Read e-book online Algorithms and Data Structures: The Science of Computing PDF

By Douglas Baldwin

ISBN-10: 1584502509

ISBN-13: 9781584502500

Whereas many desktop technological know-how textbooks are restrained to educating programming code and languages, Algorithms and information constructions: The technological know-how 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), idea (mathematical modeling and analysis), and the medical strategy (experimental affirmation of theoretical results), the e-book is helping scholars see that machine technological know-how is ready challenge fixing, no longer 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 publication comprises textual content workouts and has laboratory routines on the supplemental website.

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

Sample text

2]For the sake of concreteness when describing robot algorithms, we assume that the robot moves and paints in units of meters. But the actual graphical robot in our software simulation moves and paints in largely arbitrary units on a computer monitor. 2 PRECONDITIONS AND POSTCONDITIONS Now that you know what the robot can do, you could probably design an algorithm to make it draw squares—but would it draw the right squares? Of course, you have no way to answer this question yet, because we haven't told you what we mean by "right": whether we require the squares to have a particular size or color, where they should be relative to the robot's initial position, whether it matters where the robot ends up relative to a square it has just drawn, etc.

Here is an algorithm using these messages. turnLeft(); Here is a more elaborate example, this time using two robots, Robbie and Robin. 3 Classes One often wants to talk about features that groups of objects share. For example, it is far easier to say that all robots respond to move messages by moving one meter forward than to say that Robbie responds to move messages in this manner, and by the way, so does Robin, and if a third robot ever appears, it does too, and so on. A group of objects that all share the same features is called a class, and individual members of the group are called instances of that class.

The design processes for both algorithms illustrated how preconditions and postconditions guide design. Careful attention to these conditions clarified exactly what each algorithm had to do and called attention to details that led to correct algorithms. 2 Subclasses You now have an algorithm that you can use to make Robbie draw red squares. However, you have to remember the algorithm and recite it every time you want a square. Furthermore, if you ever want to draw a square with another robot, you have to change your algorithm to send messages to that other robot instead of to Robbie.

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Algorithms and Data Structures: The Science of Computing (Electrical and Computer Engineering Series) by Douglas Baldwin

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