Landau | A First Course in Scientific Computing | Buch | 978-0-691-12183-3 | www2.sack.de

Buch, Englisch, 472 Seiten, mit 1 CD-ROM, Format (B × H): 185 mm x 261 mm, Gewicht: 1075 g

Landau

A First Course in Scientific Computing

Symbolic, Graphic, and Numeric Modeling Using Maple, Java, Mathematica, and Fortran90
With CD-ROM Auflage
ISBN: 978-0-691-12183-3
Verlag: Princeton University Press

Symbolic, Graphic, and Numeric Modeling Using Maple, Java, Mathematica, and Fortran90

Buch, Englisch, 472 Seiten, mit 1 CD-ROM, Format (B × H): 185 mm x 261 mm, Gewicht: 1075 g

ISBN: 978-0-691-12183-3
Verlag: Princeton University Press


This book offers a new approach to introductory scientific computing. It aims to make students comfortable using computers to do science, to provide them with the computational tools and knowledge they need throughout their college careers and into their professional careers, and to show how all the pieces can work together. Rubin Landau introduces the requisite mathematics and computer science in the course of realistic problems, from energy use to the building of skyscrapers to projectile motion with drag. He is attentive to how each discipline uses its own language to describe the same concepts and how computations are concrete instances of the abstract. Landau covers the basics of computation, numerical analysis, and programming from a computational science perspective. The first part of the printed book uses the problem-solving environment Maple as its context, with the same material covered on the accompanying CD as both Maple and Mathematica programs; the second part uses the compiled language Java, with equivalent materials in Fortran90 on the CD; and the final part presents an introduction to LaTeX replete with sample files. Providing the essentials of computing, with practical examples, A First Course in Scientific Computing adheres to the principle that science and engineering students learn computation best while sitting in front of a computer, book in hand, in trial-and-error mode. Not only is it an invaluable learning text and an essential reference for students of mathematics, engineering, physics, and other sciences, but it is also a consummate model for future textbooks in computational science and engineering courses.A broad spectrum of computing tools and examples that can be used throughout an academic career Practical computing aimed at solving realistic problems Both symbolic and numerical computations A multidisciplinary approach: science + math + computer science Maple and Java in the book itself; Mathematica, Fortran90, Maple and Java on the accompanying CD in an interactive workbook format

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Weitere Infos & Material


List of Figures xv

List of Tables xix

Preface xxi

Chapter 1. Introduction 1

1.1 Nature of Scientific Computing 1

1.2 Talking to Computers 2

1.3 Instructional Guide 4

1.4 Exercises to Come Back To 6

PART 1. MAPLE (OR MATHEMATICA) BY DOING 7

Chapter 2. Getting Started with Maple 9

2.1 Setting Up Your Work Space 9

2.2 Maple?s Problem-Solving Environment 10

2.3 Maple?s Command Structure 14

2.4 Sums and sums 16

2.5 Execution Groups 21

2.6 Key Words and Concepts 22

2.7 Supplementary Exercises 23

Chapter 3. Numbers, Expressions, Functions; Rocket Golf 25

3.1 Problem: Viewing Rocket Golf 25

3.2 Theory: Einstein?s Special Relativity 26

3.3 Math: Integer, Rational and Irrational Numbers 27

3.4 CS: Floating-Point Numbers 29

3.5 Complex Numbers 31

3.6 Expressions 32

3.7 Assignment Statements 34

3.8 Equality (rhs, lhs) 36

3.9 Functions 36

3.10 User-Defined Functions 39

3.11 Reexpressing Answers 39

3.12 CS: Overflow, Underflow, and Round-Off Error 44

3.13 Solution: Viewing Rocket Golf 45

3.14 Extension: Tachyons* 50

3.15 Key Words and Concepts 51

3.16 Supplementary Exercises 51

Chapter 4. Visualizing Data, Abstract Types; Electric Fields 55

4.1 Why Visualization? 55

4.2 Problem: Stable Points in Electric Fields 56

4.3 Theory: Stability Criteria and Potential Energy 56

4.4 Basic 2-D Plots: plot 58

4.5 Compound (Abstract) Data Types: [Lists] and {Sets }
63

4.6 3-D (Surface) Plots of Analytic Functions 69

4.7 Solution: Dipole and Quadrupole Fields 73

4.8 Exploration: The Tripole 76

4.9 Extension: Yet More Plot Types* 76

4.10 Visualizing Numerical Data 91

4.11 Plotting a Matrix: matrixplot* 97

4.12 Animations of Data* 102

4.13 Key Words and Concepts 104

4.14 Supplementary Exercises 105

Chapter 5. Solving Equations, Differentiation; Towers 107

5.1 Problem: Maximum Height of a Tower 107

5.2 Model: Block Stacking 107

5.3 Math: Equations as Challenges 109

5.4 Solving a Single Equation: solve, fsolve 110

5.5 Solving Simultaneous Equations (Sets) 113

5.6 Solution to Tower Problem 115

5.7 Differentiation: limit, diff, D 117

5.8 Numerical Derivatives* 126

5.9 Alternate Solution: Maximum Tower Height 127

5.10 Assessment and Exploration 128

5.11 Auxiliary Problem: Nonlinear Oscillations 129

5.12 Key Words and Concepts 131

5.13 Supplementary Exercises 131

Chapter 6. Integration; Power and Energy Usage (Also 14) 134

6.1 Problem: Relating Power and Energy Usage 134

6.2 Empirical Models 134

6.3 Theory: Power and Energy Definitions 136

6.4 Maple: Tools for Integration 136

6.5 Problem Solution: Energy from Power 139

6.6 Key Words and Concepts 143

6.7 Supplementary Exercises 144

Chapter 7. Matrices and Vectors; Rotation 145

7.1 Problem: Rigid-Body Rotation 145

7.2 Math: Vectors and Matrices 147

7.3 Theory: Angular Momentum Dynamics 149

7.4 Maple: Linear Algebra Tools 151

7.5 Matrix Arithmetic and Operations 157

7.6 Solution: Rotating Rigid Bodies 171

7.7 Exploration: Principal Axes of Rotation* 176

7.8 Key Words and Concepts 181

7.9 Supplementary Exercises 182

Chapter 8. Searching, Programming; Dipsticks 184

8.1 Problem: Volume of Liquid in Spherical Tanks 184

8.2 Math: Volume Integration 184

8.3 Algorithm: Bisection Searches 185

8.4 Programming in Maple 187

8.5 Solution: Volume from Dipstick Height 194

8.6 Key Words and Concepts 195

8.7 Supplementary Exercises 196

PART 2. JAVA (OR FORTRAN90) BY DOING 197

Chapter 9. Getting Started with Java 199

9.1 Compiled Languages 199

9.2 Java Program Pieces 201

9.3 Entering and Running Your First Program 202

9.4 Looking Inside Area.java 205

9.5 Key Words 207

9.6 Supplementary Exercises 207

Chapter 10. Data Types, Limits, Methods; Rocket Golf 208

10.1 Problem and Theory (Same as Chapter 3) 208

10.2 Java?s Primitive Data Types 208

10.3 Methods (Functions) and Modular Programming 215

10.4 Solution: Viewing Rocket Golf 219

10.5 Your Problem: Modify Golf.java 223

10.6 Coercion and Overloading* 224

10.7 Key Words 229

Chapter 11. Visualization with Java, Classes, Packages 232

11.1 2-D Graphs within Java: PtPlot 232

11.2 Installing PtPlot: See Appendix C* 238

11.3 Classes and Packages* 238

11.4 Gnuplot Basics 240

11.5 Java Archives: jar* 244

Chapter 12. Flow Control via Logic; Projectiles 247

12.1 Problem: Frictionless Projectile Motion 247

12.2 Theory: Kinematics 248

12.3 Computer Science: Designing Structured Programs 249

12.4 Flow Control via Logic 251

12.5 Implementation: Projectile.java 258

12.6 Solution: Projectile Trajectories 259

12.7 Key Words 259

12.8 Supplementary Exercises 260

Chapter 13. Java Input and Output* 262

13.1 Basic Input with Scanner 263

13.2 Streams: Standard Output, Input, and Error 263

13.3 I/O Exceptions: FileCatchThrow.java 272

13.4 Automatic Code Documentation: javadoc 274

13.5 Nonstandard Formatted Output: printf 275

Chapter 14. Numerical Integration; Power and Energy Usage 281

14.1 Problem (Same as Chapter 6): Power and Energy 281

14.2 Algorithms: Trapezoid and Simpson?s Rules 282

14.3 Assessment: Which Rule Is Better? 288

14.4 Key Words and Concepts 289

14.5 Supplementary Exercises 289

Chapter 15. Differential Equations with Java and Maple* 290

15.1 Problem: Projectile Motion with Drag 290

15.2 Model: Velocity-Dependent Drag 291

15.3 Algorithm: Numerical Differentiation 292

15.4 Math: Solving Differential Equations 292

15.5 Assessment: Balls Falling Out of the Sky? 295

15.6 Maple: Differential-Equation Tools 297

15.7 Maple Solution: Drag &8733; Velocity 302

15.8 Extract Operands 303

15.9 Drag &8733;v2 (Exercise) 306

15.10 Drag &8733;v3/2 306

15.11 Exploration: Planetary Motion* 310

15.12 Key Words 311

15.13 Supplementary Exercises 311

Chapter 16. Object-Oriented Programming; Complex Currents 313

16.1 Problem: Resonance in RLC Circuit 313

16.2 Math: Complex Numbers 313

16.3 Theory: Resistance Becomes Impedance 317

16.4 CS: Abstract Data Types, Objects 319

16.5 Java Solution: Complex Currents 329

16.6 Maple Solution: Complex Currents 330

16.7 Explorations: OOP Worked Examples* 334

16.8 Key Words 340

16.9 Java and Maple Exercises 340

Chapter 17. Arrays: Vectors, Matrices; Rigid-Body Rotations 341

17.1 Problem: Rigid-Body Rotations 341

17.2 Theory: Angular-Momentum Dynamics 343

17.3 CS, Math: Arrays, Vectors, and Matrices 344

17.4 Implementation: Inertia.java, Inertia3D.java 347

17.5 Jama: Java Matrix Library* 349

17.6 Key Words 353

17.7 Supplementary Exercises 353

Chapter 18. Advanced Objects; Baton Projectiles* 355

18.1 Problem: Trajectory of Thrown Baton 355

18.2 Theory: Combined Translation and Rotation 356

18.3 CS: OOP Design Concepts 359

18.4 Key Words 377

18.5 Supplementary Exercises 377

Chapter 19. Discrete Math, Arrays as Bins; Bug Dynamics* 378

19.1 Problem: Variability of Bug Populations 378

19.2 Theory: Self-Limiting Growth, Discrete Maps 378

19.3 Assessment: Properties of Nonlinear Maps 380

19.4 Exploration: Bifurcation Diagram, BugSort.java* 381

19.5 Exploration: Other Discrete Maps* 384

Chapter 20. 2-D Arrays: File I/O, PDEs; Realistic Capacitor 385

20.1 Problem: Field of Realistic Capacitor 385

20.2 Theory and Model: Electrostatics and PDEs 385

20.3 Algorithm: Finite Differences 387

20.4 Implementation: Laplace.java 389

20.5 Exploration: 2-D Capacitor 391

20.6 Exploration: 3-D Capacitor* 393

20.7 Key Words 393

Chapter 21. Web Computing, Applets, Primitive Graphics 394

21.1 What Is Web Computing? 394

21.2 Implementation: Get This to Work First 396

21.3 Exploration: Modify Applet1.java 401

21.4 Extension: PtPlot as Applet* 402

21.5 Extension: Applet with Button Input* 403

21.6 Extension: AWT, JFC, and Swing* 405

21.7 Example: Baton Applet, Jparabola.java* 407

21.8 Key Words 410

21.9 Supplementary Exercises 410

PART 3. LATEX SURVIVAL GUIDE 411

Chapter 22. LATEX for Text 413

22.1 Why LATEX? 413

22.2 Structure of a LATEXDocument 414

22.3 Sample Input File (Sample.tex) 414

22.4 Sample LATEXOutput 416

22.5 Fonts for Text 420

22.6 Environments 422

22.7 Lists 422

22.8 Sections 425

Chapter 23. LATEX for Mathematics 427

23.1 Entering Mathematics: Math Mode 427

23.2 Mathematical Symbols and Greek 428

23.3 Math Accents 431

23.4 Superscripts and Subscripts 431

23.5 Calculus and Sums 431

23.6 Changing Math Fonts 432

23.7 Math Functions 432

23.8 Fractions 432

23.9 Roots 433

23.10 Brackets (Delimiters) 433

23.11 Multiline Equations 434

23.12 Matrices and Math Arrays 435

23.13 Including Graphics 436

23.14 Exercise: Putting It All Together 438

Appendix A. Glossary 441

Appendix B. Maple Quick Reference, Debugging Help 450

Appendix C. Java Quick Reference and Installing Software 461

C.1 Java Elements 461

C.2 Transferring Files from the CD 465

C.3 Using our Maple Worksheets 466

C.4 Using our Java Programs 466

C.5 Installing PtPlot (or Other) Packages 467

C.6 Installing Java Developer?s Kit 469

Bibliography 471

Index 477



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