sotanishy's competitive programming library

sotanishy's code snippets for competitive programming

View the Project on GitHub sotanishy/cp-library-cpp

:heavy_check_mark: test/aoj/CGL_1_A.test.cpp

Depends on

Code

#define PROBLEM "http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_1_A"
#define ERROR 0.00000001

#include "../../geometry/geometry.hpp"

#include <bits/stdc++.h>
using namespace std;

int main() {
    ios_base::sync_with_stdio(false);
    cin.tie(nullptr);
    cout << fixed << setprecision(15);

    Vec p1, p2;
    cin >> p1 >> p2;
    Line l(p1, p2);
    int q;
    cin >> q;
    while (q--) {
        Vec p;
        cin >> p;
        auto q = projection(l, p);
        cout << q.real() << " " << q.imag() << endl;
    }
}
#line 1 "test/aoj/CGL_1_A.test.cpp"
#define PROBLEM "http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_1_A"
#define ERROR 0.00000001

#line 2 "geometry/geometry.hpp"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <complex>
#include <iostream>
#include <numbers>
#include <numeric>
#include <vector>

// note that if T is of an integer type, std::abs does not work
using T = double;
using Vec = std::complex<T>;

std::istream& operator>>(std::istream& is, Vec& p) {
    T x, y;
    is >> x >> y;
    p = {x, y};
    return is;
}

T dot(const Vec& a, const Vec& b) { return (std::conj(a) * b).real(); }

T cross(const Vec& a, const Vec& b) { return (std::conj(a) * b).imag(); }

constexpr T PI = std::numbers::pi_v<T>;
constexpr T eps = 1e-10;
inline bool eq(T a, T b) { return std::abs(a - b) <= eps; }
inline bool eq(Vec a, Vec b) { return std::abs(a - b) <= eps; }
inline bool lt(T a, T b) { return a < b - eps; }
inline bool leq(T a, T b) { return a <= b + eps; }

struct Line {
    Vec p1, p2;
    Line() = default;
    Line(const Vec& p1, const Vec& p2) : p1(p1), p2(p2) {}
    Vec dir() const { return p2 - p1; }
};

struct Segment : Line {
    using Line::Line;
};

struct Circle {
    Vec c;
    T r;
    Circle() = default;
    Circle(const Vec& c, T r) : c(c), r(r) {}
};

using Polygon = std::vector<Vec>;

Vec rot(const Vec& a, T ang) { return a * Vec(std::cos(ang), std::sin(ang)); }

Vec perp(const Vec& a) { return Vec(-a.imag(), a.real()); }

Vec projection(const Line& l, const Vec& p) {
    return l.p1 + dot(p - l.p1, l.dir()) * l.dir() / std::norm(l.dir());
}

Vec reflection(const Line& l, const Vec& p) {
    return T(2) * projection(l, p) - p;
}

// 0: collinear
// 1: counter-clockwise
// -1: clockwise
int ccw(const Vec& a, const Vec& b, const Vec& c) {
    if (eq(cross(b - a, c - a), 0)) return 0;
    if (lt(cross(b - a, c - a), 0)) return -1;
    return 1;
}

void sort_by_arg(std::vector<Vec>& pts) {
    std::ranges::sort(pts, [&](auto& p, auto& q) {
        if ((p.imag() < 0) != (q.imag() < 0)) return (p.imag() < 0);
        if (cross(p, q) == 0) {
            if (p == Vec(0, 0))
                return !(q.imag() < 0 || (q.imag() == 0 && q.real() > 0));
            if (q == Vec(0, 0))
                return (p.imag() < 0 || (p.imag() == 0 && p.real() > 0));
            return (p.real() > q.real());
        }
        return (cross(p, q) > 0);
    });
}
#line 5 "test/aoj/CGL_1_A.test.cpp"

#include <bits/stdc++.h>
using namespace std;

int main() {
    ios_base::sync_with_stdio(false);
    cin.tie(nullptr);
    cout << fixed << setprecision(15);

    Vec p1, p2;
    cin >> p1 >> p2;
    Line l(p1, p2);
    int q;
    cin >> q;
    while (q--) {
        Vec p;
        cin >> p;
        auto q = projection(l, p);
        cout << q.real() << " " << q.imag() << endl;
    }
}
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