Fun Mathematics on your Microcomputer
Seiten
1983
Cambridge University Press (Verlag)
978-0-521-27451-7 (ISBN)
Cambridge University Press (Verlag)
978-0-521-27451-7 (ISBN)
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This title describes how to use your micreocomputer to create a variety of computer games and programmes designed to provide instruction in geometry, graphs, differential equations, and other aspects of mathematics.
Have you ever wondered how you can use your microcomputer to learn something useful whilst still having fun? If you have then you will certainly enjoy this entertaining guide to the fascinating world of mathematics. And you do not need to be an expert in mathematics or computing! Each chapter introduces an important part of mathematics. The basic ideas are explained in a lively and instructive style, and then incorporated into computer games and 'fun' programs. Find out how to make snowflakes and about polar honey bees; discover hidden treasure, and learn what bouncing balls, rockets and bacteria have in common; create amazing patterns on screen. All of the computer programs are written in BASIC, and in such a way that they are readily adaptable to your own microcomputer; conversion notes are provided. The programs have been tested on several different microcomputers and the programs listings have been printed directly from running programs. The book will provide an endless source of ideas, and what you learn will enable you to write your own even more sophisticated programs.
Have you ever wondered how you can use your microcomputer to learn something useful whilst still having fun? If you have then you will certainly enjoy this entertaining guide to the fascinating world of mathematics. And you do not need to be an expert in mathematics or computing! Each chapter introduces an important part of mathematics. The basic ideas are explained in a lively and instructive style, and then incorporated into computer games and 'fun' programs. Find out how to make snowflakes and about polar honey bees; discover hidden treasure, and learn what bouncing balls, rockets and bacteria have in common; create amazing patterns on screen. All of the computer programs are written in BASIC, and in such a way that they are readily adaptable to your own microcomputer; conversion notes are provided. The programs have been tested on several different microcomputers and the programs listings have been printed directly from running programs. The book will provide an endless source of ideas, and what you learn will enable you to write your own even more sophisticated programs.
1. Start here, and introduction; 2. And so on … forever, about sequences and series; 3. Up and down, round and round, about functions, graphs and polar coordinates; 4. 5 miles north, 4 miles east, about geometry; 5. Stretching and shrinking, about geometry; 6. Playing the game, about games of strategy; 7. Rearranging things, about groups; 8. Wait, about the theory of queues or lines; 9. Pretty pictures, about functions of two variables; 10. On the move, about differential equations; 11. Getting bigger all the time, more on differential equations; Appendix; Index.
Erscheint lt. Verlag | 31.3.1983 |
---|---|
Zusatzinfo | Worked examples or Exercises |
Verlagsort | Cambridge |
Sprache | englisch |
Maße | 148 x 210 mm |
Gewicht | 276 g |
Themenwelt | Informatik ► Grafik / Design ► Digitale Bildverarbeitung |
ISBN-10 | 0-521-27451-6 / 0521274516 |
ISBN-13 | 978-0-521-27451-7 / 9780521274517 |
Zustand | Neuware |
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