Links and Support Files for
Discrete Mathematics with Ducks
by dr. sarah-marie belcastro
GeoGebra files:
3.5 Graphs: Definitions and Examples
Fig. 3.8 bipartite graph
3.6 Isomorphisms
Fig. 3.11 graphs
Fig. 3.12 graphs
3.8 Try This! More Graph Problems
Fig. 3.21 graphs
Fig. 3.22 graphs
Fig. 3.23 graphs
Fig. 3.24 graphs
Bonus Graph Isomorphism exercises available only here on the web!
11.2 Try This! Planarity Explorations
Fig. 11.1 left graph
Fig, 11.1 right graph
Additional Problems
6. graphs
51. graph
52. graph
Mathematica
Demonstration: (for Chapter 9) Cutting
Space into Regions with Four Planes
Mathematical links mentioned
in the text:
Frontmatter
Chapter 2 (Sets and Logic)
- Click to shade parts of an Interactive
Venn Diagram (requires Mathematica or free CDF
Player) and the demonstration shows the set notation for the
corresponding set and its complement.
- The Venn
Game applet has you click on a set-notation description and then shades
the corresponding regions of a Venn diagram.
- This
"quiz" shows a 3-set Venn diagram and a symbolic description of a set.
You have to figure out which regions should be shaded. The interface
doesn't actually shade the diagram; on the other hand, it does give you
feedback, and reloading the page produces a new problem each time.
- This short
quiz asks you to decide whether the given statements are true.
Reloading gives a new quiz for even more practice.
- The Propositional
Logic Puzzle Generator (requires Mathematica or free CDF
Player) shows some polygons along with a list of statements about the
polygons in logic notation. (The logic notation is not quite the same as
used in Discrete Mathematics with Ducks, but there is a `help'
option that explains it.) Each statement is marked as true or false. The
trick is that the polygons are not labeled but referred to in the
statements as A, B, C, etc. and you get to match the labels with the
polygons.
- The puzzles Logic with
Letters, 2D Logic
Game with Letters, and Logic with
Logicians (all require Mathematica or free CDF
Player) do not use formal logic notation but give practice in logical
thinking.
- Here
you are presented with a mostly blank truth table---it just has headers and
a few beginning columns. Fill in the truth table by clicking, and then hit
buttons that check your work, clear the table, and reveal answers if you so
choose. Reloading the page produces a new blank truth table. Warning: this
"quiz" uses a single arrow for implies instead of the double arrow
we use in Discrete Mathematics with Ducks.
- For a good survey of what's known about Venn diagrams, go here.
- The logic puzzle generators Knights
and Knaves Puzzle Generator, Knights,
Knaves, and Normals Puzzle Generator, and Another
Knights and Knaves Puzzle Generator (all require Mathematica
or free CDF
Player) generate collections of statements. You decide which speakers
are knights (who tell the truth) and which are knaves (who lie). The
software has options to translate each statement into logic notation and to
reveal the solution to each puzzle.
- In this clever text-adventure game,
the player has to solve logic puzzles in order to travel through a
labyrinth and to advance game levels.
Chapter 3 (Graphs and Functions)
Chapter 4 (Induction)
- Applets that
allow you to tile 8 x8 and M x N grids with L-shaped
tiles.
Chapter 5 (Algorithms with Ciphers)
Chapter 6 (Binomial Coefficients and Pascal's Triangle)
Chapter 8 (Recurrence)
Chapter 9 (Counting and Geometry)
Chapter 10 (Trees)
- This
applet shows Kruskal's algorithm executed step-by-step on a single
graph.
- This
applet generates a variety of graphs with step-by-step executions of
Kruskal's algorithm.
- This
applet generates graphs on which Prim's algorithm is worked
step-by-step.
- This
applet allows you to generate a large graph and then will find a
minimum spanning tree of that large graph in real time.
- For an example of the branch-and-bound algorithm, go here
and choose option 10. This opens two windows: one holds the tree and the
other shows blocks that can be used to fill a bag. You can have the
software step through the algorithm, or you can explore the tree via the
(show entire tree) button.
Chapter 11 (Euler’s Formula)
Chapter 12 (Traversals)
Chapter 13 (Coloring)
Backmatter and References
Less- and Non-mathematical
links:
Errata for the first
printing:
page 136, second box, the last three numbers in the last line should be 8 18
1.
page 200, Example 7.4.8, PARALLELOGRAM should have 13!/(3!2!3!) anagrams.
page 217, problem 15, the course Physics-with-Calculus II should just be
Physics II.
page 237, step 10 should read an =
(1/6)3n + (1/2)(-1)n .
page 353, proof of Theorem 12.4.2, the Hamilton path should be P =
vb-...-vn-v1-v2-...-va
and the parenthetical remark in the following paragraph should read:
(Va lists the subscripts for the vertices adjacent
to va, and Vb lists
the subscripts for the vertices following those adjacent to
vb.) Notice that neither
Vanor Vbcontains
va because va is not
adjacent to itself and no vertex follows va in the
path (and even using the labeling order, vb is not
adjacent to itself).
page 416, Theorem 14.7.3 only holds for graphs with at least 4 vertices.
page 493, answer to Section 3.6 Check-Yourself problem 2: the list should
include P4.
page 500, answer to Section 6.7 Check-Yourself problem 2: 43
should be (-4)3 so that the answer is -1,280.
page 514, answer to Section 14.3 Check-Yourself problem 1: When using the
Lemma, we have only one state (seeing all four ducks) so E[W] = 4x1=4 white
ducks and E[WH] = 1x1 = 1 white duck.
page 515, answer to Section 14.3 Check-Yourself problem 2(b): The black duck
appears in 8 of the subsets, so E[B] = 1/2.
Errata for the first and second printings:
page 121, step 4 should read "If k=10, output k, and stop;
otherwise, go to step 2."