Download Algorithms and Data Structures: The Science of Computing by Douglas Baldwin PDF

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By Douglas Baldwin

Whereas many laptop technological know-how textbooks are restrained to educating programming code and languages, Algorithms and information buildings: The technology of Computing takes a step again to introduce and discover algorithms -- the content material of the code. targeting 3 center issues: layout (the structure of algorithms), conception (mathematical modeling and analysis), and the clinical strategy (experimental affirmation of theoretical results), the publication is helping scholars see that computing device technology is set challenge fixing, now not easily the memorization and recitation of languages. not like many different texts, the equipment of inquiry are defined in an built-in demeanour so scholars can see explicitly how they have interaction. Recursion and item orientated programming are emphasised because the major keep an eye on constitution and abstraction mechanism, respectively, in set of rules layout. Designed for the CS2 path, the booklet comprises textual content routines and has laboratory workouts on the supplemental website.

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Extra info for Algorithms and Data Structures: The Science of Computing (Electrical and Computer Engineering Series)

Example text

Turning Robbie the Robot 90 degrees to the left. 8. Find the preconditions necessary for each of the following algorithms to really establish its postconditions. 1. green); Postconditions: The one-meter square under Robbie is green; the one-meter square behind Robbie is green. 2. move(); Postconditions: Robin is one meter forward of where it started; the onemeter square behind Robin is red. 3. blue); Postcondition: The center square meter of the floor is blue. 9. Suppose you want to divide one number by another and get a real number as the result.

For example, the expression: 3 * 4 + 5 could correspond to the algorithm, "Multiply 3 by 4, and then add that product to 5" (an algorithm that produces the value 17), or to, "Add 4 to 5, and multiply that sum by 3" (an algorithm that produces 27). Luckily, there are a number of ways to resolve such ambiguity. For one, note that the ambiguity is due to the syntax used in the expression (specifically, the fact that operators appear in between their operands, so that the example expression can be interpreted either as a "*" whose operands are "3" and "4 + 5", or as a "+" whose operands are "3 * 4" and "5").

First, it makes the algorithm correspond more naturally to the way we think of squares, namely as figures with four sides, not figures with certain spots colored. This correspondence helped us invent the algorithm faster, and increased our chances of getting it right. Second, the abstract idea of drawing a side can be reused four times in drawing a square. So for a "price" of recognizing and eventually implementing one abstraction, we "buy" four substantial pieces of the ultimate goal. Here is the square-drawing algorithm, drawSquare, using a robot named Robbie to do the drawing.

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