
- 232 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
eBook - ePub
Maple Animation
About this book
There is nothing quite like that feeling you get when you see that look of recognition and enjoyment on your students' faces. Not just the strong ones, but everyone is nodding in agreement during your first explanation of the geometry of directional derivatives.
If you have incorporated animated demonstrations into your teaching, you know how effective they can be in eliciting this kind of response. You know the value of giving students vivid moving images to tie to concepts. But learning to make animations generally requires extensive searching through a vast computer algebra system for the pertinent functions. Maple Animation brings together virtually all of the functions and procedures useful in creating sophisticated animations using Maple 7, 8, or 9 and it presents them in a logical, accessible way. The accompanying downloadable resources provide all of the Maple code used in the book, including the code for more than 30 ready-to-use demonstrations.
From Newton's method to linear transformations, the complete animations included in this book allow you to use them straight out of the box. Careful explanations of the methods teach you how to implement your own creative ideas. Whether you are a novice or an experienced Maple user, Maple Animation provides the tools and skills to enhance your teaching and your students' enjoyment of the subject through animation.
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Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Yes, you can access Maple Animation by John F. Putz in PDF and/or ePUB format, as well as other popular books in Mathematics & Mathematics General. We have over one million books available in our catalogue for you to explore.
Information
Table of contents
- Cover Page
- Halftitle Page
- Title Page
- Copyright Page
- Dedication Page
- Preface
- How to use this book
- Contents
- Chapter 1 Getting Started
- Chapter 2 The Plot
- Chapter 3 Non-Cartesian Coordinates and Quadric Surfaces
- Chapter 4 Simple Animations
- Chapter 5 Building and Displaying a Frame Sequence
- Chapter 6 Loops and Derivatives
- Chapter 7 Adding Text to Animations
- Chapter 8 Plotting Vectors
- Chapter 9 Plotting Space Curves
- Chapter 10 Transformations and Morphing
- Bibliography
- Index