Ebook: Programming and Scientific Computing in Python
Author: J.M. Hoekstra J. Ellerbroek
The first version of this reader was developed for, and during the pilot of, the Programming course in
the first year of the BSc program Aerospace Engineering at the Delft University of Technology in 2012.
Originally it was written for Python 2 and then converted to Python 3.
The goal of the Python programming course is to enable the student to:
• write a program for scientific computing
• develop models
• analyse behaviour of the models, for instance using plots
• visualise models by animating graphics
The course assumes some mathematical skills, but no programming experience whatsoever.
This document is provided as a reference for the elaboration of the assignments. The reader is encouraged to read through the relevant chapters applicable to a particular problem. For later reference,
many tables, as well as some appendices with quick reference guides, have been included. These
encompass the most often used functions and methods. For a complete overview, there is the excellent documentation as provided with Python in the IDLE Help menu, as well as the downloadable and
on-line documentation for the Python modules NumPy, SciPy, Matplotlib and Pygame.
Also, the set-up of the present course is to show the appeal of programming. Having this powerful tool
at hand allows the reader to use the computer as a ‘mathematical slave’. And by making models, one
basically has the universe in a sandbox at one’s disposal: Any complex problem can be programmed
and displayed, from molecular behaviour to the motion in a complex gravity field in space.
An important ingredient at the beginning of the course is the ability to solve mathematical puzzles and
numerical problems. Also the very easy to use graphics module Pygame module has been included in
this reader. This allows, next to the simulation of a physical problem, a real-time visualization and some
control (mouse and keyboard) for the user, which also adds some fun for the beginning and struggling
programmer in the form of visual feedback.
Next to the mathematical puzzles, challenges (like Project Euler and the Python challenge) and simulations and games, there is a programming contest included in the last module of the course for which
there is a prize for the winners. Often students surprise me with their skills and creativity in such a
contest by submitting impressive simulations and games.
Also check out the accompanying videos: Search for “AE1205” on Youtube.
Many thanks to the students and teaching assistants, whose questions, input and feedback formed the
foundation for this reader.
the first year of the BSc program Aerospace Engineering at the Delft University of Technology in 2012.
Originally it was written for Python 2 and then converted to Python 3.
The goal of the Python programming course is to enable the student to:
• write a program for scientific computing
• develop models
• analyse behaviour of the models, for instance using plots
• visualise models by animating graphics
The course assumes some mathematical skills, but no programming experience whatsoever.
This document is provided as a reference for the elaboration of the assignments. The reader is encouraged to read through the relevant chapters applicable to a particular problem. For later reference,
many tables, as well as some appendices with quick reference guides, have been included. These
encompass the most often used functions and methods. For a complete overview, there is the excellent documentation as provided with Python in the IDLE Help menu, as well as the downloadable and
on-line documentation for the Python modules NumPy, SciPy, Matplotlib and Pygame.
Also, the set-up of the present course is to show the appeal of programming. Having this powerful tool
at hand allows the reader to use the computer as a ‘mathematical slave’. And by making models, one
basically has the universe in a sandbox at one’s disposal: Any complex problem can be programmed
and displayed, from molecular behaviour to the motion in a complex gravity field in space.
An important ingredient at the beginning of the course is the ability to solve mathematical puzzles and
numerical problems. Also the very easy to use graphics module Pygame module has been included in
this reader. This allows, next to the simulation of a physical problem, a real-time visualization and some
control (mouse and keyboard) for the user, which also adds some fun for the beginning and struggling
programmer in the form of visual feedback.
Next to the mathematical puzzles, challenges (like Project Euler and the Python challenge) and simulations and games, there is a programming contest included in the last module of the course for which
there is a prize for the winners. Often students surprise me with their skills and creativity in such a
contest by submitting impressive simulations and games.
Also check out the accompanying videos: Search for “AE1205” on Youtube.
Many thanks to the students and teaching assistants, whose questions, input and feedback formed the
foundation for this reader.
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