In my past projects when needed I have always implemented AST building parsers for regular expressions bottom-up by using the shunting yard algorithm. I've covered the process of doing so in my post on Thompsons Construction. While this approach certai

When it comes to data structures - especially self balancing data structures - it is no secret that the algorithms for removing an entry are often many, many times more complex than the algorithms for adding a value. Anyone w

In part one of this post I covered building and annotating an abstract syntax tree from a postfix regular expression, as well as populating the firstpos, lastpos, and followpos sets for each node in the AST is it relates to it's position in the regular

Quite frankly, I feel like I am breaking some unwritten rule by writing this post. There is so little information available on implementing this algorithm it would seem as if everyone who has managed to implement it all abide by some type

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