A magic place for coding



Alice and Bob take turns playing a game, with Alice starting first.

There are n stones arranged in a row. On each player’s turn, they can remove either the leftmost stone or the rightmost stone from the row and receive points equal to the sum of the remaining stones’ values in the row. The winner is the one with the higher score when there are no stones left to remove.

Bob found that he will always lose this game (poor Bob, he always loses), so he decided to minimize the score’s difference. Alice’s goal is to maximize the difference in the score.

Given an array of integers stones where stones [i] represents the value of the ith stone from the left, return the difference in Alice and Bob’s score if they both play optimally.

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You are given a 0-indexed integer array nums and an integer k.

You are initially standing at index 0. In one move, you can jump at most k steps forward without going outside the boundaries of the array. That is, you can jump from index i to any index in the range [i + 1, min (n - 1, i + k)] inclusive.

You want to reach the last index of the array (index n - 1). Your score is the sum of all nums [j] for each index j you visited in the array.

Return the maximum score you can get.

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You are given two integers n and k and two integer arrays speed and efficiency both of length n. There are n engineers numbered from 1 to n. speed [i] and efficiency [i] represent the speed and efficiency of the ith engineer respectively.

Choose at most k different engineers out of the n engineers to form a team with the maximum performance.

The performance of a team is the sum of their engineers’ speeds multiplied by the minimum efficiency among their engineers.

Return the maximum performance of this team. Since the answer can be a huge number, return it modulo 109 + 7.

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You have a lock in front of you with 4 circular wheels. Each wheel has 10 slots: '0', '1', '2', '3', '4', '5', '6', '7', '8', '9'. The wheels can rotate freely and wrap around: for example we can turn '9' to be '0', or '0' to be '9'. Each move consists of turning one wheel one slot.

The lock initially starts at '0000', a string representing the state of the 4 wheels.

You are given a list of deadends dead ends, meaning if the lock displays any of these codes, the wheels of the lock will stop turning and you will be unable to open it.

Given a target representing the value of the wheels that will unlock the lock, return the minimum total number of turns required to open the lock, or -1 if it is impossible.

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