1. TABLE OF CONTENTS
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- 2.1 OVERVIEW 1.5
- 2.2 UNIX 1.6
- 2.3 THE NETWORK 1.8
- 2.4 GOOD MANNERS 1.10
- 3.1 NETWORKS 1.11
- 3.2 NETWORK TYPES 1.14
- 3.3 NETWORK PROTOCOLS 1.15
- 3.4 DATA FORMATS 1.18
- 3.5 PULLING ALL THE PROTOCOLS AND FORMATS TOGETHER WITH BROWSWERS 1.22
- 3.6 OTHER STUFF 1.22
- 4.1 LECTURES 1.31
- 4.2 ON-LINE NOTES 1.32
- 4.3 ON-LINE MARKING 1.33
- 4.4 The Time-Line For My First On-Line Course (Fall 1996) 1.34
- 5.1 Why Bother? 1.37
- 5.2 Where to Find Netscape 1.37
- 5.3 How to Get Your Own Home Page 1.37
- 5.4 How to Create a file 1.38
- 5.5 Resources 1.40
- 6.1 WHY USE `C'? 1.41
- 6.2 BACKGROUND 1.41
- 6.3 PROGRAM PARTS 1.41
- 6.4 HOW A `C' COMPILER WORKS 1.49
- 6.5 STRUCTURED `C' CODE 1.50
- 6.6 ARCHITECTURE OF `C' PROGRAMS (TOP-DOWN) 1.51
- 6.7 CREATING TOP DOWN PROGRAMS 1.52
- 6.8 HOW THE BEAMCAD PROGRAM WAS DESIGNED 1.53
- 6.9 PRACTICE PROBLEMS 1.59
- 7.1 PRACTICE PROBLEMS 1.61
- 9.1 OVERVIEW 1.79
- 9.2 THE LANGUAGE 1.79
- 9.3 OBJECT ORIENTED PROGRAMMING 1.82
- 9.4 REFERENCES/BIBLIOGRAPHY 1.85
- 12.1 INTRODUCTION 1.128
- 12.2 PIXELS 1.128
- 12.3 LINE DRAWING 1.130
- 12.4 POLYGON DRAWING 1.133
- 12.5 SHADED POLYGONS 1.135
- 12.6 COLORS 1.136
- 12.7 DITHERING 1.141
- 12.8 RAY TRACING 1.145
- 12.9 RADIOSITY 1.154
- 12.10 ADVANCED GRAPHICS TECHNIQUES 1.154
- 12.11 REFERENCES 1.155
- 12.12 PRACTICE PROBLEMS 1.156
- 13.1 VIRTUAL REALITY 1.157
- 13.2 MULTIMEDIA 1.157
- 14.1 OVERVIEW 1.158
- 14.2 APPLICATIONS 1.159
- 14.3 LIGHTING AND SCENE 1.159
- 14.4 CAMERAS 1.160
- 14.5 FRAME GRABBER 1.163
- 14.6 IMAGE PREPROCESSING 1.164
- 14.7 FILTERING 1.164
- 14.8 EDGE DETECTION 1.165
- 14.9 SEGMENTATION 1.166
- 14.10 RECOGNITION 1.169
- 14.11 PRACTICE PROBLEMS 1.171
- 15.1 MODEL BUILDING 1.177
- 15.2 ANALYSIS 1.179
- 15.3 DESIGN OF EXPERIMENTS 1.180
- 15.4 RUNNING THE SIMULATION 1.183
- 15.5 DECISION MAKING STRATEGY 1.183
- 15.6 PLANNING 1.185
- 15.7 NEURAL NETWORK THEORY 1.200
- 16.1 OVERVIEW 1.219
- 16.2 EXPERT SYSTEMS 1.220
- 16.3 FUZZY LOGIC 1.220
- 16.4 NEURAL NETWORKS 1.221