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Programming for the Puzzled: Learn to Program While Solving Puzzles

AUTHOR Devadas, Srini; Devadas, Srini
PUBLISHER MIT Press (11/03/2017)
PRODUCT TYPE Paperback (Paperback)

Description
Learning programming with one of "the coolest applications around" algorithmic puzzles ranging from scheduling selfie time to verifying the six degrees of separation hypothesis.

This book builds a bridge between the recreational world of algorithmic puzzles (puzzles that can be solved by algorithms) and the pragmatic world of computer programming, teaching readers to program while solving puzzles. Few introductory students want to program for programming's sake. Puzzles are real-world applications that are attention grabbing, intriguing, and easy to describe.

Each lesson starts with the description of a puzzle. After a failed attempt or two at solving the puzzle, the reader arrives at an Aha moment--a search strategy, data structure, or mathematical fact--and the solution presents itself. The solution to the puzzle becomes the specification of the code to be written. Readers will thus know what the code is supposed to do before seeing the code itself. This represents a pedagogical philosophy that decouples understanding the functionality of the code from understanding programming language syntax and semantics. Python syntax and semantics required to understand the code are explained as needed for each puzzle.

Readers need only the rudimentary grasp of programming concepts that can be obtained from introductory or AP computer science classes in high school. The book includes more than twenty puzzles and more than seventy programming exercises that vary in difficulty. Many of the puzzles are well known and have appeared in publications and on websites in many variations. They range from scheduling selfie time with celebrities to solving Sudoku problems in seconds to verifying the six degrees of separation hypothesis. The code for selected puzzle solutions is downloadable from the book's website; the code for all puzzle solutions is available to instructors.

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Product Format
Product Details
ISBN-13: 9780262534307
ISBN-10: 0262534304
Binding: Paperback or Softback (Trade Paperback (Us))
Content Language: English
More Product Details
Page Count: 272
Carton Quantity: 18
Product Dimensions: 7.00 x 0.40 x 8.90 inches
Weight: 0.90 pound(s)
Feature Codes: Bibliography, Index, Price on Product
Country of Origin: US
Subject Information
BISAC Categories
Computers | Computer Science
Computers | Programming - General
Computers | Certification Guides - General
Grade Level: College Freshman and up
Dewey Decimal: 005.102
Library of Congress Control Number: 2017010148
Descriptions, Reviews, Etc.
publisher marketing
Learning programming with one of "the coolest applications around" algorithmic puzzles ranging from scheduling selfie time to verifying the six degrees of separation hypothesis.

This book builds a bridge between the recreational world of algorithmic puzzles (puzzles that can be solved by algorithms) and the pragmatic world of computer programming, teaching readers to program while solving puzzles. Few introductory students want to program for programming's sake. Puzzles are real-world applications that are attention grabbing, intriguing, and easy to describe.

Each lesson starts with the description of a puzzle. After a failed attempt or two at solving the puzzle, the reader arrives at an Aha moment--a search strategy, data structure, or mathematical fact--and the solution presents itself. The solution to the puzzle becomes the specification of the code to be written. Readers will thus know what the code is supposed to do before seeing the code itself. This represents a pedagogical philosophy that decouples understanding the functionality of the code from understanding programming language syntax and semantics. Python syntax and semantics required to understand the code are explained as needed for each puzzle.

Readers need only the rudimentary grasp of programming concepts that can be obtained from introductory or AP computer science classes in high school. The book includes more than twenty puzzles and more than seventy programming exercises that vary in difficulty. Many of the puzzles are well known and have appeared in publications and on websites in many variations. They range from scheduling selfie time with celebrities to solving Sudoku problems in seconds to verifying the six degrees of separation hypothesis. The code for selected puzzle solutions is downloadable from the book's website; the code for all puzzle solutions is available to instructors.

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Your Price  $25.00
Paperback