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How to Design Programs, Second Edition
8.15.0.2

How to Design Programs, Second Edition🔗

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Matthias Felleisen, Robert Bruce Findler, Matthew Flatt, Shriram Krishnamurthi

 

 

 

 

 

 

© 1 August 2014 MIT Press This material is copyrighted and provided under the Creative Commons CC BY-NC-ND license [interpretation].

 

 

 

Released on Wednesday, November 6th, 2024 7:36:10pm

    Preface

        Systematic Program Design

        DrRacket and the Teaching Languages

        Skills that Transfer

        This Book and Its Parts

        The Differences

      Acknowledgments from the First Edition

      Acknowledgments

    Prologue: How to Program

        Arithmetic and Arithmetic

        Inputs and Output

        Many Ways to Compute

        One Program, Many Definitions

        One More Definition

        You Are a Programmer Now

        Not!

    I Fixed-Size Data

      1 Arithmetic

        1.1 The Arithmetic of Numbers

        1.2 The Arithmetic of Strings

        1.3 Mixing It Up

        1.4 The Arithmetic of Images

        1.5 The Arithmetic of Booleans

        1.6 Mixing It Up with Booleans

        1.7 Predicates: Know Thy Data

      2 Functions and Programs

        2.1 Functions

        2.2 Computing

        2.3 Composing Functions

        2.4 Global Constants

        2.5 Programs

      3 How to Design Programs

        3.1 Designing Functions

        3.2 Finger Exercises: Functions

        3.3 Domain Knowledge

        3.4 From Functions to Programs

        3.5 On Testing

        3.6 Designing World Programs

        3.7 Virtual Pet Worlds

      4 Intervals, Enumerations, and Itemizations

        4.1 Programming with Conditionals

        4.2 Computing Conditionally

        4.3 Enumerations

        4.4 Intervals

        4.5 Itemizations

        4.6 Designing with Itemizations

        4.7 Finite State Worlds

      5 Adding Structure

        5.1 From Positions to posn Structures

        5.2 Computing with posns

        5.3 Programming with posn

        5.4 Defining Structure Types

        5.5 Computing with Structures

        5.6 Programming with Structures

        5.7 The Universe of Data

        5.8 Designing with Structures

        5.9 Structure in the World

        5.10 A Graphical Editor

        5.11 More Virtual Pets

      6 Itemizations and Structures

        6.1 Designing with Itemizations, Again

        6.2 Mixing Up Worlds

        6.3 Input Errors

        6.4 Checking the World

        6.5 Equality Predicates

      7 Summary

    Intermezzo 1: Beginning Student Language

      BSL Vocabulary

      BSL Grammar

      BSL Meaning

      Meaning and Computing

      BSL Errors

      Boolean Expressions

      Constant Definitions

      Structure Type Definitions

      BSL Tests

      BSL Error Messages

    II Arbitrarily Large Data

      8 Lists

        8.1 Creating Lists

        8.2 What Is '(), What Is cons

        8.3 Programming with Lists

        8.4 Computing with Lists

      9 Designing with Self-Referential Data Definitions

        9.1 Finger Exercises: Lists

        9.2 Non-empty Lists

        9.3 Natural Numbers

        9.4 Russian Dolls

        9.5 Lists and World

        9.6 A Note on Lists and Sets

      10 More on Lists

        10.1 Functions that Produce Lists

        10.2 Structures in Lists

        10.3 Lists in Lists, Files

        10.4 A Graphical Editor, Revisited

      11 Design by Composition

        11.1 The list Function

        11.2 Composing Functions

        11.3 Auxiliary Functions that Recur

        11.4 Auxiliary Functions that Generalize

      12 Projects: Lists

        12.1 Real-World Data: Dictionaries

        12.2 Real-World Data: iTunes

        12.3 Word Games, Composition Illustrated

        12.4 Word Games, the Heart of the Problem

        12.5 Feeding Worms

        12.6 Simple Tetris

        12.7 Full Space War

        12.8 Finite State Machines

      13 Summary

    Intermezzo 2: Quote, Unquote

      Quote

      Quasiquote and Unquote

      Unquote Splice

    III Abstraction

      14 Similarities Everywhere

        14.1 Similarities in Functions

        14.2 Different Similarities

        14.3 Similarities in Data Definitions

        14.4 Functions Are Values

        14.5 Computing with Functions

      15 Designing Abstractions

        15.1 Abstractions from Examples

        15.2 Similarities in Signatures

        15.3 Single Point of Control

        15.4 Abstractions from Templates

      16 Using Abstractions

        16.1 Existing Abstractions

        16.2 Local Definitions

        16.3 Local Definitions Add Expressive Power

        16.4 Computing with local

        16.5 Using Abstractions, by Example

        16.6 Designing with Abstractions

        16.7 Finger Exercises: Abstraction

        16.8 Projects: Abstraction

      17 Nameless Functions

        17.1 Functions from lambda

        17.2 Computing with lambda

        17.3 Abstracting with lambda

        17.4 Specifying with lambda

        17.5 Representing with lambda

      18 Summary

    Intermezzo 3: Scope and Abstraction

      Scope

      ISL for Loops

      Pattern Matching

    IV Intertwined Data

      19 The Poetry of S-expressions

        19.1 Trees

        19.2 Forests

        19.3 S-expressions

        19.4 Designing with Intertwined Data

        19.5 Project: BSTs

        19.6 Simplifying Functions

      20 Iterative Refinement

        20.1 Data Analysis

        20.2 Refining Data Definitions

        20.3 Refining Functions

      21 Refining Interpreters

        21.1 Interpreting Expressions

        21.2 Interpreting Variables

        21.3 Interpreting Functions

        21.4 Interpreting Everything

      22 Project: The Commerce of XML

        22.1 XML as S-expressions

        22.2 Rendering XML Enumerations

        22.3 Domain-Specific Languages

        22.4 Reading XML

      23 Simultaneous Processing

        23.1 Processing Two Lists Simultaneously: Case 1

        23.2 Processing Two Lists Simultaneously: Case 2

        23.3 Processing Two Lists Simultaneously: Case 3

        23.4 Function Simplification

        23.5 Designing Functions that Consume Two Complex Inputs

        23.6 Finger Exercises: Two Inputs

        23.7 Project: Database

      24 Summary

    Intermezzo 4: The Nature of Numbers

      Fixed-Size Number Arithmetic

      Overflow

      Underflow

      *SL Numbers

    V Generative Recursion

      25 Non-standard Recursion

        25.1 Recursion without Structure

        25.2 Recursion that Ignores Structure

      26 Designing Algorithms

        26.1 Adapting the Design Recipe

        26.2 Termination

        26.3 Structural versus Generative Recursion

        26.4 Making Choices

      27 Variations on the Theme

        27.1 Fractals, a First Taste

        27.2 Binary Search

        27.3 A Glimpse at Parsing

      28 Mathematical Examples

        28.1 Newton’s Method

        28.2 Numeric Integration

        28.3 Project: Gaussian Elimination

      29 Algorithms that Backtrack

        29.1 Traversing Graphs

        29.2 Project: Backtracking

      30 Summary

    Intermezzo 5: The Cost of Computation

      Concrete Time, Abstract Time

      The Definition of “On the Order Of”

      Why Do Programs Use Predicates and Selectors?

      

    VI Accumulators

      31 The Loss of Knowledge

        31.1 A Problem with Structural Processing

        31.2 A Problem with Generative Recursion

      32 Designing Accumulator-Style Functions

        32.1 Recognizing the Need for an Accumulator

        32.2 Adding Accumulators

        32.3 Transforming Functions into Accumulator Style

        32.4 A Graphical Editor, with Mouse

      33 More Uses of Accumulation

        33.1 Accumulators and Trees

        33.2 Data Representations with Accumulators

        33.3 Accumulators as Results

      34 Summary

    Epilogue: Moving On

        Computing

        Program Design

        Onward, Developers and Computer Scientists

        Onward, Accountants, Journalists, Surgeons, and Everyone Else