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020 _a9781484209950
_9978-1-4842-0995-0
024 7 _a10.1007/978-1-4842-0995-0
_2doi
035 _ato000556640
040 _aSpringer
_cSpringer
_dRU-ToGU
050 4 _aQA76.6-76.66
072 7 _aUM
_2bicssc
072 7 _aCOM051000
_2bisacsh
082 0 4 _a005.11
_223
100 1 _aZambon, Giulio.
_eauthor.
_9318010
245 1 0 _aSudoku Programming with C
_helectronic resource
_cby Giulio Zambon.
260 _aBerkeley, CA :
_bApress :
_bImprint: Apress,
_c2015.
300 _aXIV, 300 p. 90 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
520 _aSudoku Programming with C teaches you how to write computer programs to solve and generate Sudoku puzzles. This is a practical book that will provide you with everything you need to write your own books of Sudoku Classic and Samurai puzzles. But be warned: after reading it, you'll discover that the puzzles in your local paper are not so challenging after all! We like Sudokus because they test our capacity to recognize and interpret patterns. But how are the clues generated? Where do those quasi-symmetrical configurations come from? When the author explored the Web to find out, he discovered that there were many sites that explained how to solve Sudokus, but none that told him how create them. He also saw many sites and apps to play Sudoku, but, perhaps not surprising, no indication of how they worked. So, he had to develop his own applications in order to find out. And, from the very start, he decided that he would publish the code for anyone else to use and perhaps tinker with, but the author wrote it in such a way that also lets readers with limited knowledge of programming techniques understand it. In fact, you could decide to start generating thousands of puzzles almost immediately, and go through the explanations of algorithms and techniques later, a bit at a time. The author chose to write the application in ‘plain old C’ because he wanted to make the code accessible to as many people as possible. In this book, you will find an explanation of all solving strategies, and the code to implement them. Writing the Solver application was more difficult than writing the Generator, because it required designing and implementing each strategy separately. However, the author wanted to include a solving program capable of listing the strategies necessary to solve any particular puzzle. He also wanted to check whether a puzzle was solvable analytically, without any guessing. This book includes the full listings of both the Generator and the Solver, and explanations of all C modules, with walk-throughs and examples.
650 0 _aComputer Science.
_9155490
650 0 _aComputer programming.
_9439171
650 0 _aProgramming languages (Electronic computers).
_9459680
650 1 4 _aComputer Science.
_9155490
650 2 4 _aProgramming Techniques.
_9566312
650 2 4 _aProgramming Languages, Compilers, Interpreters.
_9303287
710 2 _aSpringerLink (Online service)
_9143950
773 0 _tSpringer eBooks
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4842-0995-0
912 _aZDB-2-CWD
999 _c412025