**Programming in Mathematica**

English | MP4 | AVC 1280×720 | AAC 48KHz 2ch | 7 Hours | 1.02 MB

Learning Mathematica with Zero Programming Knowledge (but some Math Knowledge)

In this course, we’re going to teach you how to use the powerful graphics and animation tools available in Mathematica for prototyping ideas and visualizing data.

While Mathematica has many built in functions for doing really amazing things, we feel that a good understanding of how to code frees you to be able to make just about anything. And so our focus in this course is programming using the Wolfram Language. To get you started off quickly, we will jump right in with plotting and animating, data and mathematical functions. After that, we will get into the nitty gritty details of programming with the Wolfram Language.

In each lecture, we will introduce new concepts, and demonstrate use cases with interesting examples. You can download the lecture notebook and follow along with us, as the best way to learn to program is to get as much practice as possible. Each lecture is also accompanied by an exercise notebook. These notebooks provide a bunch of problems for you to work on and will really help to internalize the new material. You will get the most out of this course if you do all of the exercises.

Periodically, we’ll have projects for you to work on. These project are often challenging and will test your ingenuity, but will also teach you how to program and solve real problems with Mathematica. Our projects include:

- Programming and visualizing the oscillations of a simple pendulum
- The evolution of cellular automata
- Sierpinski’s carpet
- Simple simulation of an evolution model

We feel that this course will best serve college level students, graduate students, and maybe even professors, since Mathematica is great for producing publication quality graphics. However, even if you are not an academic, you will benefit from taking this course.

What you’ll learn

- Visualize Mathematical Functions and Data
- Solve Problems using Functional Programming and Procedural Programming Techniques

**Table of Contents**

**Introduction Crash Course**

1 Getting Started with Mathematica

2 Notebook Kernel

3 Documentation Center

4 Plotting Functions

5 Plotting Data

6 Parametric Plots

7 Creating Figures

8 Manipulate Part 1

9 Manipulate Part 2

10 Pendulum Project

11 Pendulum Solution

**Programming**

12 Core Language Overview

13 Expressions

14 Lists Part 1

15 Lists Part 2

16 A Note on Immutability

17 Lists Part 3

18 Rules and Patterns Part 1

19 Rules and Patterns Part 2

20 Deck of Cards Project

21 Deck of Cards Solution

22 Delayed Evaluation

23 Functions Part 1

24 Options

25 Usage Docs

26 Map

27 Functions Part 2

28 Functional Programming Part 1

29 Functional Programming Part 2

30 Cellular Automata Project

31 Cellular Automata Solution

32 Procedural Programming Part 1

33 Procedural Programming Part 2

34 Variable Scoping

35 Sierpinskis Carpet Project

36 Sierpinskis Carpet Solution

37 Strings

38 String Expressions

39 Associations

40 Import and Export

41 Longest Left Hand Word Project

42 Longest Left Hand Word Solution

43 Packages

**Final Project**

44 Background

45 Intro and Project Starter Files

46 Blending Model Solution

47 Mandellian Model Solution

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