Algorithms and Data Structures With Applications to Graphics and Geometry
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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. Chapter 24: Sample problems and algorithms. Chapter 25: Plane-sweep: a general-purpose algorithm for two-dimensional problems illustrated using line segment intersection. Chapter 26: The closest pair.
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