1. Algorithms: Cooking Up Programs -- 2. Finite Automata: The Black Box -- 3. Systems of Logic: Boolean Bases -- 4. Simulation: The Monte Carlo Method -- 5. Godel's Theorem: Limits on Logic -- 6. Game Trees: The Minimax Method -- 7. The Chomsky Hierarchy: Four Computers -- 8. Random Numbers: The Chaitin-Kolmogoroff Theory -- 9. Mathematical Research: The Mandelbrot Set -- 10. Program Correctness: Ultimate Debugging -- 11. Search Trees: Traversal and Maintenance -- 12. Error-Correcting Codes: Pictures from Space -- 13. Boolean Logic: Expressions and Circuits -- 14. Regular Languages: Pumping Words -- 15. Time and Space Complexity: The Big-O Notation -- 16. Genetic Algorithms: Solutions That Evolve -- 17. The Random Access Machine: An Abstract Computer -- 18. Spline Curves: Smooth Interpolation -- 19. Computer Vision: Polyhedral Scenes -- 20. Karnaugh Maps: Circuit Minimization -- 21. The Newton-Raphson Method: Finding Roots -- 22. Minimum Spanning Trees: A Fast Algorithm.
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23. Generative Grammars: Lindenmayer Systems -- 24. Recursion: The Sierpinski Curve -- 25. Fast Multiplication: Divide and Conquer -- 26. Nondeterminism: Automata That Guess Correctly -- 27. Perceptrons: A Lack of Vision -- 28. Encoders and Multiplexers: Manipulating Memory -- 29. CAT Scanning: Cross-Sectional X-Rays -- 30. The Partition Problem: A Pseudo-fast Algorithm -- 31. Turing Machines: The Simplest Computers -- 32. The Fast Fourier Transform: Redistributing Images -- 33. Analog Computation: Spaghetti Computers -- 34. Satisfiability: A Central Problem -- 35. Sequential Sorting: A Lower Bound on Speed -- 36. Neural Networks That Learn: Converting Coordinates -- 37. Public Key Cryptography: Intractable Secrets -- 38. Sequential Circuits: A Computer Memory -- 39. Noncomputable Functions: The Busy Beaver Problem -- 40. Heaps and Merges: The Fastest Sorts of Sorts -- 41. NP-Completeness: The Wall of Intractability -- 42. Number Systems for Computing: Chinese Arithmetic.
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43. Storage by Washing: The Key Is the Address -- 44. Cellular Automata: The Game of Life -- 45. Cook's Theorem: Nuts and Bolts -- 46. Self-Replicating Computers: Codd's Machine -- 47. Storing Images: A Cat in a Quad Tree -- 48. The Scram: A Simplified Computer -- 49. Shannon's Theory: The Elusive Codes -- 50. Detecting Primes: An Algorithm that Almost Always Works -- 51. Universal Turing Machines: Computers as Programs -- 52. Text Compression: Huffman Coding -- 53. Disk Operating Systems: Bootstrapping the Computer -- 54. NP-Complete Problems: The Tree of Intractability -- 55. Iteration and Recursion: The Towers of Hanoi -- 56. VLSI Computers: Circuits in Silicon -- 57. Linear Programming: The Simplex Method -- 58. Predicate Calculus: The Resolution Method -- 59. The Halting Problem: The Uncomputable -- 60. Computer Viruses: A Software Invasion -- 61. Searching Strings: The Boyer-Moore Algorithm -- 62. Parallel Computing: Processors with Connections.
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63. The Word Problem: Dictionaries as Programs -- 64. Logic Programming: Prologue to Expertise -- 65. Relational Data Bases: Do-It-Yourself Queries -- 66. Church's Thesis: All Computers Are Created Equal.