This textbook is an introductory coverage of algorithms and data structures with …
This textbook is an introductory coverage of algorithms and data structures with application to graphics and geometry.
Table of Contents Part I: Programming environments for motion, graphics, and geometry
1. Reducing a task to given primitives: programming motion 2. Graphics primitives and environments 3. Algorithm animation Part II: Programming concepts: beyond notation
4. Algorithms and programs as literature: substance and form 5. Divide-and-conquer and recursion. 6. Syntax 7. Syntax analysis Part III: Objects, algorithms, programs.
8. Truth values, the data type 'set', and bit acrobatics 9. Ordered sets 10. Strings 11. Matrices and graphs: transitive closure 12. Integers 13. Reals 14. Straight lines and circles Part IV: Complexity of problems and algorithms
15. Computability and complexity 16. The mathematics of algorithm analysis 17. Sorting and its complexity Part V: Data structures
18. What is a data structure? 19. Abstract data types 20. Implicit data structures 21. List structures 22. Address computation 23. Metric data structures Part VI: Interaction between algorithms and data structures: case studies in geometric computation
24. Sample problems and algorithms 25. Plane-sweep: a general-purpose algorithm for two-dimensional problems illustrated using line segment intersection 26. The closest pair
Designed to introduce students to the essential concepts of business and other …
Designed to introduce students to the essential concepts of business and other organizations. Focus is on small, entrepreneurial start-ups, and expanding the discussion in each chapter to include issues that are faced in larger organizations when it is appropriate to do so.
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