Quite frankly, I feel like I am breaking some unwritten rule by writing this post. There is so little information available on implementing the algorithm it seems like everyone who has implemented it abides by some fight club-esque rule t
When creating a classical Rogue-like and for many other dungeon based games as well, the levels of the game are procedurally generated. This is so that each play through of the game offers the player a new experience - no two games are the sam
Searching for the occurence of one string within the body of a larger string is a process done millions of times, and is one of the central operations in text processing. It is performed as part of querying a search engine and whenever you press
The visitor pattern is a behavioral design pattern first popularized in the "Gang of Four" book. It is used to separate operations on types from the types themselves. When using the composite pattern to build an AST from a class heiracrchy, as one woul
When implementing mgclisp, I took a shortcut (gasp! horror!) when implementing user defined functions. Scheme, and pretty much every other modern lisp when defining a function allows you to write something along the lines of the following expression:
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The Aho, Sethi, Ullman Direct DFA Construction, Part 1: Constructing the Followpos Table
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Procedural Map Generation with Binary Space Partitioning
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Exact Match String Searching: The Knuth-Morris-Pratt Algorithm
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The visitor pattern: OOP takes on the Expression Problem
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Improving mgcLisp's define syntax
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Separating the Men from the Boys, Knuth Style
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Reducing rotations during deletion from AVL trees
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Parsing Lisp: From Data To Code
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Swiz Heaps: A deterministic modification of Randomized Meldable Heaps
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Let's talk Eval/Apply