C16 Machine Language for the Absolute Beginner

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Author :
Publisher : Andrews UK Limited
ISBN 13 : 1789825423
Total Pages : 155 pages
Book Rating : 4.7/5 (898 download)

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Book Synopsis C16 Machine Language for the Absolute Beginner by : Melbourne House

Download or read book C16 Machine Language for the Absolute Beginner written by Melbourne House and published by Andrews UK Limited. This book was released on 2022-03-31 with total page 155 pages. Available in PDF, EPUB and Kindle. Book excerpt: First published in 1985, this easy-to-follow guide to the Commodore C16 gives users a crash course introduction to programming in machine code, the best way for aspiring game and utility creators to get the most out of their personal computer. Though the C16 was nowhere near as successful as the much-loved Commodore 64, it still gained many fans, particularly in the European market. Powered by the 7501 (or, in some models, 8501) CPU, the selling point of the machine was its cheap price - US$99 at launch - making it a highly affordable option for families at the time. As the original publisher Melbourne House wrote: ***** Compiled exclusively for Commodore 16 users, Commodore 16 Machine Language for the Absolute Beginner offers complete instructions in 7501 machine language - the 7501 CPU is part of the 6502 family and is at the heart of the Commodore 16. If you are frustrated by the limitations of BASIC and want to write faster, more powerful, space-saving programs or subroutines, then this book is for you. Even with no previous understanding of computer languages, the easy-to-understand 'no jargon' format of this book will enable you to discover the power of the Commodore 16's own language. Each chapter includes specific examples of machine language applications which can be demonstrated and used on your own Commodore 16. A full explanation of TEDMON is included, so you can start writing your own machine language programs straight away. Commodore 16 Machine Language for the Absolute Beginner takes you, in logical steps, through a course in machine language programming. This book gives you everything you need to write machine language programs on your Commodore 16. ***** Acorn Books is proud to present its Retro Reproductions series, a collection of classic computing works from the 80s and 90s given a new lease of life in the 21st century. From standards of programming reference no self-respecting microcomputer coder would be without, to obscure works unavailable for many years, these modern re-prints are perfect for any connoisseur of retro computing.

Early Home Computers

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Author :
Publisher : PediaPress
ISBN 13 :
Total Pages : 1165 pages
Book Rating : 4./5 ( download)

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Book Synopsis Early Home Computers by :

Download or read book Early Home Computers written by and published by PediaPress. This book was released on with total page 1165 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Beginning Programming Using Retro Computing

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Author :
Publisher : Apress
ISBN 13 : 1484241460
Total Pages : 94 pages
Book Rating : 4.4/5 (842 download)

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Book Synopsis Beginning Programming Using Retro Computing by : Gerald Friedland

Download or read book Beginning Programming Using Retro Computing written by Gerald Friedland and published by Apress. This book was released on 2018-12-10 with total page 94 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn programming using the Commodore 16/Plus 4 system. Following this book, you and your children will not only learn BASIC programming, but also have fun emulating a retro Commodore system. There are many ways to bring the fun of learning to program in the 1980s back to life. For example, downloading the VICE emulator to a Raspberry Pi allows for the classic “turn on and program” experience and also provides some retro computing project fun. Many parents learned programming in this same way and can have fun helping their children follow the same path. You can also use this book as an opportunity to dust off your computing skills or learn programming concepts for the first time on a system that’s easy, approachable, and fun with a nostalgic twist. Commodore computers were the most sold computing devices before the iPhone. Nowadays, the Commodore system can be run using freely available emulation on modern computers. This book uses VICE, which is available for PC, Mac, Linux, as an online app, and on the Raspberry Pi. Beginning Programming Using Retro Computing offers simple programming concepts to give children and adults alike a sense of wonder in seeing that words they write have the power to do things, like play sounds, draw graphics, or finish math homework.

USB Explained

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Author :
Publisher : Pearson Education
ISBN 13 : 0132441705
Total Pages : 393 pages
Book Rating : 4.1/5 (324 download)

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Book Synopsis USB Explained by : Steven McDowell

Download or read book USB Explained written by Steven McDowell and published by Pearson Education. This book was released on 1998-09-24 with total page 393 pages. Available in PDF, EPUB and Kindle. Book excerpt: 8115C-5.TXT The complete guide to the revolutionary new USB standard. Written for everyone-from users to engineers. Operating system support and troubleshooting techniques. USB hubs, bus interconnects, devices, hosts, protocols, and more. The new Universal Serial Bus standard handles everything from joysticks to live video, all at breathtaking speeds. USB devices are coming fast, and built-in USB support is a key feature of Windows 98. Now there's a complete guide to making the most of this hot new connectivity standard: Universal Serial Bus Explained. Co-authored by the best-selling author of RS-232 Made Easy, this book is written in layman's terms for every interested computer user-and it's comprehensive enough to serve the needs of hardware and software developers. You'll find thorough coverage of: Setting up USB hardware and interfacing peripherals. USB protocols and data flow: what actually happens “on the wire.” A close look inside USB hubs, bus interconnects, devices, and hosts. Troubleshooting USB: Analyzing bus traffic and device configuration. USB support in Windows and other operating systems. Universal Serial Bus Explained shows how the USB standard delivers easy peripheral expansion, fast data transfer, guaranteed bandwidth for multimedia, low cost, true “plug-and-play” support, and a whole lot more. It answers today's most frequently asked questions about USB and the new generation of devices that utilize it. Detailed appendices provide more information about the USB specification; Internet-based resources, periodicals and technical conferences; and an extensive source list for USB devices and software. Whether you want to use USB devices or invent them, this is the only USB book you'll ever need.

Commodore 16 Games Book

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Author :
Publisher : Andrews UK Limited
ISBN 13 : 178982544X
Total Pages : 214 pages
Book Rating : 4.7/5 (898 download)

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Book Synopsis Commodore 16 Games Book by : Cameron Duffy

Download or read book Commodore 16 Games Book written by Cameron Duffy and published by Andrews UK Limited. This book was released on 2022-03-31 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: First published in 1984, this book enabled a whole new generation to learn game coding on their Commodore 16 - an unusual and relatively rare machine that had a processor which was faster than that of the famous C64, possessed more efficient screen memory, had a much faster BASIC interpreter... yet came supplied with just a quarter of the memory held by its older brother. Despite the machine's lacklustre performance in the US, sales in Europe were strong and the machine retains a large fan base to this day. Popular in Easter bloc countries - particularly Hungary - the machine was the first home computer that many people owned; it therefore retains a significant 'nostalgia factor' amongst its userbase. As the original publisher Melbourne house wrote: * * * * If you 're only going to get one games book for your Commodore 16 then this is the book for you! Easy to Program: With the unique CHEXSUM verification program you can make sure your games are bug free. Hard to Beat: Games that will test your reflexes, your nerve, your logic, your strategy and your intelligence - educational games, simulation games, gambling games and much more! All these games explore to the fullest the extended graphics and sound facilities of the new, easier to use BASIC. * * * * Acorn Books is proud to present its Retro Reproductions Series, a collection of classic computing works from the 1980s and 90s, lovingly reproduced in the 21st century. From standards of programming reference no self-respecting microcomputer programmer would be without, to obscure works not found in print anywhere else, these modern reprints are perfect for any connoisseur of retro computing.

Deep Learning with PyTorch

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Publisher : Simon and Schuster
ISBN 13 : 1638354073
Total Pages : 518 pages
Book Rating : 4.6/5 (383 download)

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Book Synopsis Deep Learning with PyTorch by : Luca Pietro Giovanni Antiga

Download or read book Deep Learning with PyTorch written by Luca Pietro Giovanni Antiga and published by Simon and Schuster. This book was released on 2020-07-01 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: “We finally have the definitive treatise on PyTorch! It covers the basics and abstractions in great detail. I hope this book becomes your extended reference document.” —Soumith Chintala, co-creator of PyTorch Key Features Written by PyTorch’s creator and key contributors Develop deep learning models in a familiar Pythonic way Use PyTorch to build an image classifier for cancer detection Diagnose problems with your neural network and improve training with data augmentation Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About The Book Every other day we hear about new ways to put deep learning to good use: improved medical imaging, accurate credit card fraud detection, long range weather forecasting, and more. PyTorch puts these superpowers in your hands. Instantly familiar to anyone who knows Python data tools like NumPy and Scikit-learn, PyTorch simplifies deep learning without sacrificing advanced features. It’s great for building quick models, and it scales smoothly from laptop to enterprise. Deep Learning with PyTorch teaches you to create deep learning and neural network systems with PyTorch. This practical book gets you to work right away building a tumor image classifier from scratch. After covering the basics, you’ll learn best practices for the entire deep learning pipeline, tackling advanced projects as your PyTorch skills become more sophisticated. All code samples are easy to explore in downloadable Jupyter notebooks. What You Will Learn Understanding deep learning data structures such as tensors and neural networks Best practices for the PyTorch Tensor API, loading data in Python, and visualizing results Implementing modules and loss functions Utilizing pretrained models from PyTorch Hub Methods for training networks with limited inputs Sifting through unreliable results to diagnose and fix problems in your neural network Improve your results with augmented data, better model architecture, and fine tuning This Book Is Written For For Python programmers with an interest in machine learning. No experience with PyTorch or other deep learning frameworks is required. About The Authors Eli Stevens has worked in Silicon Valley for the past 15 years as a software engineer, and the past 7 years as Chief Technical Officer of a startup making medical device software. Luca Antiga is co-founder and CEO of an AI engineering company located in Bergamo, Italy, and a regular contributor to PyTorch. Thomas Viehmann is a Machine Learning and PyTorch speciality trainer and consultant based in Munich, Germany and a PyTorch core developer. Table of Contents PART 1 - CORE PYTORCH 1 Introducing deep learning and the PyTorch Library 2 Pretrained networks 3 It starts with a tensor 4 Real-world data representation using tensors 5 The mechanics of learning 6 Using a neural network to fit the data 7 Telling birds from airplanes: Learning from images 8 Using convolutions to generalize PART 2 - LEARNING FROM IMAGES IN THE REAL WORLD: EARLY DETECTION OF LUNG CANCER 9 Using PyTorch to fight cancer 10 Combining data sources into a unified dataset 11 Training a classification model to detect suspected tumors 12 Improving training with metrics and augmentation 13 Using segmentation to find suspected nodules 14 End-to-end nodule analysis, and where to go next PART 3 - DEPLOYMENT 15 Deploying to production

Learn cocos2d 2

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Author :
Publisher : Apress
ISBN 13 : 1430244178
Total Pages : 531 pages
Book Rating : 4.4/5 (32 download)

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Book Synopsis Learn cocos2d 2 by : Steffen Itterheim

Download or read book Learn cocos2d 2 written by Steffen Itterheim and published by Apress. This book was released on 2012-10-10 with total page 531 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create compelling 2D games with Learn cocos2d 2: Game Development with iOS. This book shows you how to use the powerful new cocos2d, version 2 game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. It teaches you: The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps. The ins and outs of the Kobold2D development environment for cocos2d and its pre-configured libraries, including cocos3d and Lua. Best of all, this book will have you making games right from the very start. It guides you step-by-step through the creation of sample games. These fun examples are modeled after popular App Store games and teach you key concepts of the new cocos2d 2 game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others. This book offers a rock-solid introduction to creating games made entirely with cocos2d and little or no iOS SDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the author’s improved cocos2d game engine (Kobold2D), and even helps you enhance your game’s marketability on the App Store.

Practical Computing

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Author :
Publisher :
ISBN 13 :
Total Pages : 970 pages
Book Rating : 4.E/5 ( download)

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Book Synopsis Practical Computing by :

Download or read book Practical Computing written by and published by . This book was released on 1985 with total page 970 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Freax

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Publisher : CSW-Verlag
ISBN 13 : 3941287974
Total Pages : 521 pages
Book Rating : 4.9/5 (412 download)

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Book Synopsis Freax by : Tamás, Polgár

Download or read book Freax written by Tamás, Polgár and published by CSW-Verlag. This book was released on 2016-04-17 with total page 521 pages. Available in PDF, EPUB and Kindle. Book excerpt: FREAX – the biggest book ever written about the history of the computer demoscene. The book tells the complete history of the Commodore 64 and the Amiga, both about the machines and about the underground subcultures around them, from the cracker- and warez-scene to the demoscene, from hacking and phreaking to the ASCII art scene. Interviews with scene celebrities, former key persons of the computer industry, citations from contemporary magazines and fanzines make the narrative history of the big adventure complete. The book contains 350 pages and is illustrated with 480 color photos and screenshots. This is the comprehensive guide to the golden era of home computers.

Miscommunications

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501363840
Total Pages : 346 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Miscommunications by : Timothy Barker

Download or read book Miscommunications written by Timothy Barker and published by Bloomsbury Publishing USA. This book was released on 2021-01-14 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: What happens when communication breaks down? Is it the condition for mistakes and errors that is characteristic of digital culture? And if mistakes and errors have a certain power, what stands behind it? To address these questions, this collection assembles a range of cutting-edge philosophical, socio-political, art historical and media theoretical inquiries that address contemporary culture as a terrain of miscommunication. If the period since the industrial revolution can be thought of as marked by the realisation of the possibilities for global communication, in terms of the telephone, telegraph, television, and finally the internet, Miscommunications shows that to think about the contemporary historical moment, a new history and theory of these devices needs to be written, one which illustrates the emergence of the current cultures of miscommunication and the powers of the false. The essays in the book chart the new conditions for discourse in the 21st century and collectively show how studies of communication can be refigured when we focus on the capacity for errors, accidents, mistakes, malfunctions and both intentional and non-intentional miscommunications.

Learn cocos2d Game Development with iOS 5

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Author :
Publisher : Apress
ISBN 13 : 1430238143
Total Pages : 527 pages
Book Rating : 4.4/5 (32 download)

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Book Synopsis Learn cocos2d Game Development with iOS 5 by : Steffen Itterheim

Download or read book Learn cocos2d Game Development with iOS 5 written by Steffen Itterheim and published by Apress. This book was released on 2011-12-14 with total page 527 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create compelling 2D games with Learn cocos2d Game Development with iOS 5. This book shows you how to use the powerful cocos2d game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. It teaches you: The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps. The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua. Best of all, Learn cocos2d Game Development with iOS 5 will have you making games right from the very start. It guides you step-by-step through the creation of sample games. These fun examples are modeled after popular App Store games and teach you key concepts of the cocos2d game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others. This book offers a rock-solid introduction to creating games made entirely with cocos2d and little or no iOS 5 SDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the author's improved cocos2d game engine (Kobold2D), and even helps you enhance your game's marketability on the App Store.

Programming the Commodore 64

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Author :
Publisher : Compute Publications International
ISBN 13 :
Total Pages : 644 pages
Book Rating : 4.:/5 (321 download)

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Book Synopsis Programming the Commodore 64 by : Raeto Collin West

Download or read book Programming the Commodore 64 written by Raeto Collin West and published by Compute Publications International. This book was released on 1985 with total page 644 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Back Into the Storm

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Author :
Publisher : Independently Published
ISBN 13 :
Total Pages : 304 pages
Book Rating : 4.5/5 (345 download)

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Book Synopsis Back Into the Storm by : Margaret Gorts Morabito

Download or read book Back Into the Storm written by Margaret Gorts Morabito and published by Independently Published. This book was released on 2021-07-28 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Back into the Storm: A Design Engineer's Story of Commodore Computers in the 1980s brings you on a journey recounting the experiences of working at Commodore Business Machines from 1983 to 1986, as seen through the eyes of a young hardware engineer, Bil Herd. Herd was the lead design engineer for the TED series of home computers which included the Plus/4 and C16. He was also the lead designer for the versatile C128 that sold in the millions and was known fondly as the last of the 8-bit computers. In this book, Bil tells the inside stories that he and his extraordinary team, called "the Animals," lived through at Commodore. These were years when the home computer wars were at their height, technology moved ahead at a fast pace, and Commodore was at its pinnacle. The best-selling computer of all time, the Commodore C64, was in full swing and had blown past the sales numbers of its competitors, such as Apple, Tandy, Atari, and Sinclair, to name a few, in the home computer market. Commodore's founder, Jack Tramiel, was the head of the company when Bil began working there. This book describes with intricate detail how Herd and his team designed and built the computers that they were charged with creating for Commodore. It brings you through the design cycles of the computers that Herd headed up, categorized in the book in three stages--early, middle, and late--starting with the TED series of computers that he inherited in his first week at Commodore. The TEDs are known mostly as the Plus/4 and C16 computers, but there were other models that were designed, such as the C364 with a first-of-its-kind desktop interface that actually spoke, but which never made it into production. The TED series was followed by the Commodore C128, which was Herd and the Animals' invention from start to finish, and amazingly had an unheard of three operating systems. This was a high pressure time, a unique time in computer history, when a handful of (mostly) young individuals could craft a computer using the resources of one of the largest computer manufacturers at the time at their disposal, and yet there were no design committees nor management oversight groups to get in the way of true progress. As corny as it sounds (and it does sound corny), they designed from their hearts and for the five-month period that it took to get a computer from paper to the Consumer Electronics Show (the Super Bowl for the computer industry), they lived, breathed, and ate everything dealing with how to get their computers done. They added features that they thought were good ideas and did their best to dodge the bad ideas from middle management that were thrust in their direction. They had that cockiness that came from knowing that they would outlive these bosses in the Commodore corporate culture, if they were successful, and providing they survived the highwire, design cycle themselves. They worked hard, they played hard. Come for an insider's ride with Bil Herd and the Animals in this fun adventure!

The British National Bibliography

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Author :
Publisher :
ISBN 13 :
Total Pages : 1704 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis The British National Bibliography by : Arthur James Wells

Download or read book The British National Bibliography written by Arthur James Wells and published by . This book was released on 1979 with total page 1704 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Electronics & Wireless World

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Author :
Publisher :
ISBN 13 :
Total Pages : 1298 pages
Book Rating : 4.E/5 ( download)

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Book Synopsis Electronics & Wireless World by :

Download or read book Electronics & Wireless World written by and published by . This book was released on 1985 with total page 1298 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Libgdx Cross-platform Game Development Cookbook

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1783287306
Total Pages : 816 pages
Book Rating : 4.7/5 (832 download)

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Book Synopsis Libgdx Cross-platform Game Development Cookbook by : David Saltares Márquez

Download or read book Libgdx Cross-platform Game Development Cookbook written by David Saltares Márquez and published by Packt Publishing Ltd. This book was released on 2014-10-29 with total page 816 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you want to make cross-platform games without the hassle and dangers of writing platform-specific code, or If you are a game programmer who may have some experience with Java and you want to learn everything you need to know about Libgdx to produce awesome work, this is the book for you. To take full advantage of the recipes in this book, you are expected to be familiar with java with good game programming knowledge.

Personal Computing

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Publisher :
ISBN 13 :
Total Pages : 728 pages
Book Rating : 4.2/5 (67 download)

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Book Synopsis Personal Computing by :

Download or read book Personal Computing written by and published by . This book was released on 1985-07 with total page 728 pages. Available in PDF, EPUB and Kindle. Book excerpt: