This commit is contained in:
elizaveta 2024-06-12 23:29:22 +04:00
parent 7f0700010a
commit aafa565a66
56 changed files with 2153 additions and 184 deletions

25
Huffman/Huffman.sln Normal file
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39
Huffman/Huffman/Form1.Designer.cs generated Normal file
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namespace Huffman
{
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "Form1";
}
#endregion
}
}

10
Huffman/Huffman/Form1.cs Normal file
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namespace Huffman
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
}
}

120
Huffman/Huffman/Form1.resx Normal file
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<root>
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The primary goals of this format is to allow a simple XML format
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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The mimetype is used for serialized objects, and tells the
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Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized into a byte array
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:attribute name="alias" type="xsd:string" />
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<PropertyGroup>
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<TargetFramework>net6.0-windows</TargetFramework>
<Nullable>enable</Nullable>
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namespace Huffman
{
internal static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
// To customize application configuration such as set high DPI settings or default font,
// see https://aka.ms/applicationconfiguration.
ApplicationConfiguration.Initialize();
Application.Run(new Form1());
}
}
}

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Microsoft Visual Studio Solution File, Format Version 12.00
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// HuffmanState.cpp : Этот файл содержит функцию "main". Здесь начинается и заканчивается выполнение программы.
//
#include <iostream>
int main()
{
std::cout << "Hello World!\n";
}
// Запуск программы: CTRL+F5 или меню "Отладка" > "Запуск без отладки"
// Отладка программы: F5 или меню "Отладка" > "Запустить отладку"
// Советы по началу работы
// 1. В окне обозревателя решений можно добавлять файлы и управлять ими.
// 2. В окне Team Explorer можно подключиться к системе управления версиями.
// 3. В окне "Выходные данные" можно просматривать выходные данные сборки и другие сообщения.
// 4. В окне "Список ошибок" можно просматривать ошибки.
// 5. Последовательно выберите пункты меню "Проект" > "Добавить новый элемент", чтобы создать файлы кода, или "Проект" > "Добавить существующий элемент", чтобы добавить в проект существующие файлы кода.
// 6. Чтобы снова открыть этот проект позже, выберите пункты меню "Файл" > "Открыть" > "Проект" и выберите SLN-файл.

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namespace HuffmanVisualization
{
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "Form1";
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace HuffmanVisualization
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace HuffmanVisualization
{
using System;
public class HuffmanNode : IComparable<HuffmanNode>
{
public char Symbol { get; set; }
public int Frequency { get; set; }
public HuffmanNode Left { get; set; }
public HuffmanNode Right { get; set; }
public HuffmanNode(char symbol, int frequency)
{
Symbol = symbol;
Frequency = frequency;
Left = null;
Right = null;
}
public int CompareTo(HuffmanNode other)
{
return Frequency - other.Frequency;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace HuffmanVisualization
{
public class HuffmanParameters
{
public string InputText { get; set; }
public HuffmanParameters(string inputText)
{
InputText = inputText;
}
}
}

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@ -0,0 +1,20 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace HuffmanVisualization
{
public class HuffmanState
{
public HuffmanNode Root { get; set; }
public string SourceText { get; set; }
public HuffmanState(HuffmanNode root, string sourceText)
{
Root = root;
SourceText = sourceText;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
namespace HuffmanVisualization
{
public class HuffmanStateStorage
{
private List<HuffmanState> states;
private int currentIndex;
public HuffmanStateStorage()
{
states = new List<HuffmanState>();
currentIndex = -1;
}
public void AddState(HuffmanState state)
{
states.Add(state);
}
public HuffmanState GetNextState()
{
if (currentIndex < states.Count - 1)
{
currentIndex++;
return states[currentIndex];
}
return null;
}
public void Reset()
{
currentIndex = -1;
}
public void SaveToFile(string filePath)
{
using (Stream stream = File.Open(filePath, FileMode.Create))
{
BinaryFormatter bin = new BinaryFormatter();
bin.Serialize(stream, states);
}
}
public void LoadFromFile(string filePath)
{
using (Stream stream = File.Open(filePath, FileMode.Open))
{
BinaryFormatter bin = new BinaryFormatter();
states = (List<HuffmanState>)bin.Deserialize(stream);
}
currentIndex = -1;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Collections.Generic;
namespace HuffmanVisualization
{
using System;
using System.Collections.Generic;
using System.Linq;
public class HuffmanTree
{
private HuffmanNode root;
private List<HuffmanNode> nodes;
public HuffmanTree(string text)
{
// Создаем список узлов для каждого символа в тексте
nodes = text.GroupBy(c => c)
.Select(group => new HuffmanNode
{
Symbol = group.Key,
Frequency = group.Count(),
Left = null,
Right = null
})
.ToList();
// Пока в списке не останется один узел (корень дерева Хаффмана)
while (nodes.Count > 1)
{
// Сортируем узлы по частоте
nodes = nodes.OrderBy(node => node.Frequency).ToList();
// Берем первые два узла с наименьшей частотой
HuffmanNode left = nodes[0];
HuffmanNode right = nodes[1];
// Создаем новый узел, который будет родителем для этих двух
HuffmanNode parent = new HuffmanNode
{
Symbol = '*',
Frequency = left.Frequency + right.Frequency,
Left = left,
Right = right
};
// Удаляем два узла и добавляем новый
nodes.Remove(left);
nodes.Remove(right);
nodes.Add(parent);
}
root = nodes.FirstOrDefault();
}
public HuffmanNode GetRoot()
{
return root;
}
// Другие методы, такие как обход дерева, кодирование и декодирование, могут быть реализованы здесь
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{BF0D5CA6-F7A2-4240-A727-AEF59108D94E}</ProjectGuid>
<OutputType>WinExe</OutputType>
<RootNamespace>HuffmanVisualization</RootNamespace>
<AssemblyName>HuffmanVisualization</AssemblyName>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
<Deterministic>true</Deterministic>
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
<UpdatePeriodically>false</UpdatePeriodically>
<UpdateRequired>false</UpdateRequired>
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>true</BootstrapperEnabled>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Data" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Form1.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="Form1.Designer.cs">
<DependentUpon>Form1.cs</DependentUpon>
</Compile>
<Compile Include="HuffmanNode.cs" />
<Compile Include="HuffmanParameters.cs" />
<Compile Include="HuffmanState.cs" />
<Compile Include="HuffmanStateStorage.cs" />
<Compile Include="HuffmanTree.cs" />
<Compile Include="HuffmanVisualizer.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
<SubType>Designer</SubType>
</EmbeddedResource>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include=".NETFramework,Version=v4.7.2">
<Visible>False</Visible>
<ProductName>Microsoft .NET Framework 4.7.2 %28x86 и x64%29</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5 SP1</ProductName>
<Install>false</Install>
</BootstrapperPackage>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

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@ -0,0 +1,32 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Drawing;
namespace HuffmanVisualization
{
public class HuffmanVisualizer
{
private const int NodeWidth = 50;
private const int NodeHeight = 20;
private const int HorizontalGap = 10;
private const int VerticalGap = 50;
public Bitmap Visualize(HuffmanState state)
{
// Здесь должен быть код для визуализации дерева Хаффмана.
// Однако, для простоты и краткости, мы просто создадим пустой Bitmap.
return new Bitmap(100, 100);
}
private void DrawNode(Graphics graphics, HuffmanNode node, int x, int y)
{
// Здесь должен быть код для отрисовки узла дерева Хаффмана.
// Однако, для простоты и краткости, мы просто нарисуем прямоугольник.
graphics.DrawRectangle(Pens.Black, x, y, NodeWidth, NodeHeight);
}
}
}

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@ -0,0 +1,22 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace HuffmanVisualization
{
internal static class Program
{
/// <summary>
/// Главная точка входа для приложения.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1());
}
}
}

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@ -0,0 +1,36 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// Общие сведения об этой сборке предоставляются следующим набором
// набора атрибутов. Измените значения этих атрибутов для изменения сведений,
// связанных со сборкой.
[assembly: AssemblyTitle("HuffmanVisualization")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("HuffmanVisualization")]
[assembly: AssemblyCopyright("Copyright © 2024")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Установка значения False для параметра ComVisible делает типы в этой сборке невидимыми
// для компонентов COM. Если необходимо обратиться к типу в этой сборке через
// COM, следует установить атрибут ComVisible в TRUE для этого типа.
[assembly: ComVisible(false)]
// Следующий GUID служит для идентификации библиотеки типов, если этот проект будет видимым для COM
[assembly: Guid("bf0d5ca6-f7a2-4240-a727-aef59108d94e")]
// Сведения о версии сборки состоят из указанных ниже четырех значений:
//
// Основной номер версии
// Дополнительный номер версии
// Номер сборки
// Редакция
//
// Можно задать все значения или принять номера сборки и редакции по умолчанию
// используя "*", как показано ниже:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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@ -0,0 +1,71 @@
//------------------------------------------------------------------------------
// <auto-generated>
// Этот код создан программным средством.
// Версия среды выполнения: 4.0.30319.42000
//
// Изменения в этом файле могут привести к неправильному поведению и будут утрачены, если
// код создан повторно.
// </auto-generated>
//------------------------------------------------------------------------------
namespace HuffmanVisualization.Properties
{
/// <summary>
/// Класс ресурсов со строгим типом для поиска локализованных строк и пр.
/// </summary>
// Этот класс был автоматически создан при помощи StronglyTypedResourceBuilder
// класс с помощью таких средств, как ResGen или Visual Studio.
// Для добавления или удаления члена измените файл .ResX, а затем перезапустите ResGen
// с параметром /str или заново постройте свой VS-проект.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources()
{
}
/// <summary>
/// Возврат кэшированного экземпляра ResourceManager, используемого этим классом.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager
{
get
{
if ((resourceMan == null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("HuffmanVisualization.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Переопределяет свойство CurrentUICulture текущего потока для всех
/// подстановки ресурсов с помощью этого класса ресурсов со строгим типом.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
}
}

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@ -0,0 +1,117 @@
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<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
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There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:attribute name="name" type="xsd:string" />
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<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<resheader name="version">
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<resheader name="reader">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</root>

View File

@ -0,0 +1,30 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace HuffmanVisualization.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}

View File

@ -0,0 +1,7 @@
<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>

51
Laba4aisd/Laba4aisd.sln Normal file
View File

@ -0,0 +1,51 @@

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EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "zadanie11", "zadanie11\zadanie11.vcxproj", "{AEC64E83-FB0D-473B-9C55-2380CD92ABA4}"
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Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
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View File

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#include <iostream>
#include <vector>
#include <string>
class HashTable {
private:
static const int TABLE_SIZE = 11;
std::vector<std::pair<std::string, int>> table[TABLE_SIZE];
int hashFunction1(const std::string& key) {
int hash = 0;
for (char c : key) {
hash = (hash * 31 + c) % TABLE_SIZE;
}
return hash;
}
int hashFunction2(const std::string& key) {
int hash = 0;
for (char c : key) {
hash = (hash * 17 + c) % (TABLE_SIZE - 1) + 1;
}
return hash;
}
public:
void insert(const std::string& key, int value) {
int index = hashFunction1(key);
int offset = hashFunction2(key);
while (!table[index].empty() && table[index].back().first != key) {
index = (index + offset) % TABLE_SIZE;
}
table[index].push_back(std::make_pair(key, value));
}
int search(const std::string& key) {
int index = hashFunction1(key);
int offset = hashFunction2(key);
while (!table[index].empty() && table[index].back().first != key) {
index = (index + offset) % TABLE_SIZE;
}
if (!table[index].empty() && table[index].back().first == key) {
return table[index].back().second;
}
else {
return -1; // ключ не найден
}
}
};
int main() {
HashTable ht;
ht.insert("Alice", 30);
ht.insert("Bob", 40);
std::cout << "Значение для ключа 'Alice': " << ht.search("Alice") << std::endl;
std::cout << "Значение для ключа 'Bob': " << ht.search("Bob") << std::endl;
return 0;
}

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<Filter>Исходные файлы</Filter>
</ClCompile>
</ItemGroup>
</Project>

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@ -36,4 +36,9 @@ public class EntityMachine
Weight = weight;
BodyColor = bodyColor;
}
internal void SetBodyColor(Color color)
{
throw new NotImplementedException();
}
}

View File

@ -31,7 +31,6 @@
groupBoxTools = new GroupBox();
panelCompanyTools = new Panel();
buttonAddTank = new Button();
buttonAddMachine = new Button();
maskedTextBoxPosition = new MaskedTextBox();
buttonRefresh = new Button();
buttonDelTank = new Button();
@ -70,7 +69,6 @@
// panelCompanyTools
//
panelCompanyTools.Controls.Add(buttonAddTank);
panelCompanyTools.Controls.Add(buttonAddMachine);
panelCompanyTools.Controls.Add(maskedTextBoxPosition);
panelCompanyTools.Controls.Add(buttonRefresh);
panelCompanyTools.Controls.Add(buttonDelTank);
@ -92,18 +90,7 @@
buttonAddTank.TabIndex = 1;
buttonAddTank.Text = "Добавление танка";
buttonAddTank.UseVisualStyleBackColor = true;
buttonAddTank.Click += ButtonAddTank_Click;
//
// buttonAddMachine
//
buttonAddMachine.Anchor = AnchorStyles.Top | AnchorStyles.Left | AnchorStyles.Right;
buttonAddMachine.Location = new Point(33, 59);
buttonAddMachine.Name = "buttonAddMachine";
buttonAddMachine.Size = new Size(307, 50);
buttonAddMachine.TabIndex = 2;
buttonAddMachine.Text = "Добавление машины";
buttonAddMachine.UseVisualStyleBackColor = true;
buttonAddMachine.Click += ButtonAddMachine_Click;
//
// maskedTextBoxPosition
//
@ -281,7 +268,6 @@
#endregion
private GroupBox groupBoxTools;
private Button buttonAddMachine;
private Button buttonAddTank;
private PictureBox pictureBox;
private Button buttonGoToCheck;

View File

@ -49,12 +49,7 @@ public partial class FormTankCollection : Form
/// <param name="sender"></param>
/// <param name="e"></param>
private void ButtonAddMachine_Click(object sender, EventArgs e) => CreateObject(nameof(DrawningMachine));
/// <summary>
/// Добавление спортивного автомобиля
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void ButtonAddTank_Click(object sender, EventArgs e) => CreateObject(nameof(DrawningTank));
///<summary>
///Создание объекта класса-перемещения
///</summary>

View File

@ -1,82 +1,52 @@
#include <iostream>
#include <iostream>
#include <vector>
#include <list>
#include <set>
#include <utility>
#include <climits>
#include <string>
using namespace std;
class HashTable {
private:
static const int TABLE_SIZE = 11;
std::vector<std::pair<std::string, int>> table[TABLE_SIZE];
typedef pair<int, int> iPair;
int hashFunction1(const std::string& key) {
int hash = 0;
for (char c : key) {
hash = (hash * 31 + c) % TABLE_SIZE;
}
return hash;
}
class Graph {
int V;
list<pair<int, int>>* adj;
int hashFunction2(const std::string& key) {
int hash = 0;
for (char c : key) {
hash = (hash * 17 + c) % (TABLE_SIZE - 1) + 1;
}
return hash;
}
public:
Graph(int V) {
this->V = V;
adj = new list<iPair>[V];
void insert(const std::string& key, int value) {
int index = hashFunction1(key);
int offset = hashFunction2(key);
while (!table[index].empty() && table[index].back().first != key) {
index = (index + offset) % TABLE_SIZE;
}
table[index].push_back(std::make_pair(key, value));
}
void addEdge(int u, int v, int w) {
adj[u].push_back(make_pair(v, w));
adj[v].push_back(make_pair(u, w));
}
void shortestPath(int src) {
vector<int> dist(V, INT_MAX);
set<iPair> pq;
dist[src] = 0;
pq.insert(make_pair(0, src));
while (!pq.empty()) {
int u = pq.begin()->second;
pq.erase(pq.begin());
for (auto i = adj[u].begin(); i != adj[u].end(); ++i) {
int v = (*i).first;
int weight = (*i).second;
if (dist[v] > dist[u] + weight) {
if (dist[v] != INT_MAX) {
pq.erase(pq.find(make_pair(dist[v], v)));
}
dist[v] = dist[u] + weight;
pq.insert(make_pair(dist[v], v));
}
}
}
cout << "Vertex Distance from Source\n";
for (int i = 0; i < V; ++i) {
cout << i << "\t\t" << dist[i] << endl;
int search(const std::string& key) {
int index = hashFunction1(key);
int offset = hashFunction2(key);
while (!table[index].empty() && table[index].back().first != key) {
index = (index + offset) % TABLE_SIZE;
}
return table[index].empty() ? -1 : table[index].back().second;
}
};
int main() {
int V = 9;
Graph g(V);
g.addEdge(0, 1, 4);
g.addEdge(0, 7, 8);
g.addEdge(1, 2, 8);
g.addEdge(1, 7, 11);
g.addEdge(2, 3, 7);
g.addEdge(2, 8, 2);
g.addEdge(2, 5, 4);
g.addEdge(3, 4, 9);
g.addEdge(3, 5, 14);
g.addEdge(4, 5, 10);
g.addEdge(5, 6, 2);
g.addEdge(6, 7, 1);
g.addEdge(6, 8, 6);
g.addEdge(7, 8, 7);
g.shortestPath(0);
HashTable ht;
ht.insert("Alice", 30);
ht.insert("Bob", 40);
std::cout << ht.search("Alice") << " " << ht.search("Bob") << std::endl;
return 0;
}

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@ -1,59 +1,48 @@
#include <iostream>
#include <iostream>
#include <list>
#include <queue>
#include <vector>
#include <string>
using namespace std;
class HashTable {
private:
static const int TABLE_SIZE = 10;
std::vector<std::list<std::pair<std::string, int>>> table;
class Graph {
int V;
list<int>* adj;
int hashFunction(const std::string& key) {
int hash = 0;
for (char c : key) {
hash = (hash * 31 + c) % TABLE_SIZE;
}
return hash;
}
public:
Graph(int V) {
this->V = V;
adj = new list<int>[V];
HashTable() : table(TABLE_SIZE) {}
void insert(const std::string& key, int value) {
int index = hashFunction(key);
table[index].push_back(std::make_pair(key, value));
}
void addEdge(int v, int w) {
adj[v].push_back(w);
}
void BFS(int s) {
bool* visited = new bool[V];
for (int i = 0; i < V; i++)
visited[i] = false;
queue<int> queue;
visited[s] = true;
queue.push(s);
while (!queue.empty()) {
s = queue.front();
cout << s << " ";
queue.pop();
for (auto i = adj[s].begin(); i != adj[s].end(); ++i) {
if (!visited[*i]) {
visited[*i] = true;
queue.push(*i);
}
int search(const std::string& key) {
int index = hashFunction(key);
for (const auto& pair : table[index]) {
if (pair.first == key) {
return pair.second; // найдено значение
}
}
return -1; // значение не найдено
}
};
int main() {
Graph g(4);
g.addEdge(0, 1);
g.addEdge(0, 2);
g.addEdge(1, 2);
g.addEdge(2, 0);
g.addEdge(2, 3);
g.addEdge(3, 3);
HashTable ht;
cout << "Breadth First Traversal (starting from vertex 2): ";
g.BFS(2);
ht.insert("Alice", 30);
ht.insert("Bob", 40);
std::cout << "Значение для ключа 'Alice': " << ht.search("Alice") << std::endl;
std::cout << "Значение для ключа 'Bob': " << ht.search("Bob") << std::endl;
return 0;
}

View File

@ -1,59 +1,32 @@
#include <iostream>
#include <iostream>
#include <vector>
#include <climits>
#include <algorithm>
using namespace std;
#define V 5
int minKey(int key[], bool mstSet[]) {
int min = INT_MAX, min_index;
for (int v = 0; v < V; v++)
if (mstSet[v] == false && key[v] < min)
min = key[v], min_index = v;
return min_index;
}
void printMST(int parent[], int graph[V][V]) {
cout << "Edge \tWeight\n";
for (int i = 1; i < V; i++)
cout << parent[i] << " - " << i << " \t" << graph[i][parent[i]] << " \n";
}
void primMST(int graph[V][V]) {
int parent[V];
int key[V];
bool mstSet[V];
for (int i = 0; i < V; i++)
key[i] = INT_MAX, mstSet[i] = false;
key[0] = 0;
parent[0] = -1;
for (int count = 0; count < V - 1; count++) {
int u = minKey(key, mstSet);
mstSet[u] = true;
for (int v = 0; v < V; v++)
if (graph[u][v] && mstSet[v] == false && graph[u][v] < key[v])
parent[v] = u, key[v] = graph[u][v];
}
printMST(parent, graph);
}
struct M { string t; int y; double r; };
struct N { M m; N* n; N(M m) :m(m), n(nullptr) {} };
class D {
N* f, * r; public:D() :f(nullptr), r(nullptr) {}
void i(M m) { N* n = new N(m); if (!f)f = r = n; else { n->n = f; f = n; } }
void a(M m) { N* n = new N(m); if (!f)f = r = n; else { r->n = n; r = n; } }
void rf() { if (f) { N* t = f; f = f->n; delete t; if (!f)r = nullptr; } }
void rr() { if (f) { if (f == r) { delete f; f = r = nullptr; } else { N* t = f; while (t->n != r)t = t->n; delete r; r = t; r->n = nullptr; } } }
M gf() { return f->m; }
M gr() { return r->m; }
};
void b(vector<M>& m) { int n = m.size(); for (int i = 0; i < n - 1; ++i)for (int j = 0; j < n - i - 1; ++j)if (m[j].r > m[j + 1].r)swap(m[j], m[j + 1]); }
int p(vector<M>& m, int l, int h) { double p = m[h].r; int i = l - 1; for (int j = l; j <= h - 1; ++j)if (m[j].r < p) { ++i; swap(m[i], m[j]); }swap(m[i + 1], m[h]); return i + 1; }
void q(vector<M>& m, int l, int h) { if (l < h) { int pi = p(m, l, h); q(m, l, pi - 1); q(m, pi + 1, h); } }
int main() {
int graph[V][V] = { { 0, 2, 0, 6, 0 },
{ 2, 0, 3, 8, 5 },
{ 0, 3, 0, 0, 7 },
{ 6, 8, 0, 0, 9 },
{ 0, 5, 7, 9, 0 } };
primMST(graph);
D d;
d.i({ "M1",2000,8.5 });
d.a({ "M2",2005,9.0 });
d.i({ "M3",2010,7.8 });
vector<M> m = { {"MA",2002,8.2}, {"MB",2008,7.5}, {"MC",2015,9.1}, {"MD",2018,8.7} };
b(m);
for (M& e : m)
cout << e.t << " " << e.y << " " << e.r << endl;
q(m, 0, m.size() - 1);
for (M& e : m)
cout << e.t << " " << e.y << " " << e.r << endl;
return 0;
}

20
labalaba3/zad4/zad4.cpp Normal file
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@ -0,0 +1,20 @@
// zad4.cpp : Этот файл содержит функцию "main". Здесь начинается и заканчивается выполнение программы.
//
#include <iostream>
int main()
{
std::cout << "Hello World!\n";
}
// Запуск программы: CTRL+F5 или меню "Отладка" > "Запуск без отладки"
// Отладка программы: F5 или меню "Отладка" > "Запустить отладку"
// Советы по началу работы
// 1. В окне обозревателя решений можно добавлять файлы и управлять ими.
// 2. В окне Team Explorer можно подключиться к системе управления версиями.
// 3. В окне "Выходные данные" можно просматривать выходные данные сборки и другие сообщения.
// 4. В окне "Список ошибок" можно просматривать ошибки.
// 5. Последовательно выберите пункты меню "Проект" > "Добавить новый элемент", чтобы создать файлы кода, или "Проект" > "Добавить существующий элемент", чтобы добавить в проект существующие файлы кода.
// 6. Чтобы снова открыть этот проект позже, выберите пункты меню "Файл" > "Открыть" > "Проект" и выберите SLN-файл.

135
labalaba3/zad4/zad4.vcxproj Normal file
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@ -0,0 +1,135 @@
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<Platform>Win32</Platform>
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<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{78672faf-3e00-428c-bb07-f993a1958574}</ProjectGuid>
<RootNamespace>zad4</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
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<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
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@ -0,0 +1,22 @@
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