APEX Calculus


Book Description

APEX Calculus is a calculus textbook written for traditional college/university calculus courses. It has the look and feel of the calculus book you likely use right now (Stewart, Thomas & Finney, etc.). The explanations of new concepts is clear, written for someone who does not yet know calculus. Each section ends with an exercise set with ample problems to practice & test skills (odd answers are in the back).




Problem Book for First Year Calculus


Book Description




APEX Calculus for Quarters: Q2


Book Description

The is the second text of a four-part series of Calculus texts intended for schools on the quarter-system. Calculus Q1 covers limits and derivatives. This text covers integration and its applications along with an introduction to differential equations. Calculus Q3 covers parametric equations, polar coordinates, and vector valued functions and Calculus Q4 covers multivariable functions and vector analysis. Free .pdf versions of these texts can be obtained at apexcalculus.com.




Mostly Surfaces


Book Description

The goal of the book is to present a tapestry of ideas from various areas of mathematics in a clear and rigorous yet informal and friendly way. Prerequisites include undergraduate courses in real analysis and in linear algebra, and some knowledge of complex analysis. --from publisher description.




Essential Mathematics for Games and Interactive Applications


Book Description

Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.




Numerical Recipes in C++


Book Description

Now the acclaimed Second Edition of Numerical Recipes is available in the C++ object-oriented programming language. Including and updating the full mathematical and explanatory contents of Numerical Recipes in C, this new version incorporates completely new C++ versions of the more than 300 Numerical Recipes routines that are widely recognized as the most accessible and practical basis for scientific computing. The product of a unique collaboration among four leading scientists in academic research and industry, Numerical Recipes is a complete text and reference book on scientific computing. In a self-contained manner it proceeds from mathematical and theoretical considerations to actual practical computer routines. Highlights include linear algebra, interpolation, special functions, random numbers, nonlinear sets of equations, optimization, eigensystems, Fourier methods and wavelets, statistical tests, ODEs and PDEs, integral equations and inverse theory. The authors approach to C++ preserves the efficient execution that C users expect, while simultaneously employing a clear, object-oriented interface to the routines. Tricks and tips for scientific computing in C++ are liberally included. The routines, in ANSI/ISO C++ source code, can thus be used with almost any existing C++ vector/matrix class library, according to user preference. A simple class library for stand-alone use is also included in the book. Both scientific programmers new to C++, and experienced C++ programmers who need access to the Numerical Recipes routines, can benefit from this important new version of an invaluable, classic text.




Basic Real Analysis


Book Description

Systematically develop the concepts and tools that are vital to every mathematician, whether pure or applied, aspiring or established A comprehensive treatment with a global view of the subject, emphasizing the connections between real analysis and other branches of mathematics Included throughout are many examples and hundreds of problems, and a separate 55-page section gives hints or complete solutions for most.




Mindstorms


Book Description

In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.




Mathematics of Economics and Business


Book Description

1. Introduction -- 2. Sequences, series, finance -- 3. Relations, mappings, functions of a real variable -- 4. Differentiation -- 5. Integration -- 6. Vectors -- 7. Matrices and determinants -- 8. Linear equations and inequalities -- 9. Linear programming -- 10. Eigenvalue problems and quadratic forms -- 11. Functions of several variables -- 12. Differential equations and difference equations.




Art Gallery Theorems and Algorithms


Book Description

Art gallery theorems and algorithms are so called because they relate to problems involving the visibility of geometrical shapes and their internal surfaces. This book explores generalizations and specializations in these areas. Among the presentations are recently discovered theorems on orthogonal polygons, polygons with holes, exterior visibility, visibility graphs, and visibility in three dimensions. The author formulates many open problems and offers several conjectures, providing arguments which may be followed by anyone familiar with basic graph theory and algorithms. This work may be applied to robotics and artificial intelligence as well as other fields, and will be especially useful to computer scientists working with computational and combinatorial geometry.