POJ 2164 && LA 3218 Find the Border (Geometry, PSLG 平面直线图)

2164 -- Find the Border

  卡了一个月啊,都快想放弃了。今天看了一下LRJ的PSLG版的代码,才想起来我的模拟捆包裹法存在的漏洞。那就是对点的坐标进行排序的时候,应该用的sgn()函数来进行比较,而不是我一开始的直接对浮点数进行比较。如果直接对浮点数进行比较,本来距离差不多的点就会被拉伸开来,导致应该是相邻点的点被分隔了。

  做法比较简单,我的捆包裹法是先将所有的交点离散出来,然后处理出所有的相邻的点。最后,就是模拟向顺时针转动最多的方向的相邻点移动的所有过程。

代码如下:

  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-6;
 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 sgn(a.x - b.x) < 0 || (sgn(a.x - b.x) == 0 && 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 Point ori[N];
419 vector<Point> ex;
420 //vector<int> nx[5555], on[N];
421 int nx[5555][N << 1], on[N][N << 1];
422 
423 int main() {
424 //    freopen("in", "r", stdin);
425 //    freopen("out", "w", stdout);
426     int n;
427     while (cin >> n) {
428         ex.clear();
429         for (int i = 0; i < 5555; i++)
430 //            nx[i].clear();
431             nx[i][0] = 0;
432         for (int i = 0; i < n; i++) {
433 //            on[i].clear();
434             on[i][0] = 0;
435             cin >> ori[i].x >> ori[i].y;
436             ex.push_back(ori[i]);
437         }
438         ori[n] = ori[0];
439         for (int i = 0; i < n; i++) {
440             for (int j = 0; j < n; j++) {
441                 if (segIntersect(ori[i], ori[i + 1], ori[j], ori[j + 1]) == 1) {
442                     ex.push_back(lineIntersect(Line(ori[i], ori[i + 1]), Line(ori[j], ori[j + 1])));
443                 }
444             }
445         }
446         sort(ex.begin(), ex.end());
447         int t = unique(ex.begin(), ex.end()) - ex.begin();
448         while (ex.size() > t) ex.pop_back();
449         int sz = ex.size();
450         for (int i = 0; i < sz; i++) {
451             for (int j = 0; j < n; j++) {
452                 if (ex[i] == ori[j] || ex[i] == ori[j + 1] || onSeg(ex[i], Seg(ori[j], ori[j + 1])))
453 //                    on[j].push_back(i);
454                     on[j][++on[j][0]] = i;
455             }
456         }
457 //        cout << ex.size() << " ~~~" << endl;
458 //        for (int i = 0; i < ex.size(); i++) {
459 //            cout << i << " : " << ex[i].x << ' ' << ex[i].y << endl;
460 //        }
461 //        for (int i = 0; i < n; i++) {
462 //            cout << "on Line " << i << endl;
463 //            for (int j = 1; j <= on[i][0]; j++) {
464 //                cout << ex[on[i][j]].x << ' ' << ex[on[i][j]].y << endl;
465 //            }
466 //        }
467 //        cout << "Debug!!~~~~~~~~~~~~" << endl;
468         for (int i = 0; i < n; i++) {
469 //            int csz = on[i].size() - 1;
470             int csz = on[i][0] - 1;
471             for (int j = 0; j < csz; j++) {
472 //                nx[on[i][j]].push_back(on[i][j + 1]);
473 //                nx[on[i][j + 1]].push_back(on[i][j]);
474                 nx[on[i][j + 1]][++nx[on[i][j + 1]][0]] = on[i][j + 2];
475                 nx[on[i][j + 2]][++nx[on[i][j + 2]][0]] = on[i][j + 1];
476             }
477         }
478         vector<int> path;
479         path.clear();
480         path.push_back(0);
481 //        int sz0 = nx[0].size();
482         int sz0 = nx[0][0];
483 //        int cur = nx[0][0];
484         int cur = nx[0][1];
485         for (int i = 1; i < sz0; i++) {
486 //            int id = nx[0][i];
487             int id = nx[0][i + 1];
488             if (sgn(crossDet(ex[cur] - ex[0], ex[id] - ex[0])) < 0) cur = id;
489         }
490 //        cout << cur << ' ' << ex[cur].x << ' ' << ex[cur].y << endl;
491         int cnt = 500000;
492         while (cnt-- && cur) {
493             path.push_back(cur);
494             int l1 = path[path.size() - 1], l0 = path[path.size() - 2];
495 //            int t = (nx[cur][0] == l0) ? nx[cur][1] : nx[cur][0], csz = nx[cur].size();
496             int t = (nx[cur][1] == l0) ? nx[cur][2] : nx[cur][1], csz = nx[cur][0];
497             Vec dr = ex[l1] - ex[l0];
498             double ang = angle(dr);
499             for (int i = 1; i < csz; i++) {
500 //                int id = nx[cur][i];
501                 int id = nx[cur][i + 1];
502                 if (id == l0) continue;
503                 Vec t1 = ex[t] - ex[l1], t2 = ex[id] - ex[l1];
504                 t1 = rotate(t1, -ang), t2 = rotate(t2, -ang);
505                 if (angle(t1) > angle(t2)) t = id;
506             }
507             cur = t;
508 //            cout << ex[cur].x << ' ' << ex[cur].y << endl;
509         }
510 //        cout << path.size() << endl;
511         int psz = path.size();
512         vector<int> out;
513         out.clear();
514         path.push_back(path[0]);
515         for (int i = 0; i < psz; i++) {
516             if (i > 0 && sgn(crossDet(ex[path[i]] - ex[path[i - 1]], ex[path[i + 1]] - ex[path[i]])) == 0) continue;
517 //            cout << ex[path[i]].x << ' ' << ex[path[i]].y << endl;
518             out.push_back(path[i]);
519         }
520         cout << out.size() << endl;
521         psz = out.size();
522         for (int i = 0; i < psz; i++) {
523 //            cout << "!! " << out[i] << endl;
524             cout << ex[out[i]].x << ' ' << ex[out[i]].y << endl;
525 //            printf("%.5f %.5f\n", ex[out[i]].x, ex[out[i]].y);
526         }
527     }
528     return 0;
529 }
View Code

  PSLG法在LRJ的代码里面有,不放上来了。

——written by Lyon

转载于:https://www.cnblogs.com/LyonLys/archive/2013/05/29/POJ_2164_LA_3218_Lyon.html

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