LEADER 00000nam a2200433 i 4500 
001    978-1-4842-0995-0 
003    DE-He213 
005    20151021141038.0 
006    m     o  d         
007    cr nn 008maaau 
008    150325s2015    cau     s         0 eng d 
020    9781484209950 (electronic bk.) 
020    9781484209967 (paper) 
024 7  10.1007/978-1-4842-0995-0|2doi 
040    GP|cGP|erda|dAS 
041 0  eng 
050  4 QA76.73.C15 
082 04 005.133|223 
100 1  Zambon, Giulio,|eauthor 
245 10 Sudoku programming with C /|cby Giulio Zambon 
264  1 Berkeley, CA :|bApress :|bImprint: Apress,|c2015 
300    1 online resource (xiv, 270 pages) :|billustrations (some 
       color), digital ;|c24 cm 
336    text|btxt|2rdacontent 
337    computer|bc|2rdamedia 
338    online resource|bcr|2rdacarrier 
347    text file|bPDF|2rda 
520    Sudoku Programming with C teaches you how to write 
       computer programs to solve and generate Sudoku puzzles. 
       This is a practical book that will provide you with 
       everything you need to write your own books of Sudoku 
       Classic and Samurai puzzles. But be warned: after reading 
       it, you'll discover that the puzzles in your local paper 
       are not so challenging after all! We like Sudokus because 
       they test our capacity to recognize and interpret 
       patterns. But how are the clues generated? Where do those 
       quasi-symmetrical configurations come from? When the 
       author explored the Web to find out, he discovered that 
       there were many sites that explained how to solve Sudokus,
       but none that told him how create them. He also saw many 
       sites and apps to play Sudoku, but, perhaps not surprising,
       no indication of how they worked. So, he had to develop 
       his own applications in order to find out. And, from the 
       very start, he decided that he would publish the code for 
       anyone else to use and perhaps tinker with, but the author
       wrote it in such a way that also lets readers with limited
       knowledge of programming techniques understand it. In fact,
       you could decide to start generating thousands of puzzles 
       almost immediately, and go through the explanations of 
       algorithms and techniques later, a bit at a time. The 
       author chose to write the application in 'plain old C' 
       because he wanted to make the code accessible to as many 
       people as possible. In this book, you will find an 
       explanation of all solving strategies, and the code to 
       implement them. Writing the Solver application was more 
       difficult than writing the Generator, because it required 
       designing and implementing each strategy separately. 
       However, the author wanted to include a solving program 
       capable of listing the strategies necessary to solve any 
       particular puzzle. He also wanted to check whether a 
       puzzle was solvable analytically, without any guessing. 
       This book includes the full listings of both the Generator
       and the Solver, and explanations of all C modules, with 
       walk-throughs and examples 
650  0 C (Computer program language) 
650  0 Sudoku 
650 14 Computer Science 
650 24 Programming Techniques 
650 24 Programming Languages, Compilers, Interpreters 
710 2  SpringerLink (Online service) 
773 0  |tSpringer eBooks 
856 40 |uhttp://dx.doi.org/10.1007/978-1-4842-0995-0
       |zeBook(Springerlink)