int main() { #ifndef ONLINE_JUDGE std::ifstream fis("3n+1.in"); std::cin.rdbuf(fis.rdbuf()); #endif const int MAX = 1000000; std::vector<long> cycleLengths(MAX, 0); for (int i = 1; i < MAX; i++) { cycleLengths[i] = getCycleLength(i, cycleLengths); } std::string line; while (std::getline(std::cin, line)) { std::istringstream ss(line); int i, j; ss >> i >> j; int ii = i, jj = j; if (i > j) { std::swap(ii, jj); } long max = 0; for (int k = ii; k <= jj; k++) { max = std::max(max, cycleLengths[k]); } std::cout << i << ' ' << j << ' ' << max << std::endl; } return 0; }
/*!\fn Real32 Animation::getLength(void) const * * \brief Get the length, in seconds, of the animation. * * If the animation cycles infinitely, then this will return -1.0. Otherwise, * this will return the length of each cycle times the number of cycles. This * length takes into account the span and scale of the animation. * * @return The length in seconds of the animation. */ Real32 Animation::getLength(void) const { if(getCycling() > 0) { return getCycleLength() * static_cast<Real32>(getCycling()); } else { return -1.0f; } }
/** * Self explanatory */ int getMaximumCycleLengthInRange(int from, int to) { int i, maximumCycleLength = 0, tempCycleLength; for(i = from; i <= to; i++) { tempCycleLength = getCycleLength(i); if(tempCycleLength > maximumCycleLength) { maximumCycleLength = tempCycleLength; } } return maximumCycleLength; }
/*! * \fn bool OSG::Animation::update(const Time& ElapsedTime) * * \brief Update the animation with the time since the last update * * The result of the animation will also be applied to the * object it is connected to. * * \param[in] ElapsedTime The time, in seconds, since the previous call to * update. */ bool Animation::update(const Time& ElapsedTime) { if(!_IsPlaying || _IsPaused) { return false; } //Increment the updated animations statistic StatIntElem *NAnimationsStatElem = StatCollector::getGlobalElem(statNAnimations); if(NAnimationsStatElem) { NAnimationsStatElem->inc(); } //Start the animation update time statistic StatTimeElem *AnimUpdateTimeStatElem = StatCollector::getGlobalElem(statAnimUpdateTime); if(AnimUpdateTimeStatElem) { AnimUpdateTimeStatElem->start(); } _CurrentTime += getScale()*ElapsedTime; UInt32 PreUpdateCycleCount(getCycles()); if(getCycling() < 0 || PreUpdateCycleCount < getCycling()) { Real32 CycleLength(getCycleLength() * getScale()); //Check if the Animation Time is past the end if(_CurrentTime >= CycleLength) { //Update the number of cycles completed setCycles( (CycleLength <= 0.0f) ? (0): (static_cast<UInt32>( osgFloor( _CurrentTime / CycleLength ) )) ); //commitChanges(); } Real32 t(_CurrentTime); if(getCycling() > 0 && getCycles() >= getCycling()) { if(getSpan() > 0.0f) { t = getSpan(); } t -= 0.0001f; } else { if(getSpan() > 0.0f) { t -= osgFloor(_CurrentTime/getSpan())*getSpan(); } } t += getOffset(); //Internal Update internalUpdate(t, _PrevTime); //If the number of cycles has changed if(getCycles() != PreUpdateCycleCount) { if(getCycling() > 0 && getCycles() >= getCycling()) { //Animation has reached the end //Remove the Animation from it's update producer _UpdateEventConnection.disconnect(); _IsPlaying = false; //Produce the Ended event produceAnimationEnded(); } else { //Animation hasn't finished yet //Produce the Cycled event produceAnimationCycled(); } } } _PrevTime = _CurrentTime; //Stp[ the animation update time statistic if(AnimUpdateTimeStatElem) { AnimUpdateTimeStatElem->stop(); } //Return true if the animation has completed its number of cycles, false otherwise return (getCycling() > 0 && getCycles() >= getCycling()); }
bool AnimationGroup::update(const Time& ElapsedTime) { if(!_IsPlaying || _IsPaused) { return false; } _CurrentTime += getScale()*ElapsedTime; UInt32 PreUpdateCycleCount(getCycles()); if(getCycling() < 0 || PreUpdateCycleCount < getCycling()) { Real32 CycleLength(getCycleLength() * getScale()); //Check if the Animation Time is past the end if(_CurrentTime >= CycleLength) { //Update the number of cycles completed setCycles( (CycleLength <= 0.0f) ? (0): (static_cast<UInt32>( osgFloor( _CurrentTime / CycleLength ) )) ); //commitChanges(); } Real32 t(_CurrentTime); if(getCycling() > 0 && getCycles() >= getCycling()) { if(getSpan() > 0.0f) { t = getSpan(); } else { t = CycleLength; } t -= 0.0001f; } else { if(getSpan() > 0.0f) { t -= osgFloor(_CurrentTime/getSpan())*getSpan(); } } t += getOffset(); //Internal Update for(UInt32 i = 0; i < getMFAnimations()->size(); ++i) { getAnimations(i)->internalUpdate(t, _PrevTime); } //If the number of cycles has changed if(getCycles() != PreUpdateCycleCount) { if(getCycling() > 0 && getCycles() >= getCycling()) { //Animation has reached the end //Remove the Animation from it's update producer _UpdateEventConnection.disconnect(); _IsPlaying = false; //Produce the Ended event produceAnimationEnded(); } else { //Animation hasn't finished yet //Produce the Cycled event produceAnimationCycled(); } } } _PrevTime = _CurrentTime; //Return true if the animation has completed its number of cycles, false otherwise return (getCycling() > 0 && getCycles() >= getCycling()); }