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cr unu|||||||| |
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150824s2015 xx a o 000 0 eng d |
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|d CEF
|d OCLCQ
|d NTG
|d UAB
|d OCLCQ
|d OCLCO
|d OCLCQ
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|a 9781680501308
|q (electronic bk.)
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|a 1680501305
|q (electronic bk.)
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|a 9781680503975
|q (electronic bk.)
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|a 1680503979
|q (electronic bk.)
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|a 9781680503968
|q (electronic bk.)
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|z 1680500554
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|z 9781680500554
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|a DEBBG
|b BV043020167
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|a DEBSZ
|b 455697361
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|b 848504496
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|a (OCoLC)919086063
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|a CL0500000632
|b Safari Books Online
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037 |
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|a 52087A8F-D346-4412-B465-EFE0CCEFE1A7
|b OverDrive, Inc.
|n http://www.overdrive.com
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|a GV1507.M3
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|a COM
|x 051000
|2 bisacsh
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0 |
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|a 005.1/1
|2 23
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049 |
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|a UAMI
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100 |
1 |
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|a Buck, Jamis,
|e author.
|
245 |
1 |
0 |
|a Mazes for programmers :
|b code your own twisty little passages /
|c by Jamis Buck.
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264 |
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1 |
|a [Place of publication not identified] :
|b Pragmatic Programmers,
|c [2015]
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264 |
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4 |
|c ©2015
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300 |
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|a 1 online resource (1 volume) :
|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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500 |
|
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|a "Edited by Jacquelyn Carter"--Cover.
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588 |
0 |
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|a Online resource; title from title page (Safari, viewed August 17, 2015).
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505 |
0 |
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|a Cover; Table of Contents; Acknowledgments; Introduction; About This Book; Online Resources; Part Iâ#x80;#x94;The Basics; 1. Your First Random Mazes; Preparing the Grid; The Binary Tree Algorithm; The Sidewinder Algorithm; Your Turn; 2. Automating and Displaying Your Mazes; Introducing Our Basic Grid; Implementing the Binary Tree Algorithm; Displaying a Maze on a Terminal; Implementing the Sidewinder Algorithm; Rendering a Maze as an Image; Your Turn; 3. Finding Solutions; Dijkstraâ#x80;#x99;s Algorithm; Implementing Dijkstraâ#x80;#x99;s; Finding the Shortest Path; Making Challenging Mazes; Coloring Your Mazes.
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505 |
8 |
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|a Your Turn4. Avoiding Bias with Random Walks; Understanding Biases; The Aldous-Broder Algorithm; Implementing Aldous-Broder; Wilsonâ#x80;#x99;s Algorithm; Implementing Wilsonâ#x80;#x99;s Algorithm; Your Turn; 5. Adding Constraints to Random Walks; The Hunt-and-Kill Algorithm; Implementing Hunt-and-Kill; Counting Dead Ends; The Recursive Backtracker Algorithm; Implementing the Recursive Backtracker; Your Turn; Part IIâ#x80;#x94;Next Steps; 6. Fitting Mazes to Shapes; Introducing Masking; Implementing a Mask; ASCII Masks; Image Masks; Your Turn; 7. Going in Circles; Understanding Polar Grids; Drawing Polar Grids.
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505 |
8 |
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|a Adaptively Subdividing the GridImplementing a Polar Grid; Your Turn; 8. Exploring Other Grids; Implementing a Hex Grid; Displaying a Hex Grid; Making Hexagon (Sigma) Mazes; Implementing a Triangle Grid; Displaying a Triangle Grid; Making Triangle (Delta) Mazes; Your Turn; 9. Braiding and Weaving Your Mazes; Braiding Mazes; Cost versus Distance; Implementing a Cost-Aware Dikstraâ#x80;#x99;s Algorithm; Introducing Weaves and Insets; Generating Weave Mazes; Your Turn; Part IIIâ#x80;#x94;More Algorithms; 10. Improving Your Weaving; Kruskalâ#x80;#x99;s Algorithm; Implementing Randomized Kruskalâ#x80;#x99;s Algorithm.
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505 |
8 |
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|a Better Weaving with KruskalImplementing Better Weaving; Your Turn; 11. Growing With Primâ#x80;#x99;s; Introducing Primâ#x80;#x99;s Algorithm; Simplified Primâ#x80;#x99;s Algorithm; True Primâ#x80;#x99;s Algorithm; The Growing Tree Algorithm; Your Turn; 12. Combining, Dividing; Ellerâ#x80;#x99;s Algorithm; Implementing Ellerâ#x80;#x99;s Algorithm; Recursive Division; Implementing Recursive Division; Your Turn; Part IVâ#x80;#x94;Shapes and Surfaces; 13. Extending Mazes into Higher Dimensions; Understanding Dimensions; Introducing 3D Mazes; Adding a Third Dimension; Displaying a 3D Maze; Representing Four Dimensions; Your Turn.
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505 |
8 |
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|a 14. Bending and Folding Your MazesCylinder Mazes; MÃœbius Mazes; Cube Mazes; Sphere Mazes; Your Turn; A1. Summary of Maze Algorithms; Aldous-Broder; Binary Tree; Eller's; Growing Tree; Hunt-and-Kill; Kruskal's (Randomized); Prim's (Simplified); Prim's (True); Recursive Backtracker; Recursive Division; Sidewinder; Wilson's; A2. Comparison of Maze Algorithms; Dead Ends; Longest Path; Twistiness; Directness; Intersections; Your Turn; Index; â#x80;#x93; A â#x80;#x93;; â#x80;#x93; B â#x80;#x93;; â#x80;#x93; C â#x80;#x93;; â#x80;#x93; D â#x80;#x93;; â#x80;#x93; E â#x80;#x93;; â#x80;#x93; F â#x80;#x93;; â#x80;#x93; G â#x80;#x93;; â#x80;#x93; H â#x80;#x93;; â#x80;#x93; I â#x80;#x93;; â#x80;#x93; J â#x80;#x93;; â#x80;#x93; K â#x80;#x93;; â#x80;#x93; L â#x80;#x93;; â#x80;#x93; M â#x80;#x93;; â#x80;#x93; N â#x80;#x93.
|
590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
|
0 |
|a Maze puzzles.
|
650 |
|
0 |
|a Computer programmers.
|
650 |
|
6 |
|a Labyrinthes (Jeux)
|
650 |
|
6 |
|a Programmeurs.
|
650 |
|
7 |
|a computer programmers.
|2 aat
|
650 |
|
7 |
|a COMPUTERS
|x Programming
|x General.
|2 bisacsh
|
650 |
|
7 |
|a Computer programmers.
|2 fast
|0 (OCoLC)fst00872382
|
650 |
|
7 |
|a Maze puzzles.
|2 fast
|0 (OCoLC)fst01012940
|
700 |
1 |
|
|a Carter, Jacquelyn,
|e editor.
|
830 |
|
0 |
|a Pragmatic programmers bookshelf.
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781680501315/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
938 |
|
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|a ProQuest Ebook Central
|b EBLB
|n EBL5307537
|
938 |
|
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|a EBSCOhost
|b EBSC
|n 1716706
|
994 |
|
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|a 92
|b IZTAP
|