Mazes for programmers - Info and Reading Options
code your own twisty little passages
By Jamis Buck

"Mazes for programmers" was published by Pragmatic Programmers, LLC, The in 2015 - txu, it has 266 pages and the language of the book is English.
“Mazes for programmers” Metadata:
- Title: Mazes for programmers
- Author: Jamis Buck
- Language: English
- Number of Pages: 266
- Publisher: ➤ Pragmatic Programmers, LLC, The
- Publish Date: 2015
- Publish Location: txu
“Mazes for programmers” Subjects and Themes:
- Subjects: ➤ Maze puzzles - Functional programming (Computer science) - Functional programming (computer science)
Edition Specifications:
- Pagination: xiv, 266 pages
Edition Identifiers:
- The Open Library ID: OL27217334M - OL20037294W
- Online Computer Library Center (OCLC) ID: 948338098
- ISBN-13: 9781680500554 - 9781680503975
- ISBN-10: 1680500554
- All ISBNs: 1680500554 - 9781680500554 - 9781680503975
AI-generated Review of “Mazes for programmers”:
"Mazes for programmers" Description:
Open Data:
Cover -- Table of Contents -- Acknowledgments -- Introduction -- About This Book -- Online Resources -- Part I-The Basics -- 1. Your First Random Mazes -- Preparing the Grid -- The Binary Tree Algorithm -- The Sidewinder Algorithm -- Your Turn -- 2. Automating and Displaying Your Mazes -- Introducing Our Basic Grid -- Implementing the Binary Tree Algorithm -- Displaying a Maze on a Terminal -- Implementing the Sidewinder Algorithm -- Rendering a Maze as an Image -- Your Turn -- 3. Finding Solutions -- Dijkstra's Algorithm -- Implementing Dijkstra's -- Finding the Shortest Path -- Making Challenging Mazes -- Coloring Your Mazes -- Your Turn -- 4. Avoiding Bias with Random Walks -- Understanding Biases -- The Aldous-Broder Algorithm -- Implementing Aldous-Broder -- Wilson's Algorithm -- Implementing Wilson's Algorithm -- Your Turn -- 5. Adding Constraints to Random Walks -- The Hunt-and-Kill Algorithm -- Implementing Hunt-and-Kill -- Counting Dead Ends -- The Recursive Backtracker Algorithm -- Implementing the Recursive Backtracker -- Your Turn -- Part II-Next Steps -- 6. Fitting Mazes to Shapes -- Introducing Masking -- Implementing a Mask -- ASCII Masks -- Image Masks -- Your Turn -- 7. Going in Circles -- Understanding Polar Grids -- Drawing Polar Grids -- Adaptively Subdividing the Grid -- Implementing a Polar Grid -- Your Turn -- 8. Exploring Other Grids -- Implementing a Hex Grid -- Displaying a Hex Grid -- Making Hexagon (Sigma) Mazes -- Implementing a Triangle Grid -- Displaying a Triangle Grid -- Making Triangle (Delta) Mazes -- Your Turn -- 9. Braiding and Weaving Your Mazes -- Braiding Mazes -- Cost versus Distance -- Implementing a Cost-Aware Dikstra's Algorithm -- Introducing Weaves and Insets -- Generating Weave Mazes -- Your Turn -- Part III-More Algorithms -- 10. Improving Your Weaving -- Kruskal's Algorithm
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