spoj#LOTGAME. New Lottery Game
New Lottery Game
The Lottery is changing! The Lottery used to have a machine to generate a random winning number. But due to cheating problems, the Lottery has decided to add another machine. The new winning number will be the result of the bitwise-AND operation between the two random numbers generated by the two machines.
To find the bitwise-AND of X and Y, write them both in binary; then a bit in the result in binary has a 1 if the corresponding bits of X and Y were both 1, and a 0 otherwise. In most programming languages, the bitwise-AND of X and Y is written X&Y.
For example:
The old machine generates the number 7 = 0111.
The new machine generates the number 11 = 1011.
The winning number will be (7 AND 11) = (0111 AND 1011) = 0011 = 3.
With this measure, the Lottery expects to reduce the cases of fraudulent claims, but unfortunately an employee from the Lottery company has leaked the following information: the old machine will always generate a non-negative integer less than A and the new one will always generate a non-negative integer less than B.
Catalina wants to win this lottery and to give it a try she decided to buy all non-negative integers less than K.
Given A, B and K, Catalina would like to know in how many different ways the machines can generate a pair of numbers that will make her a winner.
Could you help her?
Input
The first line of the input gives the number of test cases, T. T lines follow, each line with three numbers A B K.
1 ≤ A ≤ 10^9.
1 ≤ B ≤ 10^9.
1 ≤ K ≤ 10^9.
Output
For each test case, output one line containing "Case #x: y", where x is the test case number (starting from 1) and y is the number of possible pairs that the machines can generate to make Catalina a winner.
Example
Input: 5 3 4 2 4 5 2 7 8 5 45 56 35 103 143 88 Output: Case #1: 10 Case #2: 16 Case #3: 52 Case #4: 2411 Case #5: 14377