An introductory coverage of algorithms and data structures with application to graphics and geometry.
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