File size: 15,711 Bytes
1fd0050 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 | #include <iostream>
#include <vector>
#include <string>
#include <map>
using namespace std;
struct Instruction {
string type; // "POP" or "HALT"
int a; // only for POP
int x; // goto x
int b; // push b
int y; // goto y
};
vector<Instruction> program;
int add_instruction(string type, int a, int x, int b, int y) {
program.push_back({type, a, x, b, y});
return program.size();
}
// Placeholders for jumps
struct JumpRef {
int instr_idx;
bool is_x; // true if fixing x, false if fixing y
};
vector<JumpRef> pending_jumps;
// We need to resolve labels
// Map from label_id to instruction index
map<int, int> labels;
int get_label_addr(int id) {
return labels[id];
}
void set_label(int id, int addr) {
labels[id] = addr;
}
// Logic for level j
// We have levels 0 to 29.
// Each level j has:
// Start_0 (Entry for state 0)
// Start_1 (Entry for state 1)
// Mid_0 (Return point from child for state 0)
// Point_0_Switch (Transition 0->1)
// Mid_1 (Return point from child for state 1)
// Exit_0 (Dispatcher) -- actually exit logic is shared or sequenced
// Wait, Exit logic is part of the flow.
// We need distinct return points for child calls.
// Params for Level j
struct Level {
long long cost;
int val_0;
int val_1;
// Labels
int label_start_0;
int label_mid_0; // Return from first child call
int label_point_1; // Start of state 1 flow
int label_mid_1; // Return from second child call
int label_end; // Exit dispatcher
};
Level levels[31];
// Main callers need markers
struct MainCall {
int level_idx;
int marker;
int return_label;
};
vector<MainCall> main_calls;
int main() {
long long K;
if (!(cin >> K)) return 0;
if (K == 1) {
cout << "1\nHALT PUSH 1 GOTO 1" << endl;
return 0;
}
// Costs: W_j = 7 * 2^j - 5
// j from 0 to 29
for (int j = 0; j <= 29; ++j) {
levels[j].cost = (7LL << j) - 5;
levels[j].val_0 = 2 * j + 1;
levels[j].val_1 = 2 * j + 2;
levels[j].label_start_0 = 1000 * j + 1;
levels[j].label_mid_0 = 1000 * j + 2;
levels[j].label_point_1 = 1000 * j + 3;
levels[j].label_mid_1 = 1000 * j + 4;
levels[j].label_end = 1000 * j + 5;
}
// Decompose K-1
long long target = K - 1;
vector<int> blocks;
// Greedy decomposition
// Since we only have W_0=2 (even) and others odd, we need to be careful with parity.
// However, since we can pick W_0 multiple times, and W_1... are odd.
// Actually, we can just use small blocks for small values.
// But W_0=2 is the only even block.
// If target is odd, we MUST use at least one odd block.
// If target is even, we can use 0 odd blocks or even number of odd blocks.
while (target > 0) {
int best_j = -1;
for (int j = 29; j >= 0; --j) {
if (levels[j].cost <= target) {
// Check parity constraint?
// If we take this block, new_target = target - cost.
// We need to be able to solve new_target.
// If new_target is odd, we need at least one odd block <= new_target.
// Smallest odd is W_1 = 9.
// If new_target is odd and < 9, we are stuck (can't represent 1,3,5,7).
// Note: W_0=2.
// So "bad" states are odd numbers < 9.
long long rem = target - levels[j].cost;
if (rem % 2 != 0 && rem < 9) {
continue; // Don't take this
}
best_j = j;
break;
}
}
if (best_j == -1) {
// Should not happen given 2 and 9 cover everything eventually
// But for very small odd target < 9?
// Initial K is odd => target K-1 is even.
// If we maintain target even, we pick even blocks? Only W_0=2.
// If we pick odd block, target becomes odd. Then we pick another odd block -> even.
// Just need to avoid remainder being small odd.
// If we are stuck, it's logic error.
break;
}
blocks.push_back(best_j);
target -= levels[best_j].cost;
}
// Assign markers for main calls
int marker_counter = 600;
for (int b : blocks) {
MainCall mc;
mc.level_idx = b;
mc.marker = marker_counter++;
mc.return_label = marker_counter++; // Label ID for return point
main_calls.push_back(mc);
}
// 1. Generate Main Loop
int main_start_label = 90000;
set_label(main_start_label, program.size() + 1);
// Initial Push Marker 0 (Dummy) ? No, main calls structure:
// PUSH Marker -> Call -> Ret -> Next
// But first instruction must be special?
// "The interpreter starts... reads the first instruction."
// Input K>1. First instr: POP ... PUSH b GOTO y.
// Stack empty -> Pushes b, GOTO y.
// We will structure main as:
// Instr 1: POP 999 GOTO Halt_Label PUSH First_Marker GOTO First_Call_Start
// The "POP 999" is just dummy to force PUSH branch initially.
// But wait, after first block returns, we are at Return_Label.
// We need to proceed to next block.
// Let's chain them.
// Block 0: Push Marker0, Goto Start_Block0.
// Return_Point_0: Push Marker1, Goto Start_Block1.
// ...
// Last Return Point: HALT.
// Instruction 1 must coincide with start of Block 0 logic.
// Instr 1: POP Dummy GOTO ... PUSH M0 GOTO Start0.
int dummy_pop = 999;
// We need to setup the main chain labels
for (size_t i = 0; i < main_calls.size(); ++i) {
int lvl = main_calls[i].level_idx;
int m = main_calls[i].marker;
int ret_lbl = main_calls[i].return_label;
int start_lbl = levels[lvl].label_start_0;
// The instruction that calls this block:
// If i == 0, this is the entry point (Index 1).
// It fails POP (stack empty), Pushes Marker, Jumps to Level Start.
// If i > 0, we arrive here from previous return.
// We define the label for this point as previous return label.
if (i > 0) {
set_label(main_calls[i-1].return_label, program.size() + 1);
// This instruction is executed after previous block returns.
// Previous block popped its marker. Stack is empty?
// Wait. Main stack logic:
// Empty -> Push M0 -> Run -> Pop M0 -> Empty.
// So stack is empty here.
// We need to Push M1 and run.
// So: POP Dummy GOTO ... PUSH M1 GOTO Start1.
add_instruction("POP", dummy_pop, 0, m, 0);
// Jump fixups later. x is unused (never popped dummy).
// y is start_lbl.
pending_jumps.push_back({(int)program.size()-1, false}); // fix y
// Map the jump to start_lbl
// Actually we can just store the target label id in pending
// But we need a separate struct or reuse.
// Let's just resolve y = get_label_addr(start_lbl) later.
// We'll store label ID in y temporarily? No, y is int.
program.back().y = start_lbl; // Store ID, resolve later
} else {
// First instruction
add_instruction("POP", dummy_pop, 0, m, 0);
program.back().y = start_lbl;
// The jump x is irrelevant as stack empty.
// But to be valid, x must point somewhere. Point to 1.
program.back().x = 1;
}
}
// Halt logic
if (!main_calls.empty()) {
set_label(main_calls.back().return_label, program.size() + 1);
} else {
// Should not happen for K > 1
}
// Final instruction: HALT
int halt_idx = program.size() + 1;
add_instruction("HALT", 0, 0, 1, halt_idx); // args ignored except PUSH/GOTO if stack non-empty (won't happen)
program.back().y = halt_idx; // Self loop if not empty
// 2. Generate Levels 0..29
for (int j = 0; j <= 29; ++j) {
Level& L = levels[j];
// Start 0
set_label(L.label_start_0, program.size() + 1);
if (j == 0) {
// Level 0 State 0: Cost 2.
// Start: POP V_00 GOTO Push1 ... (Fail check) -> PUSH V_01 GOTO Mid
// Actually POP fails on V_00? No, Start expects V_00.
// We want to consume 1 step and switch to V_01.
// So we need POP to FAIL.
// POP (!V_00) ... PUSH V_01 GOTO Mid
add_instruction("POP", L.val_1, 0, L.val_1, 0); // Check V_01 (Top is V_00). Fail. Push V_01.
program.back().x = 1; // Dummy
program.back().y = L.label_mid_0; // Goto Mid (which handles V_01)
} else {
// Level j > 0 State 0
// Push (j-1)_0, Goto Start (j-1)_0
// POP V_j1 (Fail) PUSH V_(j-1)0 GOTO Start_(j-1)0
add_instruction("POP", L.val_1, 0, levels[j-1].val_0, 0);
program.back().x = 1;
program.back().y = levels[j-1].label_start_0;
}
// Mid 0 (Return from child 1)
set_label(L.label_mid_0, program.size() + 1);
if (j == 0) {
// Level 0 State 1 (at Mid): Cost 1 step to pop and exit.
// POP V_01 GOTO Exit
add_instruction("POP", L.val_1, 0, 1, 0); // Pop success.
program.back().x = L.label_end;
program.back().y = 1; // Dummy
} else {
// Level j > 0: Returned from (j-1)_0. Stack is V_j0.
// Switch to V_j1.
// POP V_j0 GOTO Push1 ...
// Push1: PUSH V_j1 GOTO Point1
// Instruction at label_mid_0:
add_instruction("POP", L.val_0, 0, L.val_1, 0); // Pop V_j0. Success.
// Goto Push1. Push1 is next instruction.
program.back().x = program.size() + 2;
program.back().y = 1; // Dummy
// Push1
add_instruction("PUSH", L.val_1, 0, 0, 0); // Push V_j1
program.back().y = L.label_point_1;
program.back().x = 1; // Dummy (PUSH type uses HALT format? No, PUSH is ELSE of POP or Explicit?)
// Wait, "POP a GOTO x PUSH b GOTO y".
// To just PUSH, we need condition to fail.
// But here we arrived from successful POP V_j0.
// So stack is whatever below V_j0 (Val of caller).
// We want to Push V_j1.
// We can check POP (Caller)? No caller varies.
// Check POP (Impossible Value)?
// Val is <= 1024. Use 1025? No limit 1024.
// Use something we know is not there?
// Caller val is V_j+1 or Marker.
// V_j0 is 2j+1.
// We can check POP V_j0 again? It was just popped.
// So check POP V_j0. Will fail.
// Else Push V_j1 Goto Point1.
// Modify previous instruction to jump here?
// No, the previous was "POP V_j0 GOTO x".
// At x, stack has Caller Val.
// We put "POP V_j0 ..." at x.
// Re-write Mid 0 logic:
// Instr 1 (Mid0): POP V_j0 GOTO Instr2 PUSH ... (Dummy).
// Instr 2: POP V_j0 (Fail) GOTO ... PUSH V_j1 GOTO Point1.
// Correct.
// But wait, can we combine?
// We want: Pop V_j0, Push V_j1, Goto Point1.
// Is it possible in 1 instr?
// "POP a ... PUSH b ..." -> Pop a if match, Push b if not.
// Cannot do both.
// So 2 instructions needed.
// Correct code at program.back().x (Next instr):
int instr2_idx = program.size() + 1;
// Previous instr already points x to instr2_idx.
add_instruction("POP", L.val_0, 0, L.val_1, 0);
program.back().x = 1; // Should not happen
program.back().y = L.label_point_1;
}
if (j > 0) {
// Point 1 (Start of second child call)
set_label(L.label_point_1, program.size() + 1);
// Stack has V_j1.
// Push (j-1)_0. Goto Start (j-1)_0.
// POP V_j0 (Fail) PUSH (j-1)_0 ...
add_instruction("POP", L.val_0, 0, levels[j-1].val_0, 0);
program.back().x = 1;
program.back().y = levels[j-1].label_start_0;
// Mid 1 (Return from second child call)
set_label(L.label_mid_1, program.size() + 1);
// Stack has V_j1.
// Pop V_j1. Goto End.
add_instruction("POP", L.val_1, 0, 1, 0);
program.back().x = L.label_end;
program.back().y = 1;
}
// Exit Dispatcher
set_label(L.label_end, program.size() + 1);
// We need to check callers.
// List of Callers:
// 1. Level j+1 (if j<29). It calls from State 0 and State 1.
// State 0 of j+1 expects return to Mid_0 of j+1.
// State 1 of j+1 expects return to Mid_1 of j+1.
// Caller 0 val: V_(j+1)0. Caller 1 val: V_(j+1)1.
// 2. Main Calls.
vector<pair<int, int>> dispatch_targets;
if (j < 29) {
dispatch_targets.push_back({levels[j+1].val_0, levels[j+1].label_mid_0});
dispatch_targets.push_back({levels[j+1].val_1, levels[j+1].label_mid_1});
}
for (const auto& mc : main_calls) {
if (mc.level_idx == j) {
dispatch_targets.push_back({mc.marker, mc.return_label});
}
}
// Generate chain of checks
// Each check: POP Val GOTO Restore PUSH Val GOTO NextCheck
// Restore: PUSH Val GOTO Target
// We can optimize Restore:
// POP Val GOTO Target ...
// But Target expects Val on stack!
// If we POP Val, we remove it.
// We need to jump to a PUSH.
// "POP Val GOTO Restore ..."
// Restore: "POP (Dummy) GOTO ... PUSH Val GOTO Target"
for (size_t k = 0; k < dispatch_targets.size(); ++k) {
int val = dispatch_targets[k].first;
int tgt = dispatch_targets[k].second;
// Check instruction
int check_idx = program.size() + 1;
int restore_idx = check_idx + 1;
int next_check_idx = check_idx + 2;
// Last one doesn't need next check (assumed guaranteed match)
add_instruction("POP", val, 0, val, 0);
program.back().x = restore_idx;
program.back().y = (k == dispatch_targets.size() - 1) ? 1 : next_check_idx;
// Restore instruction
add_instruction("POP", dummy_pop, 0, val, 0); // Pop dummy(fail) -> Push val -> Goto Tgt
program.back().x = 1;
program.back().y = tgt;
}
}
// Resolve Labels
cout << program.size() << endl;
for (const auto& instr : program) {
int final_x = instr.x;
int final_y = instr.y;
// If x or y looks like a label ID (large number), resolve it
if (final_x >= 1000) final_x = get_label_addr(final_x);
if (final_y >= 1000) final_y = get_label_addr(final_y);
if (instr.type == "HALT") {
cout << "HALT PUSH " << instr.b << " GOTO " << final_y << endl;
} else {
cout << "POP " << instr.a << " GOTO " << final_x << " PUSH " << instr.b << " GOTO " << final_y << endl;
}
}
return 0;
} |