LA 2797 Monster Trap (Simple Geometry && Floyd)

ACM-ICPC Live Archive

  这题十分有意思。简单描述题意,有一个巫师想抓一只怪物,于是就画出n条线段来围住怪物。问题是,巫师画出来的图形是否围住了怪物。

  这题的做法是构建一幅图,无向图中的点就是线段的两个端点和怪物所在的位置点,以及一个无穷远点。然后要做的就是判断点与点之间是否直线相连。最后的到点与点间的关系,用floyd直接得到点与点间的可达关系。

  其中,要注意的是,线段的头尾于另一线段重合了的情况,以及两线段交于用一个点的情况。

代码如下:

View Code
  1 #include <cstdio>
  2 #include <cstring>
  3 #include <cmath>
  4 #include <set>
  5 #include <vector>
  6 #include <iostream>
  7 #include <algorithm>
  8 
  9 using namespace std;
 10 
 11 // Point class
 12 struct Point {
 13     double x, y;
 14     Point() {}
 15     Point(double x, double y) : x(x), y(y) {}
 16 } ;
 17 template<class T> T sqr(T x) { return x * x;}
 18 inline double ptDis(Point a, Point b) { return sqrt(sqr(a.x - b.x) + sqr(a.y - b.y));}
 19 
 20 // basic calculations
 21 typedef Point Vec;
 22 Vec operator + (Vec a, Vec b) { return Vec(a.x + b.x, a.y + b.y);}
 23 Vec operator - (Vec a, Vec b) { return Vec(a.x - b.x, a.y - b.y);}
 24 Vec operator * (Vec a, double p) { return Vec(a.x * p, a.y * p);}
 25 Vec operator / (Vec a, double p) { return Vec(a.x / p, a.y / p);}
 26 
 27 const double EPS = 1e-10;
 28 const double PI = acos(-1.0);
 29 inline int sgn(double x) { return fabs(x) < EPS ? 0 : (x < 0 ? -1 : 1);}
 30 bool operator < (Point a, Point b) { return a.x < b.x || (a.x == b.x && a.y < b.y);}
 31 bool operator == (Point a, Point b) { return sgn(a.x - b.x) == 0 && sgn(a.y - b.y) == 0;}
 32 
 33 inline double dotDet(Vec a, Vec b) { return a.x * b.x + a.y * b.y;}
 34 inline double crossDet(Vec a, Vec b) { return a.x * b.y - a.y * b.x;}
 35 inline double crossDet(Point o, Point a, Point b) { return crossDet(a - o, b - o);}
 36 inline double vecLen(Vec x) { return sqrt(sqr(x.x) + sqr(x.y));}
 37 inline double toRad(double deg) { return deg / 180.0 * PI;}
 38 inline double angle(Vec v) { return atan2(v.y, v.x);}
 39 inline double angle(Vec a, Vec b) { return acos(dotDet(a, b) / vecLen(a) / vecLen(b));}
 40 inline double triArea(Point a, Point b, Point c) { return fabs(crossDet(b - a, c - a));}
 41 inline Vec vecUnit(Vec x) { return x / vecLen(x);}
 42 inline Vec rotate(Vec x, double rad) { return Vec(x.x * cos(rad) - x.y * sin(rad), x.x * sin(rad) + x.y * cos(rad));}
 43 Vec normal(Vec x) {
 44     double len = vecLen(x);
 45     return Vec(- x.y / len, x.x / len);
 46 }
 47 
 48 // Line class
 49 struct Line {
 50     Point s, t;
 51     Line() {}
 52     Line(Point s, Point t) : s(s), t(t) {}
 53     Point point(double x) {
 54         return s + (t - s) * x;
 55     }
 56     Line move(double x) { // while x > 0 move to (s->t)'s left
 57         Vec nor = normal(t - s);
 58         nor = nor * x;
 59         return Line(s + nor, t + nor);
 60     }
 61     Vec vec() { return t - s;}
 62 } ;
 63 typedef Line Seg;
 64 
 65 inline bool onSeg(Point x, Point a, Point b) { return sgn(crossDet(a - x, b - x)) == 0 && sgn(dotDet(a - x, b - x)) < 0;}
 66 inline bool onSeg(Point x, Seg s) { return onSeg(x, s.s, s.t);}
 67 
 68 // 0 : not intersect
 69 // 1 : proper intersect
 70 // 2 : improper intersect
 71 int segIntersect(Point a, Point c, Point b, Point d) {
 72     Vec v1 = b - a, v2 = c - b, v3 = d - c, v4 = a - d;
 73     int a_bc = sgn(crossDet(v1, v2));
 74     int b_cd = sgn(crossDet(v2, v3));
 75     int c_da = sgn(crossDet(v3, v4));
 76     int d_ab = sgn(crossDet(v4, v1));
 77     if (a_bc * c_da > 0 && b_cd * d_ab > 0) return 1;
 78     if (onSeg(b, a, c) && c_da) return 2;
 79     if (onSeg(c, b, d) && d_ab) return 2;
 80     if (onSeg(d, c, a) && a_bc) return 2;
 81     if (onSeg(a, d, b) && b_cd) return 2;
 82     return 0;
 83 }
 84 inline int segIntersect(Seg a, Seg b) { return segIntersect(a.s, a.t, b.s, b.t);}
 85 
 86 // point of the intersection of 2 lines
 87 Point lineIntersect(Point P, Vec v, Point Q, Vec w) {
 88     Vec u = P - Q;
 89     double t = crossDet(w, u) / crossDet(v, w);
 90     return P + v * t;
 91 }
 92 inline Point lineIntersect(Line a, Line b) { return lineIntersect(a.s, a.t - a.s, b.s, b.t - b.s);}
 93 
 94 // Warning: This is a DIRECTED Distance!!!
 95 double pt2Line(Point x, Point a, Point b) {
 96     Vec v1 = b - a, v2 = x - a;
 97     return crossDet(v1, v2) / vecLen(v1);
 98 }
 99 inline double pt2Line(Point x, Line L) { return pt2Line(x, L.s, L.t);}
100 
101 double pt2Seg(Point x, Point a, Point b) {
102     if (a == b) return vecLen(x - a);
103     Vec v1 = b - a, v2 = x - a, v3 = x - b;
104     if (sgn(dotDet(v1, v2)) < 0) return vecLen(v2);
105     if (sgn(dotDet(v1, v3)) > 0) return vecLen(v3);
106     return fabs(crossDet(v1, v2)) / vecLen(v1);
107 }
108 inline double pt2Seg(Point x, Seg s) { return pt2Seg(x, s.s, s.t);}
109 
110 // Polygon class
111 struct Poly {
112     vector<Point> pt;
113     Poly() { pt.clear();}
114     Poly(vector<Point> pt) : pt(pt) {}
115     Point operator [] (int x) const { return pt[x];}
116     int size() { return pt.size();}
117     double area() {
118         double ret = 0.0;
119         int sz = pt.size();
120         for (int i = 1; i < sz; i++) {
121             ret += crossDet(pt[i], pt[i - 1]);
122         }
123         return fabs(ret / 2.0);
124     }
125 } ;
126 
127 // Circle class
128 struct Circle {
129     Point c;
130     double r;
131     Circle() {}
132     Circle(Point c, double r) : c(c), r(r) {}
133     Point point(double a) {
134         return Point(c.x + cos(a) * r, c.y + sin(a) * r);
135     }
136 } ;
137 
138 // Cirlce operations
139 int lineCircleIntersect(Line L, Circle C, double &t1, double &t2, vector<Point> &sol) {
140     double a = L.s.x, b = L.t.x - C.c.x, c = L.s.y, d = L.t.y - C.c.y;
141     double e = sqr(a) + sqr(c), f = 2 * (a * b + c * d), g = sqr(b) + sqr(d) - sqr(C.r);
142     double delta = sqr(f) - 4.0 * e * g;
143     if (sgn(delta) < 0) return 0;
144     if (sgn(delta) == 0) {
145         t1 = t2 = -f / (2.0 * e);
146         sol.push_back(L.point(t1));
147         return 1;
148     }
149     t1 = (-f - sqrt(delta)) / (2.0 * e);
150     sol.push_back(L.point(t1));
151     t2 = (-f + sqrt(delta)) / (2.0 * e);
152     sol.push_back(L.point(t2));
153     return 2;
154 }
155 
156 int lineCircleIntersect(Line L, Circle C, vector<Point> &sol) {
157     Vec dir = L.t - L.s, nor = normal(dir);
158     Point mid = lineIntersect(C.c, nor, L.s, dir);
159     double len = sqr(C.r) - sqr(ptDis(C.c, mid));
160     if (sgn(len) < 0) return 0;
161     if (sgn(len) == 0) {
162         sol.push_back(mid);
163         return 1;
164     }
165     Vec dis = vecUnit(dir);
166     len = sqrt(len);
167     sol.push_back(mid + dis * len);
168     sol.push_back(mid - dis * len);
169     return 2;
170 }
171 
172 // -1 : coincide
173 int circleCircleIntersect(Circle C1, Circle C2, vector<Point> &sol) {
174     double d = vecLen(C1.c - C2.c);
175     if (sgn(d) == 0) {
176         if (sgn(C1.r - C2.r) == 0) {
177             return -1;
178         }
179         return 0;
180     }
181     if (sgn(C1.r + C2.r - d) < 0) return 0;
182     if (sgn(fabs(C1.r - C2.r) - d) > 0) return 0;
183     double a = angle(C2.c - C1.c);
184     double da = acos((sqr(C1.r) + sqr(d) - sqr(C2.r)) / (2.0 * C1.r * d));
185     Point p1 = C1.point(a - da), p2 = C1.point(a + da);
186     sol.push_back(p1);
187     if (p1 == p2) return 1;
188     sol.push_back(p2);
189     return 2;
190 }
191 
192 void circleCircleIntersect(Circle C1, Circle C2, vector<double> &sol) {
193     double d = vecLen(C1.c - C2.c);
194     if (sgn(d) == 0) return ;
195     if (sgn(C1.r + C2.r - d) < 0) return ;
196     if (sgn(fabs(C1.r - C2.r) - d) > 0) return ;
197     double a = angle(C2.c - C1.c);
198     double da = acos((sqr(C1.r) + sqr(d) - sqr(C2.r)) / (2.0 * C1.r * d));
199     sol.push_back(a - da);
200     sol.push_back(a + da);
201 }
202 
203 int tangent(Point p, Circle C, vector<Vec> &sol) {
204     Vec u = C.c - p;
205     double dist = vecLen(u);
206     if (dist < C.r) return 0;
207     if (sgn(dist - C.r) == 0) {
208         sol.push_back(rotate(u, PI / 2.0));
209         return 1;
210     }
211     double ang = asin(C.r / dist);
212     sol.push_back(rotate(u, -ang));
213     sol.push_back(rotate(u, ang));
214     return 2;
215 }
216 
217 // ptA : points of tangency on circle A
218 // ptB : points of tangency on circle B
219 int tangent(Circle A, Circle B, vector<Point> &ptA, vector<Point> &ptB) {
220     if (A.r < B.r) {
221         swap(A, B);
222         swap(ptA, ptB);
223     }
224     double d2 = sqr(A.c.x - B.c.x) + sqr(A.c.y - B.c.y);
225     double rdiff = A.r - B.r, rsum = A.r + B.r;
226     if (d2 < sqr(rdiff)) return 0;
227     double base = atan2(B.c.y - A.c.y, B.c.x - A.c.x);
228     if (d2 == 0 && A.r == B.r) return -1;
229     if (d2 == sqr(rdiff)) {
230         ptA.push_back(A.point(base));
231         ptB.push_back(B.point(base));
232         return 1;
233     }
234     double ang = acos((A.r - B.r) / sqrt(d2));
235     ptA.push_back(A.point(base + ang));
236     ptB.push_back(B.point(base + ang));
237     ptA.push_back(A.point(base - ang));
238     ptB.push_back(B.point(base - ang));
239     if (d2 == sqr(rsum)) {
240         ptA.push_back(A.point(base));
241         ptB.push_back(B.point(PI + base));
242     } else if (d2 > sqr(rsum)) {
243         ang = acos((A.r + B.r) / sqrt(d2));
244         ptA.push_back(A.point(base + ang));
245         ptB.push_back(B.point(PI + base + ang));
246         ptA.push_back(A.point(base - ang));
247         ptB.push_back(B.point(PI + base - ang));
248     }
249     return (int) ptA.size();
250 }
251 
252 // -1 : onside
253 // 0 : outside
254 // 1 : inside
255 int ptInPoly(Point p, Poly &poly) {
256     int wn = 0, sz = poly.size();
257     for (int i = 0; i < sz; i++) {
258         if (onSeg(p, poly[i], poly[(i + 1) % sz])) return -1;
259         int k = sgn(crossDet(poly[(i + 1) % sz] - poly[i], p - poly[i]));
260         int d1 = sgn(poly[i].y - p.y);
261         int d2 = sgn(poly[(i + 1) % sz].y - p.y);
262         if (k > 0 && d1 <= 0 && d2 > 0) wn++;
263         if (k < 0 && d2 <= 0 && d1 > 0) wn--;
264     }
265     if (wn != 0) return 1;
266     return 0;
267 }
268 
269 // if DO NOT need a high precision
270 /*
271 int ptInPoly(Point p, Poly poly) {
272     int sz = poly.size();
273     double ang = 0.0, tmp;
274     for (int i = 0; i < sz; i++) {
275         if (onSeg(p, poly[i], poly[(i + 1) % sz])) return -1;
276         tmp = angle(poly[i] - p) - angle(poly[(i + 1) % sz] - p) + PI;
277         ang += tmp - floor(tmp / (2.0 * PI)) * 2.0 * PI - PI;
278     }
279     if (sgn(ang - PI) == 0) return -1;
280     if (sgn(ang) == 0) return 0;
281     return 1;
282 }
283 */
284 
285 
286 // Convex Hull algorithms
287 // return the number of points in convex hull
288 
289 // andwer's algorithm
290 // if DO NOT want the points on the side of convex hull, change all "<" into "<="
291 int andrew(Point *pt, int n, Point *ch) {
292     sort(pt, pt + n);
293     int m = 0;
294     for (int i = 0; i < n; i++) {
295         while (m > 1 && crossDet(ch[m - 1] - ch[m - 2], pt[i] - ch[m - 2]) <= 0) m--;
296         ch[m++] = pt[i];
297     }
298     int k = m;
299     for (int i = n - 2; i >= 0; i--) {
300         while (m > k && crossDet(ch[m - 1] - ch[m - 2], pt[i] - ch[m - 2]) <= 0) m--;
301         ch[m++] = pt[i];
302     }
303     if (n > 1) m--;
304     return m;
305 }
306 
307 // graham's algorithm
308 // if DO NOT want the points on the side of convex hull, change all "<=" into "<"
309 Point origin;
310 inline bool cmpAng(Point p1, Point p2) { return crossDet(origin, p1, p2) > 0;}
311 inline bool cmpDis(Point p1, Point p2) { return ptDis(p1, origin) > ptDis(p2, origin);}
312 
313 void removePt(Point *pt, int &n) {
314     int idx = 1;
315     for (int i = 2; i < n; i++) {
316         if (sgn(crossDet(origin, pt[i], pt[idx]))) pt[++idx] = pt[i];
317         else if (cmpDis(pt[i], pt[idx])) pt[idx] = pt[i];
318     }
319     n = idx + 1;
320 }
321 
322 int graham(Point *pt, int n, Point *ch) {
323     int top = -1;
324     for (int i = 1; i < n; i++) {
325         if (pt[i].y < pt[0].y || (pt[i].y == pt[0].y && pt[i].x < pt[0].x)) swap(pt[i], pt[0]);
326     }
327     origin = pt[0];
328     sort(pt + 1, pt + n, cmpAng);
329     removePt(pt, n);
330     for (int i = 0; i < n; i++) {
331         if (i >= 2) {
332             while (!(crossDet(ch[top - 1], pt[i], ch[top]) <= 0)) top--;
333         }
334         ch[++top] = pt[i];
335     }
336     return top + 1;
337 }
338 
339 
340 // Half Plane
341 // The intersected area is always a convex polygon.
342 // Directed Line class
343 struct DLine {
344     Point p;
345     Vec v;
346     double ang;
347     DLine() {}
348     DLine(Point p, Vec v) : p(p), v(v) { ang = atan2(v.y, v.x);}
349     bool operator < (const DLine &L) const { return ang < L.ang;}
350     DLine move(double x) { // while x > 0 move to v's left
351         Vec nor = normal(v);
352         nor = nor * x;
353         return DLine(p + nor, v);
354     }
355 
356 } ;
357 
358 Poly cutPoly(Poly &poly, Point a, Point b) {
359     Poly ret = Poly();
360     int n = poly.size();
361     for (int i = 0; i < n; i++) {
362         Point c = poly[i], d = poly[(i + 1) % n];
363         if (sgn(crossDet(b - a, c - a)) >= 0) ret.pt.push_back(c);
364         if (sgn(crossDet(b - a, c - d)) != 0) {
365             Point ip = lineIntersect(a, b - a, c, d - c);
366             if (onSeg(ip, c, d)) ret.pt.push_back(ip);
367         }
368     }
369     return ret;
370 }
371 inline Poly cutPoly(Poly &poly, DLine L) { return cutPoly(poly, L.p, L.p + L.v);}
372 
373 inline bool onLeft(DLine L, Point p) { return crossDet(L.v, p - L.p) > 0;}
374 Point dLineIntersect(DLine a, DLine b) {
375     Vec u = a.p - b.p;
376     double t = crossDet(b.v, u) / crossDet(a.v, b.v);
377     return a.p + a.v * t;
378 }
379 
380 Poly halfPlane(DLine *L, int n) {
381     Poly ret = Poly();
382     sort(L, L + n);
383     int fi, la;
384     Point *p = new Point[n];
385     DLine *q = new DLine[n];
386     q[fi = la = 0] = L[0];
387     for (int i = 1; i < n; i++) {
388         while (fi < la && !onLeft(L[i], p[la - 1])) la--;
389         while (fi < la && !onLeft(L[i], p[fi])) fi++;
390         q[++la] = L[i];
391         if (fabs(crossDet(q[la].v, q[la - 1].v)) < EPS) {
392             la--;
393             if (onLeft(q[la], L[i].p)) q[la] = L[i];
394         }
395         if (fi < la) p[la - 1] = dLineIntersect(q[la - 1], q[la]);
396     }
397     while (fi < la && !onLeft(q[fi], p[la - 1])) la--;
398     if (la - fi <= 1) return ret;
399     p[la] = dLineIntersect(q[la], q[fi]);
400     for (int i = fi; i <= la; i++) ret.pt.push_back(p[i]);
401     return ret;
402 }
403 
404 
405 // 3D Geometry
406 void getCoor(double R, double lat, double lng, double &x, double &y, double &z) {
407     lat = toRad(lat);
408     lng = toRad(lng);
409     x = R * cos(lat) * cos(lng);
410     y = R * cos(lat) * sin(lng);
411     z = R * sin(lat);
412 }
413 
414 
415 /****************** template above *******************/
416 
417 const int N = 111;
418 Seg seg[N];
419 bool vis[N << 1][N << 1], ig[N << 1];
420 Point st, te;
421 
422 bool onSeg(Point x, int id, int n) {
423     for (int i = 0; i < n; i++) {
424         if (i == id) continue;
425         if (onSeg(x, seg[i])) return true;
426     }
427     return false;
428 }
429 
430 bool crossSeg(Point s, Point t, int n) {
431     Seg a = Seg(s, t);
432     for (int i = 0; i < n; i++) {
433         if (segIntersect(a, seg[i]) == 1) return true;
434     }
435     return false;
436 }
437 
438 void buildMat(int n) {
439     memset(ig, 0, sizeof(ig));
440     memset(vis, 0, sizeof(vis));
441     for (int i = 0; i < n; i++) {
442         ig[i << 1 | 1] = onSeg(seg[i].s, i, n);
443         ig[i + 1 << 1] = onSeg(seg[i].t, i, n);
444     }
445     for (int i = 0; i < n; i++) {
446         if (!ig[i << 1 | 1]) {
447             vis[0][i << 1 | 1] = vis[i << 1 | 1][0] = !crossSeg(st, seg[i].s, n);
448             vis[n << 1 | 1][i << 1 | 1] = vis[i << 1 | 1][n << 1 | 1] = !crossSeg(te, seg[i].s, n);
449             for (int j = 0; j < n; j++) {
450                 if (i == j) continue;
451                 if (!ig[j << 1 | 1]) {
452                     vis[i << 1 | 1][j << 1 | 1] = vis[j << 1 | 1][i << 1 | 1] = !crossSeg(seg[i].s, seg[j].s, n);
453                 }
454                 if (!ig[j + 1 << 1]) {
455                     vis[i << 1 | 1][j + 1 << 1] = vis[j + 1 << 1][i << 1 | 1] = !crossSeg(seg[i].s, seg[j].t, n);
456                 }
457             }
458         }
459         if (!ig[i + 1 << 1]) {
460             vis[0][i + 1 << 1] = vis[i + 1 << 1][0] = !crossSeg(st, seg[i].t, n);
461             vis[n << 1 | 1][i + 1 << 1] = vis[i + 1 << 1][n << 1 | 1] = !crossSeg(te, seg[i].t, n);
462             for (int j = 0; j < n; j++) {
463                 if (i == j) continue;
464                 if (!ig[j << 1 | 1]) {
465                     vis[i + 1 << 1][j << 1 | 1] = vis[j << 1 | 1][i + 1 << 1] = !crossSeg(seg[i].t, seg[j].s, n);
466                 }
467                 if (!ig[j + 1 << 1]) {
468                     vis[i + 1 << 1][j + 1 << 1] = vis[j + 1 << 1][i + 1 << 1] = !crossSeg(seg[i].t, seg[j].t, n);
469                 }
470             }
471         }
472     }
473 }
474 
475 void floyd(int n) {
476     for (int k = 0; k < n; k++) {
477         for (int i = 0; i < n; i++) {
478             for (int j = 0; j < n; j++) {
479                 vis[i][j] |= vis[i][k] & vis[k][j];
480             }
481         }
482     }
483 }
484 
485 bool work(int n) {
486     st = Point(0.0, 0.0);
487     te = Point(555.0, 555.0);
488     buildMat(n);
489 //    for (int i = 0; i < (n << 1); i++) {
490 //        for (int j = 0; j < (n << 1); j++) {
491 //            if (vis[i][j]) {
492 //                printf("%d%c %d%c\n", i + 1 >> 1, i & 1 ? 's' : 't', j + 1 >> 1, j & 1 ? 's' : 't');
493 //            }
494 ////            printf("%d", vis[i][j]);
495 //        }
496 ////        puts("");
497 //    }
498     int s = 0, t = n << 1 | 1;
499     floyd(n + 1 << 1);
500     return vis[s][t];
501 }
502 
503 int main() {
504 //    freopen("in", "r", stdin);
505     int n;
506     Point tmp[2];
507     while (cin >> n && n) {
508         for (int i = 0; i < n; i++) {
509             for (int j = 0; j < 2; j++) {
510                 cin >> tmp[j].x >> tmp[j].y;
511             }
512             Vec vec = tmp[0] - tmp[1];
513             seg[i] = Seg{ tmp[0] + vecUnit(vec) * 1e-5, tmp[1] - vecUnit(vec) * 1e-5};
514         }
515         if (work(n)) puts("no");
516         else puts("yes");
517     }
518     return 0;
519 }
520 
521 /*
522 8
523 -7 9 6 9
524 -5 5 6 5
525 -10 -5 10 -5
526 -6 9 -9 -6
527 6 9 9 -6
528 -1 -2 -3 10
529 1 -2 3 10
530 -2 -3 2 -3
531 
532 8
533 -7 9 5 7
534 -5 5 6 5
535 -10 -5 10 -5
536 -6 9 -9 -6
537 6 9 9 -6
538 -1 -2 -3 10
539 1 -2 3 10
540 -2 -3 2 -3
541 
542 9
543 2 9 7 8
544 -7 9 5 7
545 -5 5 6 5
546 -10 -5 10 -5
547 -6 9 -9 -6
548 6 9 9 -6
549 -1 -2 -3 10
550 1 -2 3 10
551 -2 -3 2 -3
552 
553 9
554 3 9 7 8
555 -7 9 5 7
556 -5 5 6 5
557 -10 -5 10 -5
558 -6 9 -9 -6
559 6 9 9 -6
560 -1 -2 -3 10
561 1 -2 3 10
562 -2 -3 2 -3
563 
564 3
565 50 50 -50 50
566 -50 50 0 -1
567 50 50 0 -1
568 
569 3
570 50 50 -50 50
571 -50 50 0 1
572 50 50 0 1
573 
574 0
575 */

 

——written by Lyon

 

 

 

转载于:https://www.cnblogs.com/LyonLys/archive/2013/05/11/LA_2797_Lyon.html

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