int main() { vector<string> name; vector<int> scores; string n; int s, index; bool view; while(cin >> n >> s && n != "NoName" && s != 0) { if(is_overlap(n, name)) { cout << "Error! (overlap)" << endl; exit(EXIT_FAILURE); } name.push_back(n); scores.push_back(s); } while(cin >> s) { view = false; for(index = 0; index < name.size(); ++index) { if(scores[index] == s) { view = true; cout << name[index] << endl; } } if(view == false) cout << "score not found" << endl; } }
int main(){ vector<string> name; vector<int> scores; string n; int s, index; while(cin >> n >> s && n != "NoName" && s != 0){ if(is_overlap(n, name)){ cout << "Error! (overlap)" << endl; exit(EXIT_FAILURE); } name.push_back(n); scores.push_back(s); } while(cin >> n){ index = find(n, name); if(index != -1) cout << scores[index] << endl; else cout << "name not found" << endl; } }
INT_NODE interval_search(INT_TREE tree, INT i) { INT_NODE node_x = tree -> root; while (node_x != NULL && !is_overlap(node_x, i)) { if(node_x -> left != NULL && node_x -> left -> max >= i -> low) { node_x = node_x -> left; }else { node_x = node_x -> right; } } return node_x; }
int main() { std::vector<interval> T = {{3,5}, {1,2}, {6,8}, {4,17}}; std::cout << is_overlap(T) << std::endl; }
void util_blitter_copy_texture_view(struct blitter_context *blitter, struct pipe_surface *dst, unsigned dstx, unsigned dsty, struct pipe_sampler_view *src, const struct pipe_box *srcbox, unsigned src_width0, unsigned src_height0) { struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter; struct pipe_context *pipe = ctx->base.pipe; struct pipe_framebuffer_state fb_state; enum pipe_texture_target src_target = src->texture->target; unsigned width = srcbox->width; unsigned height = srcbox->height; /* Sanity checks. */ if (dst->texture == src->texture && dst->u.tex.level == src->u.tex.first_level) { assert(!is_overlap(srcbox->x, srcbox->x + width, srcbox->y, srcbox->y + height, dstx, dstx + width, dsty, dsty + height)); } /* XXX should handle 3d regions */ assert(srcbox->depth == 1); /* Check whether the states are properly saved. */ blitter_set_running_flag(ctx); blitter_check_saved_vertex_states(ctx); blitter_check_saved_fragment_states(ctx); blitter_check_saved_textures(ctx); blitter_check_saved_fb_state(ctx); /* Initialize framebuffer state. */ fb_state.width = dst->width; fb_state.height = dst->height; if (util_format_is_depth_or_stencil(dst->format)) { pipe->bind_blend_state(pipe, ctx->blend_keep_color); pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_write_depth_keep_stencil); pipe->bind_fs_state(pipe, blitter_get_fs_texfetch_depth(ctx, src_target)); fb_state.nr_cbufs = 0; fb_state.zsbuf = dst; } else { pipe->bind_blend_state(pipe, ctx->blend_write_color); pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil); pipe->bind_fs_state(pipe, blitter_get_fs_texfetch_col(ctx, src_target)); fb_state.nr_cbufs = 1; fb_state.cbufs[0] = dst; fb_state.zsbuf = 0; } /* Set rasterizer state, shaders, and textures. */ pipe->bind_rasterizer_state(pipe, ctx->rs_state); pipe->bind_vs_state(pipe, ctx->vs); if (ctx->has_geometry_shader) pipe->bind_gs_state(pipe, NULL); pipe->bind_fragment_sampler_states(pipe, 1, &ctx->sampler_state); pipe->bind_vertex_elements_state(pipe, ctx->velem_state); pipe->set_fragment_sampler_views(pipe, 1, &src); pipe->set_framebuffer_state(pipe, &fb_state); blitter_set_dst_dimensions(ctx, dst->width, dst->height); switch (src_target) { /* Draw the quad with the draw_rectangle callback. */ case PIPE_TEXTURE_1D: case PIPE_TEXTURE_2D: case PIPE_TEXTURE_RECT: { /* Set texture coordinates. - use a pipe color union * for interface purposes. * XXX pipe_color_union is a wrong name since we use that to set * texture coordinates too. */ union pipe_color_union coord; get_texcoords(src, src_width0, src_height0, srcbox->x, srcbox->y, srcbox->x+width, srcbox->y+height, coord.f); /* Draw. */ blitter->draw_rectangle(blitter, dstx, dsty, dstx+width, dsty+height, 0, UTIL_BLITTER_ATTRIB_TEXCOORD, &coord); } break; /* Draw the quad with the generic codepath. */ default: /* Set texture coordinates. */ switch (src_target) { case PIPE_TEXTURE_1D_ARRAY: case PIPE_TEXTURE_2D_ARRAY: case PIPE_TEXTURE_3D: case PIPE_TEXTURE_CUBE: blitter_set_texcoords(ctx, src, src_width0, src_height0, srcbox->z, srcbox->y, srcbox->x, srcbox->x + width, srcbox->y + height); break; default: assert(0); } /* Draw. */ blitter_set_rectangle(ctx, dstx, dsty, dstx+width, dsty+height, 0); ctx->base.pipe->redefine_user_buffer(ctx->base.pipe, ctx->vbuf, 0, ctx->vbuf->width0); util_draw_vertex_buffer(ctx->base.pipe, NULL, ctx->vbuf, 0, PIPE_PRIM_TRIANGLE_FAN, 4, 2); break; } blitter_restore_vertex_states(ctx); blitter_restore_fragment_states(ctx); blitter_restore_textures(ctx); blitter_restore_fb_state(ctx); blitter_unset_running_flag(ctx); }