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CoCo The Colorful History of Tandy’s Underdog Computer

CoCo The Colorful History of Tandy’s Underdog Computer

CoCo: The Colorful History of Tandy‘s Underdog Computer is the first book to document the complete history of the Tandy Color Computer (CoCo) a popular 8-bit PC series from the 1980s that competed against the era‘s biggest names including the Apple II IBM PC and Commodore 64. The book takes you inside the interesting stories and people behind this unique underdog computer. Both noted computer science and technology advocates authors Pitre and Loguidice reveal the story of a pivotal period in the home computing revolution from the perspective of Tandy‘s CoCo. As these computers were sold in Radio Shack stores throughout the United States and other countries they provide a critical point of reference for key events in the unprecedented evolutionary period for the PC industry in the 1980s. The book also features first-hand accounts from the people who created and promoted the CoCo from the original Tandy executives and engineers to today‘s active product creators and information keepers. The CoCo impacted many lives and this book leaves no stone unturned in recounting this fascinating slice of the PC revolution that is still in play today. From early telecommunications experiments to engineering and budgetary challenges it covers all the aspects that made the CoCo a truly personal useful computing experience in as small and inexpensive a package as possible. | CoCo The Colorful History of Tandy’s Underdog Computer

GBP 180.00
1

Real-Time Expert Systems Computer Architecture

The Computer as Crucible An Introduction to Experimental Mathematics

GIS Fundamentals

GIS Fundamentals

With GIS technology increasingly available to a wider audience on devices from apps on smartphones to satnavs in cars many people routinely use spatial data in a way which used to be the preserve of GIS specialists. However spatial data is stored and analyzed on a computer still tends to be described in academic texts and articles which require specialist knowledge or some training in computer science. Developed to introduce computer science literature to geography students GIS Fundamentals Second Edition provides an accessible examination of the underlying principles for anyone with no formal training in computer science. See What‘s New in the Second Edition: Coverage of the use of spatial data on the Internet Chapters on databases and on searching large databases for spatial queries Improved coverage on route-finding Improved coverage of heuristic approaches to solving real-world spatial problems International standards for spatial data The book begins with a brief but detailed introduction to how computers work and how they are programmed giving anyone with no previous computer science background a foundation to understand the remainder of the book. As with all parts of the book there are also suggestions for further sources of reading. The book then describes the ways in which vector and raster data can be stored and how algorithms are designed to perform fundamental operations such as detecting where lines intersect. From these simple beginnings the book moves into the more complex structures used for handling surfaces and networks and contains a detailed account of what it takes to determine the shortest route between two places on a network. The final sections of the book review problems such as the Travelling Salesman problem which are so complex that it is not known whether an optimum solution exists. Using clear concise language bu

GBP 180.00
1

Handbook of Discrete and Computational Geometry

Introduction to High Performance Computing for Scientists and Engineers

Introduction to High Performance Computing for Scientists and Engineers

Written by high performance computing (HPC) experts Introduction to High Performance Computing for Scientists and Engineers provides a solid introduction to current mainstream computer architecture dominant parallel programming models and useful optimization strategies for scientific HPC. From working in a scientific computing center the authors gained a unique perspective on the requirements and attitudes of users as well as manufacturers of parallel computers. The text first introduces the architecture of modern cache-based microprocessors and discusses their inherent performance limitations before describing general optimization strategies for serial code on cache-based architectures. It next covers shared- and distributed-memory parallel computer architectures and the most relevant network topologies. After discussing parallel computing on a theoretical level the authors show how to avoid or ameliorate typical performance problems connected with OpenMP. They then present cache-coherent non-uniform memory access (ccNUMA) optimization techniques examine distributed-memory parallel programming with message passing interface (MPI) and explain how to write efficient MPI code. The final chapter focuses on hybrid programming with MPI and OpenMP. Users of high performance computers often have no idea what factors limit time to solution and whether it makes sense to think about optimization at all. This book facilitates an intuitive understanding of performance limitations without relying on heavy computer science knowledge. It also prepares readers for studying more advanced literature. Read about the authors' recent honor: Informatics Europe Curriculum Best Practices Award for Parallelism and Concurrency.

GBP 180.00
1

Graphical Methods for Data Analysis

Automation and Computation Proceedings of the International Conference on Automation and Computation (AutoCom 2022) Dehradun India

Essential Skills for 3D Modeling Rendering and Animation

Essential Skills for 3D Modeling Rendering and Animation

The Key to Fully Understanding the Basics of a 3D World Prominently used in games movies and on television 3D graphics are tools of creation used to enhance how material and light come together to manipulate objects in 3D space. A game-changer written for the non-technical mind Essential Skills for 3D Modeling Rendering and Animation examines the complexities of 3D computer-generated art and outlines the basics of how things work and are used in 3D. This text describes the three cornerstones of 3D modeling rendering and animation; focuses on common elements; and provides a full understanding of the foundational concepts involved. Detailing the skills and knowledge needed to become an accomplished 3D artist it includes step-by-step instruction with ample examples and allows absolute beginners to move at their own pace. Master Anything You Are Tasked to Model The author incorporates historical information presenting a contextual understanding of the various techniques and methodologies in their historical place. Each chapter builds on the fundamentals of 3D computer graphics and augments skills based on the concepts enabling the student to learn both theory and application simultaneously. The book highlights two basic geometry types polygons and NURBS surfaces showing the student basic modeling techniques with both. While more techniques are available an artist can cover any model by grasping these basic techniques. Supplies examples that are specifically taken from Autodesk Maya Contains exercises that are meant to be used in conjunction with the training videos on the website Includes a documented history of computer graphics Essential Skills for 3D Modeling Rendering and Animation offers a fundamental understanding of the mechanics of 3D graphics to modelers anima

GBP 180.00
1

Real Sound Synthesis for Interactive Applications

Engineering Innovation and Design Proceedings of the 7th International Conference on Innovation Communication and Engineering (ICICE 2018)

V-Ray My Way A Practical Designer's Guide to Creating Realistic Imagery Using V-Ray & 3ds Max

Handbook of Brewing

Unmanned Ships and the Law

Handbook of Research on Artificial Intelligence and Soft Computing Techniques in Personalized Healthcare Services

From Computing to Computational Thinking

An Introduction To Artificial Intelligence

Elements of Parallel Computing

Origami 4

The Routledge Handbook of Shakespeare and Interface

Learn to Code with Games

Handbook of Standards and Guidelines in Human Factors and Ergonomics

Machinery Materials Science and Engineering Applications Proceedings of the 6th International Conference on Machinery Materials Science an

Error Correcting Codes A Mathematical Introduction

Inductive Learning Algorithms for Complex Systems Modeling