Algorithms and Data Structures With Applications to Graphics and Geometry

Based on the authors' extensive teaching of algorithms and data structures, this text aims to show a sample of the intellectual demands required by a computer science curriculum.

**Tag(s):**
Algorithms and Data Structures

**Publication date**: 01 Jan 2011

**ISBN-10**:
0134894286

**ISBN-13**:
9780134894287

**Paperback**:
299 pages

**Views**: 10,392

**Type**: Textbook

**Publisher**:
Prentice Hall

**License**:
Creative Commons Attribution 3.0 Unported

**Post time**: 12 Sep 2016 06:00:00

Algorithms and Data Structures With Applications to Graphics and Geometry

Based on the authors' extensive teaching of algorithms and data structures, this text aims to show a sample of the intellectual demands required by a computer science curriculum.

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Note:

This book is a part of University of Georgia’s Global Textbook Project.

From the Book Description:

Table of Contents:

Part I: Programming environments for motion, graphics, and geometry

Chapter 1: Reducing a task to given primitives: programming motion

Chapter 2: Graphics primitives and environments

Chapter 3: Algorithm animation

Part II: Programming concepts: beyond notation

Chapter 4: Algorithms and programs as literature: substance and form

Chapter 5: Divide-and-conquer and recursion.

Chapter 6: Syntax

Chapter 7: Syntax analysis

Part III: Objects, algorithms, programs.

Chapter 8: Truth values, the data type 'set', and bit acrobatics

Chapter 9: Ordered sets

Chapter 10: Strings

Chapter 11: Matrices and graphs: transitive closure

Chapter 12: Integers

Chapter 13: Reals

Chapter 14: Straight lines and circles

Part IV: Complexity of problems and algorithms

Chapter 15: Computability and complexity

Chapter 16: The mathematics of algorithm analysis

Chapter 17: Sorting and its complexity

Part V: Data structures

Chapter 18: What is a data structure?

Chapter 19: Abstract data types

Chapter 20: Implicit data structures

Chapter 21: List structures

Chapter 22: Address computation

Chapter 23: Metric data structures

Part VI: Interaction between algorithms and data structures: case studies in geometric computation

Chapter 24: Sample problems and algorithms

Chapter 25: Plane-sweep: a general-purpose algorithm for two-dimensional problems illustrated using line segment intersection

Chapter 26: The closest pair

This book is a part of University of Georgia’s Global Textbook Project.

From the Book Description:

Based on the authors' extensive teaching of algorithms and data structures, this text aims to show a sample of the intellectual demands required by a computer science curriculum, and to present issues and results of lasting value, ideas that will outlive the current generation of computers. Sample exercises, many with solutions, are included throughout the book.

Table of Contents:

Part I: Programming environments for motion, graphics, and geometry

Chapter 1: Reducing a task to given primitives: programming motion

Chapter 2: Graphics primitives and environments

Chapter 3: Algorithm animation

Part II: Programming concepts: beyond notation

Chapter 4: Algorithms and programs as literature: substance and form

Chapter 5: Divide-and-conquer and recursion.

Chapter 6: Syntax

Chapter 7: Syntax analysis

Part III: Objects, algorithms, programs.

Chapter 8: Truth values, the data type 'set', and bit acrobatics

Chapter 9: Ordered sets

Chapter 10: Strings

Chapter 11: Matrices and graphs: transitive closure

Chapter 12: Integers

Chapter 13: Reals

Chapter 14: Straight lines and circles

Part IV: Complexity of problems and algorithms

Chapter 15: Computability and complexity

Chapter 16: The mathematics of algorithm analysis

Chapter 17: Sorting and its complexity

Part V: Data structures

Chapter 18: What is a data structure?

Chapter 19: Abstract data types

Chapter 20: Implicit data structures

Chapter 21: List structures

Chapter 22: Address computation

Chapter 23: Metric data structures

Part VI: Interaction between algorithms and data structures: case studies in geometric computation

Chapter 24: Sample problems and algorithms

Chapter 25: Plane-sweep: a general-purpose algorithm for two-dimensional problems illustrated using line segment intersection

Chapter 26: The closest pair

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About The Author(s)

Prof. Dr. Klaus Hinrichs is a professor at Institut für Informatik, Fachbereich Mathematik und Informatik, Universität Münster.

Jürg Nievergelt has been full Professor of Computer Science at the ETH Zurich from 1975 until his retirement in 2003. He is a Fellow of ACM, IEEE and AAAS. His research interests are algorithms and data structures; interactive systems; user interfaces; heuristic and exhaustive search, parallel computation.

Book Categories

Computer Science
Introduction to Computer Science
Introduction to Computer Programming
Algorithms and Data Structures
Artificial Intelligence
Computer Vision
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