Programming challenges: the programming contest training manual
Gespeichert in:
Hauptverfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
New York, NY ; Berlin [u.a.]
Springer
2003
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Schriftenreihe: | Texts in computer science
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Schlagworte: | |
Online-Zugang: | Table of contents only Publisher description Inhaltsverzeichnis |
Beschreibung: | Literaturverz. S. 350 - 352 |
Beschreibung: | XIX, 359 S. graph. Darst. |
ISBN: | 0387001638 |
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adam_text | STEVEN S. SKIENA MIGUEL A. REVILLA PROGRAMMING CHALLENGES THE
PROGRAMMING CONTEST TRAINING MANUAL WITH 65 ILLUSTRATIONS 4Y SPRINGER
CONTENTS GETTING STARTED 1 1.1 GETTING STARTED WITH THE JUDGE 1 1.1.1
THE PROGRAMMING CHALLENGES ROBOT JUDGE 2 1.1.2 THE UNIVERSIDAD DE
VALLADOLID ROBOT JUDGE 2 1.1.3 FEEDBACK FROM THE JUDGE 3 1.2 CHOOSING
YOUR WEAPON 4 1.2.1 PROGRAMMING LANGUAGES 5 1.2.2 READING OUR PROGRAMS 6
1.2.3 STANDARD INPUT/OUTPUT 7 1.3 PROGRAMMING HINTS 9 1.4 ELEMENTARY
DATA TYPES 11 1.5 ABOUT THE PROBLEMS 13 1.6 PROBLEMS 15 1.6.1 THE 3N + 1
PROBLEM 15 1.6.2 MINESWEEPER 16 1.6.3 THE TRIP 17 1.6.4 LCD DISPLAY 18
1.6.5 GRAPHICAL EDITOR 19 1.6.6 INTERPRETER 21 1.6.7 CHECK THE CHECK 23
1.6.8 AUSTRALIAN VOTING 25 1.7 HINTS 26 1.8 NOTES 26 CONTENTS XIII DATA
STRUCTURES 27 2.1 ELEMENTARY DATA STRUCTURES 27 2.1.1 STACKS 28 2.1.2
QUEUES 28 2.1.3 DICTIONARIES 30 2.1.4 PRIORITY QUEUES 31 2.1.5 SETS ~2
2.2 OBJECT LIBRARIES 33 2.2.1 THE C++ STANDARD TEMPLATE LIBRARY 33 2.2.2
THE JAVA JAVA.UTIL PACKAGE 33 2.3 PROGRAM DESIGN EXAMPLE: GOING TO WAR
34 2.4 HITTING THE DECK 35 2.5 STRING INPUT/OUTPUT 37 2.6 WINNING THE
WAR 38 2.7 TESTING AND DEBUGGING 39 2.8 PROBLEMS 42 2.8.1 JOLLY JUMPERS
42 2.8.2 POKER HANDS 43 2.8.3 HARTALS 45 2.8.4 CRYPT KICKER 47 2.8.5
STACK EM UP 48 2.8.6 ERDOS NUMBERS 50 2.8.7 CONTEST SCOREBOARD 52 2.8.8
YAHTZEE 53 2.9 HINTS 55 2.10 NOTES 55 STRINGS 56 3.1 CHARACTER CODES 56
3.2 REPRESENTING STRINGS 58 3.3 PROGRAM DESIGN EXAMPLE: CORPORATE
RENAMINGS 59 3.4 SEARCHING FOR PATTERNS 61 3.5 MANIPULATING STRINGS 62
3.6 COMPLETING THE MERGER 63 3.7 STRING LIBRARY FUNCTIONS 64 3.8
PROBLEMS 66 3.8.1 WERTYU 66 3.8.2 WHERE S WALDORF? 67 3.8.3 COMMON
PERMUTATION 69 3.8.4 CRYPT KICKER II 70 3.8.5 AUTOMATED JUDGE SCRIPT 71
3.8.6 FILE FRAGMENTATION 73 3.8.7 DOUBLETS 74 3.8.8 FMT 75 3.9 HINTS 77
CONTENTS 3.10 NOTES 77 SORTING 78 4.1 SORTING APPLICATIONS 78 4.2
SORTING ALGORITHMS 79 4.3 PROGRAM DESIGN EXAMPLE: RATING THE FIELD 82
4.4 SORTING LIBRARY FUNCTIONS 83 4.5 RATING THE FIELD 85 4.6 PROBLEMS 88
4.6.1 VITO S FAMILY 88 4.6.2 STACKS OF FLAPJACKS 89 4.6.3 BRIDGE 91
4.6.4 LONGEST NAP 92 4.6.5 SHOEMAKER S PROBLEM 94 4.6.6 CDVII 95 4.6.7
SHELLSORT 97 4.6.8 FOOTBALL (AKA SOCCER) 99 4.7 HINTS 101 4.8 NOTES 101
ARITHMETIC AND ALGEBRA 102 5.1 MACHINE ARITHMETIC 102 5.1.1 INTEGER
LIBRARIES 103 5.2 HIGH-PRECISION INTEGERS 103 5.3 HIGH-PRECISION
ARITHMETIC 105 5.4 NUMERICAL BASES AND CONVERSION 110 5.5 REAL NUMBERS
112 5.5.1 DEALING WITH REAL NUMBERS 113 5.5.2 FRACTIONS 113 5.5.3
DECIMALS 114 5.6 ALGEBRA 115 5.6.1 MANIPULATING POLYNOMIALS 115 5.6.2
ROOT FINDING 116 5.7 LOGARITHMS 116 5.8 REAL MATHEMATICAL LIBRARIES 117
5.9 PROBLEMS 119 5.9.1 PRIMARY ARITHMETIC 119 5.9.2 REVERSE AND ADD 120
5.9.3 THE ARCHEOLOGIST S DILEMMA 121 5.9.4 ONES 122 5.9.5 A
MULTIPLICATION GAME 123 5.9.6 POLYNOMIAL COEFFICIENTS 124 5.9.7 THE
STERN-BROCOT NUMBER SYSTEM 125 5.9.8 PAIRSUMONIOUS NUMBERS 127 5.10
HINTS 128 CONTENTS XV 5.11 NOTES 128 COMBINATORICS 129 6.1 BASIC
COUNTING TECHNIQUES 129 6.2 RECURRENCE RELATIONS 131 6.3 BINOMIAL
COEFFICIENTS 131 6.4 OTHER COUNTING SEQUENCES 133 6.5 RECURSION AND
INDUCTION 135 6.6 PROBLEMS 137 6.6.1 HOW MANY FIBS? 137 6.6.2 HOW MANY
PIECES OF LAND? 138 6.6.3 COUNTING 139 6.6.4 EXPRESSIONS 140 6.6.5
COMPLETE TREE LABELING 141 6.6.6 THE PRIEST MATHEMATICIAN 142 6.6.7
SELF-DESCRIBING SEQUENCE 144 6.6.8 STEPS 145 6.7 HINTS 146 6.8 NOTES 146
NUMBER THEORY 147 7.1 PRIME NUMBERS 147 7.1.1 FINDING PRIMES 148 7.1.2
COUNTING PRIMES 149 7.2 DIVISIBILITY 149 7.2.1 GREATEST COMMON DIVISOR
150 7.2.2 LEAST COMMON MULTIPLE 151 7.3 MODULAR ARITHMETIC 152 7.4
CONGRUENCES 154 7.4.1 OPERATIONS ON CONGRUENCES 154 7.4.2 SOLVING LINEAR
CONGRUENCES 155 7.4.3 DIOPHANTINE EQUATIONS 155 7.5 NUMBER THEORETIC
LIBRARIES 156 7.6 PROBLEMS 157 7.6.1 LIGHT, MORE LIGHT 157 7.6.2
CARMICHAEL NUMBERS 158 7.6.3 EUCLID PROBLEM 159 7.6.4 FACTOVISORS 160
7.6.5 SUMMATION OF FOUR PRIMES 161 7.6.6 SMITH NUMBERS 162 7.6.7 MARBLES
163 7.6.8 REPACKAGING 164 7.7 HINTS 166 7.8 NOTES 166 XVI CONTENTS 8
BACKTRACKING 167 8.1 BACKTRACKING 167 8.2 CONSTRUCTING ALL SUBSETS 169
8.3 CONSTRUCTING ALL PERMUTATIONS 170 8.4 PROGRAM DESIGN EXAMPLE: THE
EIGHT-QUEENS PROBLEM 172 8.5 PRUNING SEARCH 173 8.6 PROBLEMS 176 8.6.1
LITTLE BISHOPS 176 8.6.2 15-PUZZLE PROBLEM 177 8.6.3 QUEUE 179 8.6.4
SERVICING STATIONS 180 8.6.5 TUG OF WAR 181 8.6.6 GARDEN OF EDEN 182
8.6.7 COLOR HASH 184 8.6.8 BIGGER SQUARE PLEASE 186 8.7 HINTS 188 8.8
NOTES 188 9 GRAPH TRAVERSAL 189 9.1 FLAVORS OF GRAPHS 189 9.2 DATA
STRUCTURES FOR GRAPHS 191 9.3 GRAPH TRAVERSAL: BREADTH-FIRST 194 9.3.1
BREADTH-FIRST SEARCH 194 9.3.2 EXPLOITING TRAVERSAL 195 9.3.3 FINDING
PATHS 196 9.4 GRAPH TRAVERSAL: DEPTH-FIRST 198 9.4.1 FINDING CYCLES 198
9.4.2 CONNECTED COMPONENTS 199 9.5 TOPOLOGICAL SORTING 200 9.6 PROBLEMS
203 9.6.1 BICOLORING 203 9.6.2 PLAYING WITH WHEELS 204 9.6.3 THE TOURIST
GUIDE 206 9.6.4 SLASH MAZE 208 9.6.5 EDIT STEP LADDERS 210 9.6.6 TOWER
OF CUBES 211 9.6.7 FROM DUSK TILL DAWN 213 9.6.8 HANOI TOWER TROUBLES
AGAIN! 215 9.7 HINTS 216 10 GRAPH ALGORITHMS 217 10.1 GRAPH THEORY 217
10.1.1 DEGREE PROPERTIES 217 10.1.2 CONNECTIVITY 218 10.1.3 CYCLES IN
GRAPHS 219 CONTENTS XVII 10.1.4 PLANAR GRAPHS 220 10.2 MINIMUM SPANNING
TREES 220 10.3 SHORTEST PATHS 223 10.3.1 DIJKSTRA S ALGORITHM 223 10.3.2
ALL-PAIRS SHORTEST PATH 225 10.4 NETWORK FLOWS AND BIPARTITE MATCHING
227 10.5 PROBLEMS 231 10.5.1 FRECKLES 231 10.5.2 THE NECKLACE 232 10.5.3
FIRE STATION 234 10.5.4 RAILROADS 235 10.5.5 WAR 237 10.5.6 TOURIST
GUIDE 239 10.5.7 THE GRAND DINNER 241 10.5.8 THE PROBLEM WITH THE
PROBLEM SETTER 242 10.6 HINTS 244 11 DYNAMIC PROGRAMMING 245 11.1 DON T
BE GREEDY 245 11.2 EDIT DISTANCE 246 11.3 RECONSTRUCTING THE PATH 250
11.4 VARIETIES OF EDIT DISTANCE 251 11.5 PROGRAM DESIGN EXAMPLE:
ELEVATOR OPTIMIZATION 253 11.6 PROBLEMS 257 11.6.1 IS BIGGER SMARTER?
257 11.6.2 DISTINCT SUBSEQUENCES 258 11.6.3 WEIGHTS AND MEASURES 259
11.6.4 UNIDIRECTIONAL TSP 260 11.6.5 CUTTING STICKS 262 11.6.6 FERRY
LOADING 263 11.6.7 CHOPSTICKS 265 11.6.8 ADVENTURES IN MOVING: PART IV
266 11.7 HINTS 267 11.8 NOTES 267 12 GRIDS 268 12.1 RECTILINEAR GRIDS
268 12.1.1 TRAVERSAL 269 12.1.2 DUAL GRAPHS AND REPRESENTATIONS 270 12.2
TRIANGULAR AND HEXAGONAL GRIDS 271 12.2.1 TRIANGULAR LATTICES 271 12.2.2
HEXAGONAL LATTICES 272 12.3 PROGRAM DESIGN EXAMPLE: PLATE WEIGHT 275
12.4 CIRCLE PACKINGS 277 12.5 LONGITUDE AND LATITUDE 278 XVIII CONTENTS
12.6 PROBLEMS 279 12.6.1 ANT ON A CHESSBOARD 279 12.6.2 THE MONOCYCLE
280 12.6.3 STAR 282 12.6.4 BEE MAJA 283 12.6.5 ROBBERY 284 12.6.6
(2/3/4)-D SQR/RECTS/CUBES/BOXES? 286 12.6.7 DERMUBA TRIANGLE 287 12.6.8
AIRLINES 288 12.7 HINTS . . 290 13 GEOMETRY 291 13.1 LINES 291 13.2
TRIANGLES AND TRIGONOMETRY 294 13.2.1 RIGHT TRIANGLES AND THE
PYTHAGOREAN THEOREM 295 13.2.2 TRIGONOMETRIC FUNCTIONS 295 13.2.3
SOLVING TRIANGLES 296 13.3 CIRCLES 298 13.4 PROGRAM DESIGN EXAMPLE:
FASTER THAN A SPEEDING BULLET 299 13.5 TRIGONOMETRIC FUNCTION LIBRARIES
302 13.6 PROBLEMS 304 13.6.1 DOG AND GOPHER 304 13.6.2 ROPE CRISIS IN
ROPELAND! 305 13.6.3 THE KNIGHTS OF THE ROUND TABLE 306 13.6.4 CHOCOLATE
CHIP COOKIES 307 13.6.5 BIRTHDAY CAKE 308 13.6.6 THE LARGEST/SMALLEST
BOX 309 13.6.7 IS THIS INTEGRATION? 310 13.6.8 HOW BIG IS IT? 311 13.7
HINTS 312 14 COMPUTATIONAL GEOMETRY 313 14.1 LINE SEGMENTS AND
INTERSECTION 313 14.2 POLYGONS AND ANGLE COMPUTATIONS 315 14.3 CONVEX
HULLS 316 14.4 TRIANGULATION: ALGORITHMS AND RELATED PROBLEMS 319 14.4.1
VAN GOGH S ALGORITHM 320 14.4.2 AREA COMPUTATIONS 322 14.4.3 POINT
LOCATION 322 14.5 ALGORITHMS ON GRIDS 324 14.5.1 RANGE QUERIES 324
14.5.2 LATTICE POLYGONS AND PICK S THEOREM 325 14.6 GEOMETRY LIBRARIES
326 14.7 PROBLEMS 327 14.7.1 HERDING FROSH 327 CONTENTS XIX 14.7.2 THE
CLOSEST PAIR PROBLEM 328 14.7.3 CHAINSAW MASSACRE 329 14.7.4 HOTTER
COLDER 330 14.7.5 USELESS TILE PACKERS 331 14.7.6 RADAR TRACKING 333
14.7.7 TREES ON MY ISLAND 334 14.7.8 NICE MILK 336 14.8 HINTS 337 A
APPENDIX 339 A.I THE ACM INTERNATIONAL COLLEGIATE PROGRAMMING CONTEST
339 A.1.1 PREPARATION 340 A.I.2 STRATEGIES AND TACTICS 341 A.2
INTERNATIONAL OLYMPIAD IN INFORMATICS 343 A.2.1 PARTICIPATION 343 A.2.2
FORMAT 344 A.2.3 PREPARATION 345 A.3 TOPCODER.COM 345 A.4 GO TO GRADUATE
SCHOOL! 346 A.5 PROBLEM CREDITS 348 REFERENCES 350 INDEX 353
|
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spelling | Skiena, Steven S. Verfasser aut Programming challenges the programming contest training manual Steven S. Skiena ; Miguel A. Revilla New York, NY ; Berlin [u.a.] Springer 2003 XIX, 359 S. graph. Darst. txt rdacontent n rdamedia nc rdacarrier Texts in computer science Literaturverz. S. 350 - 352 Lenguajes de programación (Computadores electrónicos) Modelos matemáticos Programación (Computadores electrónicos) Computer programming Programmierung (DE-588)4076370-5 gnd rswk-swf Programmierung (DE-588)4076370-5 s DE-604 Revilla, Miguel A. Verfasser aut text/html http://www.loc.gov/catdir/enhancements/fy0817/2002044523-t.html Table of contents only text/html http://www.loc.gov/catdir/enhancements/fy0817/2002044523-d.html Publisher description HEBIS Datenaustausch Darmstadt application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=010121245&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Skiena, Steven S. Revilla, Miguel A. Programming challenges the programming contest training manual Lenguajes de programación (Computadores electrónicos) Modelos matemáticos Programación (Computadores electrónicos) Computer programming Programmierung (DE-588)4076370-5 gnd |
subject_GND | (DE-588)4076370-5 |
title | Programming challenges the programming contest training manual |
title_auth | Programming challenges the programming contest training manual |
title_exact_search | Programming challenges the programming contest training manual |
title_full | Programming challenges the programming contest training manual Steven S. Skiena ; Miguel A. Revilla |
title_fullStr | Programming challenges the programming contest training manual Steven S. Skiena ; Miguel A. Revilla |
title_full_unstemmed | Programming challenges the programming contest training manual Steven S. Skiena ; Miguel A. Revilla |
title_short | Programming challenges |
title_sort | programming challenges the programming contest training manual |
title_sub | the programming contest training manual |
topic | Lenguajes de programación (Computadores electrónicos) Modelos matemáticos Programación (Computadores electrónicos) Computer programming Programmierung (DE-588)4076370-5 gnd |
topic_facet | Lenguajes de programación (Computadores electrónicos) Modelos matemáticos Programación (Computadores electrónicos) Computer programming Programmierung |
url | http://www.loc.gov/catdir/enhancements/fy0817/2002044523-t.html http://www.loc.gov/catdir/enhancements/fy0817/2002044523-d.html http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=010121245&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT skienastevens programmingchallengestheprogrammingcontesttrainingmanual AT revillamiguela programmingchallengestheprogrammingcontesttrainingmanual |