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- ParkingSystemclass. 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- carTypefor the car that wants to get into the parking lot.- carTypecan be of three kinds: big, medium, or small, which are represented by- 1,- 2, and- 3respectively. 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
- carTypeis- 1,- 2, or- 3
- At most 1000calls will be made toaddCar
Solutions#
Solution 1#
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 | 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)
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 | 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);
 */
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 | 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);
 */
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 | 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);
 */
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 | 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)
 */
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 | 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);
 */
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 | 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);
 */
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 | 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);
*/
 |