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 3");
WillReturn.Add("##.");
WillReturn.Add(".##");
WillReturn.Add("###");
//7
//1 1
//1 2
//2 2
//2 3
//3 3
//3 2
//3 1
}
else if (InputPattern == "Input2") {
WillReturn.Add("3 4");
WillReturn.Add("####");
WillReturn.Add("####");
WillReturn.Add(".#..");
//9
//1 4
//2 4
//2 3
//1 3
//1 2
//1 1
//2 1
//2 2
//3 2
}
else if (InputPattern == "Input3") {
WillReturn.Add("3 3");
WillReturn.Add(".##");
WillReturn.Add("###");
WillReturn.Add("###");
//8
//1 2
//1 3
//2 3
//2 2
//2 1
//3 1
//3 2
//3 3
}
else {
string wkStr;
while ((wkStr = Console.ReadLine()) != null) WillReturn.Add(wkStr);
}
return WillReturn;
}
struct PointDef
{
internal int X;
internal int Y;
}
struct JyoutaiDef
{
internal List<PointDef> PointList;
}
static void Main()
{
List<string> InputList = GetInputList();
char[,] BanArr = CreateBanArr(InputList.Skip(1));
int UB_X = BanArr.GetUpperBound(0);
int UB_Y = BanArr.GetUpperBound(1);
int NeedLevel = BanArr.Cast<char>().Count(pX => pX == '#');
JyoutaiDef WillPush;
var Stk = new Stack<JyoutaiDef>();
for (int LoopX = 0; LoopX <= UB_X; LoopX++) {
for (int LoopY = 0; LoopY <= UB_Y; LoopY++) {
if (BanArr[LoopX, LoopY] == '#') {
WillPush.PointList = new List<PointDef>();
WillPush.PointList.Add(new PointDef() { X = LoopX, Y = LoopY });
Stk.Push(WillPush);
}
}
}
while (Stk.Count > 0) {
JyoutaiDef Popped = Stk.Pop();
// クリア判定
if (Popped.PointList.Count == NeedLevel) {
Console.WriteLine(NeedLevel);
foreach (PointDef EachPoint in Popped.PointList) {
Console.WriteLine("{0} {1}", EachPoint.Y + 1, EachPoint.X + 1);
}
return;
}
Action<int, int> PushAct = (pNewX, pNewY) =>
{
if (pNewX < 0 || UB_X < pNewX) return;
if (pNewY < 0 || UB_Y < pNewY) return;
if (BanArr[pNewX, pNewY] != '#') return;
PointDef NewPos = new PointDef() { X = pNewX, Y = pNewY };
if (Popped.PointList.Contains(NewPos)) {
return;
}
WillPush.PointList = new List<PointDef>(Popped.PointList);
WillPush.PointList.Add(NewPos);
Stk.Push(WillPush);
};
PointDef CurrPos = Popped.PointList.Last();
int CurrX = CurrPos.X;
int CurrY = CurrPos.Y;
PushAct(CurrX, CurrY - 1);
PushAct(CurrX, CurrY + 1);
PushAct(CurrX - 1, CurrY);
PushAct(CurrX + 1, CurrY);
}
}
////////////////////////////////////////////////////////////////
// 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;
}
}