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Network programming with Mathematica
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Network programming with Mathematica

Network programming with Mathematica

Mathlink

Chikara Miyaji, Paul Abbott

242 pages, parution le 01/09/2001

Résumé

This book introduces the basic concepts of MathLink and explains how to extend Mathematica using MathLink. MathLink provides a simple and powerful way to write programs which communicate with Mathematica and it provides access to a wide range of network resources. Writing network programs is the most demanded skill in the Internet age and MathLink provides a sophisticated level of network programming to the non-programmer, scientist, engineer, and student. The text assumes that the reader is already familiar with Mathematica. Source code for a range of practical examples - ranging from elementary to advanced - is examined in detail, allowing the reader easily to adapt the code to suit their own needs. The purpose of this book is to show how to write MathLink programs and how to apply MathLink in a variety of situations. A CD-ROM accompanies the book, which includes the code accompanying the examples and the application CodeWarrior Lite.

Contents

  • Preface
  • Foreword
Ch. 1 Preliminaries 1
  • 1.1 MathLink Developer's Kit - MLDK 1
  • 1.2 MathLink Library 1
  • 1.3 Development Languages 2
  • 1.4 C Complex for MLDK 3
  • 1.5 MLDK under Unix 4
  • 1.6 Installing MathLink on a Personal Computer 5
  • 1.7 Installing the CD-ROM 6
Ch. 2 Connecting the Front End and the Kernel 11
  • 2.1 What Is MathLink? 11
  • 2.2 Front End and the Kernel 12
  • 2.3 LinkMode: Listen and Connect 13
  • 2.4 Port Number 15
  • 2.5 Using Mathematica Functions 16
  • 2.6 Kernel to Kernel Connection 19
  • 2.7 Exchanging Expressions between Kernels 22
  • 2.8 A Packet Monitor 24
Ch. 3 Compiling AddTwo 27
  • 3.1 Using MathLink Templates 27
  • 3.2 Make AddTwo for Personal Computers 29
  • 3.3 Make AddTwo for Unix 34
  • 3.4 Source Files for AddTwo 36
  • 3.5 Data Size 37
  • 3.6 Template File and C Program for addtworeal 38
  • 3.7 Mathematica Pattern and Type Conversion 40
  • 3.8 Exploring Template Files 42
  • 3.9 Evaluation Process 44
Ch. 4 Transfer Time Using MathLink 47
  • 4.1 Execution Time of AddTwo 47
  • 4.2 Sending a List 49
  • 4.3 Execution of SendList 49
  • 4.4 Memory Deallocation in SendList 50
  • 4.5 Transfer Time in SendList 51
  • 4.6 Time Measurement Function 53
  • 4.7 MathLink to Kernel Time Measurement 55
  • 4.8 Improving MakeList 58
Ch. 5 Debugging MathLink Programs 62
  • 5.1 Using a Debugger 62
  • 5.2 Event-processing Functions 65
  • 5.3 Inserting Print Statements 67
  • 5.4 Using MLAlert() 68
  • 5.5 Controlling Debugging Information 69
Ch. 6 TurtleGraphics 72
  • 6.1 Kernel Functions for TurtleGraphics 72
  • 6.2 MathLink Template for TurtleGraphics 74
  • 6.3 C Program 75
  • 6.4 Updating 78
  • 6.5 Offscreen Buffer 79
  • 6.6 Handling User Events 82
  • 6.7 OpenWindow - A Better Interface to WOpen 83
  • 6.8 TurtleGraphics Package 85
  • 6.9 Examples of TurtleGraphics 88
Ch. 7 Cellular Automata 91
  • 7.1 Introduction 91
  • 7.2 Displaying in MathLink Program Window 91
  • 7.3 Forest Fire Simulation 94
  • 7.4 Execution Time of PutGraphicsObject 96
  • 7.5 Color Index Table 97
  • 7.6 The Game of Life 99
Ch. 8 MovieDigitizer 106
  • 8.1 Running MovieDigitizer 106
  • 8.2 About QuickTime 109
  • 8.3 OpenMove and CloseMovie 109
  • 8.4 Initialization and Event Handling 111
  • 8.5 GetMovieMouse Function 113
  • 8.6 Stepping through a Movie 116
  • 8.7 Reading Pixel Images 117
  • 8.8 MovieDigitzer Command Summary 119
Ch. 9 Object-oriented Programming 122
  • 9.1 Introduction 122
  • 9.2 Creating a Dog Object 122
  • 9.3 Instance Method and Class Method 124
  • 9.4 Improvement of the Class Method 126
  • 9.5 Inheritance 127
Ch. 10 Creating an Event-driven Mechanism 132
  • 10.1 Getting an Event 132
  • 10.2 Event Format 132
  • 10.3 Sending Events 133
  • 10.4 Serializer as a Template Program 134
  • 10.5 Sending an Abort Message 136
  • 10.6 Testing Serializer 138
  • 10.7 Linking Serializer and a Template Program 139
  • 10.8 More on Serializer 144
  • 10.9 Template Program Object 146
Ch. 11 Creating a Window Object 148
  • 11.1 What Events Will Be Sent? 148
  • 11.2 Modifying the Window Template 151
  • 11.3 Defining a Window Object 153
  • 11.4 Testing the Window Object 155
  • 11.5 More Additions to the Template 157
Ch. 12 Window Object Applications 161
  • 12.1 Simple Example: Sketch 161
  • 12.2 An Interface to Forest Fire 162
Ch. 13 Writing and Interactive Graphics System 167
  • 13.1 Graphics Objects 167
  • 13.2 PointObject 170
  • 13.3 Finding and Updating Graphics Objects 177
  • 13.4 LineObject 180
  • 13.5 Defining Relationships between Objects 183
  • 13.6 CurveObject 186
  • 13.7 Interactive Curve Fitting 187
Ch. 14 Interactive Geometry 193
  • 14.1 Bidirectional Relation 193
  • 14.2 Master and Slave 194
  • 14.3 Moving Objects 197
  • 14.4 GeometricalPoint Class 198
  • 14.5 GeometricalLine Class 202
  • 14.6 MidpointOnLine Class 205
  • 14.7 Triangle and Median 206
  • 14.8 Packet Buffering 208
  • 14.9 PointOnLine and PointAtintersection Classes 212
  • 14.10 Pappus's Hexagon Theorem 214
Ch. 15 Communication between Mathematica Sessions 217
  • 15.1 Connecting Serializer Sessions 217
  • 15.2 Testing the Connection 224
  • 15.3 NetCopy and NetPaste 226
  • 15.4 Message Exchange Notebook 228
  • Index 235

Caractéristiques techniques

  PAPIER
Éditeur(s) Cambridge University Press
Auteur(s) Chikara Miyaji, Paul Abbott
Parution 01/09/2001
Nb. de pages 242
Format 19,5 x 22,8
Couverture Broché
Poids 489g
Intérieur Noir et Blanc
EAN13 9780521645980
ISBN13 978-0-521-64598-0

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