using System;
using System.Collections.Generic;
using System.Linq;
class Program
{
static string InputPattern = "InputX";
static List<string> GetInputList()
{
var WillReturn = new List<string>();
if (InputPattern == "Input1") {
WillReturn.Add("3 5");
WillReturn.Add("#.#..");
WillReturn.Add(".....");
WillReturn.Add(".#...");
WillReturn.Add("2 2");
WillReturn.Add("#.");
WillReturn.Add(".#");
WillReturn.Add("5 3");
WillReturn.Add("...");
WillReturn.Add("#.#");
WillReturn.Add(".#.");
WillReturn.Add(".#.");
WillReturn.Add("...");
//Yes
}
else if (InputPattern == "Input2") {
WillReturn.Add("2 2");
WillReturn.Add("#.");
WillReturn.Add(".#");
WillReturn.Add("2 2");
WillReturn.Add("#.");
WillReturn.Add(".#");
WillReturn.Add("2 2");
WillReturn.Add("##");
WillReturn.Add("##");
//No
}
else if (InputPattern == "Input3") {
WillReturn.Add("1 1");
WillReturn.Add("#");
WillReturn.Add("1 2");
WillReturn.Add("##");
WillReturn.Add("1 1");
WillReturn.Add("#");
//No
}
else if (InputPattern == "Input4") {
WillReturn.Add("3 3");
WillReturn.Add("###");
WillReturn.Add("...");
WillReturn.Add("...");
WillReturn.Add("3 3");
WillReturn.Add("#..");
WillReturn.Add("#..");
WillReturn.Add("#..");
WillReturn.Add("3 3");
WillReturn.Add("..#");
WillReturn.Add("..#");
WillReturn.Add("###");
//Yes
}
else {
string wkStr;
while ((wkStr = Console.ReadLine()) != null) WillReturn.Add(wkStr);
}
return WillReturn;
}
static char[,] mBanArrA;
static char[,] mBanArrB;
static char[,] mBanArrC;
static int UB_A_X;
static int UB_A_Y;
static int UB_B_X;
static int UB_B_Y;
static int UB_C_X;
static int UB_C_Y;
static void Main()
{
List<string> InputList = GetInputList();
int[] wkArr = { };
Action<string> SplitAct = pStr =>
wkArr = pStr.Split(' ').Select(pX => int.Parse(pX)).ToArray();
SplitAct(InputList[0]);
int A_H = wkArr[0];
SplitAct(InputList[A_H + 1]);
int B_H = wkArr[0];
mBanArrA = CreateBanArr(InputList.Skip(1).Take(A_H));
mBanArrB = CreateBanArr(InputList.Skip(1 + A_H + 1).Take(B_H));
mBanArrC = CreateBanArr(InputList.Skip(1 + A_H + 1 + B_H + 1));
UB_A_X = mBanArrA.GetUpperBound(0);
UB_A_Y = mBanArrA.GetUpperBound(1);
UB_B_X = mBanArrB.GetUpperBound(0);
UB_B_Y = mBanArrB.GetUpperBound(1);
UB_C_X = mBanArrC.GetUpperBound(0);
UB_C_Y = mBanArrC.GetUpperBound(1);
List<VectDef> VectListA = DeriveVectList(mBanArrA);
List<VectDef> VectListB = DeriveVectList(mBanArrB);
// Aの1個目の#ごとの、Cの#と
// Bの1個目の#ごとの、Cの#の
// マッピングを全探索
// Cの#の座標のList
var CPointlist = new List<PointDef>();
for (int Y = 0; Y <= UB_C_Y; Y++) {
for (int X = 0; X <= UB_C_X; X++) {
if (mBanArrC[X, Y] != '#') continue;
PointDef WillAdd;
WillAdd.X = X;
WillAdd.Y = Y;
CPointlist.Add(WillAdd);
}
}
int ACnt = mBanArrA.Cast<char>().Count(pX => pX == '#'); // Aの#の数
int BCnt = mBanArrB.Cast<char>().Count(pX => pX == '#'); // Bの#の数
int CCnt = mBanArrC.Cast<char>().Count(pX => pX == '#'); // Cの#の数
for (int I = 0; I <= CPointlist.Count - 1; I++) {
var MatchedPosSet1 = new HashSet<string>();
// 必要条件1 Aの#を全て含むこと
foreach (VectDef EachVect in VectListA) {
int Curr_C_X = CPointlist[I].X + EachVect.X;
int Curr_C_Y = CPointlist[I].Y + EachVect.Y;
if (Curr_C_X < 0 || UB_C_X < Curr_C_X) break;
if (Curr_C_Y < 0 || UB_C_Y < Curr_C_Y) break;
if (mBanArrC[Curr_C_X, Curr_C_Y] == '#') {
MatchedPosSet1.Add(string.Format("{0},{1}", Curr_C_X, Curr_C_Y));
}
}
if (MatchedPosSet1.Count != ACnt) {
continue;
}
for (int J = 0; J <= CPointlist.Count - 1; J++) {
var MatchedPosSet2 = new HashSet<string>();
// 必要条件2 Bの#を全て含むこと
foreach (VectDef EachVect in VectListB) {
int Curr_C_X = CPointlist[J].X + EachVect.X;
int Curr_C_Y = CPointlist[J].Y + EachVect.Y;
if (Curr_C_X < 0 || UB_C_X < Curr_C_X) break;
if (Curr_C_Y < 0 || UB_C_Y < Curr_C_Y) break;
if (mBanArrC[Curr_C_X, Curr_C_Y] == '#') {
MatchedPosSet2.Add(string.Format("{0},{1}", Curr_C_X, Curr_C_Y));
}
}
if (MatchedPosSet2.Count != BCnt) {
continue;
}
// 必要条件3 Cの#は、全てAまたはBの#であること
MatchedPosSet2.UnionWith(MatchedPosSet1);
if (MatchedPosSet2.Count == CCnt) {
Console.WriteLine("Yes");
return;
}
}
}
Console.WriteLine("No");
}
struct PointDef
{
internal int X;
internal int Y;
}
// ベクトルの定義
struct VectDef
{
internal int X;
internal int Y;
}
// シートの盤面を引数とし、最初の#の位置からそれぞれの#までのベクトルのListを返す
static List<VectDef> DeriveVectList(char[,] pBanArr)
{
int Base_X = -1;
int Base_Y = -1;
bool Found = false;
var WillReturn = new List<VectDef>();
for (int Y = 0; Y <= pBanArr.GetUpperBound(1); Y++) {
for (int X = 0; X <= pBanArr.GetUpperBound(0); X++) {
if (pBanArr[X, Y] != '#') continue;
if (Found == false) {
Found = true;
Base_X = X;
Base_Y = Y;
}
VectDef WillAdd;
WillAdd.X = X - Base_X;
WillAdd.Y = Y - Base_Y;
WillReturn.Add(WillAdd);
}
}
return WillReturn;
}
////////////////////////////////////////////////////////////////
// IEnumerable<string>をcharの2次元配列に設定する
////////////////////////////////////////////////////////////////
static char[,] CreateBanArr(IEnumerable<string> pStrEnum)
{
var StrList = pStrEnum.ToList();
if (StrList.Count == 0) {
return new char[0, 0];
}
int UB_X = StrList[0].Length - 1;
int UB_Y = StrList.Count - 1;
char[,] WillReturn = new char[UB_X + 1, UB_Y + 1];
for (int Y = 0; Y <= UB_Y; Y++) {
for (int X = 0; X <= UB_X; X++) {
WillReturn[X, Y] = StrList[Y][X];
}
}
return WillReturn;
}
}