Hardcore Programming for Mechanical Engineers: Build Engineering Applications from Scratch
- Length: 600 pages
- Edition: 1
- Language: English
- Publisher: No Starch Press
- Publication Date: 2021-07-13
- ISBN-10: 1718500785
- ISBN-13: 9781718500785
- Sales Rank: #4984487 (See Top 100 Books)
Hardcore Programming for Mechanical Engineers is for intermediate programmers who want to write good applications that solve tough engineering problems – from scratch.
What if you could solve challenging engineering problems with Python programming? With this book’s hardcore approach, you’ll learn how to code solutions from scratch using linear algebra, geometry, and physics to write custom libraries, draw primitives, and build applications.
Ángel Sola Orbaiceta covers core programming techniques for mechanical engineers, with a focus on crafting high-quality code and leveraging automated unit testing for error-free implementations. You’ll develop a geometry toolbox, filling it with lines and shapes to diagram engineering problems; create vector graphics and animations for mechanical simulations; and code algorithms to perform complex calculations. As a capstone you’ll combine these lessons to build a complete structural analysis application to solve a 2D truss problem that you might encounter in the field.
Learn how to:
- Use regular expressions to elegantly parse file input
- Refine your code with unit testing, encapsulation, and descriptive names
- Draw images onscreen and create animations with Tkinter’s Canvas widget
- Solve systems of linear equations using the Cholesky decomposition algorithm
- Build an application that visualizes a truss structure’s stresses and strains
Stop relying on third-party software—there are no shortcuts on the path to proficiency. With Hardcore Programming for Mechanical Engineers, you’ll hone your programming skills to get correct results every time.
Table of Contents
PART I: BASICS
Chapter 1: A Short Python Primer
Chapter 2: Two Python Paradigms
Chapter 3: The Command Line
PART II: 2D GEOMETRY
Chapter 4: Points and Vectors
Chapter 5: Lines and Segments
Chapter 6: Polygons
Chapter 7: Affine Transformations
PART III: GRAPHICS AND SIMULATIONS
Chapter 8: Drawing Vector Images
Chapter 9: Building a Circle from Three Points
Chapter 10: Graphical User Interfaces and the Canvas
Chapter 11: Animations, Simulations, and the Time Loop
Chapter 12: Animating Affine Transformations
PART IV: SYSTEMS OF EQUATIONS
Chapter 13: Matrices and Vectors
Chapter 14: Linear Equations
PART V: TRUSS STRUCTURES
Chapter 15: Structural Models
Chapter 16: Structure Resolution
Chapter 17: Reading Input from a File
Chapter 18: Producing an SVG Image and Text File
Chapter 19: Assembling Our Application
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