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 stab
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The Aho, Sethi, Ullman Direct DFA Construction Part 2: Building the DFA from Followpos
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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