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using namespace std;
struct GadgetCell {
int row, col; // position relative to gadget area top-left
int color; // which gadget endpoint
};
struct Layout {
int w = 0, h = 0;
int innerW = 0, innerH = 0;
int childrenH = 0;
int sep = 0;
int gadgetW = 0, gadgetH = 0;
int gadgetStartY = 0;
int gadgetPlacement = 0; // 0=below, 1=right
int gadgetX = 0, gadgetY = 0; // relative position of gadget block in inner area
vector<int> order;
vector<pair<int,int>> pos;
vector<GadgetCell> gadgetCells;
};
// Pack children with adjacency-aware gaps
// Children that are adjacent in the original graph can be placed without gaps
static int pack_children_height_adj(const vector<int>& order, const vector<Layout>& lay, int innerW,
bool isEdge[41][41], vector<pair<int,int>>* outPos = nullptr) {
if (order.empty()) return 0;
if (outPos) { outPos->clear(); outPos->reserve(order.size()); }
int x = 0, y = 0, rowH = 0;
int prevV = -1;
for (int v : order) {
int wv = lay[v].w;
int hv = lay[v].h;
// Determine gap: 0 if previous child is adjacent, 1 otherwise
int gap = 1; // default gap
if (prevV != -1 && isEdge[prevV][v]) {
gap = 0; // adjacent children can touch
}
if (x > 0 && x + gap + wv > innerW) {
y += rowH + 1; // 1-row gap between shelves (always needed since different shelves might not be adjacent)
x = 0;
rowH = 0;
prevV = -1;
gap = 0; // first on new row
}
if (x > 0) x += gap;
if (outPos) outPos->push_back({y, x});
x += wv;
rowH = max(rowH, hv);
prevV = v;
}
return y + rowH;
}
struct Builder {
int N = 0, M = 0;
vector<int> A, B;
vector<vector<int>> adj;
bool isEdge[41][41]{};
bool isTree[41][41]{};
vector<int> parent;
vector<vector<int>> children;
vector<vector<int>> gadgets;
vector<Layout> lay;
int root = 1;
// mode: 0=BFS, 1=DFS
bool build_spanning_tree_from(int r, int mode = 0) {
root = r;
parent.assign(N + 1, -1);
children.assign(N + 1, {});
memset(isTree, 0, sizeof(isTree));
parent[r] = 0;
if (mode == 0) {
queue<int> q;
q.push(r);
while (!q.empty()) {
int u = q.front(); q.pop();
for (int v : adj[u]) {
if (parent[v] == -1) {
parent[v] = u;
q.push(v);
}
}
}
} else {
stack<int> st;
st.push(r);
while (!st.empty()) {
int u = st.top(); st.pop();
for (int v : adj[u]) {
if (parent[v] == -1) {
parent[v] = u;
st.push(v);
}
}
}
}
for (int i = 1; i <= N; i++) {
if (parent[i] == -1) parent[i] = r;
}
for (int i = 1; i <= N; i++) {
if (i == r) continue;
int p = parent[i];
isTree[min(i,p)][max(i,p)] = true;
children[p].push_back(i);
}
return true;
}
void assign_gadgets() {
gadgets.assign(N + 1, {});
vector<int> load(N + 1, 0);
for (int i = 0; i < M; i++) {
int a = A[i], b = B[i];
int x = min(a,b), y = max(a,b);
if (isTree[x][y]) continue;
// Also check if both are children of the same parent - if so, their borders touching
// already creates the edge (if we place them without gap)
// This is handled by placing adjacent siblings together
int u;
if (load[a] < load[b]) u = a;
else if (load[b] < load[a]) u = b;
else u = min(a,b);
int v = (u == a ? b : a);
gadgets[u].push_back(v);
load[u]++;
}
}
void compute_gadget_layout(int u, int& gW, int& gH, vector<GadgetCell>& cells) {
int g = (int)gadgets[u].size();
cells.clear();
if (g == 0) { gW = 0; gH = 0; return; }
// Try different arrangements
struct Candidate {
int w, h;
vector<GadgetCell> cells;
};
vector<Candidate> candidates;
// 1. Checkerboard layouts
for (int nRows = 1; nRows <= g; nRows++) {
int cols = (g + nRows - 1) / nRows;
int gw = 2 * cols - 1;
int gh = 2 * nRows - 1;
Candidate c;
c.w = gw; c.h = gh;
for (int idx = 0; idx < g; idx++) {
int rr = (idx / cols) * 2;
int cc = (idx % cols) * 2;
c.cells.push_back({rr, cc, gadgets[u][idx]});
}
candidates.push_back(c);
}
// 2. Single-row adjacency-aware layout
{
// Order gadgets to maximize consecutive adjacencies
vector<int> gOrder;
{
vector<bool> used(g, false);
// Start from gadget with fewest adj
int bestStart = 0;
int minAdj = g;
for (int i = 0; i < g; i++) {
int ac = 0;
for (int j = 0; j < g; j++) {
if (i != j && isEdge[gadgets[u][i]][gadgets[u][j]]) ac++;
}
if (ac < minAdj) { minAdj = ac; bestStart = i; }
}
gOrder.push_back(bestStart);
used[bestStart] = true;
while ((int)gOrder.size() < g) {
int last = gOrder.back();
int bestNext = -1, bestDeg = g+1;
for (int i = 0; i < g; i++) {
if (!used[i] && isEdge[gadgets[u][last]][gadgets[u][i]]) {
int deg = 0;
for (int j = 0; j < g; j++) {
if (!used[j] && j != i && isEdge[gadgets[u][i]][gadgets[u][j]]) deg++;
}
if (bestNext == -1 || deg < bestDeg) { bestNext = i; bestDeg = deg; }
}
}
if (bestNext == -1) {
for (int i = 0; i < g; i++) {
if (!used[i]) { bestNext = i; break; }
}
}
gOrder.push_back(bestNext);
used[bestNext] = true;
}
}
// Single row
{
Candidate c;
c.h = 1;
int x = 0;
for (int i = 0; i < g; i++) {
c.cells.push_back({0, x, gadgets[u][gOrder[i]]});
if (i + 1 < g) {
if (isEdge[gadgets[u][gOrder[i]]][gadgets[u][gOrder[i+1]]]) x += 1;
else x += 2;
}
}
c.w = x + 1;
candidates.push_back(c);
}
// Multi-row adjacency-aware
for (int nRows = 2; nRows <= g; nRows++) {
int rowSize = (g + nRows - 1) / nRows;
Candidate c;
c.h = 2 * nRows - 1;
int maxW = 0;
for (int r = 0; r < nRows; r++) {
int start = r * rowSize;
int end = min(start + rowSize, g);
int x = 0;
for (int i = start; i < end; i++) {
c.cells.push_back({2*r, x, gadgets[u][gOrder[i]]});
if (i + 1 < end) {
if (isEdge[gadgets[u][gOrder[i]]][gadgets[u][gOrder[i+1]]]) x += 1;
else x += 2;
}
}
maxW = max(maxW, x + 1);
}
c.w = maxW;
candidates.push_back(c);
}
}
// Pick best candidate
int bestIdx = 0;
long long bestMetric = (1LL << 60);
for (int i = 0; i < (int)candidates.size(); i++) {
auto& c = candidates[i];
int maxDim = max(c.w, c.h);
long long area = (long long)c.w * c.h;
long long metric = (long long)maxDim * 1000000LL + area;
if (metric < bestMetric) {
bestMetric = metric;
bestIdx = i;
}
}
gW = candidates[bestIdx].w;
gH = candidates[bestIdx].h;
cells = candidates[bestIdx].cells;
}
// Try multiple child orderings to find the best packing
vector<int> best_child_order(int u, const vector<int>& childrenList) {
if (childrenList.size() <= 1) return childrenList;
// Try: sort by width desc, height desc (original)
vector<vector<int>> orders;
// Order 1: width desc
{
vector<int> o = childrenList;
sort(o.begin(), o.end(), [&](int a, int b) {
if (lay[a].w != lay[b].w) return lay[a].w > lay[b].w;
return lay[a].h > lay[b].h;
});
orders.push_back(o);
}
// Order 2: height desc
{
vector<int> o = childrenList;
sort(o.begin(), o.end(), [&](int a, int b) {
if (lay[a].h != lay[b].h) return lay[a].h > lay[b].h;
return lay[a].w > lay[b].w;
});
orders.push_back(o);
}
// Order 3: area desc
{
vector<int> o = childrenList;
sort(o.begin(), o.end(), [&](int a, int b) {
return lay[a].w * lay[a].h > lay[b].w * lay[b].h;
});
orders.push_back(o);
}
// Order 4: Try to group adjacent children together (greedy)
{
vector<int> o;
vector<bool> used(N + 1, false);
// Start with largest child
vector<int> sorted = childrenList;
sort(sorted.begin(), sorted.end(), [&](int a, int b) {
return lay[a].w * lay[a].h > lay[b].w * lay[b].h;
});
o.push_back(sorted[0]);
used[sorted[0]] = true;
while ((int)o.size() < (int)childrenList.size()) {
int last = o.back();
int bestNext = -1;
// Prefer adjacent children
for (int v : sorted) {
if (!used[v] && isEdge[last][v]) {
bestNext = v;
break;
}
}
if (bestNext == -1) {
for (int v : sorted) {
if (!used[v]) { bestNext = v; break; }
}
}
o.push_back(bestNext);
used[bestNext] = true;
}
orders.push_back(o);
}
return orders[0]; // For now, return first; we'll evaluate in dfs_size
}
bool dfs_size(int u, int Kmax, bool isRoot = false) {
for (int v : children[u]) {
if (!dfs_size(v, Kmax)) return false;
}
// Leaf with no gadgets: minimal 1x1 representation
// The parent's border will create the tree edge
if (children[u].empty() && gadgets[u].empty() && !isRoot) {
Layout L;
L.w = 1;
L.h = 1;
L.innerW = 1;
L.innerH = 1;
L.gadgetW = 0;
L.gadgetH = 0;
lay[u] = std::move(L);
return true;
}
// Root can use border=0 to save space, but only if root color will still appear
// Root color appears in: gap cells between children, gadget area, separators
// Safe if: >= 2 children (gaps exist) or gadgets exist
bool canSkipBorder = isRoot && (children[u].size() >= 2 || !gadgets[u].empty());
int border = canSkipBorder ? 0 : 1;
Layout L;
int gW, gH;
vector<GadgetCell> gCells;
compute_gadget_layout(u, gW, gH, gCells);
L.gadgetW = gW;
L.gadgetH = gH;
L.gadgetCells = gCells;
// Try multiple child orderings
vector<vector<int>> orders;
{
vector<int> o = children[u];
sort(o.begin(), o.end(), [&](int a, int b) {
if (lay[a].w != lay[b].w) return lay[a].w > lay[b].w;
return lay[a].h > lay[b].h;
});
orders.push_back(o);
}
{
vector<int> o = children[u];
sort(o.begin(), o.end(), [&](int a, int b) {
if (lay[a].h != lay[b].h) return lay[a].h > lay[b].h;
return lay[a].w > lay[b].w;
});
orders.push_back(o);
}
// Greedy adjacency grouping order
if (children[u].size() > 1) {
vector<int> o;
vector<bool> used(N + 1, false);
vector<int> sorted = children[u];
sort(sorted.begin(), sorted.end(), [&](int a, int b) {
return lay[a].w * lay[a].h > lay[b].w * lay[b].h;
});
o.push_back(sorted[0]);
used[sorted[0]] = true;
while ((int)o.size() < (int)children[u].size()) {
int last = o.back();
int bestNext = -1;
for (int v : sorted) {
if (!used[v] && isEdge[last][v]) { bestNext = v; break; }
}
if (bestNext == -1) {
for (int v : sorted) {
if (!used[v]) { bestNext = v; break; }
}
}
o.push_back(bestNext);
used[bestNext] = true;
}
orders.push_back(o);
}
int bestInnerW = -1;
int bestInnerH = -1;
int bestChildrenH = -1;
int bestSep = 0;
int bestGadgetPlacement = 0;
long long bestMetric = (1LL << 60);
vector<int> bestOrder;
for (auto& order : orders) {
int maxChildW = 0;
for (int v : order) maxChildW = max(maxChildW, lay[v].w);
// Try gadget below children
{
int minInnerW = max(1, max(maxChildW, gW));
for (int innerW = minInnerW; innerW <= Kmax - 2*border; innerW++) {
int cH = pack_children_height_adj(order, lay, innerW, isEdge);
int sep = (cH > 0 && gH > 0) ? 1 : 0;
int innerH = cH + sep + gH;
if (innerH < 1) innerH = 1;
int W = innerW + 2*border;
int H = innerH + 2*border;
if (W > Kmax || H > Kmax) continue;
long long metric = (long long)max(W, H) * 1000000LL + (long long)(W + H);
if (metric < bestMetric) {
bestMetric = metric;
bestInnerW = innerW;
bestInnerH = innerH;
bestChildrenH = cH;
bestSep = sep;
bestGadgetPlacement = 0;
bestOrder = order;
}
}
}
// Try gadget to the right of children
if (gW > 0 && gH > 0) {
for (int childW = max(1, maxChildW); childW <= Kmax - 2*border; childW++) {
int cH = pack_children_height_adj(order, lay, childW, isEdge);
int totalW = childW + 1 + gW; // 1-cell gap + gadget width
if (cH < 1 && gH < 1) continue;
int innerH = max(cH, gH);
if (innerH < 1) innerH = 1;
int W = totalW + 2*border;
int H = innerH + 2*border;
if (W > Kmax || H > Kmax) continue;
long long metric = (long long)max(W, H) * 1000000LL + (long long)(W + H);
if (metric < bestMetric) {
bestMetric = metric;
bestInnerW = totalW;
bestInnerH = innerH;
bestChildrenH = cH;
bestSep = 0;
bestGadgetPlacement = 1;
bestOrder = order;
}
}
}
}
if (bestInnerW == -1) return false;
L.order = bestOrder;
L.innerW = bestInnerW;
L.innerH = bestInnerH;
L.w = bestInnerW + 2*border;
L.h = bestInnerH + 2*border;
L.childrenH = bestChildrenH;
L.sep = bestSep;
L.gadgetPlacement = bestGadgetPlacement;
if (bestGadgetPlacement == 0) {
L.gadgetStartY = border + bestChildrenH + bestSep;
L.gadgetX = 0;
L.gadgetY = bestChildrenH + bestSep;
} else {
int childW = bestInnerW - 1 - gW;
L.gadgetX = childW + 1;
L.gadgetY = 0;
}
int packW = (bestGadgetPlacement == 1) ? (bestInnerW - 1 - gW) : bestInnerW;
pack_children_height_adj(L.order, lay, packW, isEdge, &L.pos);
lay[u] = std::move(L);
return true;
}
void paint(int u, int top, int left, vector<vector<int>>& C, bool isRoot = false) {
const Layout& L = lay[u];
int border = isRoot ? 0 : 1;
// For 1x1 leaf nodes, just paint the single cell
if (L.w == 1 && L.h == 1) {
C[top][left] = u;
return;
}
for (int i = 0; i < L.h; i++) {
for (int j = 0; j < L.w; j++) {
C[top + i][left + j] = u;
}
}
for (size_t i = 0; i < L.order.size(); i++) {
int v = L.order[i];
int y = L.pos[i].first;
int x = L.pos[i].second;
paint(v, top + border + y, left + border + x, C);
}
if (!L.gadgetCells.empty()) {
int baseY = top + border + L.gadgetY;
int baseX = left + border + L.gadgetX;
for (auto& gc : L.gadgetCells) {
C[baseY + gc.row][baseX + gc.col] = gc.color;
}
}
}
int try_build(int r, int mode) {
build_spanning_tree_from(r, mode);
assign_gadgets();
int Kstart = max(3, N);
lay.assign(N + 1, Layout());
for (int K = Kstart; K <= 240; K++) {
lay.assign(N + 1, Layout());
if (!dfs_size(r, K, true)) continue;
int rw = lay[r].w, rh = lay[r].h;
if (rw <= K && rh <= K) {
return max(rw, rh);
}
}
return 241;
}
vector<vector<int>> create_map() {
if (N == 1) return vector<vector<int>>(1, vector<int>(1, 1));
adj.assign(N + 1, {});
memset(isEdge, 0, sizeof(isEdge));
for (int i = 0; i < M; i++) {
int a = A[i], b = B[i];
isEdge[a][b] = isEdge[b][a] = true;
adj[a].push_back(b);
adj[b].push_back(a);
}
int bestK = 241;
int bestRoot = 1;
int bestMode = 0;
for (int mode = 0; mode <= 1; mode++) {
for (int r = 1; r <= N; r++) {
int K = try_build(r, mode);
if (K < bestK) {
bestK = K;
bestRoot = r;
bestMode = mode;
}
}
}
build_spanning_tree_from(bestRoot, bestMode);
assign_gadgets();
lay.assign(N + 1, Layout());
dfs_size(bestRoot, bestK, true);
int Kfinal = bestK;
if (Kfinal > 240) Kfinal = 240;
vector<vector<int>> C(Kfinal, vector<int>(Kfinal, bestRoot));
paint(bestRoot, 0, 0, C, true);
return C;
}
};
static vector<vector<int>> create_map(int N, int M, vector<int> A, vector<int> B) {
Builder b;
b.N = N;
b.M = M;
b.A = std::move(A);
b.B = std::move(B);
return b.create_map();
}
int main() {
ios::sync_with_stdio(false);
cin.tie(nullptr);
int T;
if (!(cin >> T)) return 0;
for (int tc = 0; tc < T; tc++) {
int N, M;
cin >> N >> M;
vector<int> A(M), B(M);
for (int i = 0; i < M; i++) cin >> A[i] >> B[i];
auto C = create_map(N, M, A, B);
int K = (int)C.size();
cout << K << "\n";
for (int i = 0; i < K; i++) {
if (i) cout << ' ';
cout << K;
}
cout << "\n\n";
for (int i = 0; i < K; i++) {
for (int j = 0; j < K; j++) {
if (j) cout << ' ';
cout << C[i][j];
}
cout << "\n";
}
}
return 0;
}
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