Projeto E Desenvolvimento De Uma Biblioteca Gráfica Como Ferramenta
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BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019
BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019 TABLE OF CONTENTS 1 BANDAI NAMCO Group Outline 3 Related Market Data Group Organization Toys and Hobby 01 Overview of Group Organization 20 Toy Market 21 Plastic Model Market Results of Operations Figure Market 02 Consolidated Business Performance Capsule Toy Market Management Indicators Card Product Market 03 Sales by Category 22 Candy Toy Market Children’s Lifestyle (Sundries) Market Products / Service Data Babies’ / Children’s Clothing Market 04 Sales of IPs Toys and Hobby Unit Network Entertainment 06 Network Entertainment Unit 22 Game App Market 07 Real Entertainment Unit Top Publishers in the Global App Market Visual and Music Production Unit 23 Home Video Game Market IP Creation Unit Real Entertainment 23 Amusement Machine Market 2 BANDAI NAMCO Group’s History Amusement Facility Market History 08 BANDAI’s History Visual and Music Production NAMCO’s History 24 Visual Software Market 16 BANDAI NAMCO Group’s History Music Content Market IP Creation 24 Animation Market Notes: 1. Figures in this report have been rounded down. 2. This English-language fact book is based on a translation of the Japanese-language fact book. 1 BANDAI NAMCO Group Outline GROUP ORGANIZATION OVERVIEW OF GROUP ORGANIZATION Units Core Company Toys and Hobby BANDAI CO., LTD. Network Entertainment BANDAI NAMCO Entertainment Inc. BANDAI NAMCO Holdings Inc. Real Entertainment BANDAI NAMCO Amusement Inc. Visual and Music Production BANDAI NAMCO Arts Inc. IP Creation SUNRISE INC. Affiliated Business -
PC Hardware Contents
PC Hardware Contents 1 Computer hardware 1 1.1 Von Neumann architecture ...................................... 1 1.2 Sales .................................................. 1 1.3 Different systems ........................................... 2 1.3.1 Personal computer ...................................... 2 1.3.2 Mainframe computer ..................................... 3 1.3.3 Departmental computing ................................... 4 1.3.4 Supercomputer ........................................ 4 1.4 See also ................................................ 4 1.5 References ............................................... 4 1.6 External links ............................................. 4 2 Central processing unit 5 2.1 History ................................................. 5 2.1.1 Transistor and integrated circuit CPUs ............................ 6 2.1.2 Microprocessors ....................................... 7 2.2 Operation ............................................... 8 2.2.1 Fetch ............................................. 8 2.2.2 Decode ............................................ 8 2.2.3 Execute ............................................ 9 2.3 Design and implementation ...................................... 9 2.3.1 Control unit .......................................... 9 2.3.2 Arithmetic logic unit ..................................... 9 2.3.3 Integer range ......................................... 10 2.3.4 Clock rate ........................................... 10 2.3.5 Parallelism ......................................... -
Japanese Gaming Trends
Japanese Video Gaming Trends Past, Present & Future 1 Japanese Video Game Market Size Source: Famitsu by ENTERBRAIN, INC. (Japan) 2 Japanese Video Gaming Timeline Data Collected from December 29, 1986 to December 26, 2010 100 Millions of JPY 8000 2006: Playstation 3, 1996: 2000: Wii Nintendo 64 Playstation 2 7000 1994: 1998: 2005: 3DO Real, NeoGeo Xbox 360 Sega Saturn, 6000 1990: Pocket, NeoGeo, PlayStation Dreamcast 2002: Game Gear, PC-FX XBox SNES 5000 1988: Genesis 4000 1999: WonderSwan 1995: Virtual Boy 2004: 3000 Nintendo DS, 1989: PlayStation Gameboy Portable 2000 1987: TurboGrafx-16 1000 0 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Source: Famitsu by ENTERBRAIN, INC. (Japan) 3 Arcade Gaming Sales in Japan 250 200 150 100 Sales/Billion Yen Sales/Billion 50 0 2004 2005 2006 2007 2008 2009 2010 Year Source: JAMAA 4 Arcade Gaming in Japan Demographics • Over 19,000 amusement arcades in Japan • 3.94 arcades per 100,000 people • Arcade games played across all age groups • 30% of arcade video game players over 60 Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan) 5 Arcade Gaming in Japan Top Genres: • Board games • Horse Racing • Pachinko • Trading card games Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan) 6 Arcade Gaming in Japan Major Developers/Publishers: • Namco Bandai • Taito • Sega • Capcom • Konami Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan) 7 Arcade Gaming in Japan Market Drivers 67 Urbanization Growth In Japan 66.5 66 65.5 65 64.5 64 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Growth in urbanization has fuelled a boom in arcade video gaming. -
1 Japanese Video Game Industry Japanese Economy Division
Industrial Reports (c) JETRO, 2007 Japanese Video Game Industry Japanese Economy Division Summary In 2005, shipments of home video games increased for the first time in four years, bolstered by launches of the Nintendo DS and Sony PlayStation Portable. Next-generation game consoles, such as the Nintendo Wii and Sony PlayStation 3 to be marketed from the end of 2006, are expected to further expand the home video game market into 2007. Since the release of Nintendo’s Family Computer (Famicon) in 1983, Japan’s electronic game industry has come to depend on home video games to such an extent that it can be interchangeably called the game console industry. In recent years, the spread of broadband, flat-rate telecommunications services has enabled new platforms for games, such as online and mobile, further broadening the industry’s base. This report, however, covers only the home video game industry, which still accounts for a significant portion of the industry. 1. History of video game industry Japanese video game companies have been overwhelmingly competitive in the international market, but competition in the hardware sector has intensified in recent years, following the entry of Microsoft. A. Desktop game consoles The industry dawned with the runaway success of the Atari 2600, a home game device with a plug-in ROM cartridge, which was launched by Atari in the U.S. market in 1977. Third-party software could be developed freely, because Atari made the programming specifications openly available. As a result, numerous software packages appeared and were well received by users. Over time, however, user support steadily weakened as inferior software also began to circulate. -
ELA, LEE US 8,674,932 B2 Page 2
USOO8674932B2 (12) United States Patent (10) Patent No.: US 8,674,932 B2 Armstrong (45) Date of Patent: Mar. 18, 2014 (54) IMAGE CONTROLLER 266,022 A 10, 1882 Edison 384,044 A 6/1888 Knight (75) Inventor: Brad A. Armstrong, Tyler, TX (US) 1,136,639509,539 A 114, 18931915 ZimmerKlein (73) Assignee: Anascape, Ltd., Tyler, TX (US) EG A 12: Ele 1491,170 A 4/1924 Rottgardt (*) Notice: Subject to any disclaimer, the term of this 1,538,316 A 5, 1925. Duffie patent is extended or adjusted under 35 1943 A s 3. Miss U.S.C. 154(b) by 2414 days. 1904,352w 4 A 8/1933 BradleyInger 1973,800 A 9, 1934 Curts (21) Appl. No.: 11/150,412 2,166,238 A 7/1939 Davis (22) Filed: Jun. 10, 2005 (Continued) (65) Prior Publication Data FOREIGN PATENT DOCUMENTS US 2005/O231476A1 Oct. 20, 2005 AU 2379484 8, 1984 AU 544234 5, 1985 Related U.S. Application Data (Continued) (63) Continuation of application No. 09/715,532, filed on OTHER PUBLICATIONS Nov. 16, 2000, now Pat. No. 6,906,700, and a continuation of application No. 08/677.378, filed on Anascape, Ltd. v. Microsofi Corporation, and Nintendo of America, Jul. 5, 1996, now Pat. No. 6,222,525. Inc., Declaration of Andrew Tesnakis dated Dec. 21, 2007. (51) Int. Cl. (Continued) G09G 5/00 (2006.01) Primary Examiner — Alexander Eisen (52) U.S. Cl. Assistant Examiner — Cory Almeida USPC ........................................... 345/156; 348/734 (58) Field of Classification Search (57) ABSTRACT USPC ........................... 345/156-184; 715/701-702 See application file for complete search history. -
HYPER SPIN-BOT NVIDA 180000+ Games in One
HYPER SPIN-BOT NVIDA 180,000+ games in One System! www.hyperspinbot.com 19XX Collection Konami Classics Sega 32X AAE Konami Bubble System Sega CD Amstrad GX4000 Konami X-Men Sega CD (Japan) Atari 2600 Limenko Classics Sega Kyugo Atari 5200 MAME Sega System 16 Atari 7800 MAME 2 Player games Sega System 18 Atari Classics MAME 4 Player Games Sega System 24 Atari Jaguar MAME4DROID Sega Classics Atari Lynx MAME Flying Games Sega Dreamcast Atari G42 MAME Light Gun Games Sega G80 Raster Atari GX2 Marvel vs Capcom Collection Sega G80 Vector Atari System 1 Mattel Intellivision Sega Game Gear Atari System 2 Maze Games Sega Genesis Atlus Mega Man Legacy Collection Sega Mark III Attack of The Clones Metal Slug Collection Sega Master System Ball and Paddle Games Microsoft MSX Sega Mega Drive Bally Astrocade Microsoft MSX2 Sega Mega Drive Japan Bally Classics Midway Classics Sega Mega Play Bandai Super Vision Midway Seattle Sega Model 1 8000 Midway T Unit Sega Naomi Bandai WonderSwan Midway V Unit Sega Saturn Color Midway Wolf Unit Sega Saturn (Japan) Bandai WonderSwan Midway Zeus Sega SG-1000 Banpresto Mitchell Classics Sega SC-3000 Beat Em Up Collection Mortal Kombat Collection Sega System C-2 Boxing Classics Movies Sega Y Board Brezzasoft Crystal Namco NA-1 Seibu Kaihatsu Classics System Namco NB-1 Sharp X68000 Bubble Bobble Namco NA-2 Shoot Em Up Games Collection Namco NB-2 Shotgun Games Capcom 68000 Namco Classics SNK Classics Capcom Classics Namco System FL SNK Neo Geo AES Capcom Commando Namco System 11 SNK Neo Geo MVS Capcom Play System Namco -
Metode I Postupci Ubrzavanja Operacija I Upita U Velikim Sistemima Baza I Skladišta Podataka (Big Data Sistemi) the Methods
Univerzitet u Novom Sadu Tehnički Fakultet „Mihajlo Pupin“ Zrenjanin METODE I POSTUPCI UBRZAVANJA OPERACIJA I UPITA U VELIKIM SISTEMIMA BAZA I SKLADIŠTA PODATAKA (BIG DATA SISTEMI) THE METHODS AND PROCEDURES FOR ACCELERATING OPERATIONS AND QUERIES IN LARGE DATABASE SYSTEMS AND DATA WAREHOUSES (BIG DATA SYSTEMS) - DOKTORSKA DISERTACIJA - mentor kandidat Prof. dr Biljana Radulović Mr Jovan Ivković Zrenjanin, 2016. godina Univerzitet u Novom Sadu Tehnički Fakultet „Mihajlo Pupin“ Zrenjanin METODE I POSTUPCI UBRZAVANJA OPERACIJA I UPITA U VELIKIM SISTEMIMA BAZA I SKLADIŠTA PODATAKA (BIG DATA SISTEMI) THE METHODS AND PROCEDURES FOR ACCELERATING OPERATIONS AND QUERIES IN LARGE DATABASE SYSTEMS AND DATA WAREHOUSES (BIG DATA SYSTEMS) - DOKTORSKA DISERTACIJA - mentor kandidat Prof. dr Biljana Radulović Mr Jovan Ivković Zrenjanin, 2016. godina UNIVERZITET U NOVOM SADU TEHNIČKI FAKULTET „MIHAJLO PUPIN“ ZRENJANIN KLJUČNA DOKUMENTACIJSKA INFORMACIJA Redni broj: RBR Identifikacioni broj: IBR Tip dokumentacije: Monografska dokumentacija TD Tip zapisa: Tekstualni štampani materijal TZ Vrsta rada (dipl., mag., dokt.): Doktorska disertacija VR Ime i prezime autora: Mr Jovan Ivković AU Mentor (titula, ime, prezime, zvanje): Prof. dr Biljana Radulović, redovni profesor MN „Metode i postupci ubrzavanja operacija i upita u Naslov rada: velikim sistemima baza i skladišta podataka (Big NR Data sistemi)“ Jezik publikacije: Srpski JP Jezik izvoda: Srp. / Eng. JI Zemlja publikovanja: Republika Srbija ZP Uže geografsko područje: AP Vojvodina UGP Godina: 2016. godina -
Architecture 2 CPU, DSP, GPU, NPU Contents
Architecture 2 CPU, DSP, GPU, NPU Contents 1 Central processing unit 1 1.1 History ................................................. 1 1.1.1 Transistor CPUs ....................................... 2 1.1.2 Small-scale integration CPUs ................................. 3 1.1.3 Large-scale integration CPUs ................................. 3 1.1.4 Microprocessors ....................................... 4 1.2 Operation ............................................... 4 1.2.1 Fetch ............................................. 5 1.2.2 Decode ............................................ 5 1.2.3 Execute ............................................ 5 1.3 Structure and implementation ..................................... 5 1.3.1 Control unit .......................................... 6 1.3.2 Arithmetic logic unit ..................................... 6 1.3.3 Memory management unit .................................. 6 1.3.4 Integer range ......................................... 6 1.3.5 Clock rate ........................................... 7 1.3.6 Parallelism .......................................... 8 1.4 Performance .............................................. 11 1.5 See also ................................................ 11 1.6 Notes ................................................. 11 1.7 References ............................................... 12 1.8 External links ............................................. 13 2 Digital signal processor 14 2.1 Overview ............................................... 14 2.2 Architecture ............................................. -
1Dv438 Teori Contents
1dv438 Teori Contents 1 Math 1 1.1 Basis (linear algebra) ......................................... 1 1.1.1 Definition ........................................... 1 1.1.2 Expression of a basis ..................................... 2 1.1.3 Properties .......................................... 2 1.1.4 Examples ........................................... 3 1.1.5 Extending to a basis ..................................... 3 1.1.6 Example of alternative proofs ................................ 3 1.1.7 Ordered bases and coordinates ................................ 4 1.1.8 Related notions ........................................ 4 1.1.9 Proof that every vector space has a basis ........................... 5 1.1.10 See also ............................................ 6 1.1.11 Notes ............................................. 6 1.1.12 References .......................................... 6 1.1.13 External links ......................................... 6 1.2 Multiplication of vectors ........................................ 6 1.2.1 See also ............................................ 7 1.3 Identity matrix ............................................. 7 1.3.1 See also ............................................ 7 1.3.2 Notes ............................................. 7 1.3.3 External links ......................................... 7 1.4 Translation (geometry) ........................................ 8 1.4.1 Matrix representation ..................................... 8 1.4.2 Translations in physics .................................... 9 1.4.3 -
Cloud Computing Contents
Cloud Computing Contents 1 Cloud computing 1 1.1 Overview ............................................... 1 1.2 History of cloud computing ...................................... 1 1.2.1 Origin of the term ....................................... 1 1.2.2 The 1950s ........................................... 2 1.2.3 The 1990s ........................................... 2 1.3 Similar concepts ............................................ 2 1.4 Characteristics ............................................. 3 1.5 Service models ............................................ 4 1.5.1 Infrastructure as a service (IaaS) ............................... 5 1.5.2 Platform as a service (PaaS) ................................. 5 1.5.3 Software as a service (SaaS) ................................. 5 1.6 Cloud clients .............................................. 5 1.7 Deployment models .......................................... 6 1.7.1 Private cloud ......................................... 6 1.7.2 Public cloud .......................................... 6 1.7.3 Hybrid cloud ......................................... 6 1.7.4 Others ............................................. 7 1.8 Architecture .............................................. 7 1.8.1 Cloud engineering ....................................... 7 1.9 Security and privacy .......................................... 7 1.10 The future ............................................... 8 1.11 See also ................................................ 8 1.12 References ..............................................