Algorithms and Data Structures With Applications to Graphics and Geometry
An introductory coverage of algorithms and data structures with application to graphics and geometry.
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Main Authors: | , |
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Format: | Electronic eBook |
Language: | English |
Published: |
[Place of publication not identified]
Global Text Project
[2011]
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Series: | Open textbook library.
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Subjects: | |
Online Access: | Access online version |
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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