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Books > Computing & IT > Computer hardware & operating systems > Personal computers > General
This book constitutes the refereed proceedings of the Second International Symposium on Handheld and Ubiquitous Computing, HUC 2000, held in Bristol, UK in September 2000. The 18 revised full papers presented were carefully reviewed and selected from 70 submissions. The book offers topical sections on intelligent environments, user experience, multimedia augmentation, location-based services, context-aware messaging, intelligent devices, infrastructure engineering, and wearable computing.
The FM 8501 microprocessor was invented as a generic microprocessor
somewhat similar to a PDP-11. The principal idea of the FM 8501
effort was to see if it was possible to express the user-level
specification and the design implementation using a formal logic,
the Boyer-Moore logic; this approach permitted a complete
mechanically checked proof that the FM 8501 implementation fully
implemented its specification. The implementation model for the FM
8501 was inadequate for industrial hardware design but the effort
was an important step in the evolution to the design verification
methodology now employed by the author.
Auf einen Rechner ein informationsverarbeitendes System aus Hardware und Software sollte Verlass sein. Das ist eine Anforderung, die in der Praxis oft nur mit sehr grossem Aufwand oder in unbefriedigendem Masse zu erfullen ist. "Test von Rechnern" vermittelt einen umfassenden Uberblick uber die Probleme und Massnahmen, mit denen die Verlasslichkeit informationsverarbeitender Systeme gesichert wird. Grosser Wert wurde auf abschatzbare Kenngrossen und anschauliche Experimente fur ihre Abschatzung gelegt. Da die Systeme immer grosser werden und es immer schwieriger wird, sie von aussen ausreichend grundlich zu testen, wird im abschliessenden Kapitel das Thema Selbsttest ausfuhrlich behandelt. Test und Verlasslichkeit ist ein Lehrbuch fur Studierende der Fachrichtungen Informatik, Informationstechnik in hoheren Semestern. Praktiker aus den Bereichen Entwicklung, Test und Qualitatssicherung werden in dem Buch zahlreiche interessante Anregungen finden."
Use your Raspberry Pi to get smart about computing fundamentals In the 1980s, the tech revolution was kickstarted by a flood of relatively inexpensive, highly programmable computers like the Commodore. Now, a second revolution in computing is beginning with the Raspberry Pi. Learning Computer Architecture with the Raspberry Pi is the premier guide to understanding the components of the most exciting tech product available. Thanks to this book, every Raspberry Pi owner can understand how the computer works and how to access all of its hardware and software capabilities. Now, students, hackers, and casual users alike can discover how computers work with Learning Computer Architecture with the Raspberry Pi. This book explains what each and every hardware component does, how they relate to one another, and how they correspond to the components of other computing systems. You'll also learn how programming works and how the operating system relates to the Raspberry Pi's physical components. * Co-authored by Eben Upton, one of the creators of the Raspberry Pi, this is a companion volume to the Raspberry Pi User Guide * An affordable solution for learning about computer system design considerations and experimenting with low-level programming * Understandable descriptions of the functions of memory storage, Ethernet, cameras, processors, and more * Gain knowledge of computer design and operation in general by exploring the basic structure of the Raspberry Pi The Raspberry Pi was created to bring forth a new generation of computer scientists, developers, and architects who understand the inner workings of the computers that have become essential to our daily lives. Learning Computer Architecture with the Raspberry Pi is your gateway to the world of computer system design.
Operating a personal computer requires more than just dealing with the PC itself. As anyone with even a modicum of computer experience can attest, there are all types of hardware devices which you must become familiar with disk drives, printers, monitors, and sound cards, just to name a few. And, naturally, each is fraught with its own set of bugs and snares. PC Hardware Annoyances, the latest installment of O'Reilly's highly successful Annoyances series, aims to optimize these peripheral systems by offering easy fixes to their most annoying traits. With over 40 titles to his credit, author Stephen Bigelow identifies all those annoyances that make you cringe in frustration. Then, through the use of snappy, entertaining, and practical solutions, he shows you how to clear each obstacle one step at a time. After that, the rest is up to you. Designed for PC users of all levels, this handy guide doesn't bore you with long dissertations on the workings of the technology at hand. Instead, it offers straightforward, easy-to-understand troubleshooting solutions. For maximum ease of use, PC Hardware Annoyances is broken up into several broad hardware categories. They include desktops, laptops and PDAs, graphics, sound, hard drives, CD/DVD drives, network, and printers and scanners. And while you may not use each of these accessories currently, chances are it's only a matter of time before you'll need their technological services whether it's for work or recreation. What makes PC Hardware Annoyances especially timely is the growing trend among computer owners to simply upgrade their PCs as they age, rather than replacing them altogether. With peripheral devices becoming increasingly affordable, there's no reason not to. But as with any do-it-yourself project, trouble lurks around the corner if you don't have the right guide. Having difficulty setting up your color inkjet printer? Trying to burn a music CD? Is your modem misbehaving? The remedy: PC Hardware Annoyances, of course!
Computing is among the fields which have been contributing most to the expansion of the English vocabulary in recent decades. The aim of this study - which is based on a corpus comprising over 700 lexemes - is to analyse the features of the vocabulary of computing. It is shown that by taking a cognitive-linguistic view lexicology can experience a great enrichment. This is demonstrated primarily through metaphors, such as client, cookie, bookmark. A combination of morphological, semantic, phonological and cognitive aspects turns out to be the most satisfactory method of analyzing (new) lexemes.
Learn how to deploy Chromebook computers in a classroom or lab situation and how to navigate the hardware and software choices you face. This book equips you with the skills and knowledge to plan and execute a deployment of Chromebook computers in the classroom. Teachers and IT administrators at schools will see how to set up the hardware and software swiftly on your own or with the help of your students. Step-by-step instructions and practical examples walk you through assessing the practicability of deploying Chromebooks in your school, planning the deployment, and executing it. You'll become an expert in using a Chromebook, developing plans to train your colleagues and students to use Chromebooks, and learn how to run lessons with Google Classroom. You'll learn to manage the computers and the network and troubleshoot any problems that arise. Make Deploying Chromebooks in the Classroom a part of your instructional library today. What You'll Learn Put an easily-manageable computer on each desk for students to learn Internet use and essential office software skills Image, configure, and plan a classroom deployment of Chromebook computers Manage your classroom Chromebook computers and keeping them up and running smoothly and efficiently Who This Book Is For Primary audience would be teachers and IT administrators at schools or colleges. It will also appeal to administrators at social clubs or organizations that provide less formal tuition or simply provide Internet access.
IT-Projekte mussen durch Projektvertrage auf allen Stufen gezielt gesteuert und kontrolliert werden, um erfolgreich zu sein. Der Autor geht auf die Verantwortlichkeit des Managements fur die Projektfuhrung ein und erlautert die aktuellen Normvorgaben fur IT-Projekte aus ISO 20.000 und ITIL. Behandelt werden auch Outsourcing und ASP sowie IT-Security, gewissermassen Dauerprojekte, ebenso die Sanierung von Projekten und die Anwenderrechte bei Anbieterinsolvenz. Ausfuhrliche Checklisten fur CIOs und Geschaftsleitungen sollen schliesslich aus deren Blickwinkel die Projektkontrolle erleichtern. In dieser Themenkombination gibt es am Buchmarkt gegenwartig keine gleichartige Darstellung."
Dieses zweibandige, grundlegende und tiefgehende Werk uber analoge und digitale Schaltungstechnik bietet neben einer verstandlichen Darstellung des Lehrstoffs viele umfangreiche Lernhilfen. Es ist daher besonders fur Einsteiger und zum Selbst- und Fernstudium geeignet. Eine Vielzahl von detailliert durchgerechneten Beispielen, Aufgaben mit ausfuhrlichen Losungsvorschlagen, Merksatzen und Kapitelzusammenfassungen erleichtern das Lernen ebenso wie die zahlreichen Abbildungen und Tabellen. Das Werk entstand aus einer Vorlesung an der Fernuniversitat Hagen. Der erste Band behandelt die Modellbildung fur passive und aktive Bauelemente, die Signalbeschreibung im Hinblick auf die Schaltungstechnik, die Schaltungsanalyse, Ruckkopplung und Stabilitat sowie das Rauschen."
This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.
This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.
Your vacuum comes with one. Even your blender comes with one. But your PC - something that costs a whole lot more and is likely to be used daily and for tasks of far greater importance and complexity - doesn't come with a printed manual. Thankfully, that's not a problem any longer: "PCs: The Missing Manual" explains everything you need to know about PCs, both inside and out, and how to keep them running smoothly and working the way you want them to work. A complete PC manual for both beginners and power users, "PCs: The Missing Manual" has something for everyone. PC novices will appreciate the unassuming, straightforward tutorials on PC basics, such as hooking up a monitor, keyboard, mouse, printer, and scanner. Families will enjoy sections on networking several computers to share an Internet connection, sharing one monitor between two PCs, connecting portable media players, and creating a home theater system. Adventurous PC users will like the clear photos explaining how to take your PC apart and replace or upgrade any failing parts; IT professionals will be grateful to have something to hand to their coworkers who need solid, trusted information about using their PC. In "PCs: The Missing Manual", bestselling computer author Andy Rathbone delivers simple, reliable advice on the kinds of things PC users confront every day. He shows you how to connect and configure today's must-have devices (including digital cameras, portable music players, digital camcorders, and keychain drives); burn CDs and DVDs; scan and fax documents; and more. His section on the Internet explains how to choose the best Internet Service Provider and web browser for your needs; send email; find information quickly on the Web; share photos online; set up a blog; set up a webcam; access TV and radio through the Internet; and shop safely online. And Rathbone delivers plenty of guidance on keep your privacy and your PC safe by installing firewalls, creating safe passwords, running antivirus software, removing spyware and adware, and backing up important files.
What's tiny enough to fit in your pocket but mighty enough to serve as your full-featured mobile phone, your Palm-powered organizer, your wireless email, text messaging, and web-browsing tool, and even your digital camera? Why, it's your all-in-one Treo smartphone from palmOne! And you can master the revolutionary little device in no time flat with the new "Treo Fan Book," Not much bigger than the Treo itself but jam-packed with all the information you need to learn about each and every feature and capability of this combined phone/PDA, "Treo Fan Book" is a full-color, reasonably priced treasure trove of tips and tools to make instant experts of even smartphone neophytes. More than 200,000 Treo's have already shipped, and the popularity of the powerful, pint-sized device is growing. This quick and accessible guide to the bestselling smartphone is the perfect choice for yourself or gift for the Treo aficionado in your life. Author Jeff Ishaq can help anyone become immediately Treo savvy. A Palm OS(R) Certified Developer who has been producing software for Palm OS devices since their inception in 1996--and who develops popular shareware for the Treo 600--he is well known amongst the Palm community, and he has been named a Handspring Developer's Community Host for his participation in their Treo 600 community. Ishaq has an approach and writing style that will make learning the Treo quick, painless, and fun for all. Designed for new and eager Treo users, this unbeatable reference guide contains just the information you need (including the basics, such as using the phone, finding your way around the organizer features, and surfing the web)--and then plenty more that you want(things like mobile living with the Treo, such as using it as an MP3 player; selecting available accessories; and taking advantage of countless troubleshooting tips). The "Treo Fan Book" helps you make the very most of your new, do-all gadget.
This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.
This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020. The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies.
This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi'an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation.
Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games - and without requiring any previous programming experience. Contrary to most programming books, van Toll, Egges, and Fokker do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, dealing with physics, handling interaction between game objects, and creating pleasing visual effects. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important programming concepts such as loops, methods, classes, collections, and exception handling. This second edition includes a few notable updates. First of all, the book and all example programs are now based on the library MonoGame 3.6, instead of the obsolete XNA Game Studio. Second, instead of explaining how the example programs work, the text now invites readers to write these programs themselves, with clearly marked reference points throughout the text. Third, the book now makes a clearer distinction between general (C#) programming concepts and concepts that are specific to game development. Fourth, the most important programming concepts are now summarized in convenient "Quick Reference" boxes, which replace the syntax diagrams of the first edition. Finally, the updated exercises are now grouped per chapter and can be found at the end of each chapter, allowing readers to test their knowledge more directly. The book is also designed to be used as a basis for a game-oriented programming course. Supplementary materials for organizing such a course are available on an accompanying web site, which also includes all example programs, game sprites, sounds, and the solutions to all exercises.
Manage your Angular development using Reactive programming. Growing in popularity and now an essential part of any professional web developer's toolkit, Reactive programming can enrich your development and make your code more efficient. Featuring a core application to explore and build yourself, this book shows you how to utilize ngrx/store as a state management with Redux pattern, and how to utilize ngrx/effects to define a better and more robust application architecture. Through working code examples, you will understand every aspect of Reactive programming with Angular so that you'll be able to develop maintainable, readable code. Reactive Programming with Angular and ngrx is ideal for developers already familiar with JavaScript, Angular, or other languages, and who are looking for more insight into their Angular projects. Use this book to start mastering Reactive programming today. What You'll Learn Construct components efficiently Utilize ngrx extensions and RxJS Organize state management with reducers, actions and side effects Who This Book Is For Developers who are already familiar with JavaScript and Angular and want to move onto more advanced development.
This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.
The Raspberry Pi is a cheap, programmable credit-card sized computer that plugs into your TV and a keyboard. It's a capable little PC which can be used for many of the things that your desktop PC does, like spreadsheets, word-processing and games. This title has been written to guide anyone new to computer programming, including children and students, through setting up and programming their new Raspberry Pi.
This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017. The 19 fulland 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections: Virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; E-learning and game.
This book constitutes the refereed proceedings of the First International Conference on Intelligent, Secure, and Dependable Systems in Distributed and Cloud Environments, ISDDC 2017, held in Vancouver, BC, Canada, in October 2017.The 12 full papers presented together with 1 short paper were carefully reviewed and selected from 43 submissions. This book also contains 3 keynote talks and 2 tutorials. The contributions included in this proceedings cover many aspects of theory and application of effective and efficient paradigms, approaches, and tools for building, maintaining, and managing secure and dependable systems and infrastructures, such as botnet detection, secure cloud computing and cryptosystems, IoT security, sensor and social network security, behavioral systems and data science, and mobile computing.
This book constitutes the refereed proceedings of the 10th International Conference on Interactive Digital Storytelling, ICIDS 2017, held in Funchal, Madeira, Portugal, in November 2017. The 16 revised full papers and 4 short papers presented were carefully reviewed and selected from 65 submissions. The papers are organized in topical sections on story design, location and generation, history and learning, games, emotion and personality, posters and demos. |
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