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"A Crash Course in Mathematica" is a compact introduction to the program Mathematica, which is widely used in mathematics, as well as in the natural and engineering sciences.
"Written with the beginner in mind...[the book] is easier to handle than the standard manual... Exercises are set throughout the text...to provide a graduated introduction... This crash course will appeal to teachers and to enthusiastic computer literate students wanting to be 'fast-tracked' into MATHEMATICA®. It is clearly written, and should work well as a tutorial text."
-The Australian Mathematics Teacher
A Short Tour.- Formula Entry.- Numerical Calculations.- Symbolic Mathematics.- Graphics.- Programming.- Some of the Most Important Functions.- 1: The Basics.- 1.1 The Structure of the Program.- 1.1.1 The Front End.- 1.1.2 The Kernel.- 1.2 Online Documentation.- 1.3 Formulas.- 1.3.1 Formats.- 1.3.2 Entering Formulas and Special Characters.- 1.4 Simple Calculations.- 1.4.1 Conventions.- 1.4.2 Numerical Calculations.- 1.4.3 Algebraic Manipulation.- 1.4.4 Transformation Rules and Definitions.- 1.4.5 Equations.- 1.4.6 Calculus.- 2: Graphics.- 2.1 Graphs of Functions of One Variable.- 2.2 Graphs of Functions of Two Variables.- 2.2.1 Surfaces.- 2.2.2 Contours.- 2.2.3 Density Plots.- 2.3 Parametric Plots.- 2.3.1 Two-Dimensional Parametric Plots.- 2.3.2 Three-Dimensional Parametric Plots.- 2.4 Tools from Standard Packages.- 2.4.1 Three-Dimensional Contour Plots.- 2.4.2 Tools for Two-Dimensional Graphics.- 2.4.3 Tools for Three-Dimensional Graphics.- 2.4.4 Legends.- 2.4.5 Vector Fields.- 2.5 Animations.- 2.6 Exporting to Other Programs.- 3: Lists and Graphics Programming.- 3.1 Lists.- 3.1.1 Creating One-Dimensional Lists.- 3.1.2 Manipulating Lists.- 3.1.3 Multidimensional Lists.- 3.2 Calculating with Lists.- 3.2.1 Automatic Operations.- 3.2.2 Mapping Functions on Lists.- 3.2.3 Pure Functions.- 3.2.4 Using List Elements as Arguments.- 3.2.5 Plotting Lists.- 3.3 Linear Algebra.- 3.4 Graphics Programming.- 3.4.1 Graphics Objects.- 3.4.2 Graphics 3D Objects.- 3.4.3 Objects from Standard Packages.- 3.5 Application: Animating a Mechanism.- 4: Introduction to Programming.- 4.1 Expressions.- 4.2 Patterns.- 4.2.1 Simple Patterns.- 4.2.2 Constraints.- 4.2.3 More Complicated Patterns.- 4.2.4 A Simple Integrator.- 4.3 Evaluation.- 4.3.1 Associated Definitions.- 4.3.2 Attributes.- 4.3.3 The Evaluation Process.- 4.4 Programming Tools.- 4.4.1 Local Variables.- 4.4.2 Functional Programming.- 4.4.3 Rule-Based and Recursive Programming.- 4.4.4 Procedural Programming.- 4.4.5 Modularity.- 4.4.6 Compiling Numerical Calculations.- 4.5 Further Information.- 4.5.1 Internet.- 4.5.2 MathSource.- 4.5.3 Literature.
Dr. Stephan Kaufmann ist Adjunkt und Dozent an der ETH Zürich.