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发布于 2024-06-17 01:03:16 字数 7102 浏览 0 评论 0 收藏 0

1603. Design Parking System

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Description

Design a parking system for a parking lot. The parking lot has three kinds of parking spaces: big, medium, and small, with a fixed number of slots for each size.

Implement the ParkingSystem class:

  • ParkingSystem(int big, int medium, int small) Initializes object of the ParkingSystem class. The number of slots for each parking space are given as part of the constructor.
  • bool addCar(int carType) Checks whether there is a parking space of carType for the car that wants to get into the parking lot. carType can be of three kinds: big, medium, or small, which are represented by 1, 2, and 3 respectively. A car can only park in a parking space of its carType. If there is no space available, return false, else park the car in that size space and return true.

 

Example 1:

Input
["ParkingSystem", "addCar", "addCar", "addCar", "addCar"]
[[1, 1, 0], [1], [2], [3], [1]]
Output
[null, true, true, false, false]

Explanation
ParkingSystem parkingSystem = new ParkingSystem(1, 1, 0);
parkingSystem.addCar(1); // return true because there is 1 available slot for a big car
parkingSystem.addCar(2); // return true because there is 1 available slot for a medium car
parkingSystem.addCar(3); // return false because there is no available slot for a small car
parkingSystem.addCar(1); // return false because there is no available slot for a big car. It is already occupied.

 

Constraints:

  • 0 <= big, medium, small <= 1000
  • carType is 1, 2, or 3
  • At most 1000 calls will be made to addCar

Solutions

Solution 1

class ParkingSystem:
  def __init__(self, big: int, medium: int, small: int):
    self.cnt = [0, big, medium, small]

  def addCar(self, carType: int) -> bool:
    if self.cnt[carType] == 0:
      return False
    self.cnt[carType] -= 1
    return True


# Your ParkingSystem object will be instantiated and called as such:
# obj = ParkingSystem(big, medium, small)
# param_1 = obj.addCar(carType)
class ParkingSystem {
  private int[] cnt;

  public ParkingSystem(int big, int medium, int small) {
    cnt = new int[] {0, big, medium, small};
  }

  public boolean addCar(int carType) {
    if (cnt[carType] == 0) {
      return false;
    }
    --cnt[carType];
    return true;
  }
}

/**
 * Your ParkingSystem object will be instantiated and called as such:
 * ParkingSystem obj = new ParkingSystem(big, medium, small);
 * boolean param_1 = obj.addCar(carType);
 */
class ParkingSystem {
public:
  vector<int> cnt;

  ParkingSystem(int big, int medium, int small) {
    cnt = {0, big, medium, small};
  }

  bool addCar(int carType) {
    if (cnt[carType] == 0) return false;
    --cnt[carType];
    return true;
  }
};

/**
 * Your ParkingSystem object will be instantiated and called as such:
 * ParkingSystem* obj = new ParkingSystem(big, medium, small);
 * bool param_1 = obj->addCar(carType);
 */
type ParkingSystem struct {
  cnt []int
}

func Constructor(big int, medium int, small int) ParkingSystem {
  return ParkingSystem{[]int{0, big, medium, small}}
}

func (this *ParkingSystem) AddCar(carType int) bool {
  if this.cnt[carType] == 0 {
    return false
  }
  this.cnt[carType]--
  return true
}

/**
 * Your ParkingSystem object will be instantiated and called as such:
 * obj := Constructor(big, medium, small);
 * param_1 := obj.AddCar(carType);
 */
class ParkingSystem {
  private count: [number, number, number];

  constructor(big: number, medium: number, small: number) {
    this.count = [big, medium, small];
  }

  addCar(carType: number): boolean {
    if (this.count[carType - 1] === 0) {
      return false;
    }
    this.count[carType - 1]--;
    return true;
  }
}

/**
 * Your ParkingSystem object will be instantiated and called as such:
 * var obj = new ParkingSystem(big, medium, small)
 * var param_1 = obj.addCar(carType)
 */
struct ParkingSystem {
  count: [i32; 3],
}

/**
 * `&self` means the method takes an immutable reference.
 * If you need a mutable reference, change it to `&mut self` instead.
 */
impl ParkingSystem {
  fn new(big: i32, medium: i32, small: i32) -> Self {
    Self {
      count: [big, medium, small],
    }
  }

  fn add_car(&mut self, car_type: i32) -> bool {
    let i = (car_type - 1) as usize;
    if self.count[i] == 0 {
      return false;
    }
    self.count[i] -= 1;
    true
  }
}/**
 * Your ParkingSystem object will be instantiated and called as such:
 * let obj = ParkingSystem::new(big, medium, small);
 * let ret_1: bool = obj.add_car(carType);
 */
public class ParkingSystem {

  private List<int> cnt;

  public ParkingSystem(int big, int medium, int small) {
    cnt = new List<int>() {0 , big, medium, small};
  }

  public bool AddCar(int carType) {
    if (cnt[carType] == 0) {
      return false;
    }
    --cnt[carType];
    return true;
  }
}

/**
 * Your ParkingSystem object will be instantiated and called as such:
 * ParkingSystem obj = new ParkingSystem(big, medium, small);
 * bool param_1 = obj.AddCar(carType);
 */
typedef struct {
  int* count;
} ParkingSystem;

ParkingSystem* parkingSystemCreate(int big, int medium, int small) {
  ParkingSystem* res = malloc(sizeof(ParkingSystem));
  res->count = malloc(sizeof(int) * 3);
  res->count[0] = big;
  res->count[1] = medium;
  res->count[2] = small;
  return res;
}

bool parkingSystemAddCar(ParkingSystem* obj, int carType) {
  int i = carType - 1;
  if (!obj->count[i]) {
    return 0;
  }
  obj->count[i]--;
  return 1;
}

void parkingSystemFree(ParkingSystem* obj) {
  free(obj);
}

/**
 * Your ParkingSystem struct will be instantiated and called as such:
 * ParkingSystem* obj = parkingSystemCreate(big, medium, small);
 * bool param_1 = parkingSystemAddCar(obj, carType);

 * parkingSystemFree(obj);
*/

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