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Mazes for programmers : code your own twisty little passages /

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Buck, Jamis (Autor)
Otros Autores: Carter, Jacquelyn (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: [Place of publication not identified] : Pragmatic Programmers, [2015]
Colección:Pragmatic programmers bookshelf.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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040 |a UMI  |b eng  |e rda  |e pn  |c UMI  |d OCLCF  |d DEBBG  |d DEBSZ  |d N$T  |d EBLCP  |d TEFOD  |d CEF  |d OCLCQ  |d NTG  |d UAB  |d OCLCQ  |d OCLCO  |d OCLCQ 
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049 |a UAMI 
100 1 |a Buck, Jamis,  |e author. 
245 1 0 |a Mazes for programmers :  |b code your own twisty little passages /  |c by Jamis Buck. 
264 1 |a [Place of publication not identified] :  |b Pragmatic Programmers,  |c [2015] 
264 4 |c ©2015 
300 |a 1 online resource (1 volume) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
500 |a "Edited by Jacquelyn Carter"--Cover. 
588 0 |a Online resource; title from title page (Safari, viewed August 17, 2015). 
505 0 |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. 
505 8 |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. 
505 8 |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. 
505 8 |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. 
505 8 |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 |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. 
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994 |a 92  |b IZTAP