复试机试学习

想要见识一下,如何将数据结构中学习到的数据结构应用到实际中,转化为编程

  • 猫狗收容所
    image
  1. 两个队列分别收容猫和狗,不仅收容他们的信息还要增加进入次序的信息
  2. 此时队列的元素已经不是简单的整型了
#include<queue>
#include<cstdio>
using namespace std;
struct Animal {
    int num;
    int seq;
};

int main()
{
    queue<Animal> catQueue;
    queue<Animal> dogQueue;
    int seq=0;
    int n;
    scanf("%d",&n);
    for(int i=0;i<n;i++)
    {
        int method,para;
        scanf("%d%d",&method,&para);
        if(method==1){
            //非收养
            if(para>0){
                //来的是狗
                Animal dog;
                dog.num=para;
                dog.seq=seq;
                ++seq;
                dogQueue.push(dog);
            }else{
                //来的是猫
                Animal cat;
                cat.num=para;
                cat.seq=seq;
                ++seq;
                catQueue.push(cat);
            }
        }else{
            //收养,得考虑队列空不空
            if(para==0){
                //采用第一种收养方式
                if(catQueue.empty()&&dogQueue.empty()){
                    //猫狗队列都是空
                    continue;
                }else if(catQueue.empty() || !dogQueue.empty() && dogQueue.front().seq<catQueue.front().seq){
                    //狗队列非空,收养狗
                    printf("%d ",dogQueue.front().num);
                    dogQueue.pop();
                }else{
                    //猫队列非空
                    printf("%d ",catQueue.front().num);
                    catQueue.pop();
                }
            }else if(para==1){
                //只选择狗
                if(dogQueue.empty()){
                    continue;
                }else{
                    printf("%d ",dogQueue.front().num);
                    dogQueue.pop();
                }
            }else{
                //只选择猫
                if(catQueue.empty()){
                    continue;
                }else{
                    printf("%d ",catQueue.front().num);
                    catQueue.pop();
                }
            }

        }

    }
    printf("\n");
    return 0;
}

牛逼!贪吃蛇小游戏

/*贪吃蛇*/
#include<stdio.h>
#include<windows.h>
#include<stdlib.h>
#include<conio.h>
#define HENG 80
#define SHU 25  //HENG是宽度,SHU是高度
#define TIME 400 //初始速度

void Gotoxy(int x, int y);
void Food(struct SHE *head);
int Move(struct SHE *head);
int Panduan(struct SHE *head, int x, int y);
struct SHE *Link(struct SHE *head);
void FreeShe(struct SHE *head);
void Gameover(void);
void Huitu(struct SHE *head);


int Fx, Fy;  //食物的位置
int fen;   //得分
int fang; //方向参数
int Tx, Ty;

//构造蛇身
struct SHE
{
    int x;
    int y;
    struct SHE *next;
};

int main(void)
{
    struct SHE *head = NULL;
    int temp;
    int times = TIME;
    char m;

    do
    {
        fen = 0;
        fang = 2;
        temp = fen;
        times = TIME;
        head = NULL;

        head = (struct SHE *)malloc(sizeof(struct SHE));
        head -> x = 40;
        head -> y = 13;
        head -> next = NULL;

        Food(head);

        while (1)
        {
            Huitu(head);
            Sleep(times);
            if (0 == Move(head))
            {
                FreeShe(head);
                Gameover();
                break;
            }
            if (temp < fen)
            {
                Food(head);
                temp = fen;
                if (times > 50)
                {
                    times -=10;
                }
                else if (times > 20)
                {
                    times -=1;
                }
                else
                    ;
            }
        }
        do
        {
            Gotoxy(19,21);
            printf("是否继续?Y/N:");
            scanf(" %c", &m);
            system("cls");
        } while (m != 'Y' && m != 'y' && m != 'n' && m != 'N');
    } while (m == 'Y' || m == 'y');

    return 0;
}

//绘图
void Huitu(struct SHE *head)
{
    int flag = 1;

    while (head != NULL)
    {
        Gotoxy(head -> x, head -> y);
        if (flag == 1)
        {
            printf("□");
        }
        else if (flag == 2)
        {
            printf("■");
        }
        else
            ;
        Gotoxy(Tx, Ty);
        printf(" ");
        flag++;
        head = head -> next;
    }
}

//用于光标的移动
void Gotoxy(int x, int y)
{ 
  COORD coord; 
  coord.X = x; 
  coord.Y = y; 
  SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
}

//食物位置构造
void Food(struct SHE *head)
{
    int flag = 0;
    struct SHE *pr = head;

    do
    {
        srand(GetTickCount()); //基于毫秒级的随机数产生办法,需头文件winbase.h, windows中设计程序可以用windows.h
        Fx = (rand()%40) * 2;
        Fy = (rand()%12) * 2;
        flag = 0;
        pr = head;
        while (pr != NULL) //防止食物位置与蛇形重合
        {
            if (pr -> x == Fx && pr -> y == Fy)
            {
                flag = 1;
                break;
            }
            pr = pr -> next;
        }
    } while (flag == 1);
    Gotoxy(Fx, Fy);
    printf("■");
}

//用于蛇的移动
int Move(struct SHE *head)
{
    char op;
    int tox, toy, flag, temp;

    if (kbhit())  //kbhit函数用于检查当前是否有键盘输入,若有则返回一个非0值,否则返回0,需头文件conio.h
    {
        op = getch();
        switch (op)
        {
            case 'w':
                if (fang != 3)
                fang = 1;
                break;
            case 'd':
                if (fang != 4)
                fang = 2;
                break;
            case 's':
                if (fang != 1)
                fang = 3;
                break;
            case 'a':
                if (fang != 2)
                fang = 4;
                break;
            default:
                break;
        }
    }

    switch (fang)
    {
        case 1:
            toy = (head -> y) - 1;
            tox = (head -> x);
            break;
        case 2:
            tox = (head -> x) + 2;
            toy = (head -> y);
            break;
        case 3:
            toy = (head -> y) + 1;
            tox = (head -> x);
            break;
        case 4:
            tox = (head -> x) - 2;
            toy = (head -> y);
            break;
        default:
            break;
    }
    flag = Panduan(head, tox, toy);
    if (flag == 0)
    {
        return 0; //game over
    }
    else if (flag == 1)
    {
        head = Link(head);
        fen++;
    }
    else
    {
        ;
    }
    while (head != NULL)
    {
        temp = head -> x;
        head -> x = tox;
        tox = temp;

        temp = head -> y;
        head -> y = toy;
        toy = temp;

        head = head -> next;
    }
    return 1;
}

//用于食物与失败条件的判断
int Panduan(struct SHE *head, int x, int y)
{

    int flag = 1;

    if (x < 0 || x > HENG - 1 || y < 0 || y > SHU - 1)
    {
        return 0;  //撞墙
    }
    while (head != NULL)
    {
        if (head -> x == x && head -> y == y && flag != 1)
        {
            return 0; //咬到自己
        }
        flag++;
        if (head -> next == NULL)
        {
            Tx = head -> x;
            Ty = head -> y;
        }
        head = head -> next;
    }
    if (x == Fx && y == Fy)
    {
        return 1;//有食物
    }
    return 2;//无异常
}

//蛇身增长
struct SHE *Link(struct SHE *head)
{
    struct SHE *p, *pr;

    pr = head;
    p = (struct SHE *)malloc(sizeof(struct SHE));
    if (p == NULL)
    {
        printf("发生错误!!!");
        exit(0);
    }
    if (head == NULL)
    {
        head = p;
    }
    else
    {
        while (pr -> next != NULL)
        {
            pr = pr -> next;
        }
        pr -> next = p;
    }
    p -> x = Tx;
    p -> y = Ty;
    p -> next = NULL;
    return head;
}

//释放内存
void FreeShe(struct SHE *head)
{
    struct SHE *pr = NULL;

    while (head != NULL)
    {
        pr = head;
        head = head -> next;
        free(pr);
    }
}

//游戏失败画面,如果窗口大小不是80*25导致画面不协调可舍去
void Gameover(void)
{
    int i,j;

    int a[SHU][HENG]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,1,1,1,1,0,0,0,0,0,1,0,0,0,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,1,1,1,0,0,0,0,1,1,1,0,1,1,1,0,0,1,1,1,1,1,0,0,0,0,1,1,1,0,0,1,1,0,1,1,0,1,1,1,1,1,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,1,0,1,1,0,1,1,0,0,0,0,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,0,0,0,0,1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,1,1,0,0,0,1,1,0,1,1,0,1,1,1,0,1,1,0,1,1,0,0,0,0,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,1,1,0,1,1,1,0,1,1,0,1,1,0,0,0,0,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,1,1,0,1,1,1,0,1,1,0,1,1,1,1,1,0,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,1,1,0,1,1,1,0,1,1,0,1,1,1,1,1,0,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,1,1,0,1,1,0,0,0,1,1,0,1,1,0,1,1,1,0,1,1,0,1,1,0,0,0,0,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,1,1,0,1,1,0,0,0,1,1,0,1,1,0,1,1,1,0,1,1,0,1,1,0,0,0,0,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,0,0,0,0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,1,0,1,1,0,0,0,1,1,0,1,1,0,1,1,1,0,1,1,0,1,1,0,0,0,0,0,0,1,1,0,1,1,0,1,1,0,1,1,0,1,1,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,1,0,1,1,0,0,0,1,1,0,1,1,0,1,1,1,0,1,1,0,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,1,1,1,1,1,0,1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,1,0,1,1,0,0,0,1,1,0,1,1,0,1,1,1,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1,1,1,1,1,0,1,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};

    Gotoxy(0, 0);
    for (i = 0; i < SHU; i++)
    {
        for (j = 0; j< HENG; j++)
        {
            if (a[i][j] == 0)
            {
                printf(" ");
            }
            else
            {
                printf("0");
            }
        }
    }

    Gotoxy(19, 20);
    printf("游戏最终得分是 %d 分!!!\n", fen);
}

clion遇到的中文乱码问题

UTF-8和GBK都是字符编码标准,用于将字符转换为计算机可以理解和处理的二进制数据。

UTF-8是一种Unicode字符编码标准,它使用变长编码方式来表示字符。UTF-8编码可以表示Unicode字符集中的所有字符,包括世界上所有语言的字符,因此它是一种全球通用的字符编码。

GBK是一种中文字符编码标准,它可以表示汉字、数字、字母等字符,但只能表示简体中文字符集中的字符。GBK编码是固定长度编码,每个字符使用两个字节表示,因此它的编码效率比UTF-8低。

总的来说,UTF-8是一种全球通用的字符编码标准,而GBK主要适用于中文环境。在实际应用中,应根据具体情况选择使用哪种编码方式。

牛客链表反转

image

//我的失败的
/*
struct ListNode {
	int val;
	struct ListNode *next;
	ListNode(int x) :
			val(x), next(NULL) {
	}
};*/
class Solution {
public:
    ListNode* ReverseList(ListNode* pHead) {
		ListNode *p,*q;
		p = pHead->next;
		while(p){
			p->next = pHead->next;
			pHead->next = p;
			p = p->next;
			if(!p){
				q=p;
			}
		}
		q->next = pHead;
		return pHead;
    }
};

//成功的
/*
struct ListNode {
	int val;
	struct ListNode *next;
	ListNode(int x) :
			val(x), next(NULL) {
	}
};*/
class Solution {
public:
    ListNode* ReverseList(ListNode* pHead) {
		if(pHead==nullptr)
			return nullptr;

		ListNode* first = pHead;
		ListNode* rslt = pHead->next;
		ListNode* tmp;

		while(rslt!=nullptr)
		{
		//它的意义就是指针和移动,
		//tmp = first;代表指针指向,
		//rslt = rslt->next;代表指针顺位移动
		//first->next = tmp;代表插入
		//不是互换,也是头插法(带头结点的要两步,不带头结点的一部就行)
		//新结点的插入和原有结点的插入(这个你没接触过)是不一样的,
			tmp = first;
			first = rslt;
			rslt = rslt->next;
			first->next = tmp;
		}
		pHead->next = nullptr;
		return first;
    }
};
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