Version 1.0, August 31, 2001,
Copyright
,
Hugh Jack
1993-2001
1. TABLE OF CONTENTS
TABLE OF CONTENTS 1
AN INTRODUCTION TO UNIX 4
OVERVIEW 4
UNIX 5
THE NETWORK 7
GOOD MANNERS 9
THE INTERNET 10
NETWORKS 10
NETWORK TYPES 13
NETWORK PROTOCOLS 14
DATA FORMATS 17
PULLING ALL THE PROTOCOLS AND FORMATS TOGETHER WITH BROWSWERS 21
OTHER STUFF 21
TEACHING WITH THE INTERNET 26
LECTURES 30
ON-LINE NOTES 31
ON-LINE MARKING 32
The Time-Line For My First On-Line Course (Fall 1996) 33
WWW and HTML 36
Why Bother? 36
Where to Find Netscape 36
How to Get Your Own Home Page 36
How to Create a file 37
Resources 39
A BASIC INTRODUCTION TO `C' 40
WHY USE `C'? 40
BACKGROUND 40
PROGRAM PARTS 40
HOW A `C' COMPILER WORKS 48
STRUCTURED `C' CODE 49
ARCHITECTURE OF `C' PROGRAMS (TOP-DOWN) 50
CREATING TOP DOWN PROGRAMS 51
HOW THE BEAMCAD PROGRAM WAS DESIGNED 52
PRACTICE PROBLEMS 58
GUI DESIGN 60
PRACTICE PROBLEMS 60
AN EXAMPLE - BEAMCAD 60
PROGRAMMING IN JAVA 78
OVERVIEW 78
THE LANGUAGE 78
OBJECT ORIENTED PROGRAMMING 81
REFERENCES/BIBLIOGRAPHY 84
DATABASES 85
MESSAGE PASSING ON NETWORKS 86
MATHEMATICAL ELEMENTS OF COMPUTER GRAPHICS 127
INTRODUCTION 127
PIXELS 127
LINE DRAWING 129
POLYGON DRAWING 132
SHADED POLYGONS 134
COLORS 135
DITHERING 140
RAY TRACING 144
RADIOSITY 153
ADVANCED GRAPHICS TECHNIQUES 153
REFERENCES 154
PRACTICE PROBLEMS 155
NEW TOPICS 156
VIRTUAL REALITY 156
MULTIMEDIA 156
VISIONS SYSTEMS 157
OVERVIEW 157
APPLICATIONS 158
LIGHTING AND SCENE 158
CAMERAS 159
FRAME GRABBER 162
IMAGE PREPROCESSING 163
FILTERING 163
EDGE DETECTION 164
SEGMENTATION 165
RECOGNITION 168
PRACTICE PROBLEMS 170
SIMULATION 175
MODEL BUILDING 176
ANALYSIS 178
DESIGN OF EXPERIMENTS 179
RUNNING THE SIMULATION 182
DECISION MAKING STRATEGY 182
PLANNING 184
NEURAL NETWORK THEORY 199
ARTIFICIAL INTELLIGENCE (AI) 218
OVERVIEW 218
EXPERT SYSTEMS 219
FUZZY LOGIC 219
NEURAL NETWORKS 220
Software Topics