Author: Leo Brodie
Publisher: Punchy Publishing
ISBN: 0976458705
Category : Computers
Languages : en
Pages : 313
Book Description
Thinking Forth applies a philosophy of problem solving and programming style to the unique programming language Forth. Published first in 1984, it could be among the timeless classics of computer books, such as Fred Brooks' The Mythical Man-Month and Donald Knuth's The Art of Computer Programming. Many software engineering principles discussed here have been rediscovered in eXtreme Programming, including (re)factoring, modularity, bottom-up and incremental design. Here you'll find all of those and more, such as the value of analysis and design, described in Leo Brodie's down-to-earth, humorous style, with illustrations, code examples, practical real life applications, illustrative cartoons, and interviews with Forth's inventor, Charles H. Moore as well as other Forth thinkers.
Thinking Forth
Starting FORTH
Author: Leo Brodie
Publisher: Prentice Hall
ISBN:
Category : Computers
Languages : en
Pages : 374
Book Description
Software -- Programming Languages.
Publisher: Prentice Hall
ISBN:
Category : Computers
Languages : en
Pages : 374
Book Description
Software -- Programming Languages.
Real Time Forth
Author: Tim Hendtlass
Publisher: Independently Published
ISBN: 9781799101673
Category :
Languages : en
Pages : 364
Book Description
Tim Hendtlass, the author of Real Time Forth, obtained a PhD in Ionospheric Physics in 1974 working at Massey University, New Zealand, and then worked at RMIT and Swinburne University of Technology, both in Melbourne, Australia where he currently resides. Discovered Forth in 1979 and used it as his primary programming language until the mid-1980's. His first AI applications were written in Forth and he earned notoriety by teaching introductory digital electronics by taking his students through the design of a stack oriented processor with Forth as its native language. This design operated successfully when realised using an FPGA and was demonstrated to the students at the end of the subject. Still uses Forth today as the problem definition language in his population based optimisation work. His current Forth engine (written in Pascal) has a data stack that can concurrently hold integers, floats, strings, arrays and matrices.The book Real Time Forth was written in 1993, and contains a vast amount of Forth code to go through and understand; and this gem has now been saved and made available as part of the Forth Bookshelf at https: //www.amazon.co.uk/Juergen-Pintaske/e/B00N8HVEZM .The book is based on F-PC, a DOS based Forth, which was very much in use at the time. Additional information from the Preamble: This book has been written to provide information about using a computer with the real world so the two may work cooperatively together. In many situations in which a computer is used, the main constraint is getting the job done, usually as quickly as possible. The exact time each part of the task takes is not of great significance and the job proceeds with timing to suit, and dictated by, the computer. Interfacing the computer with the outside world requires things to be done at precisely the times the outside world demands. Often many things (tasks) must be done, if not together, in an interleaved way so that one task is not kept waiting to start until all other tasks have fully finished. Data will need to be taken as and when available, output will need to be passed on at the times and in the form the outside world needs it. This is why there is 'Real Time' in the title. Why Forth?This book is intended for use as a teaching text, either in a formal situation or for self study. The only way to learn is to first read and then to do. This requires that a language suitable for the task be chosen. Forth is used as the language for interfacing for a number of good reasons. It is fast, especially when run on hardware designed for the language, but fast enough even when run on general purpose equipment. It is interactive, providing an environment in which immediate testing as you go clarifies the task in hand and helps catch errors early so they can be painlessly corrected. It is a rich, structured language that provides facilities useful for interfacing that are missing in many other languages.
Publisher: Independently Published
ISBN: 9781799101673
Category :
Languages : en
Pages : 364
Book Description
Tim Hendtlass, the author of Real Time Forth, obtained a PhD in Ionospheric Physics in 1974 working at Massey University, New Zealand, and then worked at RMIT and Swinburne University of Technology, both in Melbourne, Australia where he currently resides. Discovered Forth in 1979 and used it as his primary programming language until the mid-1980's. His first AI applications were written in Forth and he earned notoriety by teaching introductory digital electronics by taking his students through the design of a stack oriented processor with Forth as its native language. This design operated successfully when realised using an FPGA and was demonstrated to the students at the end of the subject. Still uses Forth today as the problem definition language in his population based optimisation work. His current Forth engine (written in Pascal) has a data stack that can concurrently hold integers, floats, strings, arrays and matrices.The book Real Time Forth was written in 1993, and contains a vast amount of Forth code to go through and understand; and this gem has now been saved and made available as part of the Forth Bookshelf at https: //www.amazon.co.uk/Juergen-Pintaske/e/B00N8HVEZM .The book is based on F-PC, a DOS based Forth, which was very much in use at the time. Additional information from the Preamble: This book has been written to provide information about using a computer with the real world so the two may work cooperatively together. In many situations in which a computer is used, the main constraint is getting the job done, usually as quickly as possible. The exact time each part of the task takes is not of great significance and the job proceeds with timing to suit, and dictated by, the computer. Interfacing the computer with the outside world requires things to be done at precisely the times the outside world demands. Often many things (tasks) must be done, if not together, in an interleaved way so that one task is not kept waiting to start until all other tasks have fully finished. Data will need to be taken as and when available, output will need to be passed on at the times and in the form the outside world needs it. This is why there is 'Real Time' in the title. Why Forth?This book is intended for use as a teaching text, either in a formal situation or for self study. The only way to learn is to first read and then to do. This requires that a language suitable for the task be chosen. Forth is used as the language for interfacing for a number of good reasons. It is fast, especially when run on hardware designed for the language, but fast enough even when run on general purpose equipment. It is interactive, providing an environment in which immediate testing as you go clarifies the task in hand and helps catch errors early so they can be painlessly corrected. It is a rich, structured language that provides facilities useful for interfacing that are missing in many other languages.
Real Time
Author: Pnina Kass
Publisher: Houghton Mifflin Harcourt
ISBN: 9780618442034
Category : Juvenile Fiction
Languages : en
Pages : 204
Book Description
Sixteen-year-old Thomas Wanninger wants to find out what his grandfather, a Nazi officer, did during World War II. Thomas is going to Israel to work on a kibbutz, where he will have access to a Jerusalem archive that may hold the information he seeks. His life is one of many to be affected by a terrorist attack that occurs on the day he arrives.
Publisher: Houghton Mifflin Harcourt
ISBN: 9780618442034
Category : Juvenile Fiction
Languages : en
Pages : 204
Book Description
Sixteen-year-old Thomas Wanninger wants to find out what his grandfather, a Nazi officer, did during World War II. Thomas is going to Israel to work on a kibbutz, where he will have access to a Jerusalem archive that may hold the information he seeks. His life is one of many to be affected by a terrorist attack that occurs on the day he arrives.
Real-Time Rendering
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
EForth Overview
Author: C. H. Ting
Publisher:
ISBN: 9781726852364
Category :
Languages : en
Pages : 120
Book Description
Before diving directly into eForth, I would like to discuss the general principles of Forth language. The language consists of a collection of words, which reside in the memory of a computer and can be executed by entering their names on the computer keyboard. A list of words can be compiled, given a new name and made a new word. In fact, most words in Forth are defined as lists of existing words. A small set of primitive words are defined in machine code of the native CPU. All other words are built from this primitive words and eventually refer to them when executed.
Publisher:
ISBN: 9781726852364
Category :
Languages : en
Pages : 120
Book Description
Before diving directly into eForth, I would like to discuss the general principles of Forth language. The language consists of a collection of words, which reside in the memory of a computer and can be executed by entering their names on the computer keyboard. A list of words can be compiled, given a new name and made a new word. In fact, most words in Forth are defined as lists of existing words. A small set of primitive words are defined in machine code of the native CPU. All other words are built from this primitive words and eventually refer to them when executed.
Masterminds of Programming
Author: Federico Biancuzzi
Publisher: "O'Reilly Media, Inc."
ISBN: 0596555504
Category : Computers
Languages : en
Pages : 498
Book Description
Masterminds of Programming features exclusive interviews with the creators of several historic and highly influential programming languages. In this unique collection, you'll learn about the processes that led to specific design decisions, including the goals they had in mind, the trade-offs they had to make, and how their experiences have left an impact on programming today. Masterminds of Programming includes individual interviews with: Adin D. Falkoff: APL Thomas E. Kurtz: BASIC Charles H. Moore: FORTH Robin Milner: ML Donald D. Chamberlin: SQL Alfred Aho, Peter Weinberger, and Brian Kernighan: AWK Charles Geschke and John Warnock: PostScript Bjarne Stroustrup: C++ Bertrand Meyer: Eiffel Brad Cox and Tom Love: Objective-C Larry Wall: Perl Simon Peyton Jones, Paul Hudak, Philip Wadler, and John Hughes: Haskell Guido van Rossum: Python Luiz Henrique de Figueiredo and Roberto Ierusalimschy: Lua James Gosling: Java Grady Booch, Ivar Jacobson, and James Rumbaugh: UML Anders Hejlsberg: Delphi inventor and lead developer of C# If you're interested in the people whose vision and hard work helped shape the computer industry, you'll find Masterminds of Programming fascinating.
Publisher: "O'Reilly Media, Inc."
ISBN: 0596555504
Category : Computers
Languages : en
Pages : 498
Book Description
Masterminds of Programming features exclusive interviews with the creators of several historic and highly influential programming languages. In this unique collection, you'll learn about the processes that led to specific design decisions, including the goals they had in mind, the trade-offs they had to make, and how their experiences have left an impact on programming today. Masterminds of Programming includes individual interviews with: Adin D. Falkoff: APL Thomas E. Kurtz: BASIC Charles H. Moore: FORTH Robin Milner: ML Donald D. Chamberlin: SQL Alfred Aho, Peter Weinberger, and Brian Kernighan: AWK Charles Geschke and John Warnock: PostScript Bjarne Stroustrup: C++ Bertrand Meyer: Eiffel Brad Cox and Tom Love: Objective-C Larry Wall: Perl Simon Peyton Jones, Paul Hudak, Philip Wadler, and John Hughes: Haskell Guido van Rossum: Python Luiz Henrique de Figueiredo and Roberto Ierusalimschy: Lua James Gosling: Java Grady Booch, Ivar Jacobson, and James Rumbaugh: UML Anders Hejlsberg: Delphi inventor and lead developer of C# If you're interested in the people whose vision and hard work helped shape the computer industry, you'll find Masterminds of Programming fascinating.
Stack Computers
Author: Phil Koopman
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 250
Book Description
Computer Systems Organization -- Processor Architectures.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 250
Book Description
Computer Systems Organization -- Processor Architectures.
Real-Time Rendering, Fourth Edition
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1351816152
Category : Computers
Languages : en
Pages : 1199
Book Description
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.
Publisher: CRC Press
ISBN: 1351816152
Category : Computers
Languages : en
Pages : 1199
Book Description
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.
Fanocracy
Author: David Meerman Scott
Publisher: Penguin
ISBN: 0593084012
Category : Business & Economics
Languages : en
Pages : 306
Book Description
A Wall Street Journal bestseller From the author of New Rules of Marketing & PR, a bold guide to converting customer passion into marketing power. How do some brands attract word-of-mouth buzz and radical devotion around products as everyday as car insurance, b2b software, and underwear? They embody the most powerful marketing force in the world: die-hard fans. In this essential book, leading business growth strategist David Meerman Scott and fandom expert Reiko Scott explore the neuroscience of fandom and interview young entrepreneurs, veteran business owners, startup founders, nonprofits, and companies big and small to pinpoint which practices separate organizations that flourish from those stuck in stagnation. They lay out a road map for converting customers’ ardor into buying power, pulling one-of-a-kind examples from a wide range of organizations, including: · MeUndies, the subscription company that’s revolutionizing underwear · HeadCount, the nonprofit that registers voters at music concerts · Grain Surfboards, the board-building studio that willingly reveals its trade secrets with customers · Hagerty, the classic-car insurance provider with over 600,000 premier club members · HubSpot, the software company that draws 25,000 attendees to its annual conference For anyone who seeks to harness the force of fandom to revolutionize his or her business, Fanocracy shows the way.
Publisher: Penguin
ISBN: 0593084012
Category : Business & Economics
Languages : en
Pages : 306
Book Description
A Wall Street Journal bestseller From the author of New Rules of Marketing & PR, a bold guide to converting customer passion into marketing power. How do some brands attract word-of-mouth buzz and radical devotion around products as everyday as car insurance, b2b software, and underwear? They embody the most powerful marketing force in the world: die-hard fans. In this essential book, leading business growth strategist David Meerman Scott and fandom expert Reiko Scott explore the neuroscience of fandom and interview young entrepreneurs, veteran business owners, startup founders, nonprofits, and companies big and small to pinpoint which practices separate organizations that flourish from those stuck in stagnation. They lay out a road map for converting customers’ ardor into buying power, pulling one-of-a-kind examples from a wide range of organizations, including: · MeUndies, the subscription company that’s revolutionizing underwear · HeadCount, the nonprofit that registers voters at music concerts · Grain Surfboards, the board-building studio that willingly reveals its trade secrets with customers · Hagerty, the classic-car insurance provider with over 600,000 premier club members · HubSpot, the software company that draws 25,000 attendees to its annual conference For anyone who seeks to harness the force of fandom to revolutionize his or her business, Fanocracy shows the way.