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Math adventures with Python : an illustrated guide to exploring math with code /

"Teaches math concepts through programming. Begins with a crash course in basic programming concepts and how to use Python's built-in Turtle module, and then explores topics like writing programs to solve equations and matrices, drawing polygons and fractals, and using the Processing graph...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Farrell, Peter, 1966- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: San Francisco : No Starch Press, Inc., [2019]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Farrell, Peter,  |d 1966-  |e author. 
245 1 0 |a Math adventures with Python :  |b an illustrated guide to exploring math with code /  |c Peter Farrell. 
264 1 |a San Francisco :  |b No Starch Press, Inc.,  |c [2019] 
300 |a 1 online resource (xxiv, 276 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
520 |a "Teaches math concepts through programming. Begins with a crash course in basic programming concepts and how to use Python's built-in Turtle module, and then explores topics like writing programs to solve equations and matrices, drawing polygons and fractals, and using the Processing graphics library to create interactive 2D and 3D models"--  |c Provided by publisher. 
500 |a Includes index. 
505 0 |a Drawing polygons with Turtle module -- Making tedious arithmetic fun with lists and loops -- Guessing and checking with conditions -- Transforming and storing numbers with algebra -- Transforming shapes with geometry -- Creating oscillations with trigonometry -- Complex numbers -- Using matrices for computer graphics and systems of equations -- Building objects with classes -- Creating fractals using recursion -- Cellular automata -- Solving problems using genetic algorithms. 
505 0 |a Drawing polygons with Turtle -- Doing arithmetic with lists and loops -- Guessing and checking with conditionals -- Solving equations graphically -- Transforming shapes with geometry -- Creating oscillations with trigonometry -- Complex numbers -- Creating 2D/3D graphics using matrices -- Creating an ecosystem with classes -- Creating fractals using recursion -- Cellular automata -- Solving problems using genetic algorithms. 
588 0 |a Print version record and CIP data provided by publisher; resource not viewed. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Mathematics  |x Computer-assisted instruction. 
650 0 |a Python (Computer program language) 
650 6 |a Mathématiques  |x Enseignement assisté par ordinateur. 
650 6 |a Python (Langage de programmation) 
650 7 |a COMPUTERS  |x Programming Languages  |x Python.  |2 bisacsh 
650 7 |a MATHEMATICS  |x Essays.  |2 bisacsh 
650 7 |a MATHEMATICS  |x Pre-Calculus.  |2 bisacsh 
650 7 |a MATHEMATICS  |x Reference.  |2 bisacsh 
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650 7 |a Python (Computer program language)  |2 fast  |0 (OCoLC)fst01084736 
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