Chapter 11

ASPL by Examples

Many examples are shown in this chapter: inspect and compare Java JAR archives for classes having similar names but different checksums, monitor the water level between two bays, simulate throwing dice on craptable, see the relation between entropy and certainty when tossing coins, hook the attributes to streamable UNIX devices and intercept the signal, intersect random polygons on two spheres or in two planes, etc.

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