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1,047 result(s) for "Computer programming History."
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Coding and programming
\"Find out about codes and programs, the people who write them, and how computers follow them\"-- Provided by publisher.
Programming Language Cultures
\"In this book, Brian Lennon demonstrates the power of a philological approach to the history of programming languages and their usage cultures. In chapters focused on specific programming languages such as SNOBOL and JavaScript, as well as on code comments, metasyntactic variables, the very early history of programming, and the concept of DevOps, Lennon emphasizes the histories of programming languages in their individual specificities over their abstract formal or structural characteristics, viewing them as carriers and sometimes shapers of specific cultural histories. The book's philological approach to programming languages presents a natural, sensible, and rigorous way for researchers trained in the humanities to perform research on computing in a way that draws on their own expertise. Combining programming knowledge with a humanistic analysis of the social and historical dimensions of computing, Lennon offers researchers in literar
Ada Lovelace
Ada Lovelace schrieb 1843 das weltweit erste Programm für eine informationsverarbeitende Maschine. Welche Beiträge leisten Frauen bis heute in der Welt des Digitalen? Der Band setzt sich mit Ada Lovelace (1815-1852) als Pionierin der Programmierung, aber auch mit ihrer Stilisierung zur Ikone auseinander. Er blickt auf die Bedeutung ,Rechnender Frauen' in der Nachkriegsära der einsetzenden Computertechnik. Er erörtert die Rolle der ,feinen Unterschiede' der Geschlechter in Wissenschaft und Technik und lässt wichtige Forscherinnen zeitgenössischer Computerwissenschaft (Robotik, Verteilte Intelligenz, Big Data) zu Wort kommen.
The Tetris effect : the game that hypnotized the world
\"Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, became a hit on TV consoles, and soared in popularity with handheld devices like the Game Boy. Today it lives on in smartphones, tablets, and laptops. All this despite the fact--or perhaps because of it--that it has no superhero to merchandise and no story to dramatize. Tetris is abstraction translated to bytes, a puzzle game in its purest form. Yet its origin story is so improbable that it's amazing that any of us ever played the game. In this surprising and entertaining book, tech reporter Dan Ackerman explains how a Soviet programmer named Alexey Pajitnov was struck with inspiration as a teenager, then meticulously worked for years to bring the game he had envisioned to life. Despite the archaic machines (outdated even for their era) that Pajitnov worked with and the fact that he had to develop the game after-hours on his own time, Tetris worked its way first through his office, and then out of it, entrancing player after player with its hypnotic shapes. It became almost a metaphor for the late Soviet era, with the kinetic energy of commerce pushing ever harder against the walls put up by the government. British, American, and Japanese moguls saw the game's potential and worked, often unscrupulously, to beat each other in the race to sell the game. Ackerman tells the story of these men and their maneuvers, and how the game made it to consumers' hands in the United States on a Game Boy screen in 1989\"-- Provided by publisher.
SciPy 1.0: fundamental algorithms for scientific computing in Python
SciPy is an open-source scientific computing library for the Python programming language. Since its initial release in 2001, SciPy has become a de facto standard for leveraging scientific algorithms in Python, with over 600 unique code contributors, thousands of dependent packages, over 100,000 dependent repositories and millions of downloads per year. In this work, we provide an overview of the capabilities and development practices of SciPy 1.0 and highlight some recent technical developments. This Perspective describes the development and capabilities of SciPy 1.0, an open source scientific computing library for the Python programming language.
The golden ticket
The P-NP problem is the most important open problem in computer science, if not all of mathematics.The Golden Ticketprovides a nontechnical introduction to P-NP, its rich history, and its algorithmic implications for everything we do with computers and beyond. In this informative and entertaining book, Lance Fortnow traces how the problem arose during the Cold War on both sides of the Iron Curtain, and gives examples of the problem from a variety of disciplines, including economics, physics, and biology. He explores problems that capture the full difficulty of the P-NP dilemma, from discovering the shortest route through all the rides at Disney World to finding large groups of friends on Facebook. But difficulty also has its advantages. Hard problems allow us to safely conduct electronic commerce and maintain privacy in our online lives. The Golden Ticketexplores what we truly can and cannot achieve computationally, describing the benefits and unexpected challenges of the P-NP problem.
Racing the Beam
The Atari Video Computer System dominated the home video game market so completely that \"Atari\" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.