When it comes to data structures - especially self balancing data structures - it is no secret that the algorithms for removing an entry are often many, many times more complex than the algorithms for adding a value. Anyone w
This post was originally featured as a section of my post on implementing Thompsons Construction for NFA from a regular expression. Having since implemented several FA constructions, all of which utilized an AST representation of the given exp
In part one of this post I covered building and annotating an abstract syntax tree from a postfix regular expression, as well as populating the firstpos, lastpos, and followpos sets for each node in the AST is it relates to it's position in the regular
Todays post is a overview of a (simplified) implementation of the Aho-Sethi-Ullman DFA Construction algorithm, aka "Algorithm 3.5: Construction of a DFA from a Regular Expression" originally found in "the dragon" book[1]. I'm going to take a moment to
When creating a classical Rogue-like and for many other dungeon based games as well, the levels of the game are procedurally generated. This is so that each play through of the game offers the player a new experience - no two games are the sam
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Implementing enhanced for loops in Bytecode
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Top-Down Deletion for Red/Black Trees
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Function Closures For Bytecode VMs: Heap Allocated Activation Records & Access Links
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Pascal & Bernoulli & Floyd: Triangles
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A Quick tour of MGCLex
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Compiling Regular Expressions for "The VM Approach"
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Composable Linked Digraphs: An efficient NFA Data Structure for Thompsons Construction
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Improving the Space Efficiency of Suffix Arrays
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Augmenting B+ Trees For Order Statistics
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Top-Down AST Construction of Regular Expressions with Recursive Descent