1. This document provides explanations for the AtCoder Regular Contest 038 programming problems in Japanese.
2. It describes the logic and pseudocode for solving a problem about determining if a knight piece on a chessboard will win or lose from its current position. Dynamic programming is used to store and lookup previously computed results.
3. It then provides sample test cases and outputs for the knight problem.
This document lists and summarizes various tools that are useful for competitive programming on AtCoder. It includes websites for problem archives, rating simulators, online databases for integer sequences, tools for replaying past contests, comparing ratings, and more. It also lists several Chrome extensions that provide additional features for AtCoder, such as coloring solved problems or displaying statistics.
1. This document provides explanations for the AtCoder Regular Contest 038 programming problems in Japanese.
2. It describes the logic and pseudocode for solving a problem about determining if a knight piece on a chessboard will win or lose from its current position. Dynamic programming is used to store and lookup previously computed results.
3. It then provides sample test cases and outputs for the knight problem.
This document lists and summarizes various tools that are useful for competitive programming on AtCoder. It includes websites for problem archives, rating simulators, online databases for integer sequences, tools for replaying past contests, comparing ratings, and more. It also lists several Chrome extensions that provide additional features for AtCoder, such as coloring solved problems or displaying statistics.