- •1. TABLE OF CONTENTS
- •2. AN INTRODUCTION TO UNIX
- •2.1 OVERVIEW
- •2.2 UNIX
- •2.2.1 Using UNIX Workstations in general:
- •2.2.2 Directories, Files, Etc.
- •2.2.3 Advanced Concepts
- •2.3 THE NETWORK
- •2.4 GOOD MANNERS
- •3. THE INTERNET
- •3.1 NETWORKS
- •3.1.1 Computer Addresses
- •3.2 NETWORK TYPES
- •3.2.1 Permanent Wires
- •3.2.2 Phone Lines
- •3.3 NETWORK PROTOCOLS
- •3.3.1 Mail Transfer Protocols
- •3.3.1.1 - Attachments
- •3.3.1.2 - Mail Lists
- •3.3.2 FTP - File Transfer Protocol
- •3.3.3 News
- •3.3.4 HTTP - Hypertext Transfer Protocol
- •3.3.5 Chat
- •3.3.6 Novell
- •3.3.7 Security
- •3.4 DATA FORMATS
- •3.4.1 HTML - Hyper Text Markup Language
- •3.4.1.1 - Publishing Web Pages
- •3.4.2 URLs
- •3.4.3 Hints
- •3.4.4 Specialized Editors
- •3.4.6 Encryption
- •3.4.7 Compression
- •3.5 PULLING ALL THE PROTOCOLS AND FORMATS TOGETHER WITH BROWSWERS
- •3.6 OTHER STUFF
- •3.6.1 Clients and Servers
- •3.6.2 Java
- •3.6.3 Javascript
- •3.6.5 Searches
- •3.6.6 ActiveX
- •3.6.7 Graphics
- •3.6.8 Animation
- •3.6.9 Video
- •3.6.10 Sounds
- •3.6.11 Other Program Files
- •3.6.12 Fancy Stuff
- •4. TEACHING WITH THE INTERNET
- •4.1 LECTURES
- •4.1.1 Equipment
- •4.1.2 Techniques
- •4.2 ON-LINE NOTES
- •4.3 ON-LINE MARKING
- •4.3.1 Web Pages
- •4.3.2 email
- •4.4 The Time-Line For My First On-Line Course (Fall 1996)
- •5. WWW and HTML
- •5.1 Why Bother?
- •5.2 Where to Find Netscape
- •5.3 How to Get Your Own Home Page
- •5.4 How to Create a file
- •5.5 Resources
- •6. A BASIC INTRODUCTION TO ‘C’
- •6.2 BACKGROUND
- •6.3 PROGRAM PARTS
- •6.4 HOW A ‘C’ COMPILER WORKS
- •6.5 STRUCTURED ‘C’ CODE
- •6.6 ARCHITECTURE OF ‘C’ PROGRAMS (TOP-DOWN)
- •6.7 CREATING TOP DOWN PROGRAMS
- •6.8.1 Objectives:
- •6.8.2 Problem Definition:
- •6.8.3 User Interface:
- •6.8.3.1 - Screen Layout (also see figure):
- •6.8.3.2 - Input:
- •6.8.3.3 - Output:
- •6.8.3.4 - Help:
- •6.8.3.5 - Error Checking:
- •6.8.3.6 - Miscellaneous:
- •6.8.4 Flow Program:
- •6.8.5 Expand Program:
- •6.8.6 Testing and Debugging:
- •6.8.7 Documentation
- •6.8.7.1 - Users Manual:
- •6.8.7.2 - Programmers Manual:
- •6.8.8 Listing of BeamCAD Program.
- •6.9 PRACTICE PROBLEMS
- •7. GUI DESIGN
- •7.1 PRACTICE PROBLEMS
- •8. AN EXAMPLE - BEAMCAD
- •9. PROGRAMMING IN JAVA
- •9.1 OVERVIEW
- •9.2 THE LANGUAGE
- •9.3 OBJECT ORIENTED PROGRAMMING
- •9.4 REFERENCES/BIBLIOGRAPHY
- •10. DATABASES
- •11. MESSAGE PASSING ON NETWORKS
- •12. MATHEMATICAL ELEMENTS OF COMPUTER GRAPHICS
- •12.1 INTRODUCTION
- •12.2 PIXELS
- •12.2.1 The Perspective Transform
- •12.3 LINE DRAWING
- •12.3.1 Hidden Lines
- •12.4 POLYGON DRAWING
- •12.5 SHADED POLYGONS
- •12.6 COLORS
- •12.6.1 Color Maps
- •12.6.1.1 - Quantization with an Octree RGB Cube
- •12.6.1.1.1 - Algorithm and Implementation
- •12.6.1.1.2 - Color Quantization Data Structures
- •12.7 DITHERING
- •12.7.1 A Model for Light Ray Reflection
- •12.7.2 A Model for Light Ray Refraction:
- •12.7.3 A Model for Specular Reflection of Point Light
- •12.8 RAY TRACING
- •12.8.1 Basic Ray Tracing Theory
- •12.8.1.1 - A Model for Diffuse Reflection of Ambient Light
- •12.8.1.2 - A Model for Diffuse Reflection of Point Light:
- •12.8.1.3 - Collision of a Ray with a Sphere:
- •12.8.1.4 - Collision of a Ray With a Plane:
- •12.8.1.5 - Mapping a Pattern
- •12.8.2 Ray Tracer Algorithms
- •12.8.3 Bounding Volumes
- •12.8.4 Shadows
- •12.8.5 Aliasing
- •12.8.6 Advanced topics
- •12.9 RADIOSITY
- •12.10 ADVANCED GRAPHICS TECHNIQUES
- •12.10.1 Animation
- •12.11 REFERENCES
- •12.12 PRACTICE PROBLEMS
- •13. NEW TOPICS
- •13.1 VIRTUAL REALITY
- •13.2 MULTIMEDIA
- •14. VISIONS SYSTEMS
- •14.1 OVERVIEW
- •14.2 APPLICATIONS
- •14.3 LIGHTING AND SCENE
- •14.4 CAMERAS
- •14.5 FRAME GRABBER
- •14.6 IMAGE PREPROCESSING
- •14.7 FILTERING
- •14.7.1 Thresholding
- •14.8 EDGE DETECTION
- •14.9 SEGMENTATION
- •14.9.1 Segment Mass Properties
- •14.10 RECOGNITION
- •14.10.1 Form Fitting
- •14.10.2 Decision Trees
- •14.11 PRACTICE PROBLEMS
- •15. SIMULATION
- •15.1 MODEL BUILDING
- •15.2 ANALYSIS
- •15.3 DESIGN OF EXPERIMENTS
- •15.4 RUNNING THE SIMULATION
- •15.5 DECISION MAKING STRATEGY
- •15.6 PLANNING
- •15.7 NEURAL NETWORK THEORY
- •16. ARTIFICIAL INTELLIGENCE (AI)
- •16.1 OVERVIEW
- •16.2 EXPERT SYSTEMS
- •16.3 FUZZY LOGIC
- •16.4 NEURAL NETWORKS
- •16.4.1 Neural Network Calculation of Inverse Kinematics
- •16.4.1.1 - Inverse Kinematics
- •16.4.1.2 - Feed Forward Neural Networks
- •16.4.1.3 - The Neural Network Setup
- •16.4.1.4 - The Training Set
- •16.4.1.5 - Results
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-pet/children/spouse/nick names
-swear words
-colloquial phrases
-birthdays
-etc.
4.Watch for unusual activity in you computer account.
5.Don’t be afraid to call information technology and ask questions.
6.Don’t run software that comes from suspect or unknown sources.
7.Don’t write your password down or give it to others.
3.4 DATA FORMATS
• The format of the data is important so that other programs may interpret it correctly.
3.4.1 HTML - Hyper Text Markup Language
• This is a format that is invisible to the user on the web. It allows documents to be formatted to fit the local screen.
EXERCISE: While looking at a home page in Netscape select ‘View - Page Source’. You will see a window that includes the actual HTML file - This file was interpreted by Netscape to make the page you saw previously. Look through the file to see if you can find any text that was on the original page.
• Editors are available that allow users to update HTML documents the same way they use word processors.
EXERCISE: Find a home page in Netscape. Use the ‘File - Edit Page’ button to start the editor. Notice the buttons along the top for font sizes, colors, etc. Play with page and add your own name.
EXERCISE: Type in two new line of text. Name these lines ‘sunsite’ and ‘other’. highlight ‘sunsite’ first, and select the small chain link at the top of the page. type in the link ‘http:// sunsite.unc.edu’. Accept this and then highlight the ‘other’ line. Enter a new link again using ‘other.html’. (don’t close the edit window, we will use it again shortly)
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3.4.1.1 - Publishing Web Pages
•Once a web page has been modified it is necessary to put it back on the web server.
•When publishing a page with a browser ‘FTP’ will be used.
•The web page called ‘index.html’ is the first one to be returned. If you are publishing a main page your main page should be called ‘index.html’.
EXERCISE: Using the web page that you modified before, publish the results to your home page. You can do this using the ‘publish’ option. You will have to provide a site name ‘http://www2.gvsu.edu/~YOURNAME’, a user name, and a password, and call the file ‘index.html’. Use Netscape to view your updated home page. Note: You may have to hit reload, as Netscape will keep old copies, and does not automatically reload web pages if it has a recent copy is stored.
EXERCISE: Edit the file again and add a link to ‘other.html’. You can do this by highlighting text, and then clicking on the ‘link’ icon.
• Keep in mind that the website is just another computer. You have directories and files there too. To create a web site that has multiple files we need to create other files or directory names.
EXERCISE: Create a new web page, and add something to it. Publish this page as before, except call it ‘other.html’. Call up the browser, and load in the ‘index.html’ page that you created. Click on the links and see what happens.
• Note that some web servers do not observe upper/lower case and cut the ‘html’ extension to ‘htm’. Microsoft based computers are notorious for this, and this will be the most common source of trouble.
EXERCISE (Basic): Use the Windows ftp program to access your remote account that your web page is set up in. Look at the files and file names. Transfer the files on the web site back to your local computer.
EXERCISE (Advanced): You can open these files in Netscape, edit them, save them back to the disk, and then publish them using the ftp program.