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Books > Computing & IT > Computer hardware & operating systems > Personal computers > General
If you are among the millions of Mac users today, then you need an up-to-date and comprehensive reference that will provide fast answers to your software, hardware, network, and system maintenance questions. The iMac, iBook, & G3 Troubleshooting Pocket Reference is a handy, common-sense guidebook that covers the full range of basic problems and troubleshooting procedures. Written by Mac expert and enthusiast Don Rittner, this crystal clear and concise reference provides you with the all information you need, from basic to more advanced topics, at your fingertips!
1 Die wirtschaftliche Bedeutung der Schutzmassnahmen fur EDV-Anlagen.- 2 Voraussetzungen und Anforderungen an die sicherheits-gerechte Konzipierung eines Hochsicherheitsbereichs.- 3 Unterschiedliche Gefahrdungen fur Rechenzentren.- 3.1 Einbruch/Diebstahl, Sabotage und Vandalismus.- 3.2 Brand, Verrauchung.- 3.3 Fehlfunktionen in der Klimatisierung.- 3.4 Wassereinbruch.- 3.5 Elektrische Versorgung.- 3.5.1 Aufrechterhaltung der Stromversorgung.- 3.5.2 UEberspannungen und Blitzschlag.- 3.6 Datenverlust.- 3.7 Sonstige Gefahren.- 4 Moegliche Analysemethoden.- 5 Schema der konkreten Risiko- und Schutzniveauermittlung.- 5.1 Massnahmen gegen Einbruch, Diebstahl, Sabotage und Vandalismus.- 5.2 Massnahmen gegen Feuer und Verrauchung.- 5.3 Massnahmen gegen Fehlfunktionen der Klimatisierung.- 5.4 Massnahmen gegen Beschadigungen durch Wasser bzw. fehlerhafte Versorgung.- 5.5 Massnahmen zur Aufrechterhaltung der gleichbleibenden Stromversorgung.- 5.6 Massnahmen gegen Datenverlust.- 5.7 Sonstige sicherheitsrelevante Kriterien.- 5.8 Zusammenfassende Benotung der analysierten Risiken.- 6 Sicherheitsmanagement: Organisation und Realisierung der sicherheitstechnischen Massnahmen.- 7 Sicherheitsgerechter EDV-Betrieb.- 8 Organisatorische Schritte zur permanenten Beibehaltung des Niveaus des ursprunglich entworfenen Sicherheitskonzepts.- 8.1 Menschliche Aspekte.- 8.2 Technische Massnahmen.- 9 Katastrophenvorsorge.- 9.1 Katastrophenplan.- 9.2 Backup-Konzepte.- 9.3 Versicherungskonzepte fur Hochsicherheitsbereiche.- 10 Schlussworte und Aussicht.
Sandy Berger's advise and instruction have helped hundreds of computer users to overcome their fears and anxieties of personal computing. Sandy's 30 years of experience in the computer industry and her personalized method of teaching the computer in simple terms have been brought together for you in this book. How To Have a Meaningful Relationship With Your Computer is the ultimate user-friendly book that tells you what you need to know to be a confident and knowledgeable participant in today's computer world. Whether you are buying your first computer or looking to expand your productivity as a current computer user, Sandy's insights and information will get you going in the right direction. This book is designed to help you work with computers to produce the results that you desire with ease. It's like having your own personal computer consultant right at your fingertips. It's the smart computer book for smart people who want to get past the technical jargon and into the world of independent computing. It is more than a computer book. It will guide you through and around the world of computing to remove your frustration and maximize your productivity. At last, a single resource book that covers personal computing from A to Z in simple everyday language.
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.
A longtime favorite among PC users, the third edition of the book now contains useful information for people running either Windows or Linux operating systems. Written for novices and seasoned professionals alike, the book is packed with useful and unbiased information. In addition to coverage of the fundamentals and general tips about working on PCs, the book includes chapters focusing on motherboards, processors, memory, floppies, hard drives, optical drives, tape devices, video devices, input devices, audio components, communications, power supplies, and maintenance.
Motorola Xoom is the first tablet to rival the iPad, and no wonder with all of the great features packed into this device. But learning how to use everything can be tricky-and Xoom doesn't come with a printed guide. That's where this Missing Manual comes in. Gadget expert Preston Gralla helps you master your Xoom with step-by-step instructions and clear explanations. As with all Missing Manuals, this book offers refreshing, jargon-free prose and informative illustrations. * Use your Xoom as an e-book reader, music player, camcorder, and phone * Keep in touch with email, video and text chat, and social networking apps * Get the hottest Android apps and games on the market * Do some work with Google Docs, Microsoft Office, or by connecting to a corporate network * Tackle power-user tricks, such as barcode scanning, voice commands, and creating a Wi-Fi hotspot * Sync your Xoom with a PC or a Mac
Mobile Multimedia is defined as a set of protocols and standards for multimedia information exchange over wireless networks. Therefore the book is organised into four parts. The introduction part, which consists of two chapters introduces the readers to the basic ideas behind mobility management and provides the business and technical drivers, which initiated the mobile multimedia revolution. Part two, which consists of six chapters, explains the enabling technologies for mobile multimedia with respect to data communication protocols and standards. Part three contains two chapters and is dedicated for how information can be retrieved over wireless networks whether it is voice, text, or multimedia information. Part four with its four chapters will clarify in a simple a self-implemented way how scarce resources can be managed and how system performance can be evaluated.
Personal computing has taken many forms over recent years, as trends have seen the emergence of mobile and tablet technologies taking over the PC marketplace. Emergent Trends in Personal, Mobile, and Handheld Computing Technologies offers a vital compendium of the latest research within the field of personal computing, highlighting the latest trends in research and development of personal technology. As tablets and mobile phones begin to replace traditional hardware, it is important to stay abreast of the latest market research to keep your institution on the technological cutting-edge. This collection of case studies, best practices, and research offers chapters from experts from around the world, offering a critical resource for practitioners and academics alike.
As communication and networking (CN) become specialized and fragmented, it is easy to lose sight that many topics in CN have common threads and because of this, advances in one sub-discipline may transmit to another. The presentation of results between different sub-disciplines of CN encourages this interchange for the advan- ment of CN as a whole. Of particular interest is the hybrid approach of combining ideas from one discipline with those of another to achieve a result that is more signi- cant than the sum of the individual parts. Through this hybrid philosophy, a new or common principle can be discovered which has the propensity to propagate throu- out this multifaceted discipline. This volume comprises the selection of extended versions of papers that were p- sented in their shortened form at the 2008 International Conference on Future Gene- tion Communication and Networking (http: //www. sersc. org/FGCN2008/), Inter- tional Conference on Bio-Science and Bio-Technology (http: //www. sersc. org/ BSBT2008/), International Symposium on u- and e- Service, Science and Technology (http: //www. sersc. org/UNESST2008/), International Symposium on Database Theory and Application (http: //www. sersc. org/DTA2008/), International Symposium on Control and Automation (http: //www. sersc. org/CA2008/), International Symposium on Signal Processing, Image Processing and Pattern Recognition (http: //www. sersc. org/SIP2008/), International Symposium on Grid and Distributed Computing (ttp: //www. sersc. org/ GDC2008/), International Symposium on Smart Home (http: //www. sersc. org/SH2008/), and 2009 Advanced Science and Technology (http: //www. sersc. org/A
What constitutes an identity, how do new technologies affect identity, how do we manage identities in a globally networked information society? The increasing div- sity of information and communication technologies and their equally wide range of usage in personal, professional and official capacities raise challenging questions of identity in a variety of contexts. The aim of the IFIP/FIDIS Summer Schools has been to encourage young a- demic and industry entrants to share their own ideas about privacy and identity m- agement and to build up collegial relationships with others. As such, the Summer Schools have been introducing participants to the social implications of information technology through the process of informed discussion. The 4th International Summer School took place in Brno, Czech Republic, during September 1-7, 2008. It was organized by IFIP (International Federation for Infor- tion Processing) working groups 9.2 (Social Accountability), 9.6/11.7 (IT Misuse and the Law) and 11.6 (Identity Management) in cooperation with the EU FP6 Network of Excellence FIDIS and Masaryk University in Brno. The focus of the event was on security and privacy issues in the Internet environment, and aspects of identity m- agement in relation to current and future technologies in a variety of contexts.
Today it is almost impossible to remember what life was like with no computer, no mobile phone, and no Internet for accessing information, performing tra- actions or exchanging emails and data. New technology is bringing wave after wave of new bene?ts to daily life: organisations are doing business with each other via the Internet; people are ?lling in tax declarations online and booking their next vacation through the Internet. In general we are all progressively - ing (and dependent on) software and services running on computers, connecting mobile phones and other devices, and exchanging information on the Internet. People like to shop around and exercise choice. So do businesses and public administrations. Today they can buy a complete software package that best suits their needs, even though they may never use some of the tools it o?ers, or other desirable tools are not available. In the future they may no longer have to compromise on choice. Alternative approaches like "Software as a Service" and "Computing Resources as a Service" are emerging. Software is provided on-line as a service when and where it is needed, and the same for computing resources needed to run software. Such an approach allows individuals and organisations totapintoande?ectivelyharnesstheimmensewealthofinformation, knowledge and analytical resources when they need them, paying only for what they use. Customersareboundtobene?twhenthereisasu?cientlyrichchoiceofservices.
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.
What if you could someday put the manufacturing power of an automobile plant on your desktop? According to Neil Gershenfeld, the renowned MIT scientist and inventor, the next big thing is personal fabrication-the ability to design and produce your own products, in your own home, with a machine that combines consumer electronics and industrial tools. Personal fabricators are about to revolutionize the world just as personal computers did a generation ago, and "Fab" shows us how.
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.
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 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.
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.
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.
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.
Die mehrbandige Technische Informatik bietet einen
verstandlichen Einstieg in dieses wichtige Teilgebiet der
Informatik. Leser mit unterschiedlichen Vorkenntnissen gewinnen
schrittweise einen Uberblick uber die in Studium und Beruf
benotigten elektrotechnischen und elektronischen Grundlagen. Auf
dieser Basis werden Komponenten und Strukturen von heutigen
Computersystemen eingefuhrt. Fur die 3. Auflage wurden weitere
Aufgaben, besonders auch zu HADES, neu aufgenommen. Der Ubungsband dient zur Einubung und Vertiefung des in den Lehrbuchern Technische Informatik 1 und 2 dargebotenen Stoffes. Die Rechenaufgaben mit Losungen beziehen sich vor allem auf die physikalischen Grundlagen. Die komplexeren Problemstellungen in der Computertechnik werden mit den Simulationsprogrammen gelost, die die Autoren auf ihrer Homepage zur Verfugung stellen."
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.
Providing an introduction to the fundamentals of body area communications, this book covers the key topics of channel modeling, modulation and demodulation, and performance evaluation A systematic introduction to body area networks (BAN), this book focuses on three major parts: channel modeling, modulation/demodulation communications performance, and electromagnetic compatibility considerations. The content is logically structured to lead readers from an introductory level through to in-depth and more advanced topics. * Provides a concise introduction to this emerging topic based on classroom-tested materials * Details the latest IEEE 802.15.6 standard activities * Moves from very basic physics, to useful mathematic models, and then to practical considerations * Covers not only EM physics and communications, but also biological applications * Topics approached include: link budget, bit error rate performance, RAKE and diversity reception; SAR analysis for human safety evaluation; and modeling of electromagnetic interference to implanted cardiac pacemakers * Provides Matlab and Fortran programs for download from the Companion Website
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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