YSC2229: Introductory Data Structures and Algorithms
  • 1. Software Prerequisites
  • 2. OCaml Style Guide
  • 3. Policies
  • 4. Midterm Project: Memory Allocation and Reclamation
  • 5. Final Project: Vroomba Programming
  • 1. Chapter 01: Introduction
  • 2. Chapter 02: Working with Arrays
  • 3. Chapter 03: Complexity of Algorithms and Order Notation
  • 4. Chapter 04: Divide-and-Conquer Algorithms
  • 5. Chapter 05: Binary Heaps and Priority Queues
  • 6. Chapter 06: Abstract Data Types
  • 7. Chapter 07: Hashing-Based Data Structures
  • 8. Chapter 08: Searching in Strings
  • 9. Chapter 09: Backtracking and Dynamic Programming
  • 10. Chapter 10: Data Encoding and Compression
  • 11. Chapter 11: Binary Search Trees
  • 12. Chapter 12: Graph Algorithms
  • 13. Chapter 13: Elements of Computational Geometry
    • 13.1. Basics of Computational Geometry
    • 13.2. Points, Segments and their Properties
    • 13.3. Working with Polygons
    • 13.4. Convex Hulls
YSC2229: Introductory Data Structures and Algorithms
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  • 13. Chapter 13: Elements of Computational Geometry

13. Chapter 13: Elements of Computational Geometry

  • 13.1. Basics of Computational Geometry
    • 13.1.1. Working with graphics in OCaml
  • 13.2. Points, Segments and their Properties
    • 13.2.1. On precision and epsilon-equality
    • 13.2.2. Points on a two-dimensional plane
    • 13.2.3. Points as vectors
    • 13.2.4. Scalar product of vectors
    • 13.2.5. Polar coordinate system
    • 13.2.6. Vector product and its properties
    • 13.2.7. Segments on a plane
    • 13.2.8. Generating random points on a segment
    • 13.2.9. Collinearity of segments
    • 13.2.10. Checking for intersections
    • 13.2.11. Finding intersections
  • 13.3. Working with Polygons
    • 13.3.1. Encoding and rendering polygons
    • 13.3.2. Some useful polygons
    • 13.3.3. Basic polygon manipulations
    • 13.3.4. Queries about polygons
    • 13.3.5. Intermezzo: rays and intersections
    • 13.3.6. Point within an polygon
  • 13.4. Convex Hulls
    • 13.4.1. Plane-sweeping algorithm
    • 13.4.2. Graham scan invariant
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