The art of computer programming : Volume 4, fascicle 2 Generating all tuples and permutations

This fascicle inaugurates the eagerly awaited publication of Knuth's The Art of Computer Programming, Volume 4: Combinatorial Algorithms. Part of what will be a long chapter on combinatorial searching, the fascicle begins his treatment of how to generate all possibilities. Specifically, it disc...

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Détails bibliographiques
Auteur principal : Knuth Donald Ervin (Auteur)
Format : Livre
Langue : anglais
Titre complet : The art of computer programming. Volume 4, fascicle 2, Generating all tuples and permutations / Donald E. Knuth,...
Publié : Upper Saddle River (N.J.) : Addison-Wesley , copyright 2005
Description matérielle : 1 vol. (V-127 p.)
Collection : The art of computer programming ; 4, fasc.2
Sujets :
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215 |a 1 vol. (V-127 p.)  |c ill.  |d 25 cm 
225 0 |a The art of computer programming  |v 4, fasc.2 
300 |a La couv. porte la mention : "Newly available sections of the classic work" 
305 |a Autre tirage : 2010 
307 |a Le tirage 2010 comporte 128 pages 
320 |a Notes bibliogr. Index. Glossaire 
330 |a This fascicle inaugurates the eagerly awaited publication of Knuth's The Art of Computer Programming, Volume 4: Combinatorial Algorithms. Part of what will be a long chapter on combinatorial searching, the fascicle begins his treatment of how to generate all possibilities. Specifically, it discusses the generation of all n-tuples, then extends those ideas to all permutations. Such algorithms provide a natural motivation by means of which many of the key ideas of combinatorial mathematics can be introduced and explored. In this and other fascicles of Volume 4, Knuth illuminates important theories by discussing related games and puzzles. Even serious programming can be fun 
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