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PART 2. JAVA (OR FORTRAN90) BY DOING
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PART 2. JAVA (OR FORTRAN90) BY DOING
by Rubin H. Landau
A First Course in Scientific Computing
Cover
Title
Copyright
Contents
List of Figures
List of Tables
Preface
Chapter 1. Introduction
1.1 Nature of Scientific Computing
1.2 Talking to Computers
1.3 Instructional Guide
1.4 Exercises to Come Back To
PART 1. MAPLE (OR MATHEMATICA) BY DOING
Chapter 2. Getting Started with Maple
2.1 Setting Up Your Work Space
2.2 Maple’s Problem-Solving Environment
2.3 Maple’s Command Structure
2.4 Sums and sums
2.5 Execution Groups
2.6 Key Words and Concepts
2.7 Supplementary Exercises
Chapter 3. Numbers, Expressions, Functions; Rocket Golf
3.1 Problem: Viewing Rocket Golf
3.2 Theory: Einstein’s Special Relativity
3.3 Math: Integer, Rational and Irrational Numbers
3.4 CS: Floating-Point Numbers
3.5 Complex Numbers
3.6 Expressions
3.7 Assignment Statements
3.8 Equality (rhs, lhs)
3.9 Functions
3.10 User-Defined Functions
3.11 Reexpressing Answers
3.12 CS: Overflow, Underflow, and Round-Off Error
3.13 Solution: Viewing Rocket Golf
3.14 Extension: Tachyons*
3.15 Key Words and Concepts
3.16 Supplementary Exercises
Chapter 4. Visualizing Data, Abstract Types; Electric Fields
4.1 Why Visualization?
4.2 Problem: Stable Points in Electric Fields
4.3 Theory: Stability Criteria and Potential Energy
4.4 Basic 2-D Plots: plot
4.5 Compound (Abstract) Data Types: [Lists] and {Sets}
4.6 3-D (Surface) Plots of Analytic Functions
4.7 Solution: Dipole and Quadrupole Fields
4.8 Exploration: The Tripole
4.9 Extension: Yet More Plot Types*
4.10 Visualizing Numerical Data
4.11 Plotting a Matrix: matrixplot*
4.12 Animations of Data*
4.13 Key Words and Concepts
4.14 Supplementary Exercises
Chapter 5. Solving Equations, Differentiation; Towers
5.1 Problem: Maximum Height of a Tower
5.2 Model: Block Stacking
5.3 Math: Equations as Challenges
5.4 Solving a Single Equation: solve, fsolve
5.5 Solving Simultaneous Equations (Sets)
5.6 Solution to Tower Problem
5.7 Differentiation: limit, diff, D
5.8 Numerical Derivatives*
5.9 Alternate Solution: Maximum Tower Height
5.10 Assessment and Exploration
5.11 Auxiliary Problem: Nonlinear Oscillations
5.12 Key Words and Concepts
5.13 Supplementary Exercises
Chapter 6. Integration; Power and Energy Usage (Also 14)
6.1 Problem: Relating Power and Energy Usage
6.2 Empirical Models
6.3 Theory: Power and Energy Definitions
6.4 Maple: Tools for Integration
6.5 Problem Solution: Energy from Power
6.6 Key Words and Concepts
6.7 Supplementary Exercises
Chapter 7. Matrices and Vectors; Rotation
7.1 Problem: Rigid-Body Rotation
7.2 Math: Vectors and Matrices
7.3 Theory: Angular Momentum Dynamics
7.4 Maple: Linear Algebra Tools
7.5 Matrix Arithmetic and Operations
7.6 Solution: Rotating Rigid Bodies
7.7 Exploration: Principal Axes of Rotation*
7.8 Key Words and Concepts
7.9 Supplementary Exercises
Chapter 8. Searching, Programming; Dipsticks
8.1 Problem: Volume of Liquid in Spherical Tanks
8.2 Math: Volume Integration
8.3 Algorithm: Bisection Searches
8.4 Programming in Maple
8.5 Solution: Volume from Dipstick Height
8.6 Key Words and Concepts
8.7 Supplementary Exercises
PART 2. JAVA (OR FORTRAN90) BY DOING
Chapter 9. Getting Started with Java
9.1 Compiled Languages
9.2 Java Program Pieces
9.3 Entering and Running Your First Program
9.4 Looking Inside Area.java
9.5 Key Words
9.6 Supplementary Exercises
Chapter 10. Data Types, Limits, Methods; Rocket Golf
10.1 Problem and Theory (Same as Chapter 3)
10.2 Java’s Primitive Data Types
10.3 Methods (Functions) and Modular Programming
10.4 Solution: Viewing Rocket Golf
10.5 Your Problem: Modify Golf.java
10.6 Coercion and Overloading*
10.7 Key Words
10.8 Supplementary Exercises
Chapter 11. Visualization with Java, Classes, Packages
11.1 2-D Graphs within Java: PtPlot
11.2 Installing PtPlot: See Appendix C*
11.3 Classes and Packages*
11.4 Gnuplot Basics
11.5 Java Archives: jar*
Chapter 12. Flow Control via Logic; Projectiles
12.1 Problem: Frictionless Projectile Motion
12.2 Theory: Kinematics
12.3 Computer Science: Designing Structured Programs
12.4 Flow Control via Logic
12.5 Implementation: Projectile.java
12.6 Solution: Projectile Trajectories
12.7 Key Words
12.8 Supplementary Exercises
Chapter 13. Java Input and Output*
13.1 Basic Input with Scanner
13.2 Streams: Standard Output, Input, and Error
13.3 I/O Exceptions: FileCatchThrow.java
13.4 Automatic Code Documentation: javadoc
13.5 Nonstandard Formatted Output: printf
Chapter 14. Numerical Integration; Power and Energy Usage
14.1 Problem (Same as Chapter 6): Power and Energy
14.2 Algorithms: Trapezoid and Simpson’s Rules
14.3 Assessment: Which Rule Is Better?
14.4 Key Words and Concepts
14.5 Supplementary Exercises
Chapter 15. Differential Equations with Java and Maple*
15.1 Problem: Projectile Motion with Drag
15.2 Model: Velocity-Dependent Drag
15.3 Algorithm: Numerical Differentiation
15.4 Math: Solving Differential Equations
15.5 Assessment: Balls Falling Out of the Sky?
15.6 Maple: Differential-Equation Tools
15.7 Maple Solution: Drag ∝ Velocity
15.8 Extract Operands
15.9 Drag ∝v2 (Exercise)
15.10 Drag ∝v3/2
15.11 Exploration: Planetary Motion*
15.12 Key Words
15.13 Supplementary Exercises
Chapter 16. Object-Oriented Programming; Complex Currents
16.1 Problem: Resonance in RLC Circuit
16.2 Math: Complex Numbers
16.3 Theory: Resistance Becomes Impedance
16.4 CS: Abstract Data Types, Objects
16.5 Java Solution: Complex Currents
16.6 Maple Solution: Complex Currents
16.7 Explorations: OOP Worked Examples*
16.8 Key Words
16.9 Java and Maple Exercises
Chapter 17. Arrays: Vectors, Matrices; Rigid-Body Rotations
17.1 Problem: Rigid-Body Rotations
17.2 Theory: Angular-Momentum Dynamics
17.3 CS, Math: Arrays, Vectors, and Matrices
17.4 Implementation: Inertia.java, Inertia3D.java
17.5 Jama: Java Matrix Library*
17.6 Key Words
17.7 Supplementary Exercises
Chapter 18. Advanced Objects; Baton Projectiles*
18.1 Problem: Trajectory of Thrown Baton
18.2 Theory: Combined Translation and Rotation
18.3 CS: OOP Design Concepts
18.4 Key Words
18.5 Supplementary Exercises
Chapter 19. Discrete Math, Arrays as Bins; Bug Dynamics*
19.1 Problem: Variability of Bug Populations
19.2 Theory: Self-Limiting Growth, Discrete Maps
19.3 Assessment: Properties of Nonlinear Maps
19.4 Exploration: Bifurcation Diagram, BugSort.java*
19.5 Exploration: Other Discrete Maps*
Chapter 20. 2-D Arrays: File I/O, PDEs; Realistic Capacitor
20.1 Problem: Field of Realistic Capacitor
20.2 Theory and Model: Electrostatics and PDEs
20.3 Algorithm: Finite Differences
20.4 Implementation: Laplace.java
20.5 Exploration: 2-D Capacitor
20.6 Exploration: 3-D Capacitor*
20.7 Key Words
Chapter 21. Web Computing, Applets, Primitive Graphics
21.1 What Is Web Computing?
21.2 Implementation: Get This to Work First
21.3 Exploration: Modify Applet1.java
21.4 Extension: PtPlot as Applet*
21.5 Extension: Applet with Button Input*
21.6 Extension: AWT, JFC, and Swing*
21.7 Example: Baton Applet, Jparabola.java*
21.8 Key Words
21.9 Supplementary Exercises
PART 3. LATEX SURVIVAL GUIDE
Chapter 22. LATEX for Text
22.1 Why LATEX?
22.2 Structure of a LATEX Document
22.3 Sample Input File (Sample.tex)
22.4 Sample LATEX Output
22.5 Fonts for Text
22.6 Environments
22.7 Lists
22.8 Sections
Chapter 23. LAT X for Mathematics E
23.1 Entering Mathematics: Math Mode
23.2 Mathematical Symbols and Greek
23.3 Math Accents
23.4 Superscripts and Subscripts
23.5 Calculus and Sums
23.6 Changing Math Fonts
23.7 Math Functions
23.8 Fractions
23.9 Roots
23.10 Brackets (Delimiters)
23.11 Multiline Equations
23.12 Matrices and Math Arrays
23.13 Including Graphics
23.14 Exercise: Putting It All Together
Appendix A. Glossary
Appendix B. Maple Quick Reference, Debugging Help
Appendix C. Java Quick Reference and Installing Software
C.1 Java Elements
C.2 Transferring Files from the CD
C.3 Using our Maple Worksheets
C.4 Using our Java Programs
C.5 Installing PtPlot (or Other) Packages
C.6 Installing Java Developer’s Kit
Bibliography
Index
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Chapter 8. Searching, Programming; Dipsticks
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Chapter 9. Getting Started with Java
PART 2
JAVA (OR FORTRAN90) BY DOING
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