maxWidth = max(maxWidth, level[level.size() - 1]->val - level[0]->val + 1); vector nextLevel...current->left) { current->left->val = current->val * 2 - 1; nextLevel.push_back...if(current->right) { current->right->val = current->val * 2; nextLevel.push_back...nextLevel.empty()) { levelOrder(nextLevel, maxWidth); } } };
queue level) { if(level.empty()) { return; } queue nextLevel...children[i]); } } result.push_back(values); levelOrderTraverse(result, nextLevel...level.empty()) { queue nextLevel; vector values; while...current->val); for(int i = 0; i children.size(); i++) { nextLevel.push...children[i]); } } result.push_back(values); level = nextLevel
append(queue, route) set[route] = true } len0 := 1 for len(queue) > 0 { nextLevel...set[nextRoute] { nextLevel = append(nextLevel, nextRoute)...set[nextRoute] = true } } } } queue = nextLevel
depthSumInverse(vector& nestedList) { int presum = 0, ans = 0, i; vector nextLevel...auto temp = nestedList[i].getList(); for(auto& t : temp) nextLevel.push_back...} if(i == nestedList.size()-1) { ans += presum; swap(nestedList,nextLevel...); nextLevel.clear(); i = -1; } } return ans; } }
root.gotoAndStop("win"); } } }; }; //---------------------------------------------------NextLevel...var NextLevel = new Object(); NextLevel.Init = function(e) { NextLevel.ent(e); }; NextLevel.ent
getPaddingRight(), getPaddingTop(), getPaddingBottom()); } //接口方法 public interface GamePintuListner { void nextLevel...= null) { mListner.nextLevel(level); } else { nextLevel(); } default: break; } } }; private boolean isTimeEnabled...} /** * 当过关失败,时间停止时调用此方法(重新开始此关卡) */ public void restart() { isGameOver = false;//重置当前关卡 mColumn--; nextLevel...(); } public void nextLevel() { this.removeAllViews();//移除当前所有View mAnimLayout = null; mColumn++;//由2...(final int nextLevel) { //弹出提示框 new AlertDialog.Builder(GameActivity.this).setTitle("游戏信息") .setMessage
= Table.SelectRows(Hierarchy, each [Level]=1), linkFieldInParent = "Child", level = 1, nextLevel...= level + 1, nextLevelText = Text.From(nextLevel), childTable = Table.SelectRows(Hierarchy,...each ([Level] = nextLevel)), MergedData = Table.NestedJoin( parentTable,...= level + 1, nextLevelText = Text.From(nextLevel), ChildTable = Table.SelectRows(Hierarchy..., each [Level] = nextLevel), MergedData = Table.NestedJoin( parentTable,
并利用Handler更新UI,在nextLevel方法中实现移除之前的View布局,以及将动画层设置为空,增加mColumn++,然后初始化initBitmap()进行重新切图乱序并InitItem()...public interface GamePintuListener { void nextLevel(int nextLevel); void timechanged(int currentTime...(int nextLevel); void timechanged(int currentTime); void gameover(); } public GamePintuListener mListener...= null) { mListener.nextLevel(level); } else { nextLevel(); } break; default: break; } }; }; private...(final int nextLevel) { new AlertDialog.Builder(MainActivity.this) .setTitle("GAME INFO").setMessage(
这是一个内部私有方法,当节点内图形过多,超过阀值,就将当前节点分裂成 4 个子节点: // 切割:生成 4 个子节点 Quadtree.prototype.split = function () { var nextLevel...width: subWidth, height: subHeight, }, this.max_objects, this.max_levels, nextLevel...width: subWidth, height: subHeight, }, this.max_objects, this.max_levels, nextLevel...width: subWidth, height: subHeight, }, this.max_objects, this.max_levels, nextLevel...width: subWidth, height: subHeight, }, this.max_objects, this.max_levels, nextLevel
level:"+level); // console.log("value:"+value); setTimeout(() => { let nextLevel...= "1"; if(level=="1")nextLevel="2"; let params = {"level":nextLevel, "id":id
return newSelected.slice(0, level + 1) }) if (level < 2) { const nextLevel...= level + 1 setLevel(nextLevel) setOptions((prev) => { const...nextOptions = [...prev] nextOptions[nextLevel] = item.children return
root.val) } else { result[level] = [root.val]; } const nextLevel...= level + 1; levelOrderNode(root.left, nextLevel); levelOrderNode(root.right..., nextLevel); } } levelOrderNode(root, 0); return result; }; 最后 这次看完应该理解了树的两种遍历策略了吧
= null) { mListener.nextLevel(column); } break;...initBitmap(); initItem(); }; public void restart() { isGameOver = false; nextLevel...); } } // 定义接口,用于通知主界面的level和time public interface GameListener { void nextLevel...timeView.setText("" + currentTime); } @Override public void nextLevel...dialog, int which) { gameLayout.nextLevel
result=[] righttoleft=False while level: curvalues=[] nextlevel...(i.left) if i.right: nextlevel.append(i.right) if righttoleft...[] level=[root] result=[] while level: curvalues=[] nextlevel...(i.left) if i.right: nextlevel.append(i.right) if curvalues...: result.append(curvalues) level = nextlevel return result if
ui.displayReady() _player.isControllable = true _countTimer.start() _spawnPowerup() # 进入下一关卡 func _nextLevel...) if count >= _totalCoins: _countTimer.stop() _levelAudioPlayer.play() _nextLevel...power.position = pos self.add_child(power) # UI界面点击开始按钮触发开始信号 func _on_UI_start_game(): _nextLevel
isGameOver && _enemyCount == 0 && _enemyContainer.get_child_count() == 0: _enemyCount = -1 _nextLevel...on_Player_score_updated') player.position = _startPosition self.add_child(player) # 开启第一关 _nextLevel...() # 消灭(避开)所有敌人,进入下一关 func _nextLevel(): _currentWave += 1 _ui.updateWave(_currentWave)...totalAliens = _currentWave * 2 + 3 _totalRocks = _currentWave * 3 + 5 # 省略代码…… 同样省略了一些代码,这里核心函数是 _nextLevel
创建节点中,需要增加审核层级 Byte latestLevel = latestInfo.getLevel(); byte nextLevel = (byte) (latestLevel + 1); createNext.setLevel...(nextLevel); 新创建的审核节点审核状态为审核中 createNext.setStatus(Byte.valueOf(ApproveStatusEnum.IN.getValue()));
这里是我修改的一个版本,返回一组节点: def _plain_bfs(G, source): seen = set() nextlevel = {source} while nextlevel...: thislevel = nextlevel nextlevel = set() for v in thislevel: if...v not in seen: seen.add(v) nextlevel.update(G[v]) return seen 将这个函数与
saveAction) scheme match { case Left(s) => if (output.pyramid && zoom >= 1) { val (nextLevel..., nextRdd) = Pyramid.up(rdd, s, zoom, output.getPyramidOptions) savePyramid(nextLevel, nextRdd
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