A p с а к Ж. Программирование игр и головоломок: Пер. С франц.— М.: Наука. Гл. ред. физ.-мат. лит., 1990,— 224 е.
ISBN 5-02-013959-9.
Рассматриваются способы...
The best way to learn something is by doing it. Kindly practice the programs and verify or contradict what we say. All the examples in this text are actual, runnable code tested on UNIX system. As a reader of this book, you are the most important...