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049 |
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|a UAMI
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100 |
1 |
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|a Spraul, V. Anton.
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245 |
1 |
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|a Think like a programmer :
|b an introduction to creative problem solving /
|c by V. Anton Spraul.
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264 |
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1 |
|a San Francisco :
|b No Starch Press,
|c [2012]
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300 |
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|a 1 online resource (xvii, 233 pages) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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337 |
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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520 |
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|a "The real challenge of programming isn't learning a language's syntax--it's learning to creatively solve problems so you can build something great. In this one-of-a-kind text, author V. Anton Spraul breaks down the ways that programmers solve problems and teaches you what other introductory books often ignore: how to Think Like a Programmer. Each chapter tackles a single programming concept, like classes, pointers, and recursion, and open-ended exercises throughout challenge you to apply your knowledge. You'll also learn how to: Split problems into discrete components to make them easier to solve: Make the most of code reuse with functions, classes, and libraries pick the perfect data structure for a particular job: Master more advanced programming tools like recursion and dynamic memory: Organize your thoughts and develop strategies to tackle particular types of problems. Although the book's examples are written in C++, the creative problem-solving concepts they illustrate go beyond any particular language; in fact, they often reach outside the realm of computer science. As the most skillful programmers know, writing great code is a creative art--and the first step in creating your masterpiece is learning to Think Like a Programmer"--
|c Provided by publisher.
|
500 |
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|a Includes index.
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588 |
0 |
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|a Print version record.
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505 |
0 |
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|a Acknowledgments; Introduction; About This Book; Prerequisites; Chosen Topics; Programming Style; Exercises; Why C++?; 1: Strategies for Problem Solving; Classic Puzzles; The Fox, the Goose, and the Corn; Problem: How to Cross the River?; Sliding Tile Puzzles; Problem: The Sliding Eight; Problem: The Sliding Five; Sudoku; Problem: Completing a Sudoku Square; The Quarrasi Lock; Problem: Opening the Alien Lock; General Problem-Solving Techniques; Always Have a Plan; Restate the Problem; Divide the Problem; Start with What You Know; Reduce the Problem; Look for Analogies; Experiment.
|
505 |
8 |
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|a Don't Get FrustratedExercises; 2: Pure Puzzles; Review of C++ Used in This Chapter; Output Patterns; Problem: Half of a Square; Problem: A Square (Half of a Square Reduction); Problem: A Line (Half of a Square Further Reduction); Problem: Count Down by Counting Up; Problem: A Sideways Triangle; Input Processing; Problem: Luhn Checksum Validation; Breaking Down the Problem; Problem: Convert Character Digit to Integer; Problem: Luhn Checksum Validation, Fixed Length; Problem: Simple Checksum Validation, Fixed Length; Problem: Positive or Negative; Putting the Pieces Together; Tracking State.
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505 |
8 |
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|a Problem: Decode a MessageProblem: Reading a Number with Three or Four Digits; Problem: Reading a Number with Three or Four Digits, Further Simplified; Conclusion; Exercises; 3: Solving Problems with Arrays; Review of Array Fundamentals; Store; Copy; Retrieval and Search; Sort; Compute Statistics; Solving Problems with Arrays; Problem: Finding the Mode; Refactoring; Arrays of Fixed Data; Non-scalar Arrays; Multidimensional Arrays; Deciding When to Use Arrays; Exercises; 4: Solving Problems with Pointers and Dynamic Memory; Review of Pointer Fundamentals; Benefits of Pointers.
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505 |
8 |
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|a Runtime-Sized Data StructuresResizable Data Structures; Memory Sharing; When to Use Pointers; Memory Matters; The Stack and the Heap; Memory Size; Lifetime; Solving Pointer Problems; Variable-Length Strings; Problem: Variable-Length String Manipulation; Linked Lists; Problem: Tracking an Unknown Quantity of Student Records; Conclusion and Next Steps; Exercises; 5: Solving Problems with Classes; Review of Class Fundamentals; Goals of Class Use; Encapsulation; Code Reuse; Dividing the Problem; Information Hiding; Readability; Expressiveness; Building a Simple Class; Problem: Class Roster.
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505 |
8 |
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|a The Basic Class FrameworkSupport Methods; Classes with Dynamic Data; Problem: Tracking an Unknown Quantity of Student Records; Adding a Node; Rearranging the List; Destructor; Deep Copy; The Big Picture for Classes with Dynamic Memory; Mistakes to Avoid; The Fake Class; Single-Taskers; Exercises; 6: Solving Problems with Recursion; Review of Recursion Fundamentals; Head and Tail Recursion; Problem: How Many Parrots?; Approach 1; Approach 2; Problem: Who's Our Best Customer?; Approach 1; Approach 2; The Big Recursive Idea; Problem: Computing the Sum of an Array of Integers; Common Mistakes.
|
590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
|
650 |
|
0 |
|a Computer programming.
|
650 |
|
0 |
|a Creative thinking.
|
650 |
|
0 |
|a Problem solving.
|
650 |
|
6 |
|a Programmation (Informatique)
|
650 |
|
6 |
|a Résolution de problème.
|
650 |
|
7 |
|a computer programming.
|2 aat
|
650 |
|
7 |
|a COMPUTERS
|x Programming
|x General.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Programming Languages
|x C++.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Software Development & Engineering
|x General.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Programming
|x Algorithms.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Programming
|x Open Source.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Software Development & Engineering
|x Tools.
|2 bisacsh
|
650 |
|
7 |
|a Computers and IT.
|2 eflch
|
650 |
|
7 |
|a Computer programming
|2 fast
|
650 |
|
7 |
|a Creative thinking
|2 fast
|
650 |
|
7 |
|a Problem solving
|2 fast
|
650 |
|
7 |
|a Programmering.
|2 sao
|
758 |
|
|
|i has work:
|a Think like a programmer (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCGCdPGh8tfj8VDJX6TqwBX
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|a Spraul, V. Anton.
|t Think like a programmer
|z 9781593274245
|w (DLC) 2012020396
|w (OCoLC)781679379
|
856 |
4 |
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|z Texto completo
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