Book Description
This book offers a new approach to introductory scientific computing. It aims to make students comfortable using computers to do science, to provide them with the computational tools and knowledge they need throughout their college careers and into their professional careers, and to show how all the pieces can work together. Rubin Landau introduces the requisite mathematics and computer science in the course of realistic problems, from energy use to the building of skyscrapers to projectile motion with drag. He is attentive to how each discipline uses its own language to describe the same concepts and how computations are concrete instances of the abstract.
Landau covers the basics of computation, numerical analysis, and programming from a computational science perspective. The first part of the printed book uses the problemsolving environment Maple as its context, with the same material covered on the accompanying CD as both Maple and Mathematica programs; the second part uses the compiled language Java, with equivalent materials in Fortran90 on the CD; and the final part presents an introduction to LaTeX replete with sample files.
Providing the essentials of computing, with practical examples, A First Course in Scientific Computing adheres to the principle that science and engineering students learn computation best while sitting in front of a computer, book in hand, in trialanderror mode. Not only is it an invaluable learning text and an essential reference for students of mathematics, engineering, physics, and other sciences, but it is also a consummate model for future textbooks in computational science and engineering courses.
 A broad spectrum of computing tools and examples that can be used throughout an academic career
 Practical computing aimed at solving realistic problems
 Both symbolic and numerical computations
 A multidisciplinary approach: science + math + computer science
 Maple and Java in the book itself; Mathematica, Fortran90, Maple and Java on the accompanying CD in an interactive workbook format
Table of Contents
 Cover
 Title
 Copyright
 Contents
 List of Figures
 List of Tables
 Preface
 Chapter 1. Introduction

PART 1. MAPLE (OR MATHEMATICA) BY DOING
 Chapter 2. Getting Started with Maple

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: FloatingPoint Numbers
 3.5 Complex Numbers
 3.6 Expressions
 3.7 Assignment Statements
 3.8 Equality (rhs, lhs)
 3.9 Functions
 3.10 UserDefined Functions
 3.11 Reexpressing Answers
 3.12 CS: Overflow, Underflow, and RoundOff 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 2D Plots: plot
 4.5 Compound (Abstract) Data Types: [Lists] and {Sets}
 4.6 3D (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)

Chapter 7. Matrices and Vectors; Rotation
 7.1 Problem: RigidBody 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

PART 2. JAVA (OR FORTRAN90) BY DOING
 Chapter 9. Getting Started with Java
 Chapter 10. Data Types, Limits, Methods; Rocket Golf
 Chapter 11. Visualization with Java, Classes, Packages
 Chapter 12. Flow Control via Logic; Projectiles
 Chapter 13. Java Input and Output*
 Chapter 14. Numerical Integration; Power and Energy Usage

Chapter 15. Differential Equations with Java and Maple*
 15.1 Problem: Projectile Motion with Drag
 15.2 Model: VelocityDependent Drag
 15.3 Algorithm: Numerical Differentiation
 15.4 Math: Solving Differential Equations
 15.5 Assessment: Balls Falling Out of the Sky?
 15.6 Maple: DifferentialEquation 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. ObjectOriented 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; RigidBody Rotations
 Chapter 18. Advanced Objects; Baton Projectiles*
 Chapter 19. Discrete Math, Arrays as Bins; Bug Dynamics*
 Chapter 20. 2D Arrays: File I/O, PDEs; Realistic Capacitor

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

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
 Bibliography
 Index
Product Information
 Title: A First Course in Scientific Computing
 Author(s):
 Release date: October 2011
 Publisher(s): Princeton University Press
 ISBN: 9781400841172