (3≤n≤100), which is the size of the map. Then n lines follow, each gives n numbers. Each number describes the status of the corresponding block: 0 means the block is clear; 1, 2, 3, or 4 means the block is occupied by an enemy, who will shoot toward up, down, left, and right, respectively; 5 means the block is your starting position; 6 means the block is your destination. All the numbers in a line are separated by a space. Note: You can never cross any of the boundaries of the map. When an enemy is shooting from block A in direction B, every block starting from A in direction B will be covered by fire, untill the boundary is reached, or another enemy block is encountered. The enemies will never kill each other. Only you will get killed if you step into a block that is covered by fire. It is guaranteed that there is no more than n enemy blocks, and your starting position is not on fire. Output Specification: Print in a line the path length for you to reach the last block from your starting position, and the block number. The two numbers must be separated by 1 space. In the next line, print Win if the destination is reached, or Lose if not. Sample Input 1: 6 6 2 0 0 0 0 0 0 0 0 0 0 0 4 0 0 0 0 0 0 0 0 1 0 0 0 0 3 5 0 4 0 0 0 0 0 Sample Output 1: 10 1 Win Hint: The movements are shown by the following figures 14. Figure 1 shows how the blocks are numbered. Figure 2 shows the initial status of the map, where the player’s position is green, enemy blocks are black, and red blocks are covered by fire. At the very beginning the shortest path was 29->30->24->18->12->11->10->9->8->7->1, but the path was covered by fire shooting from blocks 23, 14 and 2. Since the enemy block 23 is the nearest reachable one, it was cleared with path length 1. Now starting from block 23, the shortest path was 23->17->11->10->9->8->7->1, but the path was covered by fire shooting from blocks 14 and 2. Since the enemy block 14 is covered by fire from block 2, taking block 2 now is the only option. So next, block 2 is cleared with path length 8 (crossing the destination). Finally we can get to the destination from block 2 to 1. Sample Input 2: 4 5 0 2 0 0 0 0 0 0 1 0 0 4 0 6 3 Sample Output 2: 6 3 Lose Hint: The movements are shown by the following figures 5~8. Figure 5 shows how the blocks are numbered. Figure 6 shows the initial status of the map. At the very beginning the shortest path was 1->2->6->7->11->15, but the path was covered by fire shooting from blocks 3, 10, 13 and 16. Since the enemy block 10 is the nearest reachable one, it was cleared with path length 3. Now starting from block 10, the shortest path was 10->11->15, but the path was covered by fire shooting from blocks 3, 13 and 16. Since the enemy blocks 13 and 16 are covered by fire from each other, taking block 3 now is the only option. So next, block 3 is cleared with path length 3. Now it is clear that there is no way to conquer the destination, since block 15 is fired by 13 and 16, yet we cannot clear any of them without getting fired. Hence the last block we can reach is 3. steps2.png 代码长度限制 16 KB 时间限制 400 ms 内存限制 64 MB 栈限制 8192 KB
08-23
内容概要:本文详细介绍了一个基于C++的城市停车需求分析平台的设计与实现,旨在通过科学化手段解决城市停车资源紧张、管理低效等问题。平台采用模块化架构,涵盖数据采集与融合、实时流式处理、数据存储与管理、智能分析与预测、可视化交互、安全防护、系统集成及运维监控八大核心模块。通过C++高性能特性支持高并发、实时数据处理与复杂算法运算,结合时间序列预测(如加权移动平均)、聚类分析(KMeans)等算法实现停车需求预测与热点区域识别,并提供开放API接口支持系统扩展与外部集成。文中还给出了关键模块的C++代码示例,包括数据清洗、多线程处理、数据查询与权限管理等。; 适合人群:具备C++编程基础、熟悉数据结构与算法的软件开发人员、城市交通系统研究人员及智慧城市相关领域的技术人员,尤其适合从事大数据处理、智能交通系统开发的1-5年经验从业者; 使用场景及目标:①构建高性能城市级停车资源管理平台,实现停车数据的实时采集、分析与预测;②为政府提供科学决策支持,优化停车设施布局与交通政策;③提升市民出行效率,减少道路拥堵与碳排放;④作为智慧城市建设中交通子系统的参考架构与技术实现方案; 阅读建议:此资源不仅提供完整的系统设计思路与模型描述,还包含可运行的关键代码片段,建议读者结合实际开发环境动手实践,深入理解各模块间的协同机制,并在此基础上进行功能扩展与性能优化,以适应不同城市规模与业务需求。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值