Author: Giulio Zambon
Publisher: Apress
ISBN: 1484209958
Category : Computers
Languages : en
Pages : 285
Book Description
Sudoku Programming with C teaches you how to write computer programs to solve and generate Sudoku puzzles. This is a practical book that will provide you with everything you need to write your own books of Sudoku Classic and Samurai puzzles. But be warned: after reading it, you'll discover that the puzzles in your local paper are not so challenging after all! We like Sudokus because they test our capacity to recognize and interpret patterns. But how are the clues generated? Where do those quasi-symmetrical configurations come from? When the author explored the Web to find out, he discovered that there were many sites that explained how to solve Sudokus, but none that told him how create them. He also saw many sites and apps to play Sudoku, but, perhaps not surprising, no indication of how they worked. So, he had to develop his own applications in order to find out. And, from the very start, he decided that he would publish the code for anyone else to use and perhaps tinker with, but the author wrote it in such a way that also lets readers with limited knowledge of programming techniques understand it. In fact, you could decide to start generating thousands of puzzles almost immediately, and go through the explanations of algorithms and techniques later, a bit at a time. The author chose to write the application in ‘plain old C’ because he wanted to make the code accessible to as many people as possible. In this book, you will find an explanation of all solving strategies, and the code to implement them. Writing the Solver application was more difficult than writing the Generator, because it required designing and implementing each strategy separately. However, the author wanted to include a solving program capable of listing the strategies necessary to solve any particular puzzle. He also wanted to check whether a puzzle was solvable analytically, without any guessing. This book includes the full listings of both the Generator and the Solver, and explanations of all C modules, with walk-throughs and examples.
Sudoku Programming with C
Author: Giulio Zambon
Publisher: Apress
ISBN: 1484209958
Category : Computers
Languages : en
Pages : 285
Book Description
Sudoku Programming with C teaches you how to write computer programs to solve and generate Sudoku puzzles. This is a practical book that will provide you with everything you need to write your own books of Sudoku Classic and Samurai puzzles. But be warned: after reading it, you'll discover that the puzzles in your local paper are not so challenging after all! We like Sudokus because they test our capacity to recognize and interpret patterns. But how are the clues generated? Where do those quasi-symmetrical configurations come from? When the author explored the Web to find out, he discovered that there were many sites that explained how to solve Sudokus, but none that told him how create them. He also saw many sites and apps to play Sudoku, but, perhaps not surprising, no indication of how they worked. So, he had to develop his own applications in order to find out. And, from the very start, he decided that he would publish the code for anyone else to use and perhaps tinker with, but the author wrote it in such a way that also lets readers with limited knowledge of programming techniques understand it. In fact, you could decide to start generating thousands of puzzles almost immediately, and go through the explanations of algorithms and techniques later, a bit at a time. The author chose to write the application in ‘plain old C’ because he wanted to make the code accessible to as many people as possible. In this book, you will find an explanation of all solving strategies, and the code to implement them. Writing the Solver application was more difficult than writing the Generator, because it required designing and implementing each strategy separately. However, the author wanted to include a solving program capable of listing the strategies necessary to solve any particular puzzle. He also wanted to check whether a puzzle was solvable analytically, without any guessing. This book includes the full listings of both the Generator and the Solver, and explanations of all C modules, with walk-throughs and examples.
Publisher: Apress
ISBN: 1484209958
Category : Computers
Languages : en
Pages : 285
Book Description
Sudoku Programming with C teaches you how to write computer programs to solve and generate Sudoku puzzles. This is a practical book that will provide you with everything you need to write your own books of Sudoku Classic and Samurai puzzles. But be warned: after reading it, you'll discover that the puzzles in your local paper are not so challenging after all! We like Sudokus because they test our capacity to recognize and interpret patterns. But how are the clues generated? Where do those quasi-symmetrical configurations come from? When the author explored the Web to find out, he discovered that there were many sites that explained how to solve Sudokus, but none that told him how create them. He also saw many sites and apps to play Sudoku, but, perhaps not surprising, no indication of how they worked. So, he had to develop his own applications in order to find out. And, from the very start, he decided that he would publish the code for anyone else to use and perhaps tinker with, but the author wrote it in such a way that also lets readers with limited knowledge of programming techniques understand it. In fact, you could decide to start generating thousands of puzzles almost immediately, and go through the explanations of algorithms and techniques later, a bit at a time. The author chose to write the application in ‘plain old C’ because he wanted to make the code accessible to as many people as possible. In this book, you will find an explanation of all solving strategies, and the code to implement them. Writing the Solver application was more difficult than writing the Generator, because it required designing and implementing each strategy separately. However, the author wanted to include a solving program capable of listing the strategies necessary to solve any particular puzzle. He also wanted to check whether a puzzle was solvable analytically, without any guessing. This book includes the full listings of both the Generator and the Solver, and explanations of all C modules, with walk-throughs and examples.
Programming Sudoku
Author: Wei-Meng Lee
Publisher: Apress
ISBN: 143020138X
Category : Computers
Languages : en
Pages : 223
Book Description
Sudoku is amazingly popular This is a beginning programmer’s guide with a gaming slant. It mixes learning and fun It teaches the reader how to build a fun, complex, and addictive puzzle game
Publisher: Apress
ISBN: 143020138X
Category : Computers
Languages : en
Pages : 223
Book Description
Sudoku is amazingly popular This is a beginning programmer’s guide with a gaming slant. It mixes learning and fun It teaches the reader how to build a fun, complex, and addictive puzzle game
Learn Programming
Author: Antti Salonen
Publisher: Createspace Independent Publishing Platform
ISBN: 9781722834920
Category :
Languages : en
Pages : 490
Book Description
This book is aimed at readers who are interested in software development but have very little to no prior experience. The book focuses on teaching the core principles around software development. It uses several technologies to this goal (e.g. C, Python, JavaScript, HTML, etc.) but is not a book about the technologies themselves. The reader will learn the basics (or in some cases more) of various technologies along the way, but the focus is on building a foundation for software development. The book is your guided tour through the programming jungle, aiming to provide some clarity and build the foundation for software development skills. The book web site is https: //progbook.org/
Publisher: Createspace Independent Publishing Platform
ISBN: 9781722834920
Category :
Languages : en
Pages : 490
Book Description
This book is aimed at readers who are interested in software development but have very little to no prior experience. The book focuses on teaching the core principles around software development. It uses several technologies to this goal (e.g. C, Python, JavaScript, HTML, etc.) but is not a book about the technologies themselves. The reader will learn the basics (or in some cases more) of various technologies along the way, but the focus is on building a foundation for software development. The book is your guided tour through the programming jungle, aiming to provide some clarity and build the foundation for software development skills. The book web site is https: //progbook.org/
Sudoku Puzzles for Kids
Author: Michael Rios
Publisher: Sterling Publishing Company, Inc.
ISBN: 9781402736025
Category : Juvenile Nonfiction
Languages : en
Pages : 102
Book Description
The hotter-than-hot puzzles, now in a format just for kids! Youngsters who want to start solving can have fun with these smaller sudokus that are right on their level. Instead of the usual sudoku grid, which goes from 1 to 9, most of these puzzles go only from 1 to 6. It's simpler, increases the chances for success, and minimizes frustration. At the same time, children are building their skills--and preparing themselves to work on the 22 regular-size versions that are found at the end of the book. An introduction teaches the basic sudoku rules and offers easy-to-follow hints on how to figure out which number goes where. "The new international craze!"--The New York Times "People are wild about it..."--Sherry Stern of the Los Angeles Times
Publisher: Sterling Publishing Company, Inc.
ISBN: 9781402736025
Category : Juvenile Nonfiction
Languages : en
Pages : 102
Book Description
The hotter-than-hot puzzles, now in a format just for kids! Youngsters who want to start solving can have fun with these smaller sudokus that are right on their level. Instead of the usual sudoku grid, which goes from 1 to 9, most of these puzzles go only from 1 to 6. It's simpler, increases the chances for success, and minimizes frustration. At the same time, children are building their skills--and preparing themselves to work on the 22 regular-size versions that are found at the end of the book. An introduction teaches the basic sudoku rules and offers easy-to-follow hints on how to figure out which number goes where. "The new international craze!"--The New York Times "People are wild about it..."--Sherry Stern of the Los Angeles Times
A to Z of Sudoku
Author: Narendra Jussien
Publisher: Wiley-ISTE
ISBN: 9781847040008
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Sudoku is a logic puzzle that has become a worldwide phenomenon in the last few years: but where has it come from? How does it work? And what is the science behind sudoku – what are the rules for generating and solving grids? Answers to all of these questions can be found in the A-Z of Sudoku. As its title suggests, this book provides a “one stop shop” on sudoku, covering the history of the puzzle, its development and growth in the world’s media, before moving on to the mathematics of sudoku and various techniques that can be used to solve grids by hand. Next, the essentials of software development relating to sudoku are presented along with the recent branch of computer science devoted to solving such problems: constraint programming, showing how the principle behind solving sudoku grids can be used in other contexts. Finally, the book concludes with a large number of grids ranging in difficulty from “very easy” to “expert” which the reader can use to apply the techniques they have acquired from the book in a practical context. Those interested in finding out more about the theory behind sudoku, its origins, it applications in other fields and (of course) how to improve their ability to solve it will find this book a must-read.
Publisher: Wiley-ISTE
ISBN: 9781847040008
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Sudoku is a logic puzzle that has become a worldwide phenomenon in the last few years: but where has it come from? How does it work? And what is the science behind sudoku – what are the rules for generating and solving grids? Answers to all of these questions can be found in the A-Z of Sudoku. As its title suggests, this book provides a “one stop shop” on sudoku, covering the history of the puzzle, its development and growth in the world’s media, before moving on to the mathematics of sudoku and various techniques that can be used to solve grids by hand. Next, the essentials of software development relating to sudoku are presented along with the recent branch of computer science devoted to solving such problems: constraint programming, showing how the principle behind solving sudoku grids can be used in other contexts. Finally, the book concludes with a large number of grids ranging in difficulty from “very easy” to “expert” which the reader can use to apply the techniques they have acquired from the book in a practical context. Those interested in finding out more about the theory behind sudoku, its origins, it applications in other fields and (of course) how to improve their ability to solve it will find this book a must-read.
Coders at Work
Author: Peter Seibel
Publisher: Apress
ISBN: 1430219491
Category : Computers
Languages : en
Pages : 619
Book Description
Peter Seibel interviews 15 of the most interesting computer programmers alive today in Coders at Work, offering a companion volume to Apress’s highly acclaimed best-seller Founders at Work by Jessica Livingston. As the words “at work” suggest, Peter Seibel focuses on how his interviewees tackle the day-to-day work of programming, while revealing much more, like how they became great programmers, how they recognize programming talent in others, and what kinds of problems they find most interesting. Hundreds of people have suggested names of programmers to interview on the Coders at Work web site: www.codersatwork.com. The complete list was 284 names. Having digested everyone’s feedback, we selected 15 folks who’ve been kind enough to agree to be interviewed: Frances Allen: Pioneer in optimizing compilers, first woman to win the Turing Award (2006) and first female IBM fellow Joe Armstrong: Inventor of Erlang Joshua Bloch: Author of the Java collections framework, now at Google Bernie Cosell: One of the main software guys behind the original ARPANET IMPs and a master debugger Douglas Crockford: JSON founder, JavaScript architect at Yahoo! L. Peter Deutsch: Author of Ghostscript, implementer of Smalltalk-80 at Xerox PARC and Lisp 1.5 on PDP-1 Brendan Eich: Inventor of JavaScript, CTO of the Mozilla Corporation Brad Fitzpatrick: Writer of LiveJournal, OpenID, memcached, and Perlbal Dan Ingalls: Smalltalk implementor and designer Simon Peyton Jones: Coinventor of Haskell and lead designer of Glasgow Haskell Compiler Donald Knuth: Author of The Art of Computer Programming and creator of TeX Peter Norvig: Director of Research at Google and author of the standard text on AI Guy Steele: Coinventor of Scheme and part of the Common Lisp Gang of Five, currently working on Fortress Ken Thompson: Inventor of UNIX Jamie Zawinski: Author of XEmacs and early Netscape/Mozilla hacker
Publisher: Apress
ISBN: 1430219491
Category : Computers
Languages : en
Pages : 619
Book Description
Peter Seibel interviews 15 of the most interesting computer programmers alive today in Coders at Work, offering a companion volume to Apress’s highly acclaimed best-seller Founders at Work by Jessica Livingston. As the words “at work” suggest, Peter Seibel focuses on how his interviewees tackle the day-to-day work of programming, while revealing much more, like how they became great programmers, how they recognize programming talent in others, and what kinds of problems they find most interesting. Hundreds of people have suggested names of programmers to interview on the Coders at Work web site: www.codersatwork.com. The complete list was 284 names. Having digested everyone’s feedback, we selected 15 folks who’ve been kind enough to agree to be interviewed: Frances Allen: Pioneer in optimizing compilers, first woman to win the Turing Award (2006) and first female IBM fellow Joe Armstrong: Inventor of Erlang Joshua Bloch: Author of the Java collections framework, now at Google Bernie Cosell: One of the main software guys behind the original ARPANET IMPs and a master debugger Douglas Crockford: JSON founder, JavaScript architect at Yahoo! L. Peter Deutsch: Author of Ghostscript, implementer of Smalltalk-80 at Xerox PARC and Lisp 1.5 on PDP-1 Brendan Eich: Inventor of JavaScript, CTO of the Mozilla Corporation Brad Fitzpatrick: Writer of LiveJournal, OpenID, memcached, and Perlbal Dan Ingalls: Smalltalk implementor and designer Simon Peyton Jones: Coinventor of Haskell and lead designer of Glasgow Haskell Compiler Donald Knuth: Author of The Art of Computer Programming and creator of TeX Peter Norvig: Director of Research at Google and author of the standard text on AI Guy Steele: Coinventor of Scheme and part of the Common Lisp Gang of Five, currently working on Fortress Ken Thompson: Inventor of UNIX Jamie Zawinski: Author of XEmacs and early Netscape/Mozilla hacker
Think Like a Programmer
Author: V. Anton Spraul
Publisher: No Starch Press
ISBN: 1593274564
Category : Computers
Languages : en
Pages : 260
Book Description
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.
Publisher: No Starch Press
ISBN: 1593274564
Category : Computers
Languages : en
Pages : 260
Book Description
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.
Objective-C Programming
Author: Aaron Hillegass
Publisher: Addison-Wesley Professional
ISBN: 0133491900
Category : Computers
Languages : en
Pages : 371
Book Description
Want to write iOS apps or desktop Mac applications? This introduction to programming and the Objective-C language is your first step on the journey from someone who uses apps to someone who writes them. Based on Big Nerd Ranch's popular Objective-C Bootcamp, Objective-C Programming: The Big Nerd Ranch Guide covers C, Objective-C, and the common programming idioms that enable developers to make the most of Apple technologies. Compatible with Xcode 5, iOS 7, and OS X Mavericks (10.9), this guide features short chapters and an engaging style to keep you motivated and moving forward. At the same time, it encourages you to think critically as a programmer. Here are some of the topics covered: Using Xcode, Apple’s documentation, and other tools Programming basics: variables, loops, functions, etc. Objects, classes, methods, and messages Pointers, addresses, and memory management with ARC Properties and Key-Value Coding (KVC) Class extensions Categories Classes from the Foundation framework Blocks Delegation, target-action, and notification design patterns Key-Value Observing (KVO) Runtime basics
Publisher: Addison-Wesley Professional
ISBN: 0133491900
Category : Computers
Languages : en
Pages : 371
Book Description
Want to write iOS apps or desktop Mac applications? This introduction to programming and the Objective-C language is your first step on the journey from someone who uses apps to someone who writes them. Based on Big Nerd Ranch's popular Objective-C Bootcamp, Objective-C Programming: The Big Nerd Ranch Guide covers C, Objective-C, and the common programming idioms that enable developers to make the most of Apple technologies. Compatible with Xcode 5, iOS 7, and OS X Mavericks (10.9), this guide features short chapters and an engaging style to keep you motivated and moving forward. At the same time, it encourages you to think critically as a programmer. Here are some of the topics covered: Using Xcode, Apple’s documentation, and other tools Programming basics: variables, loops, functions, etc. Objects, classes, methods, and messages Pointers, addresses, and memory management with ARC Properties and Key-Value Coding (KVC) Class extensions Categories Classes from the Foundation framework Blocks Delegation, target-action, and notification design patterns Key-Value Observing (KVO) Runtime basics
Linear Programming
Author: Robert J Vanderbei
Publisher: Springer Science & Business Media
ISBN: 1461476305
Category : Business & Economics
Languages : en
Pages : 420
Book Description
This Fourth Edition introduces the latest theory and applications in optimization. It emphasizes constrained optimization, beginning with a substantial treatment of linear programming and then proceeding to convex analysis, network flows, integer programming, quadratic programming, and convex optimization. Readers will discover a host of practical business applications as well as non-business applications. Topics are clearly developed with many numerical examples worked out in detail. Specific examples and concrete algorithms precede more abstract topics. With its focus on solving practical problems, the book features free C programs to implement the major algorithms covered, including the two-phase simplex method, primal-dual simplex method, path-following interior-point method, and homogeneous self-dual methods. In addition, the author provides online JAVA applets that illustrate various pivot rules and variants of the simplex method, both for linear programming and for network flows. These C programs and JAVA tools can be found on the book's website. The website also includes new online instructional tools and exercises.
Publisher: Springer Science & Business Media
ISBN: 1461476305
Category : Business & Economics
Languages : en
Pages : 420
Book Description
This Fourth Edition introduces the latest theory and applications in optimization. It emphasizes constrained optimization, beginning with a substantial treatment of linear programming and then proceeding to convex analysis, network flows, integer programming, quadratic programming, and convex optimization. Readers will discover a host of practical business applications as well as non-business applications. Topics are clearly developed with many numerical examples worked out in detail. Specific examples and concrete algorithms precede more abstract topics. With its focus on solving practical problems, the book features free C programs to implement the major algorithms covered, including the two-phase simplex method, primal-dual simplex method, path-following interior-point method, and homogeneous self-dual methods. In addition, the author provides online JAVA applets that illustrate various pivot rules and variants of the simplex method, both for linear programming and for network flows. These C programs and JAVA tools can be found on the book's website. The website also includes new online instructional tools and exercises.
Taking Sudoku Seriously
Author: Jason Rosenhouse
Publisher: Oxford University Press
ISBN: 0199913153
Category : Mathematics
Languages : en
Pages : 227
Book Description
Packed with more than a hundred color illustrations and a wide variety of puzzles and brainteasers, Taking Sudoku Seriously uses this popular craze as the starting point for a fun-filled introduction to higher mathematics. How many Sudoku solution squares are there? What shapes other than three-by-three blocks can serve as acceptable Sudoku regions? What is the fewest number of starting clues a sound Sudoku puzzle can have? Does solving Sudoku require mathematics? Jason Rosenhouse and Laura Taalman show that answering these questions opens the door to a wealth of interesting mathematics. Indeed, they show that Sudoku puzzles and their variants are a gateway into mathematical thinking generally. Among many topics, the authors look at the notion of a Latin square--an object of long-standing interest to mathematicians--of which Sudoku squares are a special case; discuss how one finds interesting Sudoku puzzles; explore the connections between Sudoku, graph theory, and polynomials; and consider Sudoku extremes, including puzzles with the maximal number of vacant regions, with the minimal number of starting clues, and numerous others. The book concludes with a gallery of novel Sudoku variations--just pure solving fun! Most of the puzzles are original to this volume, and all solutions to the puzzles appear in the back of the book or in the text itself. A math book and a puzzle book, Taking Sudoku Seriously will change the way readers look at Sudoku and mathematics, serving both as an introduction to mathematics for puzzle fans and as an exploration of the intricacies of Sudoku for mathematics buffs.
Publisher: Oxford University Press
ISBN: 0199913153
Category : Mathematics
Languages : en
Pages : 227
Book Description
Packed with more than a hundred color illustrations and a wide variety of puzzles and brainteasers, Taking Sudoku Seriously uses this popular craze as the starting point for a fun-filled introduction to higher mathematics. How many Sudoku solution squares are there? What shapes other than three-by-three blocks can serve as acceptable Sudoku regions? What is the fewest number of starting clues a sound Sudoku puzzle can have? Does solving Sudoku require mathematics? Jason Rosenhouse and Laura Taalman show that answering these questions opens the door to a wealth of interesting mathematics. Indeed, they show that Sudoku puzzles and their variants are a gateway into mathematical thinking generally. Among many topics, the authors look at the notion of a Latin square--an object of long-standing interest to mathematicians--of which Sudoku squares are a special case; discuss how one finds interesting Sudoku puzzles; explore the connections between Sudoku, graph theory, and polynomials; and consider Sudoku extremes, including puzzles with the maximal number of vacant regions, with the minimal number of starting clues, and numerous others. The book concludes with a gallery of novel Sudoku variations--just pure solving fun! Most of the puzzles are original to this volume, and all solutions to the puzzles appear in the back of the book or in the text itself. A math book and a puzzle book, Taking Sudoku Seriously will change the way readers look at Sudoku and mathematics, serving both as an introduction to mathematics for puzzle fans and as an exploration of the intricacies of Sudoku for mathematics buffs.