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--- Day 20: A Regular Map --- While you were learning about instruction pointers, the Elves made considerable progress. When you look up, you discover that the North Pole base construction project has completely surrounded you. The area you are in is made up entirely of rooms and doors. The rooms are arranged in a gri...
400
--- Day 15: Beacon Exclusion Zone --- You feel the ground rumble again as the distress signal leads you to a large network of subterranean tunnels. You don't have time to search them all, but you don't need to: your pack contains a set of deployable sensors that you imagine were originally built to locate lost Elves. ...
401
--- Day 15: Timing is Everything --- The halls open into an interior plaza containing a large kinetic sculpture. The sculpture is in a sealed enclosure and seems to involve a set of identical spherical capsules that are carried to the top and allowed to bounce through the maze of spinning pieces. Part of the sculpture...
402
--- Day 12: Digital Plumber --- Walking along the memory banks of the stream, you find a small village that is experiencing a little confusion: some programs can't communicate with each other. Programs in this village communicate using a fixed system of pipes. Messages are passed between programs using these pipes, bu...
403
--- Day 1: Historian Hysteria --- The Chief Historian is always present for the big Christmas sleigh launch, but nobody has seen him in months! Last anyone heard, he was visiting locations that are historically significant to the North Pole; a group of Senior Historians has asked you to accompany them as they check the...
404
--- Day 16: Aunt Sue --- Your Aunt Sue has given you a wonderful gift, and you'd like to send her a thank you card. However, there's a small problem: she signed it "From, Aunt Sue". You have 500 Aunts named "Sue". So, to avoid sending the card to the wrong person, you need to figure out which Aunt Sue (which you conv...
405
--- Day 1: The Tyranny of the Rocket Equation --- Santa has become stranded at the edge of the Solar System while delivering presents to other planets! To accurately calculate his position in space, safely align his warp drive, and return to Earth in time to save Christmas, he needs you to bring him measurements from f...
406
--- Day 7: Amplification Circuit --- Based on the navigational maps, you're going to need to send more power to your ship's thrusters to reach Santa in time. To do this, you'll need to configure a series of amplifiers already installed on the ship. There are five amplifiers connected in series; each one receives an in...
407
--- Day 17: Conway Cubes --- As your flight slowly drifts through the sky, the Elves at the Mythical Information Bureau at the North Pole contact you. They'd like some help debugging a malfunctioning experimental energy source aboard one of their super-secret imaging satellites. The experimental energy source is based...
408
--- Day 24: Lobby Layout --- Your raft makes it to the tropical island; it turns out that the small crab was an excellent navigator. You make your way to the resort. As you enter the lobby, you discover a small problem: the floor is being renovated. You can't even reach the check-in desk until they've finished install...
409
--- Day 8: I Heard You Like Registers --- You receive a signal directly from the CPU. Because of your recent assistance with jump instructions, it would like you to compute the result of a series of unusual register instructions. Each instruction consists of several parts: the register to modify, whether to increase o...
410
--- Day 12: Leonardo's Monorail --- You finally reach the top floor of this building: a garden with a slanted glass ceiling. Looks like there are no more stars to be had. While sitting on a nearby bench amidst some tiger lilies, you manage to decrypt some of the files you extracted from the servers downstairs. Accord...
411
--- Day 17: Trick Shot --- You finally decode the Elves' message. HI, the message says. You continue searching for the sleigh keys. Ahead of you is what appears to be a large ocean trench. Could the keys have fallen into it? You'd better send a probe to investigate. The probe launcher on your submarine can fire the p...
412
--- Day 15: Dueling Generators --- Here, you encounter a pair of dueling generators. The generators, called generator A and generator B, are trying to agree on a sequence of numbers. However, one of them is malfunctioning, and so the sequences don't always match. As they do this, a judge waits for each of them to gene...
413
--- Day 8: Treetop Tree House --- The expedition comes across a peculiar patch of tall trees all planted carefully in a grid. The Elves explain that a previous expedition planted these trees as a reforestation effort. Now, they're curious if this would be a good location for a tree house. First, determine whether ther...
414
--- Day 2: Cube Conundrum --- You're launched high into the atmosphere! The apex of your trajectory just barely reaches the surface of a large island floating in the sky. You gently land in a fluffy pile of leaves. It's quite cold, but you don't see much snow. An Elf runs over to greet you. The Elf explains that you'v...
415
--- Day 9: Sensor Boost --- You've just said goodbye to the rebooted rover and left Mars when you receive a faint distress signal coming from the asteroid belt. It must be the Ceres monitoring station! In order to lock on to the signal, you'll need to boost your sensors. The Elves send up the latest BOOST program - Ba...
416
--- Day 17: Reservoir Research --- You arrive in the year 18. If it weren't for the coat you got in 1018, you would be very cold: the North Pole base hasn't even been constructed. Rather, it hasn't been constructed yet. The Elves are making a little progress, but there's not a lot of liquid water in this climate, so t...
417
--- Day 3: Mull It Over --- "Our computers are having issues, so I have no idea if we have any Chief Historians in stock! You're welcome to check the warehouse, though," says the mildly flustered shopkeeper at the North Pole Toboggan Rental Shop. The Historians head out to take a look. The shopkeeper turns to you. "An...
418
--- Day 18: Lavaduct Lagoon --- Thanks to your efforts, the machine parts factory is one of the first factories up and running since the lavafall came back. However, to catch up with the large backlog of parts requests, the factory will also need a large supply of lava for a while; the Elves have already started creati...
419
--- Day 17: No Such Thing as Too Much --- The elves bought too much eggnog again - 150 liters this time. To fit it all into your refrigerator, you'll need to move it into smaller containers. You take an inventory of the capacities of the available containers. For example, suppose you have containers of size 20, 15, 10...
420
--- Day 22: Mode Maze --- This is it, your final stop: the year -483. It's snowing and dark outside; the only light you can see is coming from a small cottage in the distance. You make your way there and knock on the door. A portly man with a large, white beard answers the door and invites you inside. For someone livi...
421
--- Day 12: JSAbacusFramework.io --- Santa's Accounting-Elves need help balancing the books after a recent order. Unfortunately, their accounting software uses a peculiar storage format. That's where you come in. They have a JSON document which contains a variety of things: arrays ([1,2,3]), objects ({"a":1, "b":2}), ...
422
--- Day 10: Balance Bots --- You come upon a factory in which many robots are zooming around handing small microchips to each other. Upon closer examination, you notice that each bot only proceeds when it has two microchips, and once it does, it gives each one to a different bot or puts it in a marked "output" bin. So...
423
--- Day 22: Slam Shuffle --- There isn't much to do while you wait for the droids to repair your ship. At least you're drifting in the right direction. You decide to practice a new card shuffle you've been working on. Digging through the ship's storage, you find a deck of space cards! Just like any deck of space cards...
424
--- Day 3: Rucksack Reorganization --- One Elf has the important job of loading all of the rucksacks with supplies for the jungle journey. Unfortunately, that Elf didn't quite follow the packing instructions, and so a few items now need to be rearranged. Each rucksack has two large compartments. All items of a given t...
425
--- Day 10: Knot Hash --- You come across some programs that are trying to implement a software emulation of a hash based on knot-tying. The hash these programs are implementing isn't very strong, but you decide to help them anyway. You make a mental note to remind the Elves later not to invent their own cryptographic ...
426
--- Day 20: Firewall Rules --- You'd like to set up a small hidden computer here so you can use it to get back into the network later. However, the corporate firewall only allows communication with certain external IP addresses. You've retrieved the list of blocked IPs from the firewall, but the list seems to be messy...
427
--- Day 10: Knot Hash --- You come across some programs that are trying to implement a software emulation of a hash based on knot-tying. The hash these programs are implementing isn't very strong, but you decide to help them anyway. You make a mental note to remind the Elves later not to invent their own cryptographic ...
428
--- Day 7: Bridge Repair --- The Historians take you to a familiar rope bridge over a river in the middle of a jungle. The Chief isn't on this side of the bridge, though; maybe he's on the other side? When you go to cross the bridge, you notice a group of engineers trying to repair it. (Apparently, it breaks pretty fr...
429
--- Day 23: Unstable Diffusion --- You enter a large crater of gray dirt where the grove is supposed to be. All around you, plants you imagine were expected to be full of fruit are instead withered and broken. A large group of Elves has formed in the middle of the grove. "...but this volcano has been dormant for month...
430
--- Day 22: Monkey Market --- As you're all teleported deep into the jungle, a monkey steals The Historians' device! You'll need get it back while The Historians are looking for the Chief. The monkey that stole the device seems willing to trade it, but only in exchange for an absurd number of bananas. Your only option...
431
--- Day 15: Beverage Bandits --- Having perfected their hot chocolate, the Elves have a new problem: the Goblins that live in these caves will do anything to steal it. Looks like they're here for a fight. You scan the area, generating a map of the walls (#), open cavern (.), and starting position of every Goblin (G) a...
432
--- Day 5: Hydrothermal Venture --- You come across a field of hydrothermal vents on the ocean floor! These vents constantly produce large, opaque clouds, so it would be best to avoid them if possible. They tend to form in lines; the submarine helpfully produces a list of nearby lines of vents (your puzzle input) for ...
433
--- Day 18: Settlers of The North Pole --- On the outskirts of the North Pole base construction project, many Elves are collecting lumber. The lumber collection area is 50 acres by 50 acres; each acre can be either open ground (.), trees (|), or a lumberyard (#). You take a scan of the area (your puzzle input). Stran...
434
--- Day 2: Red-Nosed Reports --- Fortunately, the first location The Historians want to search isn't a long walk from the Chief Historian's office. While the Red-Nosed Reindeer nuclear fusion/fission plant appears to contain no sign of the Chief Historian, the engineers there run up to you as soon as they see you. App...
435
--- Day 3: Squares With Three Sides --- Now that you can think clearly, you move deeper into the labyrinth of hallways and office furniture that makes up this part of Easter Bunny HQ. This must be a graphic design department; the walls are covered in specifications for triangles. Or are they? The design document give...
436
--- Day 12: Subterranean Sustainability --- The year 518 is significantly more underground than your history books implied. Either that, or you've arrived in a vast cavern network under the North Pole. After exploring a little, you discover a long tunnel that contains a row of small pots as far as you can see to your ...
437
--- Day 6: Custom Customs --- As your flight approaches the regional airport where you'll switch to a much larger plane, customs declaration forms are distributed to the passengers. The form asks a series of 26 yes-or-no questions marked a through z. All you need to do is identify the questions for which anyone in you...
438
--- Day 5: If You Give A Seed A Fertilizer --- You take the boat and find the gardener right where you were told he would be: managing a giant "garden" that looks more to you like a farm. "A water source? Island Island is the water source!" You point out that Snow Island isn't receiving any water. "Oh, we had to stop...
439
--- Day 13: Transparent Origami --- You reach another volcanically active part of the cave. It would be nice if you could do some kind of thermal imaging so you could tell ahead of time which caves are too hot to safely enter. Fortunately, the submarine seems to be equipped with a thermal camera! When you activate it,...
440
--- Day 3: Binary Diagnostic --- The submarine has been making some odd creaking noises, so you ask it to produce a diagnostic report just in case. The diagnostic report (your puzzle input) consists of a list of binary numbers which, when decoded properly, can tell you many useful things about the conditions of the su...
441
--- Day 1: Sonar Sweep --- You're minding your own business on a ship at sea when the overboard alarm goes off! You rush to see if you can help. Apparently, one of the Elves tripped and accidentally sent the sleigh keys flying into the ocean! Before you know it, you're inside a submarine the Elves keep ready for situa...
442
--- Day 23: Coprocessor Conflagration --- You decide to head directly to the CPU and fix the printer from there. As you get close, you find an experimental coprocessor doing so much work that the local programs are afraid it will halt and catch fire. This would cause serious issues for the rest of the computer, so you ...
443
--- Day 3: No Matter How You Slice It --- The Elves managed to locate the chimney-squeeze prototype fabric for Santa's suit (thanks to someone who helpfully wrote its box IDs on the wall of the warehouse in the middle of the night). Unfortunately, anomalies are still affecting them - nobody can even agree on how to cut...
444
--- Day 10: The Stars Align --- It's no use; your navigation system simply isn't capable of providing walking directions in the arctic circle, and certainly not in 1018. The Elves suggest an alternative. In times like these, North Pole rescue operations will arrange points of light in the sky to guide missing Elves ba...
445
--- Day 6: Guard Gallivant --- The Historians use their fancy device again, this time to whisk you all away to the North Pole prototype suit manufacturing lab... in the year 1518! It turns out that having direct access to history is very convenient for a group of historians. You still have to be careful of time parado...
446
--- Day 7: Camel Cards --- Your all-expenses-paid trip turns out to be a one-way, five-minute ride in an airship. (At least it's a cool airship!) It drops you off at the edge of a vast desert and descends back to Island Island. "Did you bring the parts?" You turn around to see an Elf completely covered in white cloth...
447
--- Day 7: The Treachery of Whales --- A giant whale has decided your submarine is its next meal, and it's much faster than you are. There's nowhere to run! Suddenly, a swarm of crabs (each in its own tiny submarine - it's too deep for them otherwise) zooms in to rescue you! They seem to be preparing to blast a hole i...
448
--- Day 22: Crab Combat --- It only takes a few hours of sailing the ocean on a raft for boredom to sink in. Fortunately, you brought a small deck of space cards! You'd like to play a game of Combat, and there's even an opponent available: a small crab that climbed aboard your raft before you left. Fortunately, it doe...
449
--- Day 3: Gear Ratios --- You and the Elf eventually reach a gondola lift station; he says the gondola lift will take you up to the water source, but this is as far as he can bring you. You go inside. It doesn't take long to find the gondolas, but there seems to be a problem: they're not moving. "Aaah!" You turn ar...
450
--- Day 2: Dive! --- Now, you need to figure out how to pilot this thing. It seems like the submarine can take a series of commands like forward 1, down 2, or up 3: forward X increases the horizontal position by X units. down X increases the depth by X units. up X decreases the depth by X units. Note that since you'r...
451
--- Day 4: Security Through Obscurity --- Finally, you come across an information kiosk with a list of rooms. Of course, the list is encrypted and full of decoy data, but the instructions to decode the list are barely hidden nearby. Better remove the decoy data first. Each room consists of an encrypted name (lowercase...
452
--- Day 16: Chronal Classification --- As you see the Elves defend their hot chocolate successfully, you go back to falling through time. This is going to become a problem. If you're ever going to return to your own time, you need to understand how this device on your wrist works. You have a little while before you re...
453
--- Day 19: A Series of Tubes --- Somehow, a network packet got lost and ended up here. It's trying to follow a routing diagram (your puzzle input), but it's confused about where to go. Its starting point is just off the top of the diagram. Lines (drawn with |, -, and +) show the path it needs to take, starting by goi...
454
--- Day 14: Regolith Reservoir --- The distress signal leads you to a giant waterfall! Actually, hang on - the signal seems like it's coming from the waterfall itself, and that doesn't make any sense. However, you do notice a little path that leads behind the waterfall. Correction: the distress signal leads you behind...
455
--- Day 11: Chronal Charge --- You watch the Elves and their sleigh fade into the distance as they head toward the North Pole. Actually, you're the one fading. The falling sensation returns. The low fuel warning light is illuminated on your wrist-mounted device. Tapping it once causes it to project a hologram of the ...
456
--- Day 11: Radioisotope Thermoelectric Generators --- You come upon a column of four floors that have been entirely sealed off from the rest of the building except for a small dedicated lobby. There are some radiation warnings and a big sign which reads "Radioisotope Testing Facility". According to the project status...
457
--- Day 22: Sand Slabs --- Enough sand has fallen; it can finally filter water for Snow Island. Well, almost. The sand has been falling as large compacted bricks of sand, piling up to form an impressive stack here near the edge of Island Island. In order to make use of the sand to filter water, some of the bricks wil...
458
--- Day 5: Supply Stacks --- The expedition can depart as soon as the final supplies have been unloaded from the ships. Supplies are stored in stacks of marked crates, but because the needed supplies are buried under many other crates, the crates need to be rearranged. The ship has a giant cargo crane capable of movin...
459
--- Day 4: Secure Container --- You arrive at the Venus fuel depot only to discover it's protected by a password. The Elves had written the password on a sticky note, but someone threw it out. However, they do remember a few key facts about the password: It is a six-digit number. The value is within the range given i...
460
--- Day 7: Bridge Repair --- The Historians take you to a familiar rope bridge over a river in the middle of a jungle. The Chief isn't on this side of the bridge, though; maybe he's on the other side? When you go to cross the bridge, you notice a group of engineers trying to repair it. (Apparently, it breaks pretty fr...
461
--- Day 5: How About a Nice Game of Chess? --- You are faced with a security door designed by Easter Bunny engineers that seem to have acquired most of their security knowledge by watching hacking movies. The eight-character password for the door is generated one character at a time by finding the MD5 hash of some Doo...
462
--- Day 20: A Regular Map --- While you were learning about instruction pointers, the Elves made considerable progress. When you look up, you discover that the North Pole base construction project has completely surrounded you. The area you are in is made up entirely of rooms and doors. The rooms are arranged in a gri...
463
--- Day 17: Set and Forget --- An early warning system detects an incoming solar flare and automatically activates the ship's electromagnetic shield. Unfortunately, this has cut off the Wi-Fi for many small robots that, unaware of the impending danger, are now trapped on exterior scaffolding on the unsafe side of the s...
464
--- Day 24: Planet of Discord --- You land on Eris, your last stop before reaching Santa. As soon as you do, your sensors start picking up strange life forms moving around: Eris is infested with bugs! With an over 24-hour roundtrip for messages between you and Earth, you'll have to deal with this problem on your own. ...
465
--- Day 13: Point of Incidence --- With your help, the hot springs team locates an appropriate spring which launches you neatly and precisely up to the edge of Lava Island. There's just one problem: you don't see any lava. You do see a lot of ash and igneous rock; there are even what look like gray mountains scattere...
466
--- Day 8: Matchsticks --- Space on the sleigh is limited this year, and so Santa will be bringing his list as a digital copy. He needs to know how much space it will take up when stored. It is common in many programming languages to provide a way to escape special characters in strings. For example, C, JavaScript, Pe...
467
--- Day 10: Syntax Scoring --- You ask the submarine to determine the best route out of the deep-sea cave, but it only replies: Syntax error in navigation subsystem on line: all of them All of them?! The damage is worse than you thought. You bring up a copy of the navigation subsystem (your puzzle input). The navigat...
468
--- Day 2: Corruption Checksum --- As you walk through the door, a glowing humanoid shape yells in your direction. "You there! Your state appears to be idle. Come help us repair the corruption in this spreadsheet - if we take another millisecond, we'll have to display an hourglass cursor!" The spreadsheet consists of ...
469
--- Day 4: Ceres Search --- "Looks like the Chief's not here. Next!" One of The Historians pulls out a device and pushes the only button on it. After a brief flash, you recognize the interior of the Ceres monitoring station! As the search for the Chief continues, a small Elf who lives on the station tugs on your shirt...
470
--- Day 24: Never Tell Me The Odds --- It seems like something is going wrong with the snow-making process. Instead of forming snow, the water that's been absorbed into the air seems to be forming hail! Maybe there's something you can do to break up the hailstones? Due to strong, probably-magical winds, the hailstone...
471
--- Day 11: Dumbo Octopus --- You enter a large cavern full of rare bioluminescent dumbo octopuses! They seem to not like the Christmas lights on your submarine, so you turn them off for now. There are 100 octopuses arranged neatly in a 10 by 10 grid. Each octopus slowly gains energy over time and flashes brightly for...
472
--- Day 6: Chronal Coordinates --- The device on your wrist beeps several times, and once again you feel like you're falling. "Situation critical," the device announces. "Destination indeterminate. Chronal interference detected. Please specify new target coordinates." The device then produces a list of coordinates (y...
473
--- Day 22: Slam Shuffle --- There isn't much to do while you wait for the droids to repair your ship. At least you're drifting in the right direction. You decide to practice a new card shuffle you've been working on. Digging through the ship's storage, you find a deck of space cards! Just like any deck of space cards...
474
--- Day 9: Disk Fragmenter --- Another push of the button leaves you in the familiar hallways of some friendly amphipods! Good thing you each somehow got your own personal mini submarine. The Historians jet away in search of the Chief, mostly by driving directly into walls. While The Historians quickly figure out how ...
475
--- Day 15: Oxygen System --- Out here in deep space, many things can go wrong. Fortunately, many of those things have indicator lights. Unfortunately, one of those lights is lit: the oxygen system for part of the ship has failed! According to the readouts, the oxygen system must have failed days ago after a rupture i...
476
--- Day 4: Camp Cleanup --- Space needs to be cleared before the last supplies can be unloaded from the ships, and so several Elves have been assigned the job of cleaning up sections of the camp. Every section has a unique ID number, and each Elf is assigned a range of section IDs. However, as some of the Elves compar...
477
--- Day 25: Let It Snow --- Merry Christmas! Santa is booting up his weather machine; looks like you might get a white Christmas after all. The weather machine beeps! On the console of the machine is a copy protection message asking you to enter a code from the instruction manual. Apparently, it refuses to run unless ...
478
--- Day 12: The N-Body Problem --- The space near Jupiter is not a very safe place; you need to be careful of a big distracting red spot, extreme radiation, and a whole lot of moons swirling around. You decide to start by tracking the four largest moons: Io, Europa, Ganymede, and Callisto. After a brief scan, you calc...
479
--- Day 6: Signals and Noise --- Something is jamming your communications with Santa. Fortunately, your signal is only partially jammed, and protocol in situations like this is to switch to a simple repetition code to get the message through. In this model, the same message is sent repeatedly. You've recorded the repe...
480
--- Day 8: Space Image Format --- The Elves' spirits are lifted when they realize you have an opportunity to reboot one of their Mars rovers, and so they are curious if you would spend a brief sojourn on Mars. You land your ship near the rover. When you reach the rover, you discover that it's already in the process of...
481
--- Day 12: Passage Pathing --- With your submarine's subterranean subsystems subsisting suboptimally, the only way you're getting out of this cave anytime soon is by finding a path yourself. Not just a path - the only way to know if you've found the best path is to find all of them. Fortunately, the sensors are still...
482
--- Day 18: Like a Rogue --- As you enter this room, you hear a loud click! Some of the tiles in the floor here seem to be pressure plates for traps, and the trap you just triggered has run out of... whatever it tried to do to you. You doubt you'll be so lucky next time. Upon closer examination, the traps and safe til...
483
--- Day 5: Binary Boarding --- You board your plane only to discover a new problem: you dropped your boarding pass! You aren't sure which seat is yours, and all of the flight attendants are busy with the flood of people that suddenly made it through passport control. You write a quick program to use your phone's camer...
484
--- Day 13: Shuttle Search --- Your ferry can make it safely to a nearby port, but it won't get much further. When you call to book another ship, you discover that no ships embark from that port to your vacation island. You'll need to get from the port to the nearest airport. Fortunately, a shuttle bus service is avai...
485
--- Day 14: Restroom Redoubt --- One of The Historians needs to use the bathroom; fortunately, you know there's a bathroom near an unvisited location on their list, and so you're all quickly teleported directly to the lobby of Easter Bunny Headquarters. Unfortunately, EBHQ seems to have "improved" bathroom security ag...
486
--- Day 25: Clock Signal --- You open the door and find yourself on the roof. The city sprawls away from you for miles and miles. There's not much time now - it's already Christmas, but you're nowhere near the North Pole, much too far to deliver these stars to the sleigh in time. However, maybe the huge antenna up he...
487
--- Day 14: Reindeer Olympics --- This year is the Reindeer Olympics! Reindeer can fly at high speeds, but must rest occasionally to recover their energy. Santa would like to know which of his reindeer is fastest, and so he has them race. Reindeer can only either be flying (always at their top speed) or resting (not m...
488
--- Day 5: A Maze of Twisty Trampolines, All Alike --- An urgent interrupt arrives from the CPU: it's trapped in a maze of jump instructions, and it would like assistance from any programs with spare cycles to help find the exit. The message includes a list of the offsets for each jump. Jumps are relative: -1 moves to...
489
Title: Shockers Time Limit: None seconds Memory Limit: None megabytes Problem Description: Valentin participates in a show called "Shockers". The rules are quite easy: jury selects one letter which Valentin doesn't know. He should make a small speech, but every time he pronounces a word that contains the selected le...
490
Title: Flags Time Limit: 2 seconds Memory Limit: 256 megabytes Problem Description: When Igor K. was a freshman, his professor strictly urged him, as well as all other freshmen, to solve programming Olympiads. One day a problem called "Flags" from a website called Timmy's Online Judge caught his attention. In the pr...
491
Title: Door Frames Time Limit: None seconds Memory Limit: None megabytes Problem Description: Petya has equal wooden bars of length *n*. He wants to make a frame for two equal doors. Each frame has two vertical (left and right) sides of length *a* and one top side of length *b*. A solid (i.e. continuous without brea...
492
Title: none Time Limit: None seconds Memory Limit: None megabytes Problem Description: Little Chris is very keen on his toy blocks. His teacher, however, wants Chris to solve more problems, so he decided to play a trick on Chris. There are exactly *s* blocks in Chris's set, each block has a unique number from 1 to ...
493
Title: Fibonacci Sums Time Limit: None seconds Memory Limit: None megabytes Problem Description: Fibonacci numbers have the following form: Let's consider some non-empty set *S*<==<={*s*1,<=*s*2,<=...,<=*s**k*}, consisting of different Fibonacci numbers. Let's find the sum of values of this set's elements: Let's c...
494
Title: Mishka and trip Time Limit: None seconds Memory Limit: None megabytes Problem Description: Little Mishka is a great traveller and she visited many countries. After thinking about where to travel this time, she chose XXX — beautiful, but little-known northern country. Here are some interesting facts about XXX...
495
Title: Superhero's Job Time Limit: None seconds Memory Limit: None megabytes Problem Description: It's tough to be a superhero. And it's twice as tough to resist the supervillain who is cool at math. Suppose that you're an ordinary Batman in an ordinary city of Gotham. Your enemy Joker mined the building of the city...
496
Title: Linear Kingdom Races Time Limit: None seconds Memory Limit: None megabytes Problem Description: You are a car race organizer and would like to arrange some races in Linear Kingdom. Linear Kingdom has *n* consecutive roads spanning from left to right. The roads are numbered from 1 to *n* from left to right, t...
497
Title: Treasure Hunt Time Limit: None seconds Memory Limit: None megabytes Problem Description: Captain Bill the Hummingbird and his crew recieved an interesting challenge offer. Some stranger gave them a map, potion of teleportation and said that only this potion might help them to reach the treasure. Bottle with...
498
Title: Bear and Colors Time Limit: None seconds Memory Limit: None megabytes Problem Description: Bear Limak has *n* colored balls, arranged in one long row. Balls are numbered 1 through *n*, from left to right. There are *n* possible colors, also numbered 1 through *n*. The *i*-th ball has color *t**i*. For a fixe...
499