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Labyrinthe für Programmierer: Programmieren Sie Ihre eigenen verdrehten kleinen Passagen
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Labyrinthe für Programmierer: Programmieren Sie Ihre eigenen verdrehten kleinen Passagen
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Labyrinthe für Programmierer: Programmieren Sie Ihre eigenen verdrehten kleinen Passagen

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    Artikelmerkmale

    Artikelzustand
    Gut: Buch, das gelesen wurde, sich aber in einem guten Zustand befindet. Der Einband weist nur sehr ...
    ISBN
    9781680500554

    Über dieses Produkt

    Product Identifiers

    Publisher
    Pragmatic Programmers, LLC, T.H.E.
    ISBN-10
    1680500554
    ISBN-13
    9781680500554
    eBay Product ID (ePID)
    209839654

    Product Key Features

    Number of Pages
    275 Pages
    Publication Name
    Mazes for Programmers : Code Your Own Twisty Little Passages
    Language
    English
    Subject
    Programming / General, Computer Graphics, Programming / Algorithms, General, Puzzles
    Publication Year
    2015
    Type
    Textbook
    Author
    Jamis Buck
    Subject Area
    Computers, Games & Activities
    Format
    Trade Paperback

    Dimensions

    Item Height
    0.7 in
    Item Weight
    14.9 Oz
    Item Length
    9.3 in
    Item Width
    7.5 in

    Additional Product Features

    Intended Audience
    Trade
    LCCN
    2016-461718
    Dewey Edition
    23
    Illustrated
    Yes
    Dewey Decimal
    005.1/1
    Synopsis
    Unlock the secrets to creating random mazes Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration.From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job.You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces.Through it all, you'll discover yourself brimming with ideas , the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics., Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas , the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics., Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration.From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job.You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces.Through it all, you'll discover yourself brimming with ideas , the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.
    LC Classification Number
    QA76.62

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