No | TYPE | Count |
---|---|---|
01 | UP | 72 |
02 | UP_LEFT | 64 |
03 | UP_RIGHT | 64 |
04 | LEFT | 72 |
05 | RIGHT | 72 |
06 | DOWN | 72 |
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use std::collections::HashMap; | |
fn greet_map(id: usize, name: String) -> HashMap<usize, String> { | |
let mut map = HashMap::new(); | |
let message = format!("Hello, {}!", name); | |
map.insert(id, message); | |
map | |
} | |
fn main() { |
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import base64, io, struct, zlib | |
from typing import BinaryIO, List, Tuple, Union | |
COLOR_TYPE_V = 0 | |
COLOR_TYPE_VA = 4 | |
COLOR_TYPE_RGB = 2 | |
COLOR_TYPE_RGBA = 6 | |
PixelV = Tuple[int] | |
PixelVA = Tuple[int, int] |
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// -*- coding:utf-8-unix -*- | |
//! エラトステネスの篩 & 生成した素数の試し割りによる素因数分解 | |
//! | |
//! ## 素因数分解の実行例 | |
//! | |
//! [`main`] を参照 | |
//! | |
//! ## ベンチマーク実行例 | |
//! |
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* text=auto | |
*.bat text eol=crlf | |
*.cmd text eol=crlf | |
*.sh text eol=lf | |
*.onnx -text | |
*.zip -text |
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* text=auto | |
*.bat text eol=crlf | |
*.cmd text eol=crlf | |
*.sh text eol=lf |
graph LR;
flowstart((起動)) -->|usi| usioption[/option/] --> usiok[/usiok/] --> usimode((USIモード)) -->|isready| isready[初期化処理] --> readyok[/readyok/] --> ready((初期化済み))
--> |usinewgame| ingame((対局中));
usimode -->|setoption| setoption[オプション設定] --> usimode;
ingame -->|go| search((探索)) -->|"(探索完了)"| bestmove[/bestmove/] --> ingame;
ingame -->|position| setposition[局面設定] --> ingame;
search -->|stop| bestmove;
👇
$$ \operatorname{I}x(a,b)=\dots, d{2n}=\dots $$
👆
$$ \operatorname{I}_x(a,b)=\dots, d_{2n}=\dots $$
graph LR;
flowstart((start)) --> A((基本<br>start)) --> At{手番の記号を出力するか} --> |手番の記号なし| Atn["手番の記号を出力しない"] --> As{直前の相手の駒の到達地点と<br>同じ地点か} --> A1[/"到達地点の筋を出力<br>算用数字"/] --> A2[/"到達地点の段を出力<br>新聞・本・雑誌などでは漢数字<br>日本将棋連盟の棋譜記録では算用数字"/] --> A3[/"駒の種類を出力"/] --> Az((基本<br>end)) --> B{持ち駒を打つ<br>置き駒を動かす};
At --> |先手番を明記| Atb[/"先手番の記号を出力<br>例:「☗」「⛊」「▲」「▼」"/] --> As;
At --> |後手番を明記| Atw[/"後手番の記号を出力<br>例:「☖」「⛉」「△」「▽」"/] --> As;
As --> |同じ| As0[/"「同」を出力<br>新聞・本などでは改頁などの都合で<br>「7六同歩」のような表記をする場合あり"/] --> A3;