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Classic Computer Science Problems in Swift: Essential Techniques for Practicing Programmers
Classic Computer Science Problems in Swift: Essential Techniques for Practicing Programmers



Book Details 
             TitleClassic Computer Science Problems in Swift: Essential Techniques for Practicing Programmers
      ISBN-10978-1617294891
         Author: David Kopec
    Language: English
        SubjectSwift / Computers & Technology / Programming / Apple Programming
No. of pages: 224
         Format: PDF



Introduction History
Thank you for purchasing Classic Computer Science Problems in Swift: Essential

This book is not an introduction to Swift. Apple publishes an excellent free book serving

the book’s content was created with the assumption that it would serve as learning SignmOauterial to help one achieve such mastery. On the other hand, this book is not
appropriate for complete beginners

WHY SWIFT?

Swift is an exciting new programming language from Apple that toes the line between the object­oriented and functional paradigms. Swift’s creators have achieved a remarkable balance that, for many, is the best of both worlds. Due to its wide deployment via Apple’s developer tools, its modern syntax, its amalgamation of great features from other languages, its careful paradigm balance, and its future as the main language of development for iOS and Mac applications, now is a great time to learn Swift.

Apple has called Swift the first protocol­oriented language, due to its powerful protocol

feature set and the extensive use of that set in its standard library.[ 2 ] Yet, many long­ time Objective­C and Java developers have little experience with functional programming, let alone protocol­oriented programming. At the same time, there are
techniques for practicing programmers. Swift is at an exciting stage in its development. As the language continues to stabilize and its popularity soars, there is a need to bring traditional computer science education to the language. The problems in this intermediate book will help seasoned programmers learn the language and new programmers accelerate their CS education. This book covers such a diversity of problem­solving techniques that there is truly something for everyone.  that purpose.
Instead, this book assumes that you have already obtained a basic working knowledge of Swift’s syntax. Mastery of Swift is by no means assumed. In fact,
functional programmers coming into the Swift community who try to do everything the same way they would in Haskell or Scheme. They are sometimes missing more elegant, object­oriented solutions.


This book aims to serve as a bridge between these worlds by approaching classic problems that experienced programmers should be familiar with (and new programmers should become familiar with), without being dogmatic about fitting within a single paradigm in Swift. Instead, you will get a taste of all of them. A combination is the right way to approach Swift. Building bridges is the community’s way forward.

WHAT IS A CLASSIC COMPUTER SCIENCE PROBLEM?

Some say that computers are to computer science as telescopes are to astronomy. If that’s the case, then is a programming language like a telescope lens? In any event, the term “computer science problems” is used here to mean “programming problems typically taught in an undergraduate computer science curriculum.”

There are certain programming problems that are given to new programmers to solve, whether in a classroom setting during the pursuit of a bachelor’s degree (in computer science, software engineering, etc.) or within the confines of an intermediate programming textbook (for example, a first book on artificial intelligence or algorithms), that have become commonplace enough to be deemed “classic.” A selection of such problems is what you will find in this book.

The problems range from the trivial, which can be solved in a few lines of code, to the complex, which require the buildup of systems over multiple chapters. Some problems touch on artificial intelligence, and others simply require common sense. Some problems are practical, and other problems are fanciful.

WHAT KINDS OF PROBLEMS ARE IN THIS BOOK?

Chapter 1 introduces problem­solving techniques that will likely look familiar to most readers. Things like recursion, memoization, and simulation are essential building blocks of other techniques explored in later chapters.

This gentle introduction is followed by chapter 2, which focuses on search problems. Search is such a large topic that you could arguably place most problems in the book
under its banner. Chapter 2 introduces the most essential search algorithms, including binary search, depth­first search, breadth­first search, and A*. These algorithms are reused throughout the rest of the book.

In chapter 3, you will build a framework for solving a broad range of problems that can be abstractly defined by variables of limited domains that have constraints between them. This includes such classics as the eight queens problem, the Australian map­ coloring problem, and the cryptarithmetic SEND+MORE=MONEY.

Chapter 4 explores the world of graph algorithms, which to the uninitiated are surprisingly broad in their applicability. In this chapter, you will build a graph data structure and then use it to solve several classic optimization problems.

Chapter 5 explores genetic algorithms, a technique that is less deterministic than most covered in the book, but that sometimes can solve a problem traditional algorithms cannot in a reasonable amount of time.

Chapter 6 covers k­means clustering and is perhaps the most algorithmically specific chapter in the book. This clustering technique is simple to implement, easy to understand, and broadly applicable.

Chapter 7 aims to explain what a neural network is, and to give the reader a taste of what a very simple neural network looks like. It does not aim to provide comprehensive coverage of this exciting and evolving field.

Finally, chapter 8 covers interesting (and fun) problems that did not quite fit anywhere else in the book.

WHO IS THIS BOOK FOR?

This book is for both intermediate and experienced programmers. Experienced programmers who want to learn Swift will find comfortably familiar problems from their computer science or programming education. Fairly new programmers will be introduced to these classic problems in the language of their choice—Swift. Developers getting ready for coding interviews will likely find this book to be valuable preparation material.

In addition to professional programmers, students enrolled in undergraduate computer science programs who have an interest in Swift will likely find this book helpful. It makes no attempt to be a rigorous introduction to data structures and algorithms. This is not a data structures and algorithms textbook—you will not find proofs or extensive use of big­O notation within its pages. Instead, it is positioned as an approachable, hands­on tutorial to the problem­solving techniques that should be the end product of taking data structure, algorithm, and artificial intelligence classes.
Once again, a basic knowledge of Swift’s syntax and semantics is assumed. A reader with zero programming experience will get little out of this book. And a programmer with zero Swift experience will almost certainly struggle. In other words, we could call Classic Computer Science Problems in Swift a great second book on Swift.

SWIFT VERSIONING AND TOOLS

The source code in this book was written to adhere to version 4.1 of the Swift language. This version was released alongside Xcode 9.3 by Apple in early 2018.

 A GitHub repository with the code for the book is available: 
https://github.com/davecom/ClassicComputerScienceProblemsInSwift.

Most of the source code in this book will run on Linux (and other platforms Swift is ported to) without modification, as it only relies on Foundation (not AppKit/UIKit). The source code files are distributed as part of a Swift playground for Xcode, but the raw .swift files contained therein can be extracted for use on Linux. Cross­platform compatibility was a goal for this book, but convenience on the Mac for the majority of readers was an even greater goal.

This book does not explain how to use Xcode, build Swift projects, or use Playgrounds. There are plenty of great resources on those topics available online and in print. The ability to do these tasks is assumed throughout.

NO GRAPHICS, NO UI CODE

This book is not about learning UIKit or AppKit. The examples in the book do not require the use of either. There are no examples in this book that produce graphical output. Why? The goal is to solve the posed problems with solutions that are as concise and readable as possible. Often, doing graphics gets in the way, or makes solutions significantly more complex than they need to be to illustrate the technique or algorithm in question.

Further, to achieve cross­platform compatibility with Swift on Linux, UIKit and AppKit could not be used. At the time of writing, only Foundation was ported to Linux. The solutions here largely rely on the Swift standard library alone, with Foundation acting as a supplement in areas where the standard library is weak.
This is not a book that will teach you how to write full­scale apps. It is a book that will

help you with the fundamentals of software development under Swift. It is a book that’s written to stay within its scope. 

Ios Apprentice Begin IOS development Ray Wenderlich

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