By Kent D. Lee, Steve Hubbard
This textbook explains the innovations and strategies required to put in writing courses which can deal with quite a lot of information successfully. Project-oriented and classroom-tested, the booklet provides a couple of vital algorithms supported through examples that convey intending to the issues confronted by means of machine programmers. the belief of computational complexity can be brought, demonstrating what can and can't be computed successfully in order that the programmer could make knowledgeable decisions in regards to the algorithms they use. positive factors: comprises either introductory and complex information constructions and algorithms issues, with advised bankruptcy sequences for these respective classes supplied within the preface; offers studying targets, evaluate questions and programming routines in every one bankruptcy, in addition to a number of illustrative examples; deals downloadable courses and supplementary documents at an linked site, with teacher fabrics to be had from the writer; provides a primer on Python for these from a special language background.
From the again Cover
This truly based and straightforward to learn textbook explains the recommendations and methods required to put in writing courses that could deal with quite a lot of facts efficiently.
Project-oriented and classroom-tested, the publication provides a couple of very important algorithms supported through motivating examples that deliver intending to the issues confronted by way of laptop programmers. the assumption of computational complexity is additionally brought, demonstrating what can and can't be computed successfully in order that the programmer could make knowledgeable decisions in regards to the algorithms they use. The textual content assumes a few easy event in machine programming and familiarity in an object-oriented language, yet no longer unavoidably with Python.
Topics and features:
Includes either introductory and complex facts constructions and algorithms subject matters, with prompt bankruptcy sequences for these respective classes supplied within the preface
Provides studying ambitions, evaluate questions and programming routines in every one bankruptcy, in addition to a number of illustrative examples
Offers downloadable courses and supplementary documents at an linked web site, with teacher fabrics to be had from the author
Presents a primer on Python for these coming from a special language background
Reviews using hashing in units and maps, in addition to an exam of binary seek timber and tree traversals, and fabric on intensity first seek of graphs
Discusses issues compatible for a complicated direction, akin to club buildings, tons, balanced binary seek timber, B-trees and heuristic search
Students of computing device technological know-how will locate this transparent and concise textbook to be helpful for undergraduate classes on facts constructions and algorithms, at either introductory and complex degrees. The booklet can be compatible as a refresher consultant for machine programmers beginning new jobs operating with Python.
About the Author
Dr. Kent D. Lee is Professor of machine technological know-how at Luther university, Decorah, Iowa, united states. he's the writer of the winning Springer textbook Python Programming basics and the imminent Foundations of Programming Languages.
Dr. Steve Hubbard is Professor of arithmetic and laptop technology at Luther collage.
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Extra resources for Data Structures and Algorithms With Python
A frame is a widget that can hold other widgets. The drawing application you see in Fig. 6 is one such GUI built with Tkinter. In this section we’ll develop this drawing application so you learn how to create your own GUI applications using Tkinter and to improve or refresh your Python programming skills. 14 Implementing a GUI with Tkinter 25 Fig. 6 The Draw Program To construct a GUI you need to create a window. It is really very simple to do this using Tkinter. Tk() This creates an empty window on the screen, but of course does not put anything in it.
1 Graphics Command Classes 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 # Each of the command classes below hold information for one of the # types of commands found in a graphics file. For each command there must # be a draw method that is given a turtle and uses the turtle to draw # the object. By having a draw method for each class, we can # polymorphically call the right draw method when traversing a sequence of # these commands. Polymorphism occurs when the "right" draw method gets # called without having to know which graphics command it is being called on.
This means there are two parts to DrawingApplication objects, the Frame part of the DrawingApplication and the rest of it, which in this case is the PyList sequence of graphics commands. Our frame will keep track of the graphics commands that are used to draw the picture on the canvas. Portions of the code appear in Sect. 1. The code in Sect. 1 shows you all the widgets that are created and how they are packed within the window. The canvas and the sideBar widgets are added side by side to the Drawing Application frame.