Based on more than forty interviews with Jobs conducted over two years—as well as interviews with more than a hundred family members, friends, adversaries, competitors, and colleagues—Walter Isaacson has written a riveting story of the roller-coaster life and searingly intense personality of a creative entrepreneur whose passion for perfection and ferocious drive revolutionized six industries: personal computers, animated movies, music, phones, tablet computing, and digital publishing.
At a time when America is seeking ways to sustain its innovative edge, and when societies around the world are trying to build digital-age economies, Jobs stands as the ultimate icon of inventiveness and applied imagination. He knew that the best way to create value in the twenty-first century was to connect creativity with technology. He built a company where leaps of the imagination were combined with remarkable feats of engineering.
Although Jobs cooperated with this book, he asked for no control over what was written nor even the right to read it before it was published. He put nothing off-limits. He encouraged the people he knew to speak honestly. And Jobs speaks candidly, sometimes brutally so, about the people he worked with and competed against. His friends, foes, and colleagues provide an unvarnished view of the passions, perfectionism, obsessions, artistry, devilry, and compulsion for control that shaped his approach to business and the innovative products that resulted.
Driven by demons, Jobs could drive those around him to fury and despair. But his personality and products were interrelated, just as Apple’s hardware and software tended to be, as if part of an integrated system. His tale is instructive and cautionary, filled with lessons about innovation, character, leadership, and values.
The 27 full papers presented together with 4 invited talks were carefully reviewed and selected from 68 submissions. The papers cover a wide range of topics such as approximation algorithms, computational complexity, computational geometry, data structures, graph algorithms, graph coloring, graph exploration, and online algorithms.
The official book behind the Academy Award-winning film The Imitation Game, starring Benedict Cumberbatch and Keira Knightley
It is only a slight exaggeration to say that the British mathematician Alan Turing (1912-1954) saved the Allies from the Nazis, invented the computer and artificial intelligence, and anticipated gay liberation by decades--all before his suicide at age forty-one. This New York Times–bestselling biography of the founder of computer science, with a new preface by the author that addresses Turing's royal pardon in 2013, is the definitive account of an extraordinary mind and life.
Capturing both the inner and outer drama of Turing’s life, Andrew Hodges tells how Turing’s revolutionary idea of 1936--the concept of a universal machine--laid the foundation for the modern computer and how Turing brought the idea to practical realization in 1945 with his electronic design. The book also tells how this work was directly related to Turing’s leading role in breaking the German Enigma ciphers during World War II, a scientific triumph that was critical to Allied victory in the Atlantic. At the same time, this is the tragic account of a man who, despite his wartime service, was eventually arrested, stripped of his security clearance, and forced to undergo a humiliating treatment program--all for trying to live honestly in a society that defined homosexuality as a crime.
The inspiration for a major motion picture starring Benedict Cumberbatch and Keira Knightley, Alan Turing: The Enigma is a gripping story of mathematics, computers, cryptography, and homosexual persecution.
Eric Schmidt is one of Silicon Valley’s great leaders, having taken Google from a small startup to one of the world’s most influential companies. Jared Cohen is the director of Google Ideas and a former adviser to secretaries of state Condoleezza Rice and Hillary Clinton. With their combined knowledge and experiences, the authors are uniquely positioned to take on some of the toughest questions about our future: Who will be more powerful in the future, the citizen or the state? Will technology make terrorism easier or harder to carry out? What is the relationship between privacy and security, and how much will we have to give up to be part of the new digital age?
In this groundbreaking book, Schmidt and Cohen combine observation and insight to outline the promise and peril awaiting us in the coming decades. At once pragmatic and inspirational, this is a forward-thinking account of where our world is headed and what this means for people, states and businesses.
With the confidence and clarity of visionaries, Schmidt and Cohen illustrate just how much we have to look forward to—and beware of—as the greatest information and technology revolution in human history continues to evolve. On individual, community and state levels, across every geographical and socioeconomic spectrum, they reveal the dramatic developments—good and bad—that will transform both our everyday lives and our understanding of self and society, as technology advances and our virtual identities become more and more fundamentally real.
As Schmidt and Cohen’s nuanced vision of the near future unfolds, an urban professional takes his driverless car to work, attends meetings via hologram and dispenses housekeeping robots by voice; a Congolese fisherwoman uses her smart phone to monitor market demand and coordinate sales (saving on costly refrigeration and preventing overfishing); the potential arises for “virtual statehood” and “Internet asylum” to liberate political dissidents and oppressed minorities, but also for tech-savvy autocracies (and perhaps democracies) to exploit their citizens’ mobile devices for ever more ubiquitous surveillance. Along the way, we meet a cadre of international figures—including Julian Assange—who explain their own visions of our technology-saturated future.
Inspiring, provocative and absorbing, The New Digital Age is a brilliant analysis of how our hyper-connected world will soon look, from two of our most prescient and informed public thinkers.
Levy profiles the imaginative brainiacs who found clever and unorthodox solutions to computer engineering problems. They had a shared sense of values, known as "the hacker ethic," that still thrives today. Hackers captures a seminal period in recent history when underground activities blazed a trail for today's digital world, from MIT students finagling access to clunky computer-card machines to the DIY culture that spawned the Altair and the Apple II.
The book begins with a summary of the nontechnical aspects of interviewing, such as common mistakes, strategies for a great interview, perspectives from the other side of the table, tips on negotiating the best offer, and a guide to the best ways to use EPI.
The technical core of EPI is a sequence of chapters on basic and advanced data structures, searching, sorting, broad algorithmic principles, concurrency, and system design. Each chapter consists of a brief review, followed by a broad and thought-provoking series of problems. We include a summary of data structure, algorithm, and problem solving patterns.
Who needs an electrical engineering degree? This intuitive guide shows how to wire, disassemble, tweak, and re-purpose everyday devices quickly and easily. Packed with full-color illustrations, photos, and diagrams, Hacking Electronics teaches by doing--each topic features fun, easy-to-follow projects. Discover how to hack sensors, accelerometers, remote controllers, ultrasonic rangefinders, motors, stereo equipment, microphones, and FM transmitters. The final chapter contains useful information on getting the most out of cheap or free bench and software tools.Safely solder, join wires, and connect switches Identify components and read schematic diagrams Understand the how and why of electronics theory Work with transistors, LEDs, and laser diode modules Power your devices with a/c supplies, batteries, or solar panels Get up and running on Arduino boards and pre-made modules Use sensors to detect everything from noxious gas to acceleration Build and modify audio amps, microphones, and transmitters Fix gadgets and scavenge useful parts from dead equipment
Computers have changed since 1981, when The Soul of a New Machine first examined the culture of the computer revolution. What has not changed is the feverish pace of the high-tech industry, the go-for-broke approach to business that has caused so many computer companies to win big (or go belly up), and the cult of pursuing mind-bending technological innovations.
The Soul of a New Machine is an essential chapter in the history of the machine that revolutionized the world in the twentieth century.
Darling-Hammond is the Charles E. Ducommun Professor of Education at Stanford University, a chief education advisor to President Obama, Co-Director of the Stanford Center for Opportunity Policy in Education, and Founding Director of the School Redesign Network at Stanford.
The algorithms in this book represent a body of knowledge developed over the last 50 years that has become indispensable, not just for professional programmers and computer science students but for any student with interests in science, mathematics, and engineering, not to mention students who use computation in the liberal arts.
The companion web site, algs4.cs.princeton.edu, containsAn online synopsis Full Java implementations Test data Exercises and answers Dynamic visualizations Lecture slides Programming assignments with checklists Links to related material
The MOOC related to this book is accessible via the "Online Course" link at algs4.cs.princeton.edu. The course offers more than 100 video lecture segments that are integrated with the text, extensive online assessments, and the large-scale discussion forums that have proven so valuable. Offered each fall and spring, this course regularly attracts tens of thousands of registrants.
Robert Sedgewick and Kevin Wayne are developing a modern approach to disseminating knowledge that fully embraces technology, enabling people all around the world to discover new ways of learning and teaching. By integrating their textbook, online content, and MOOC, all at the state of the art, they have built a unique resource that greatly expands the breadth and depth of the educational experience.
Ceruzzi guides us through computing history, telling how a Bell Labs mathematician coined the word "digital" in 1942 (to describe a high-speed method of calculating used in anti-aircraft devices), and recounting the development of the punch card (for use in the 1890 U.S. Census). He describes the ENIAC, built for scientific and military applications; the UNIVAC, the first general purpose computer; and ARPANET, the Internet's precursor. Ceruzzi's account traces the world-changing evolution of the computer from a room-size ensemble of machinery to a "minicomputer" to a desktop computer to a pocket-sized smart phone. He describes the development of the silicon chip, which could store ever-increasing amounts of data and enabled ever-decreasing device size. He visits that hotbed of innovation, Silicon Valley, and brings the story up to the present with the Internet, the World Wide Web, and social networking.
WikiLeaks brought to light a new form of whistleblowing, using powerful cryptographic code to hide leakers’ identities while they spill the private data of government agencies and corporations. But that technology has been evolving for decades in the hands of hackers and radical activists, from the libertarian enclaves of Northern California to Berlin to the Balkans. And the secret-killing machine continues to evolve beyond WikiLeaks, as a movement of hacktivists aims to obliterate the world’s institutional secrecy.
This is the story of the code and the characters—idealists, anarchists, extremists—who are transforming the next generation’s notion of what activism can be.
With unrivaled access to such major players as Julian Assange, Daniel Domscheit-Berg, and WikiLeaks’ shadowy engineer known as the Architect, never before interviewed, reporter Andy Greenberg unveils the world of politically-motivated hackers—who they are and how they operate.
With a novelist's sensitivity, David Leavitt portrays Turing in all his humanity—his eccentricities, his brilliance, his fatal candor—and elegantly explains his work and its implications.
This book takes you step-by-step through many fun and educational possibilities. Take advantage of several preloaded programming languages. Use the Raspberry Pi with Arduino. Create Internet-connected projects. Play with multimedia. With Raspberry Pi, you can do all of this and more.Get acquainted with hardware features on the Pi’s board Learn enough Linux to move around the operating system Pick up the basics of Python and Scratch—and start programming Draw graphics, play sounds, and handle mouse events with the Pygame framework Use the Pi’s input and output pins to do some hardware hacking Discover how Arduino and the Raspberry Pi complement each other Integrate USB webcams and other peripherals into your projects Create your own Pi-based web server with Python
Babies' young minds and eyes are captivated by ten bold, vivid, and engaging high-contrast images that show each digit zero through nine in the corresponding color with a related abstract shape.
Toddlers can use the images in the book to begin to familiarize themselves with numbers and colors, while at the same time forming the number-color associations of the resistor color code.
For older children, a unique nursery rhyme to go along with each image will further reinforce the association, while at the same time developing language and memory skills.
In Design For How People Learn, Second Edition, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Updated to cover new insights and research into how we learn and remember, this new edition includes new techniques for using social media for learning as well as two brand new chapters on designing for habit and best practices for evaluating learning, such as how and when to use tests. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn, Second Edition will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.
Our purpose in writing this book is to help educate and train a new generation of marketing managers. We aim to train marketing engineers to translate concepts into context-specific operational decisions and actions using analytical, quantitative, and computer modeling techniques. We link theory to practice and practice to theory.
A Note from the Author:
Dear Marketing Engineering Revised Edition 2 User:
The several editions of Marketing Engineering that we have published since 1998 have been aimed at a fairly narrow, somewhat technical audience interested in bringing more scientific rigor to the marketing discipline. Versions of that book were adopted by more than 150 business schools on five continents. In 2007 we published Principles of Marketing Engineering to reach a broader, less technical audience. A key complement of that book, in response to user feedback, was Marketing Engineering for Excel (ME>XL), i.e., our Marketing Engineering software as an Excel Add-in. The response to that effort has been extremely positive and we have abandoned the original Marketing Engineering software platform, the one that produced the software complement to previous editions of this book.
Hence, as the note on the cover indicates, software is not included with the book. More importantly, when we reference software in the book, those references refer to a version of the software that is no longer available.
"I am very excited about this book. Finally marketing can exhibit its scientific muscle and move from opinions-based decision making to data-based decision making. I think this is a very important book that will spawn a new discipline within marketing."
Philip Kotler, Northwestern University
Forget Apple and IBM. For that matter forget Silicon Valley. The first
personal computer, a self-contained unit with its own programmable processor,
display, keyboard, internal memory, telephone interface, and mass storage of
data was born in San Antonio TX. US Patent number 224,415 was filed November
27, 1970 for a machine that is the direct lineal ancestor to the PC as we know
it today. The story begins in 1968, when two Texans, Phil Ray and Gus Roche,
founded a firm called Computer Terminal Corporation. As the name implies their
first product was a Datapoint 3300 computer terminal replacement for a
mechanical Teletype. However, they knew all the while that the 3300 was only a
way to get started, and it was cover for what their real intentions were - to
create a programmable mass-produced desktop computer. They brought in Jack
Frassanito, Vic Poor, Jonathan Schmidt, Harry Pyle and a team of designers,
engineers and programmers to create the Datapoint 2200. In an attempt to reduce
the size and power requirement of the computer it became apparent that the 2200
processor could be printed on a silicon chip. Datapoint approached Intel who
rejected the concept as a "dumb idea" but were willing to try for a
development contract. Intel belatedly came back with their chip but by then the
Datapoint 2200 was already in production. Intel added the chip to its catalog
designating it the 8008. A later upgrade, the 8080 formed the heart of the
Altair and IMSI in the mid-seventies. With further development it was used in
the first IBM PC-the PC revolution's chip dynasty. If you're using a PC, you're
using a modernized Datapoint 2000.
Beautiful Security explores this challenging subject with insightful essays and analysis on topics that include:
The underground economy for personal information: how it works, the relationships among criminals, and some of the new ways they pounce on their preyHow social networking, cloud computing, and other popular trends help or hurt our online securityHow metrics, requirements gathering, design, and law can take security to a higher levelThe real, little-publicized history of PGP
This book includes contributions from:
Peiter "Mudge" ZatkoJim StickleyElizabeth NicholsChenxi WangEd BellisBen EdelmanPhil Zimmermann and Jon CallasKathy WangMark CurpheyJohn McManusJames RouthRandy V. SabettAnton ChuvakinGrant Geyer and Brian DunphyPeter WaynerMichael Wood and Fernando Francisco
All royalties will be donated to the Internet Engineering Task Force (IETF).
Write ups, specs and pictures of over 85 collectible consoles and variant models from 1972 to 2000. From the Magnavox Odyssey right through to the Sega Dreamcast.
Including the history of the evolution of electronic gaming and advice on how to collect classic consoles.
A comprehensive database of collectible consoles. Written by fellow collectors and enthusiasts.
Vikram Chandra has been a computer programmer for almost as long as he has been a novelist. In this extraordinary new book, his first work of nonfiction, he searches for the connections between the worlds of art and technology. Coders are obsessed with elegance and style, just as writers are, but do the words mean the same thing to both? Can we ascribe beauty to the craft of writing code?
Exploring such varied topics as logic gates and literary modernism, the machismo of tech geeks, the omnipresence of an "Indian Mafia" in Silicon Valley, and the writings of the eleventh-century Kashmiri thinker Abhinavagupta, Geek Sublime is both an idiosyncratic history of coding and a fascinating meditation on the writer's art. Part literary essay, part technology story, and part memoir, it is an engrossing, original, and heady book of sweeping ideas.
Learn how to use and navigate Microsoft Office 365 a new revolutionary technology that allows users to work in the ‘virtual office’ in the cloud.
This visual guide covers the basics of the core applications. With plenty of screen prints, photographs and illustrations, this guide explores...What is the cloud? What is Office 365? What version to get, home, premium, student, professional etc Setting up a Microsoft Account Purchasing and Installing office 365 Applications Setting up and using Microsoft OneDrive: on PCs, iPads, tablets etc Office for Mobile Devices, type a document on the go with your iPad and sync it with your PC A look at the core office 365 applications Constructing professional looking documents with Word 2013 Creating presentations for your lessons, lectures, speeches or business presentations using PowerPoint 2013 Using Excel 2013 to create spreadsheets that analyse, present and manipulate data Keeping in touch with friends, family and colleagues using Microsoft Outlook 2013 Maintaining calendars and keeping appointments with Outlook Getting started with Microsoft Access databases and more...
Techniques are illustrated step by step using photography and screen prints throughout, together with concise, easy to follow text from an established expert in the field.
We are living in the computer age, in a world increasingly designed and engineered by computer programmers and software designers, by people who call themselves hackers. Who are these people, what motivates them, and why should you care?
Consider these facts: Everything around us is turning into computers. Your typewriter is gone, replaced by a computer. Your phone has turned into a computer. So has your camera. Soon your TV will. Your car was not only designed on computers, but has more processing power in it than a room-sized mainframe did in 1970. Letters, encyclopedias, newspapers, and even your local store are being replaced by the Internet.
Hackers & Painters: Big Ideas from the Computer Age, by Paul Graham, explains this world and the motivations of the people who occupy it. In clear, thoughtful prose that draws on illuminating historical examples, Graham takes readers on an unflinching exploration into what he calls "an intellectual Wild West."
The ideas discussed in this book will have a powerful and lasting impact on how we think, how we work, how we develop technology, and how we live. Topics include the importance of beauty in software design, how to make wealth, heresy and free speech, the programming language renaissance, the open-source movement, digital design, internet startups, and more.
The Art of Computer Programming, Volumes 1-4A Boxed Set, 3/e
Art of Computer Programming, Volume 4, Fascicle 4,The: Generating All Trees--History of Combinatorial Generation: Generating All Trees--History of Combinatorial Generation
This multivolume work on the analysis of algorithms has long been recognized as the definitive description of classical computer science.The three complete volumes published to date already comprise a unique and invaluable resource in programming theory and practice. Countless readers have spoken about the profound personal influence of Knuth's writings. Scientists have marveled at the beauty and elegance of his analysis, while practicing programmers have successfully applied his “cookbook” solutions to their day-to-day problems. All have admired Knuth for the breadth, clarity, accuracy, and good humor found in his books.
To begin the fourth and later volumes of the set, and to update parts of the existing three, Knuth has created a series of small books called fascicles, which will be published at regular intervals. Each fascicle will encompass a section or more of wholly new or revised material. Ultimately, the content of these fascicles will be rolled up into the comprehensive, final versions of each volume, and the enormous undertaking that began in 1962 will be complete.
Volume 4, Fascicle 4
This latest fascicle covers the generation of all trees, a basic topic that has surprisingly rich ties to the first three volumes of The Art of Computer Programming. In thoroughly discussing this well-known subject, while providing 124 new exercises, Knuth continues to build a firm foundation for programming. To that same end, this fascicle also covers the history of combinatorial generation. Spanning many centuries, across many parts of the world, Knuth tells a fascinating story of interest and relevance to every artful programmer, much of it never before told. The story even includes a touch of suspense: two problems that no one has yet been able to solve.
Written for educators of all disciplines, this third edition of a bestseller provides real examples from K–12 teachers around the world on how Web tools allow students to learn more, create more, and communicate better. Updated with materials on Web publishing and information literacy, this resource opens up a new toolbox for both novice and tech-savvy educators, with how-to steps for teaching with:Weblogs Wikis Really Simple Syndication (RSS) feeds and aggregators Social bookmarking Online photo galleries Facebook, MySpace, and Twitter
With hilarious, exasperated acuity, social critic Hal Niedzviecki dives into peep, starting his own video blog, joining every social network that will have him, monitoring the movements of his toddler, selling his secrets on Craigslist, hiring a private detective to investigate him, spying on his neighbors, trying out for reality TV shows, and stripping for the pleasure of a web audience he isn’t even sure exists. Part travelogue, part diary, part meditation and social history, The Peep Diaries explores a rapidly emerging digital phenomenon that is radically changing not just the entertainment landscape, but also the firmaments of our culture and society.
The Peep Diaries introduces the arrival of the age of peep culture and explores its implications for entertainment, society, sex, politics, and everyday life. Mixing first-rate reporting with sociological observations culled from the latest research, this book captures the shift from pop to peep and the way technology is turning gossip into documentary and Peeping Toms into entertainment journalists. Packed with stranger-than-fiction true-life characters and scenarios, The Peep Diaries reflects the aspirations and confusions of the growing number of people willing to trade the details of their private lives for catharsis, attention, and notoriety.
"Take a peek at The Peep Diaries, an erudite (but not too erudite) look at the culture that Facebook, Twitter, et al. have spawned." —Real Simple
"It’s a great read; it mixes frank interviews with people pushing the boundaries of voyeurism and exhibitionism, alongside a bracing critique of the social context that got us into peep culture and the forces that now exploit our participation in it.” —The Globe and Mail
"A snapshot of a world in profound transformation. Compelling and creepy." —Naomi Klein, author of The Shock Doctrine and No Logo
"If you've found yourself obsessively posting to Facebook, Twitter, and YouTube – and becoming a little uneasy about how it's changing your life – you should read this book. The Peep Diaries is a superb investigation into how technology is shifting the landscape of our private lives." —Clive Thompson, Wired magazine columnist
"A cogent and penetrating analysis. I certainly hope, as The Peep Diaries suggests, that the cruel spectacle we're witnessing on the tube most evenings actually holds some hope for a more loving future." —Douglas Rushkoff, author of Media Virus and Life, Inc.
Hal Niedzviecki is the founder of Broken Pencil magazine and has published numerous works of social commentary and fiction, including Hello I’m Special: How Individuality Became the New Conformity and Look Down, This Is Where It Must Have Happened, which is also published by City Lights Publishers.
Blended learning has the power to reinvent education, but the transition requires a new approach to learning and a new skillset for educators. Loaded with research and examples, Blended Learning in Action demonstrates the advantages a blended model has over traditional instruction when technology is used to engage students both inside the classroom and online. Readers will find: Breakdowns of the most effective classroom setups for blended learning Tips for leaders Ideas for personalizing and differentiating instruction using technology Strategies for managing devices in schools Questions to facilitate professional development and deeper learning
Inspiring thoughtful discussion that leads to change, this reader-friendly resource examines how the new digital landscape is transforming teaching and learning in an environment of standards, accountability, and high-stakes testing and why informed leadership is so critical. The authors present powerful strategies and compelling viewpoints, underscore the necessity of developing relevant classroom experiences, and discuss:Attributes common among digital learners The concepts of neuroplasticity and the hyperlinked mind An educational approach that supports traditional literacy skills alongside 21st-century fluencies Evaluation methods that encompass how digital generation students process new information
Lessig weaves the history of technology and its relevant laws to make a lucid and accessible case to protect the sanctity of intellectual freedom. He shows how the door to a future of ideas is being shut just as technology is creating extraordinary possibilities that have implications for all of us. Vital, eloquent, judicious and forthright, The Future of Ideas is a call to arms that we can ill afford to ignore.
From the Trade Paperback edition.
The first edition became a widely used text in universities worldwide as well as the standard reference for professionals. The second edition featured new chapters on the role of algorithms, probabilistic analysis and randomized algorithms, and linear programming. The third edition has been revised and updated throughout. It includes two completely new chapters, on van Emde Boas trees and multithreaded algorithms, substantial additions to the chapter on recurrence (now called "Divide-and-Conquer"), and an appendix on matrices. It features improved treatment of dynamic programming and greedy algorithms and a new notion of edge-based flow in the material on flow networks. Many new exercises and problems have been added for this edition. The international paperback edition is no longer available; the hardcover is available worldwide.
There is also a small troubleshooter section in Chapter 3 of this book, with things to check if anything ever goes wrong. We also provide links to external websites to troubleshoot your Chromecast in more depth.
We have input a small key to make it easier to follow depending on your devices.
A: = PC, Mac or Chromebook.
B: = iphone, ipad or Android device.
We hope you find this book extremely useful, and thanks again for purchasing How to use a Chromecast by Kieron “Chromecast Apps” Phillips and Conrad “Chromecast Guide” Jackson.
Dungeons & Dragons, a fantasy role-playing game. Through the next 40
years, computer game developers used these fantasy worlds as archetypes
for the budding virtual game worlds These games would become as varied
as books in a library, but the essence of each was built upon community.
People gathered and played...together. Dungeons & Dreamers: A story
of how computer games created a global community follows the designers,
developers, and players who built the virtual games and communities
that define today's digital entertainment landscape and explores the
nature of what it means to live and thrive in virtual communities.
Learn to create apps using simplified interactive image sprites and to control movement using a finger on the screen or by tilting the phone or tablet. Learn how to use the "Canvas" features for drawing, including a unique way to implement traditional animation features.
Includes numerous sample apps, detailed explanations, illustrations, app source code downloads and video tutorials.
Volume 4 introduces the use of graphics drawing features, including general graphics features, image sprites, animation and charting. Charting refers to the creation of line, column, scatter plot, and strip recorder charts commonly used in business and finance.
This is volume 4 of a 4 volume set. Volume 1 introduces App Inventor programming, Volume 2 introduces advanced features and Volume 3 covers databases and files.
Visit the web site at appinventor.pevest.com to learn more about App Inventor and find more tutorials, resources, links to App Inventor books and other App Inventor web sites.
When Cathy Davidson and Duke University gave free iPods to the freshman class in 2003, critics said they were wasting their money. Yet when students in practically every discipline invented academic uses for their music players, suddenly the idea could be seen in a new light-as an innovative way to turn learning on its head.
This radical experiment is at the heart of Davidson's inspiring new book. Using cutting-edge research on the brain, she shows how "attention blindness" has produced one of our society's greatest challenges: while we've all acknowledged the great changes of the digital age, most of us still toil in schools and workplaces designed for the last century. Davidson introduces us to visionaries whose groundbreaking ideas-from schools with curriculums built around video games to companies that train workers using virtual environments-will open the doors to new ways of working and learning. A lively hybrid of Thomas Friedman and Norman Doidge, Now You See It is a refreshingly optimistic argument for a bold embrace of our connected, collaborative future.
Each chapter focuses on a specific problem in machine learning, such as classification, prediction, optimization, and recommendation. Using the R programming language, you’ll learn how to analyze sample datasets and write simple machine learning algorithms. Machine Learning for Hackers is ideal for programmers from any background, including business, government, and academic research.Develop a naïve Bayesian classifier to determine if an email is spam, based only on its textUse linear regression to predict the number of page views for the top 1,000 websitesLearn optimization techniques by attempting to break a simple letter cipherCompare and contrast U.S. Senators statistically, based on their voting recordsBuild a “whom to follow” recommendation system from Twitter data
Using five kilobytes of memory (the amount allocated to displaying the cursor on a computer desktop of today), they achieved unprecedented success in both weather prediction and nuclear weapons design, while tackling, in their spare time, problems ranging from the evolution of viruses to the evolution of stars.
Dyson’s account, both historic and prophetic, sheds important new light on how the digital universe exploded in the aftermath of World War II. The proliferation of both codes and machines was paralleled by two historic developments: the decoding of self-replicating sequences in biology and the invention of the hydrogen bomb. It’s no coincidence that the most destructive and the most constructive of human inventions appeared at exactly the same time.
How did code take over the world? In retracing how Alan Turing’s one-dimensional model became John von Neumann’s two-dimensional implementation, Turing’s Cathedral offers a series of provocative suggestions as to where the digital universe, now fully three-dimensional, may be heading next.
Have you just got your hands on one of these beautiful machines and don’t know where to start? Do you want to learn how to get more creative with it and create actual songs? Or do you want to become a Pocket Operator master? Then this book is for you.
Some of the topics that this book will cover is:
Tweaking a sound
Mastering the Mini drum machine
Making a song
Backing up patterns
Playing in different keys/scales
How to sync the PO-14 with external gear
Explanation of parameters
So what are you waiting for? Time to master your Pocket Operator!
What if your students’ mobile devices became an instructional asset rather than a distraction? Discover how free, scannable technology can enrich learning, while captivating students. Best of all, these technologies are easy to quickly implement within your classroom. Learn about QR codes and Augmented Reality (AR) Reach each student with new, hands-on learning opportunities Embrace the ACES Framework for teaching with scannable technologies: Access, Curate, Engage, and Share Promote self-directed learning and showcase students’ creations Leverage technology to connect classroom activities with students’ families and the broader community
There is a growing desire to reexamine education and learning. Educators use the phrase "school 2.0" to think about what schools will look like in the future. Moving beyond a basic examination of using technology for classroom instruction, Building School 2.0: How to Create the Schools We Need is a larger discussion of how education, learning, and our physical school spaces can—and should—change because of the changing nature of our lives brought on by these technologies.
Well known for their work in creating Science Leadership Academy (SLA), a technology-rich, collaborative, learner-centric school in Philadelphia, founding principal Chris Lehmann and former SLA teacher Zac Chase are uniquely qualified to write about changing how we educate. The best strategies, they contend, enable networked learning that allows research, creativity, communication, and collaboration to help prepare students to be functional citizens within a modern society. Their model includes discussions of the following key concepts:Technology must be ubiquitous, necessary, and invisible Classrooms must be learner-centric and use backwards design principles Good technology can be better than new technology Teachers must serve as mentors and bring real-world experiences to students
Each section of Building School 2.0 presents a thesis designed to help educators and administrators to examine specific practices in their schools, and to then take their conclusions from theory to practice. Collectively, the theses represent a new vision of school, built off of the best of what has come before us, but with an eye toward a future we cannot fully imagine.
Readers will learn what computer algorithms are, how to describe them, and how to evaluate them. They will discover simple ways to search for information in a computer; methods for rearranging information in a computer into a prescribed order ("sorting"); how to solve basic problems that can be modeled in a computer with a mathematical structure called a "graph" (useful for modeling road networks, dependencies among tasks, and financial relationships); how to solve problems that ask questions about strings of characters such as DNA structures; the basic principles behind cryptography; fundamentals of data compression; and even that there are some problems that no one has figured out how to solve on a computer in a reasonable amount of time.
Whether you have just bought your first computer or laptop or are a keen computer user, this book will provide you with a firm grasp of the underpinning foundations and equip you with the skills needed to use a computer like an expert.
This book is ideal for anyone who likes puzzles, brainteasers, games, gambling, magic tricks, and those who want to apply math and science to everyday circumstances. Several hacks in the first chapter alone-such as the "central limit theorem,", which allows you to know everything by knowing just a little-serve as sound approaches for marketing and other business objectives. Using the tools of inferential statistics, you can understand the way probability works, discover relationships, predict events with uncanny accuracy, and even make a little money with a well-placed wager here and there.
Statistics Hacks presents useful techniques from statistics, educational and psychological measurement, and experimental research to help you solve a variety of problems in business, games, and life. You'll learn how to:Play smart when you play Texas Hold 'Em, blackjack, roulette, dice games, or even the lotteryDesign your own winnable bar bets to make money and amaze your friendsPredict the outcomes of baseball games, know when to "go for two" in football, and anticipate the winners of other sporting events with surprising accuracyDemystify amazing coincidences and distinguish the truly random from the only seemingly random--even keep your iPod's "random" shuffle honestSpot fraudulent data, detect plagiarism, and break codesHow to isolate the effects of observation on the thing observed
Whether you're a statistics enthusiast who does calculations in your sleep or a civilian who is entertained by clever solutions to interesting problems, Statistics Hacks has tools to give you an edge over the world's slim odds.
The Art of Computer Programming, Volumes 1-4A Boxed Set, 3/e
Art of Computer Programming, Volume 1, Fascicle 1, The: MMIX -- A RISC Computer for the New Millennium
This multivolume work on the analysis of algorithms has long been recognized as the definitive description of classical computer science. The three complete volumes published to date already comprise a unique and invaluable resource in programming theory and practice. Countless readers have spoken about the profound personal influence of Knuth's writings. Scientists have marveled at the beauty and elegance of his analysis, while practicing programmers have successfully applied his "cookbook" solutions to their day-to-day problems. All have admired Knuth for the breadth, clarity, accuracy, and good humor found in his books.
To begin the fourth and later volumes of the set, and to update parts of the existing three, Knuth has created a series of small books called fascicles, which will be published t regular intervals. Each fascicle will encompass a section or more of wholly new or evised material. Ultimately, the content of these fascicles will be rolled up into the comprehensive, final versions of each volume, and the enormous undertaking that began in 1962 will be complete.
Volume 1, Fascicle 1
This first fascicle updates The Art of Computer Programming, Volume 1, Third Edition: Fundamental Algorithms, and ultimately will become part of the fourth edition of that book. Specifically, it provides a programmer's introduction to the long-awaited MMIX, a RISC-based computer that replaces the original MIX, and describes the MMIX assembly language. The fascicle also presents new material on subroutines, coroutines, and interpretive routines.
Ebook (PDF version) produced by Mathematical Sciences Publishers (MSP),http://msp.org
The Online Teaching Survival Guide provides a robust overview of theory-based techniques for teaching online or technology-enhanced courses. Covering all aspects of online teaching, this book reviews the latest research in cognitive processing and related learning outcomes while retaining a focus on the practical. A simple framework of instructional strategies mapped across a four-phase timeline provides a concrete starting point for both new online teachers and experienced teachers designing or revamping an online course. Essential technologies are explored in their basic and expanded forms, and traditional pedagogy serves as the foundation for tips and practices customized for online learning. The tips cover course management, social presence, community building, integration of new technologies, discussion and questioning techniques, assessment, and debriefing, along with new coverage of intensive or accelerated courses, customizing learning strategies, developing expertise, advanced course design, and assessment techniques exclusive to this new second edition.
The theory and techniques of successful online teaching can be significantly different from those used face-to-face. With more and more classes being offered online, this book provides a valuable resource for taking your course to the next level. Understand the technology used in online teaching Learn specialized pedagogical tips and practices Examine new research on cognition and learning Adopt a clear framework of instructional strategies
The explosion of online learning has created a demand for great online teachers. Increasingly, faculty who normally teach face-to-face are being asked to cover online courses—yet comprehensive pedagogical resources are scarce. The learning curve is huge, and faculty need a practical approach to course design and management that can be quickly and easily implemented. The Online Teaching Survival Guide provides that essential resource, with a customizable framework and deeper exploration of effective online teaching.