Programming For The Newtonr
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Author | : Daniel Shiffman |
Publisher | : No Starch Press |
Total Pages | : 642 |
Release | : 2024-09-03 |
Genre | : Computers |
ISBN | : 1718503717 |
All aboard The Coding Train! This beginner-friendly creative coding tutorial is designed to grow your skills in a fun, hands-on way as you build simulations of real-world phenomena with “The Coding Train” YouTube star Daniel Shiffman. What if you could re-create the awe-inspiring flocking patterns of birds or the hypnotic dance of fireflies—with code? For over a decade, The Nature of Code has empowered countless readers to do just that, bridging the gap between creative expression and programming. This innovative guide by Daniel Shiffman, creator of the beloved Coding Train, welcomes budding and seasoned programmers alike into a world where code meets playful creativity. This JavaScript-based edition of Shiffman’s groundbreaking work gently unfolds the mysteries of the natural world, turning complex topics like genetic algorithms, physics-based simulations, and neural networks into accessible and visually stunning creations. Embark on this extraordinary adventure with projects involving: A physics engine: Simulate the push and pull of gravitational attraction. Flocking birds: Choreograph the mesmerizing dance of a flock. Branching trees: Grow lifelike and organic tree structures. Neural networks: Craft intelligent systems that learn and adapt. Cellular automata: Uncover the magic of self-organizing patterns. Evolutionary algorithms: Play witness to natural selection in your code. Shiffman’s work has transformed thousands of curious minds into creators, breaking down barriers between science, art, and technology, and inviting readers to see code not just as a tool for tasks but as a canvas for boundless creativity. Whether you’re deciphering the elegant patterns of natural phenomena or crafting your own digital ecosystems, Shiffman’s guidance is sure to inform and inspire. The Nature of Code is not just about coding; it’s about looking at the natural world in a new way and letting its wonders inspire your next creation. Dive in and discover the joy of turning code into art—all while mastering coding fundamentals along the way. NOTE: All examples are written with p5.js, a JavaScript library for creative coding, and are available on the book's website.
Author | : Peter L. Newton |
Publisher | : Packt Publishing Ltd |
Total Pages | : 188 |
Release | : 2016-03-18 |
Genre | : Computers |
ISBN | : 1784396559 |
Create responsive and intelligent game AI using Blueprints in Unreal Engine 4 About This Book Understand and apply your Game AI better through various projects such as adding randomness and probability, and introducing movement Configure and debug Game AI logic using multiple methodologies Bridge the gap between your knowledge and Game AI in Unreal Engine 4 Who This Book Is For This book is for programmers and artists who want to expand their knowledge of Game AI in relation to Unreal Engine 4. You are recommended to have some experience of exploring Unreal Engine 4 prior to this book because we jump straight into Game AI. What You Will Learn Understand the fundamental components of Game AI within Unreal Engine 4 Skillfully introduce Game AI within Unreal Engine 4 Configure, customize, and assign Navigation and AI components to your pawn Create, debug, and analyze Game AI behavior Design responsive Game AI using the Behavior Tree methodology Create smart objects designed to interact with AI Utilize advanced AI features within your project to maximize the user experience In Detail Unreal Engine is a powerful game development engine that provides rich functionalities to create 2D and 3D games. Developers have the opportunity to build cross-platform mobile and desktop games from scratch. This book will show you how to apply artificial intelligence (AI) techniques to your Unreal project using blueprints as your scripting language. You will start with an introduction to AI, and learn how it is applied to gaming. Then you'll jump right in and create a simple AI bot and apply basic behaviors to allow it to move randomly. As you progress, you'll find out how to implement randomness and probability traits. Using NavMesh, you will impart navigation components such as character movement, MoveTo nodes, settings, and world objects, and implement Behavior Trees. At the end of the book, you will troubleshoot any issues that might crop up while building the game. Style and approach This easy-to-follow project-based guide throws you directly into the excitement of Game AI in an approachable and comprehensive manner.
Author | : Hans Petter Langtangen |
Publisher | : Springer |
Total Pages | : 942 |
Release | : 2016-07-28 |
Genre | : Computers |
ISBN | : 3662498871 |
The book serves as a first introduction to computer programming of scientific applications, using the high-level Python language. The exposition is example and problem-oriented, where the applications are taken from mathematics, numerical calculus, statistics, physics, biology and finance. The book teaches "Matlab-style" and procedural programming as well as object-oriented programming. High school mathematics is a required background and it is advantageous to study classical and numerical one-variable calculus in parallel with reading this book. Besides learning how to program computers, the reader will also learn how to solve mathematical problems, arising in various branches of science and engineering, with the aid of numerical methods and programming. By blending programming, mathematics and scientific applications, the book lays a solid foundation for practicing computational science. From the reviews: Langtangen ... does an excellent job of introducing programming as a set of skills in problem solving. He guides the reader into thinking properly about producing program logic and data structures for modeling real-world problems using objects and functions and embracing the object-oriented paradigm. ... Summing Up: Highly recommended. F. H. Wild III, Choice, Vol. 47 (8), April 2010 Those of us who have learned scientific programming in Python ‘on the streets’ could be a little jealous of students who have the opportunity to take a course out of Langtangen’s Primer.” John D. Cook, The Mathematical Association of America, September 2011 This book goes through Python in particular, and programming in general, via tasks that scientists will likely perform. It contains valuable information for students new to scientific computing and would be the perfect bridge between an introduction to programming and an advanced course on numerical methods or computational science. Alex Small, IEEE, CiSE Vol. 14 (2), March /April 2012 “This fourth edition is a wonderful, inclusive textbook that covers pretty much everything one needs to know to go from zero to fairly sophisticated scientific programming in Python...” Joan Horvath, Computing Reviews, March 2015
Author | : Svein Linge |
Publisher | : Springer |
Total Pages | : 244 |
Release | : 2016-07-25 |
Genre | : Computers |
ISBN | : 3319324284 |
This book presents computer programming as a key method for solving mathematical problems. There are two versions of the book, one for MATLAB and one for Python. The book was inspired by the Springer book TCSE 6: A Primer on Scientific Programming with Python (by Langtangen), but the style is more accessible and concise, in keeping with the needs of engineering students. The book outlines the shortest possible path from no previous experience with programming to a set of skills that allows the students to write simple programs for solving common mathematical problems with numerical methods in engineering and science courses. The emphasis is on generic algorithms, clean design of programs, use of functions, and automatic tests for verification.
Author | : Qingkai Kong |
Publisher | : Academic Press |
Total Pages | : 482 |
Release | : 2020-11-27 |
Genre | : Technology & Engineering |
ISBN | : 0128195509 |
Python Programming and Numerical Methods: A Guide for Engineers and Scientists introduces programming tools and numerical methods to engineering and science students, with the goal of helping the students to develop good computational problem-solving techniques through the use of numerical methods and the Python programming language. Part One introduces fundamental programming concepts, using simple examples to put new concepts quickly into practice. Part Two covers the fundamentals of algorithms and numerical analysis at a level that allows students to quickly apply results in practical settings. - Includes tips, warnings and "try this" features within each chapter to help the reader develop good programming practice - Summaries at the end of each chapter allow for quick access to important information - Includes code in Jupyter notebook format that can be directly run online
Author | : Andy Harris |
Publisher | : John Wiley & Sons |
Total Pages | : 423 |
Release | : 2011-05-09 |
Genre | : Computers |
ISBN | : 1118085450 |
You can start game programming in a flash Here's how to create five different cool games - no experience necessary! Ever think you could come up with a better computer game? Then this book is for you! No boring programming theory here, just the stuff you need to know to actually make something happen, and all in plain English. Build a brain-teasing math game, go classic with Pong, create monsters and mayhem, and much more. Discover how to * Build and control basic movie clips * Make text appear and change * Generate random numbers * Add sound effects * Create cars and space vehicles that move realistically * Blow up stuff onscreen
Author | : Nicki Newton |
Publisher | : Routledge |
Total Pages | : 233 |
Release | : 2016-06-17 |
Genre | : Education |
ISBN | : 1317403002 |
In this new book from popular consultant and bestselling author Dr. Nicki Newton, you’ll discover how to use Math Running Records to assess students’ basic fact fluency and increase student achievement. Like a GPS, Math Running Records pinpoint exactly where students are in their understanding of basic math facts and then outline the next steps toward comprehensive fluency. This practical book introduces a research-based framework to assess students’ thinking and move them toward becoming confident, proficient, flexible mathematicians with a robust sense of numbers. Topics include: Learning how often to administer Math Running Records and how to strategically introduce them into your existing curriculum; Analyzing, and interpreting Math Running Records for addition, subtraction, multiplication, and division; Using the data gathered from Math Running Records to implement evidence-based, research-driven instruction. Evaluating students’ speed, accuracy, flexibility, and efficiency to help them attain computational fluency; Each chapter offers a variety of charts and tools that you can use in the classroom immediately, and the strategies can easily be adapted for students at all levels of math fluency across grades K-8. Videos of sample running records are also available for download at https://guidedmath.wordpress.com/math-running-records-videos. Blackline masters are available on the Running Records Dropbox at https://bit.ly/3gnggIq
Author | : Titus A. Beu |
Publisher | : CRC Press |
Total Pages | : 663 |
Release | : 2014-09-03 |
Genre | : Mathematics |
ISBN | : 1466569689 |
Makes Numerical Programming More Accessible to a Wider AudienceBearing in mind the evolution of modern programming, most specifically emergent programming languages that reflect modern practice, Numerical Programming: A Practical Guide for Scientists and Engineers Using Python and C/C++ utilizes the author's many years of practical research and tea
Author | : Paul Wellin |
Publisher | : Cambridge University Press |
Total Pages | : 731 |
Release | : 2013-01-10 |
Genre | : Computers |
ISBN | : 1107009464 |
This practical, example-driven introduction teaches the foundations of the Mathematica language so it can be applied to solving concrete problems.
Author | : Paul R. Wellin |
Publisher | : Cambridge University Press |
Total Pages | : 580 |
Release | : 2005-01-13 |
Genre | : Computers |
ISBN | : 9780521846783 |
Ideal for those wishing a deeper understanding of Mathematica programming, with software support and solutions to exercises available on the web.