#P3656. Rock Skipping

Rock Skipping

Description

As a member of the International Rock-Skipping League, you travel to a different lake each week and compete in a rock-skipping contest. The goal is to throw a rock so that it skips as many times as possible; the exact rules for determining the winner are given below. To make the competitions interesting, the IRSL often chooses lakes with logs, sandbars, and other obstacles. You are provided with a side-view, water-level "map" of the lake as shown in the top line of the example below. (The numbers 0..29 below the map are just for reference.) A period (".") indicates clear water, where a rock will skip; any other character indicates some kind of obstacle that will stop a rock.

...=...**..#...@....:.:.:..=..
______________________________
          11111111112222222222
012345678901234567890123456789

You stand at the left end of the lake. You can throw a rock so that it lands at any position in the lake, and then skips at any fixed interval thereafter. So a throw can be defined as a pair (i,d), where i ≥ 0 is the initial landing position and d > 0 is the distance between skips. Note that d must be positive. The <dfn>count</dfn> of a throw is the number of times that it skips on the water. The <dfn>length</dfn> is the position of its last contact with either the water or an obstacle. To rank two distinct throws, use the following criteria, in order, until a winner is determined: count (highest wins); length (greatest wins); initial position (greatest wins); distance between skips (smallest wins).

For the map shown above, throw (27,2) hits the obstacle at position 27; it has count 0 and length 27. Throw (16,1) skips at positions 16, 17, 18, and 19, then hits the obstacle at position 20; it has count 4 and length 20, so it beats throw (27,2). Throw (2,7) skips at positions 2, 9, 16, and 23, then skips over the lake; it has count 4 and length 23, so it beats throw (16,1). Throw (1,4) skips at positions 1, 5, 9, 13, 17, 21, 25, and 29, then skips over the lake; it has count 8 and distance 29, and is the best possible throw for this lake.

Input

The input consists of one or more lake maps, each 1–40 characters long and on a line by itself, followed by a line containing only "END" that signals the end of the input. Positions within a map are numbered starting with zero. Maps will only contain printable ASCII punctuation characters. A period indicates clear water and any other character indicates an obstacle.

Output

For each map, compute the best possible throw (i,d), then output a line containing i and d separated by one space.

...=...**..#...@....:.:.:..=..
.(+)
/^\.
*++&amp;*
END
1 4
0 3
3 1
4 1

Source

Mid-Central USA 2007