The bible of all fundamental algorithms and the work that taught many of todayâs software developers most of what they know about computer programming.
âByte, September 1995
Countless readers have spoken about the profound personal influence of Knuthâs work. Scientists have marveled at the beauty and elegance of his analysis, while ordinary programmers have successfully applied his âcookbookâ solutions to their day-to-day problems. All have admired Knuth for the breadth, clarity, accuracy, and good humor found in his books.
I canât begin to tell you how many pleasurable hours of study and recreation they have afforded me! I have pored over them in cars, restaurants, at work, at homeâ¦ and even at a Little League game when my son wasnât in the line-up.
Primarily written as a reference, some people have nevertheless found it possible and interesting to read each volume from beginning to end. A programmer in China even compared the experience to reading a poem.
If you think youâre a really good programmerâ¦ read [Knuthâs] Art of Computer Programmingâ¦ You should definitely send me a rÃ©sumÃ© if you can read the whole thing.
Whatever your background, if you need to do any serious computer programming, you will find your own good reason to make each volume in this series a readily accessible part of your scholarly or professional library.
Itâs always a pleasure when a problem is hard enough that you have to get the Knuths off the shelf. I find that merely opening one has a very useful terrorizing effect on computers.
In describing the new fourth volume, one reviewer listed the qualities that distinguish all of Knuthâs work.
[In sum:] detailed coverage of the basics, illustrated with well-chosen examples; occasional forays into more esoteric topics and problems at the frontiers of research; impeccable writing peppered with occasional bits of humor; extensive collections of exercises, all with solutions or helpful hints; a careful attention to history; implementations of many of the algorithms in his classic step-by-step form.
These four books comprise what easily could be the most important set of information on any serious programmerâs bookshelf.
Using a simple computational task (term frequency) to illustrate different programming styles, Exercises in Programming Style helps readers understand the various ways of writing programs and designing systems. It is designed to be used in conjunction with code provided on an online repository. The book complements and explains the raw code in a way that is accessible to anyone who regularly practices the art of programming. The book can also be used in advanced programming courses in computer science and software engineering programs.
The bookÂ contains 33 different styles for writing the term frequency task. The styles are grouped into nine categories: historical, basic, function composition, objects and object interactions, reflection and metaprogramming, adversity, data-centric, concurrency, and interactivity. The author verbalizes the constraints in each style and explains the example programs. Each chapter first presents the constraints of the style, next shows an example program, and then gives a detailed explanation of the code. Most chapters also have sections focusing on the use of the style in systems design as well as sections describing the historical context in which the programming style emerged.
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need.
You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Updated for both Python 3.4 and 2.7, this convenient pocket guide is the perfect on-the-job quick reference. Youâll find concise, need-to-know information on Python types and statements, special method names, built-in functions and exceptions, commonly used standard library modules, and other prominent Python tools. The handy index lets you pinpoint exactly what you need.
Written by Mark Lutzâwidely recognized as the worldâs leading Python trainerâPython Pocket Reference is an ideal companion to OâReillyâs classic Python tutorials, Learning Python and Programming Python, also written by Mark.
This fifth edition covers:
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