Go: package main

import (
	"bufio"
	"os"
	"math"
	"strings"
	"strconv"
	"fmt"
)

var scanner = bufio.NewScanner(os.Stdin)

const (
	INF = 0x7FFFFFFF
	EPS = 1e-10
)

type Point struct {
	x, y float64
}
func (p *Point) plus(q *Point) *Point {
	return &Point{p.x + q.x, p.y + q.y}
}
func (p *Point) minus(q *Point) *Point {
	return &Point{p.x - q.x, p.y - q.y}
}
func (p *Point) multi(a float64) *Point {
	return &Point{p.x * a, p.y * a}
}
func (p *Point) div(a float64) *Point {
	return &Point{p.x / a, p.y / a}
}
func (p *Point) abs() float64 {
	return math.Sqrt(p.norm())
}
func (p *Point) norm() float64 {
	return p.x*p.x + p.y*p.y
}
func (p *Point) isLessThan(q *Point) bool {
	if p.x != q.x {
		return p.x < q.x && p.y < q.y
	}
	return true
}
func (p *Point) isEqual(q *Point) bool {
	return math.Abs(p.x - q.x) < EPS && math.Abs(p.y - q.y) < EPS
}

type Segment struct {
	p1, p2 *Point
}
func (s *Segment) norm() float64 {
	return (s.p2.x - s.p1.x)*(s.p2.x - s.p1.x) +
		(s.p2.y - s.p1.y)*(s.p2.y - s.p1.y)
}
func (s *Segment) abs() float64 {
	return math.Sqrt(s.norm())
}

func norm(a *Point) float64 {
	return a.x*a.x + a.y*a.y
}

func abs(a *Point) float64 {
	return math.Sqrt(norm(a))
}

func polar(a, r float64) *Point {
	return &Point{math.Cos(r)*a, math.Sin(r)*a}
}

func getDistance(a, b *Point) float64 {
	return abs(a.minus(b))
}

func dot(a, b *Point) float64 {
	return a.x*b.x + a.y*b.y
}

func cross(a, b *Point) float64 {
	return a.x*b.y - a.y*b.x
}

func getDistanceLP(s Segment, p *Point) float64 {
	return cross(s.p2.minus(s.p1), p.minus(s.p1))/ abs(s.p2.minus(s.p1))
}

func getDistanceSP(s Segment, p *Point) float64 {
	if dot(s.p2.minus(s.p1), p.minus(s.p1)) < 0 {
		return abs(p.minus(s.p1))
	}
	if dot(s.p1.minus(s.p2), p.minus(s.p2)) < 0 {
		return abs(p.minus(s.p2))
	}
	return getDistanceLP(s, p)
}

func main() {
	for scanner.Scan() {
		buf := strings.Split(scanner.Text(), " ")
		R, _ := strconv.Atoi(buf[0])
		N, _ := strconv.Atoi(buf[1])
		if R == 0 && N == 0 {
			break
		}
		p := make([]*Point, N)
		r := make([]float64, N)
		v := make([]float64, N)
		d := make([]float64, N)
		nd := make([]float64, N)
		die := make([]bool, N)
		for i := 0; i < N; i++ {
			scanner.Scan()
			buf_ := strings.Split(scanner.Text(), " ")
			_x, _ := strconv.ParseFloat(buf_[0], 64)
			_y, _ := strconv.ParseFloat(buf_[1], 64)
			_r, _ := strconv.ParseFloat(buf_[2], 64)
			_v, _ := strconv.ParseFloat(buf_[3], 64)
			tmp := &Point{_x, _y}
			p[i] = tmp
			r[i] = _r
			v[i] = _v
			nd[i] = getDistance(p[i], &Point{0, 0})
			d[i] = getDistance(p[i], &Point{0, 0})
			die[i] = false
		}
		for {
			for i := 0; i < N; i++ {
				nd[i] = math.Max(float64(R), nd[i]-v[i])
			}
			mini := float64(INF)
			id := -1
			for i := 0; i < N; i++ {
				if die[i] {
					continue
				}
				if nd[i] < EPS+float64(R) {
					continue
				}
				if nd[i] > mini {
					continue
				}
				mini = nd[i]
				id = i
			}
			if id == -1 {
				break
			}
			s := Segment{p[id], p[id]}
			s.p1 = s.p1.div(d[id])
			s.p1 = s.p1.multi(float64(R))
			s.p2 = s.p2.div(d[id])
			s.p2 = s.p2.multi(10000000.0)
			for i := 0; i < N; i++ {
				if nd[i] < EPS + float64(R) {
					continue
				}
				a := p[i]
				a = a.div(d[i])
				a = a.multi(nd[i])
				if getDistanceSP(s, a) < EPS + r[i] {
					die[i] = true
				}
			}
		}
		ans := 0
		for i := 0; i < N; i++ {
			if !die[i] {
				ans++
			}
		}
		fmt.Println(ans)
	}
}

C++: from math import sqrt,fabs

class Ufo:
    def __init__(self,x,y,r,v):
        self.x = x*1.0
        self.y = y*1.0
        self.r = r*1.0
        self.v = v*1.0
        self.d = sqrt(x**2+y**2)
        self.cs = self.x / self.d
        self.si = self.y / self.d
        self.vx = -self.v*self.cs
        self.vy = -self.v*self.si

    def __str__(self):
        return "ufo x = " + str(self.x) + ", y = " + str(self.y) + ", r = " + str(self.r) + ", v = " + str(self.v)

    def oneMinMove(self):
        self.x += self.vx
        self.y += self.vy
        self.d -= self.v

    def isInvaded(self):
        return (self.d<= game.R)


class Laser:
    def __init__(self,cs,si):
        self.cs = cs
        self.si = si

    def hit(self,ufo):
        temp1 = ufo.r**2 - (self.si*ufo.x - self.cs*ufo.y)**2
        if temp1 >= 0:
            temp2 = self.cs*ufo.x + self.si*ufo.y
            d1 = temp2 + sqrt(temp1)
            d2 = temp2 - sqrt(temp1)
            if d1>=0 or d2>=0: return True
            else: return False
        else: return False


class Game:
    ufos = []
    laser = Laser(0,0)
    gameend = False
    inrl = 0
    def __init__(self,R):
        self.R = R

    def gameOneMinMove(self):
        curInrs = []
        for ufo in self.ufos:
            ufo.oneMinMove()
            if ufo.isInvaded(): curInrs.append(ufo)
        self.inrl += len(curInrs)
        #print str(len(curInrs)) + " ufos invaded!"
        for ufo in curInrs:
            self.ufos.remove(ufo)
            #print ufo
        del curInrs
        if self.ufos == []:
            self.gameend = True

    def setLaser(self):
        nearestUfo = self.ufos[0]
        for ufo in self.ufos:
            if nearestUfo.d > ufo.d :
                nearestUfo = ufo
        self.laser = Laser(nearestUfo.cs,nearestUfo.si)

    def fireLaser(self):
        curDeads = []
        for ufo in self.ufos:
            if self.laser.hit(ufo):
                curDeads.append(ufo)
        #print str(len(curDeads)) +" ufos burned!"
        for ufo in curDeads:
            self.ufos.remove(ufo)
            #print ufo
        del curDeads

    def oneLogic(self):
        self.gameOneMinMove()
        if self.gameend:
            pass
        else:
            self.setLaser()
            self.fireLaser()

    def allLogic(self):
        while not self.gameend:
            self.oneLogic()


while True:
    inp = map(int,raw_input().split())
    if len(inp) == 2:
        if inp == (0,0): break
        game = Game(inp[0])
        N = inp[1]
    else:
        game.ufos.append(Ufo(inp[0],inp[1],inp[2],inp[3]))
        if len(game.ufos) == N:
            game.allLogic()
            print game.inrl