Data Oriented Programming in Java 21 - Solving the Countdown Game

Data Oriented Programming in Java 21 - Solving the Countdown Game

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Using a Gatherer to inserting an element at a specific place in a sorted stream

14 of 20

14 of 20

Using a Gatherer to inserting an element at a specific place in a sorted stream

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Data Oriented Programming in Java 21 - Solving the Countdown Game

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  1. 1 Do you feel like a coffee break?
  2. 2 Introducing the Countdown game and its rules
  3. 3 Introducing the Haskell algorithm translated to Java
  4. 4 Computing all the permutations of all the subsets
  5. 5 Splitting the sets to apply the four operations
  6. 6 Filtering the invalid operations
  7. 7 Computing the final result and the string of characters
  8. 8 Using Data Oriented Programming to model the data
  9. 9 Wrapping up this algorithm
  10. 10 Writing a bottom up algorithm leveraging Data Oriented Programming
  11. 11 Using Optional to discard invalid mapping operations
  12. 12 Getting rid of Optional with Stream.mapMulti
  13. 13 Implementing resolve with an exhaustive switch and pattern matching
  14. 14 Using a Gatherer to inserting an element at a specific place in a sorted stream
  15. 15 Using anonymous classes and non-denotable types
  16. 16 Using the Gatherer in the final process
  17. 17 Making the algorithm efficient
  18. 18 Writing the final algorithm using Records
  19. 19 Comparing the two algorithms
  20. 20 That's it for today, talk to you soon!

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