Detecting a Cycle in a Linked Lists
I was asked for a solution to this question on quora in the C programming section, and since i put a detailed answer there, i figured i would post my solutions here as well to reach a broader audience.
Where we left off...
When we last left off we had the basics of our game engine in and character classes in place. In this section we will be covering basic Procedural Dungeon Generation.
Grids & Graphs
Grids are a special cases of Graphs called Lattice Graphs, and they show up and time and time again, particularly in Game Development. Certain categories of games, such as Rogue like games are heavily grid based.
Self Balanced Binary Search Trees
When it comes to balanced search trees, their is a wealth to choose from: Red/Black and its associated variants, AVL trees, scape goat trees, splay trees, and the list goes on, and not to mention the non
Merge Sort
Everybody has their favorite algorithms, and merge sort happens to be one of mine. It's also one of the definitive "Divide and Conquer" algorithms. There is a certain elegance to merge sort, and unlike Quicksort, it is a
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Digital Search Trees
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Lossless Compression Part III: Huffman Coding
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Lossless Compression Part II: The LZ77 Algorithm
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Lossless Compression Part I: Working with Bits in a Byte Oriented World
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Bottom Up AVL Tree: The OG Self-Balancing Binary Search Tree
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A Different Take on Merge Sort: Binary Search Trees?
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Deleting Entries From Open-Address Hash tables
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Transform any Binary Search Tree in to a Sorted Linked List
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From Regular Expressions To NFA by way of Abstract Syntax Trees: Thompsons Construction
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Extending Sedgewick's explicit Digraph NFA