Think Like a Programmer: An Introduction to Creative Problem Solving


V. Anton Spraul - 2012
    In this one-of-a-kind text, author V. Anton Spraul breaks down the ways that programmers solve problems and teaches you what other introductory books often ignore: how to Think Like a Programmer. Each chapter tackles a single programming concept, like classes, pointers, and recursion, and open-ended exercises throughout challenge you to apply your knowledge. You'll also learn how to:Split problems into discrete components to make them easier to solve Make the most of code reuse with functions, classes, and libraries Pick the perfect data structure for a particular job Master more advanced programming tools like recursion and dynamic memory Organize your thoughts and develop strategies to tackle particular types of problems Although the book's examples are written in C++, the creative problem-solving concepts they illustrate go beyond any particular language; in fact, they often reach outside the realm of computer science. As the most skillful programmers know, writing great code is a creative art—and the first step in creating your masterpiece is learning to Think Like a Programmer.

Design in Nature: How the Constructal Law Governs Evolution in Biology, Physics, Technology, and Social Organization


Adrian Bejan - 2012
      Everything—from biological life to inanimate systems—generates shape and structure and evolves in a sequence of ever-improving designs in order to facilitate flow. River basins, cardiovascular systems, and bolts of lightning are very efficient flow systems to move a current—of water, blood, or electricity. Likewise, the more complex architecture of animals evolve to cover greater distance per unit of useful energy, or increase their flow across the land. Such designs also appear in human organizations, like the hierarchical "flowcharts" or reporting structures in corporations and political bodies. All are governed by the same principle, known as the Constructal Law, and configure and reconfigure themselves over time to flow more efficiently. Written in an easy style that achieves clarity without sacrificing complexity, Design in Nature is a paradigm-shifting book that will fundamentally transform our understanding of the world around us.

But How Do It Know? - The Basic Principles of Computers for Everyone


J. Clark Scott - 2009
    Its humorous title begins with the punch line of a classic joke about someone who is baffled by technology. It was written by a 40-year computer veteran who wants to take the mystery out of computers and allow everyone to gain a true understanding of exactly what computers are, and also what they are not. Years of writing, diagramming, piloting and editing have culminated in one easy to read volume that contains all of the basic principles of computers written so that everyone can understand them. There used to be only two types of book that delved into the insides of computers. The simple ones point out the major parts and describe their functions in broad general terms. Computer Science textbooks eventually tell the whole story, but along the way, they include every detail that an engineer could conceivably ever need to know. Like Momma Bear's porridge, But How Do It Know? is just right, but it is much more than just a happy medium. For the first time, this book thoroughly demonstrates each of the basic principles that have been used in every computer ever built, while at the same time showing the integral role that codes play in everything that computers are able to do. It cuts through all of the electronics and mathematics, and gets right to practical matters. Here is a simple part, see what it does. Connect a few of these together and you get a new part that does another simple thing. After just a few iterations of connecting up simple parts - voilà! - it's a computer. And it is much simpler than anyone ever imagined. But How Do It Know? really explains how computers work. They are far simpler than anyone has ever permitted you to believe. It contains everything you need to know, and nothing you don't need to know. No technical background of any kind is required. The basic principles of computers have not changed one iota since they were invented in the mid 20th century. "Since the day I learned how computers work, it always felt like I knew a giant secret, but couldn't tell anyone," says the author. Now he's taken the time to explain it in such a manner that anyone can have that same moment of enlightenment and thereafter see computers in an entirely new light.

Hexaflexagons and Other Mathematical Diversions


Martin Gardner - 1959
    He has selected a group of diversions which are not only entertaining but mathematically meaningful as well. The result is a work which is rewarding on almost every level of mathematical achievement."—Miriam Hecht, Iscripta Mathematica

Structure and Interpretation of Computer Programs


Harold Abelson - 1984
    This long-awaited revision contains changes throughout the text. There are new implementations of most of the major programming systems in the book, including the interpreters and compilers, and the authors have incorporated many small changes that reflect their experience teaching the course at MIT since the first edition was published. A new theme has been introduced that emphasizes the central role played by different approaches to dealing with time in computational models: objects with state, concurrent programming, functional programming and lazy evaluation, and nondeterministic programming. There are new example sections on higher-order procedures in graphics and on applications of stream processing in numerical programming, and many new exercises. In addition, all the programs have been reworked to run in any Scheme implementation that adheres to the IEEE standard.

Calculus: An Intuitive and Physical Approach


Morris Kline - 1967
    In-depth explorations of the derivative, the differentiation and integration of the powers of x, and theorems on differentiation and antidifferentiation lead to a definition of the chain rule and examinations of trigonometric functions, logarithmic and exponential functions, techniques of integration, polar coordinates, much more. Clear-cut explanations, numerous drills, illustrative examples. 1967 edition. Solution guide available upon request.

Being Digital


Nicholas Negroponte - 1995
    Negroponte's fans will want to get a copy of Being Digital, which is an edited version of the 18 articles he wrote for Wired about "being digital." Negroponte's text is mostly a history of media technology rather than a set of predictions for future technologies. In the beginning, he describes the evolution of CD-ROMs, multimedia, hypermedia, HDTV (high-definition television), and more. The section on interfaces is informative, offering an up-to-date history on visual interfaces, graphics, virtual reality (VR), holograms, teleconferencing hardware, the mouse and touch-sensitive interfaces, and speech recognition. In the last chapter and the epilogue, Negroponte offers visionary insight on what "being digital" means for our future. Negroponte praises computers for their educational value but recognizes certain dangers of technological advances, such as increased software and data piracy and huge shifts in our job market that will require workers to transfer their skills to the digital medium. Overall, Being Digital provides an informative history of the rise of technology and some interesting predictions for its future.

Concrete Mathematics: A Foundation for Computer Science


Ronald L. Graham - 1988
    "More concretely," the authors explain, "it is the controlled manipulation of mathematical formulas, using a collection of techniques for solving problems."

Calculus


Michael Spivak - 1967
    His aim is to present calculus as the first real encounter with mathematics: it is the place to learn how logical reasoning combined with fundamental concepts can be developed into a rigorous mathematical theory rather than a bunch of tools and techniques learned by rote. Since analysis is a subject students traditionally find difficult to grasp, Spivak provides leisurely explanations, a profusion of examples, a wide range of exercises and plenty of illustrations in an easy-going approach that enlightens difficult concepts and rewards effort. Calculus will continue to be regarded as a modern classic, ideal for honours students and mathematics majors, who seek an alternative to doorstop textbooks on calculus, and the more formidable introductions to real analysis.

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

The Art and Craft of Problem Solving


Paul Zeitz - 1999
    Readers are encouraged to do math rather than just study it. The author draws upon his experience as a coach for the International Mathematics Olympiad to give students an enhanced sense of mathematics and the ability to investigate and solve problems.

Leading Lean Software Development: Results Are Not the Point


Mary Poppendieck - 2009
    They go far beyond generic implementation guidelines, demonstrating exactly how to make lean work in real projects, environments, and companies.The Poppendiecks organize this book around the crucial concept of frames, the unspoken mental constructs that shape our perspectives and control our behavior in ways we rarely notice. For software leaders and team members, some frames lead to long-term failure, while others offer a strong foundation for success. Drawing on decades of experience, the authors present twenty-four frames that offer a coherent, complete framework for leading lean software development. You'll discover powerful new ways to act as competency leader, product champion, improvement mentor, front-line leader, and even visionary.Systems thinking: focusing on customers, bringing predictability to demand, and revamping policies that cause inefficiency Technical excellence: implementing low-dependency architectures, TDD, and evolutionary development processes, and promoting deeper developer expertise Reliable delivery: managing your biggest risks more effectively, and optimizing both workflow and schedules Relentless improvement: seeing problems, solving problems, sharing the knowledge Great people: finding and growing professionals with purpose, passion, persistence, and pride Aligned leaders: getting your entire leadership team on the same page From the world's number one experts in Lean software development, Leading Lean Software Development will be indispensable to everyone who wants to transform the promise of lean into reality--in enterprise IT and software companies alike.

The Fractal Geometry of Nature


Benoît B. Mandelbrot - 1977
    The complexity of nature's shapes differs in kind, not merely degree, from that of the shapes of ordinary geometry, the geometry of fractal shapes.Now that the field has expanded greatly with many active researchers, Mandelbrot presents the definitive overview of the origins of his ideas and their new applications. The Fractal Geometry of Nature is based on his highly acclaimed earlier work, but has much broader and deeper coverage and more extensive illustrations.

Compilers: Principles, Techniques, and Tools


Alfred V. Aho - 1986
    The authors present updated coverage of compilers based on research and techniques that have been developed in the field over the past few years. The book provides a thorough introduction to compiler design and covers topics such as context-free grammars, fine state machines, and syntax-directed translation.

Bayesian Statistics the Fun Way: Understanding Statistics and Probability with Star Wars, Lego, and Rubber Ducks


Will Kurt - 2019
    But many people use data in ways they don't even understand, meaning they aren't getting the most from it. Bayesian Statistics the Fun Way will change that.This book will give you a complete understanding of Bayesian statistics through simple explanations and un-boring examples. Find out the probability of UFOs landing in your garden, how likely Han Solo is to survive a flight through an asteroid shower, how to win an argument about conspiracy theories, and whether a burglary really was a burglary, to name a few examples.By using these off-the-beaten-track examples, the author actually makes learning statistics fun. And you'll learn real skills, like how to:- How to measure your own level of uncertainty in a conclusion or belief- Calculate Bayes theorem and understand what it's useful for- Find the posterior, likelihood, and prior to check the accuracy of your conclusions- Calculate distributions to see the range of your data- Compare hypotheses and draw reliable conclusions from themNext time you find yourself with a sheaf of survey results and no idea what to do with them, turn to Bayesian Statistics the Fun Way to get the most value from your data.