Description

Book Synopsis
Learning programming with one of “the coolest applications around”: algorithmic puzzles ranging from scheduling selfie time to verifying the six degrees of separation hypothesis.

This book builds a bridge between the recreational world of algorithmic puzzles (puzzles that can be solved by algorithms) and the pragmatic world of computer programming, teaching readers to program while solving puzzles. Few introductory students want to program for programming's sake. Puzzles are real-world applications that are attention grabbing, intriguing, and easy to describe.

Each lesson starts with the description of a puzzle. After a failed attempt or two at solving the puzzle, the reader arrives at an Aha! moment—a search strategy, data structure, or mathematical fact—and the solution presents itself. The solution to the puzzle becomes the specification of the code to be written. Readers will thus know what the code is supposed to do before seeing the code it

Programming for the Puzzled Learn to Program

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    Order before 4pm today for delivery by Mon 13 Jul 2026.

    A Paperback / softback by Srini Devadas

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      View other formats and editions of Programming for the Puzzled Learn to Program by Srini Devadas

      Publisher: MIT Press Ltd
      Publication Date: 03/11/2017
      ISBN13: 9780262534307, 978-0262534307
      ISBN10: 0262534304

      Description

      Book Synopsis
      Learning programming with one of “the coolest applications around”: algorithmic puzzles ranging from scheduling selfie time to verifying the six degrees of separation hypothesis.

      This book builds a bridge between the recreational world of algorithmic puzzles (puzzles that can be solved by algorithms) and the pragmatic world of computer programming, teaching readers to program while solving puzzles. Few introductory students want to program for programming's sake. Puzzles are real-world applications that are attention grabbing, intriguing, and easy to describe.

      Each lesson starts with the description of a puzzle. After a failed attempt or two at solving the puzzle, the reader arrives at an Aha! moment—a search strategy, data structure, or mathematical fact—and the solution presents itself. The solution to the puzzle becomes the specification of the code to be written. Readers will thus know what the code is supposed to do before seeing the code it

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