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Spacewarduino
1 SPACEWARDUINO Kaivan Wadia (Department of EECS) – Massachusetts Institute of Technology Advisor: Prof. Philip Tan ABSTRACT Spacewar! was one of the first ever computer games developed in the early 1960s. Steve Russell, Martin Graetz and Wayne Witaenem of the fictitious "Hingham Institute" conceived of the game in 1961, with the intent of implementing it on a DEC PDP-1 computer at MIT. Alan Kotok obtained some sine and cosine routines from DEC following which Steve Russell started coding and the first version was produced by February 1962. Spacewar! was the first computer game written at MIT. In the duration of this project we hope to implement the same game on an Arduino Microcontroller with a Gameduino shield while examining the original assembly code and staying as true to the original version of the game as possible. 2 TABLE OF CONTENTS 1. INTRODUCTION 3 2. UNDERSTANDING THE SOURCE CODE 4 3. VECTOR GRAPHICS AND SPACESHIPS 7 4. SPACEWAR! NIGHT SKY 9 5. THE ARDUINO/GAMEDUINO IMPLEMENTATION 11 6. CONCLUSION 13 7. REFERENCES 14 3 1. INTRODUCTION The major aim of this project is to replicate the first computer game written at MIT, Spacewar!. In the process we aim to learn a lot about the way video games were written for the machines in the pioneering days of computing. Spacewar! is game of space combat created for the DEC PDP-1 by hackers at MIT, including Steve Russell, Martin Graetz, Wayne Witaenem, Alan Kotok, Dan Edwards, and Peter Samson. The game can be played on a Java emulator at http://spacewar.oversigma.com/. -
Download Sample
Entrepreneurship Entrepreneurship FIFTH EDITION Andrew Zacharakis Babson College Andrew C. Corbett Babson College William D. Bygrave Babson College VP AND EDITORIAL DIRECTOR Mike McDonald EXECUTIVE EDITOR Lise Johnson EDITORIAL MANAGER Judy Howarth CONTENT MANAGEMENT DIRECTOR Lisa Wojcik CONTENT MANAGER Nichole Urban SENIOR CONTENT SPECIALIST Nicole Repasky PRODUCTION EDITOR Indirakumari, S. COVER PHOTO CREDIT © PitukTV/Shutterstock This book was set in 10/12pt Times by SPi Global, Pondicherry, India and printed and bound by Quad Graphics. Founded in 1807, John Wiley & Sons, Inc. has been a valued source of knowledge and understanding for more than 200 years, helping people around the world meet their needs and fulfill their aspirations. Our company is built on a foundation of principles that include responsibility to the communities we serve and where we live and work. In 2008, we launched a Corporate Citizenship Initiative, a global effort to address the environmental, social, economic, and ethical challenges we face in our business. Among the issues we are addressing are carbon impact, paper specifications and procurement, ethical conduct within our business and among our vendors, and community and charitable support. For more information, please visit our website: www.wiley.com/go/citizenship. Copyright © 2020, 2017, 2014, 2011, 2008 John Wiley & Sons, Inc. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per‐copy fee to the Copyright Clearance Center, Inc., 222 Rosewood Drive, Danvers, MA 01923 (Web site: www.copyright.com). -
Silicon Valley Then and Now: to Invent the Future, You Must Understand the Past
Silicon Valley Then and Now: To Invent The Future, You Must Understand The Past https://medium.com/backchannel/why-silicon-valley-will-continue-to-rule-c0cbb441e22f “You can’t really understand what is going on now without understanding what came before.” Steve Jobs is explaining why, as a young man, he spent so much time with the Silicon Valley entrepreneurs a generation older, men like Robert Noyce, Andy Grove, and Regis McKenna. It’s a beautiful Saturday morning in May, 2003, and I’m sitting next to Jobs on his living room sofa, interviewing him for a book I’m writing. I ask him to tell me more about why he wanted, as he put it, “to smell that second wonderful era of the valley, the semiconductor companies leading into the computer.” Why, I want to know, is it not enough to stand on the shoulders of giants? Why does he want to pick their brains? “It’s like that Schopenhauer quote about the conjurer,” he says. When I look blank, he tells me to wait and then dashes upstairs. He comes down a minute later holding a book and reading aloud: Page | 1 Steve Jobs and Robert Noyce. Courtesy Leslie Berlin. He who lives to see two or three generations is like a man who sits some time in the conjurer’s booth at a fair, and witnesses the performance twice or thrice in succession. The tricks were meant to be seen only once, and when they are no longer a novelty and cease to deceive, their effect is gone. -
Steve Wozniak Was Born in 1950 Steve Jobs in 1955, Both Attended Homestead High School, Los Altos, California
Steve Wozniak was born in 1950 Steve Jobs in 1955, both attended Homestead High School, Los Altos, California, Wozniak dropped out of Berkeley, took a job at Hewlett-Packard as an engineer. They met at HP in 1971. Jobs was 16 and Wozniak 21. 1975 Wozniak and Jobs in their garage working on early computer technologies Together, they built and sold a device called a “blue box.” It could hack AT&T’s long-distance network so that phone calls could be made for free. Jobs went to Oregon’s Reed College in 1972, quit in 1974, and took a job at Atari designing video games. 1974 Wozniak invited Jobs to join the ‘Homebrew Computer Club’ in Palo Alto, a group of electronics-enthusiasts who met at Stanford 1974 they began work on what would become the Apple I, essentially a circuit board, in Jobs’ bedroom. 1976 chiefly by Wozniak’s hand, they had a small, easy-to-use computer – smaller than a portable typewriter. In technical terms, this was the first single-board, microprocessor-based microcomputer (CPU, RAM, and basic textual-video chips) shown at the Homebrew Computer Club. An Apple I computer with a custom-built wood housing with keyboard. They took their new computer to the companies they were familiar with, Hewlett-Packard and Atari, but neither saw much demand for a “personal” computer. Jobs proposed that he and Wozniak start their own company to sell the devices. They agreed to go for it and set up shop in the Jobs’ family garage. Apple I A main circuit board with a tape-interface sold separately, could use a TV as the display system, text only. -
Bill Krause | Zero to a Million Ethernet Ports + the Epiphany
Bill Krause | Zero to a Million Ethernet Ports + The Epiphany Derick: So Brandon, I think you'll agree with me that there aren't many people like Bill Krause who can coherently, but also in an entertaining way, tell their biography, right, totally off the cuff. Brandon: Yeah, I totally agree, and it's always awesome to hear unique stories from back in the day. We got to sit down with Bill to talk about his experiences as someone who was really there on the ground floor, bringing whole new categories of technology to market, n this case, first with personal computing, and then with networking. So Bill was there when a computer was a thing that a company had, or maybe a company department head, and Bill helped make it a thing a person has as the first computer salesperson at HP. Look for all I know when I ate lunch at HP in Palo Alto, as an intern in 2008, four decades earlier, Bill was eating at that same picnic table with Bill Hewlett. Derick: "The first person to sell" in, in this category, personal computing. That is, that is kind of crazy to think about, like - how many billions of dollars is that category now. Brandon: Uh, well searching Google here... it looks like the first search hit. It says $688 billion. And it's growing. Derick: So, so just a little bit of money. Brandon: LIttle bit of money. Yeah. And then to be the CEO of a company that led Ethernet from approximately zero to the first million ports in under a decade, two years before their goal.. -
ILLUSTRATIONS Figure 1.1 Eadweard Muybridge, Descending
APPENDIX: ILLUSTRATIONS Figure 1.1 Eadweard Muybridge, Descending Stairs and Turning Around, photographs from series Animal Locomotion, 1884-1885. 236 237 Figure 1.2 Marcel Duchamp, Nude Descending a Staircase, No. 2 oil on canvas, 1912. Philadelphia Museum of Art. 238 Figure 1.3 Giacomo Balla, Dynamism of a Dog on a Leash, oil on canvas, 1912. Albright-Knox Art Gallery, Buffalo, New York. 239 Figure 1.4 A. Michael Noll, Gaussian Quadratic, computer-generated image, 1963. 240 Figure 1.5 Stephen Rusell with Peter Samson, Martin Graetz,Wayne Witanen, Alan Kotok, and Dan Edwards, Spacewar!, computer game, designed at MIT on DEC PDP-1 assembler, 1962. Above: view of screen. Below: console. 241 Figure 1.6 Andy Warhol, Self-Portrait, photograph of image created on Commodore Amiga 1000 computer using Graphicraft software, 1986. 242 Figure 1.7 Nam June Paik, Magnet TV, black and white television with magnet, 1965. 243 Figure 1.8 Nam June Paik, Zen for TV, black and white television, 1963-1975. 244 Figure 1.9 Vito Acconci, Centers, performance on video, 20 minutes, 1971. 245 Figure 1.10 Joan Jonas, Left Side, Right Side, performance on video, 1972. Pat Hearn Gallery, New York. 246 Figure 1.11 Dan Graham, Present Continuous Past, installation view, 1974. 247 Figure 1.12 Gary Hill, Hole in the Wall, installation at the Woodstock Artists Association, Woodstock, NY, 1974. 248 Figure 1.13 Nam June Paik, TV Buddha, mixed-media video sculpture, installed at Stedelijk Museum, Amsterdam, 1974. 249 Figure 2.1 jodi (Joan Heemskerk and Dirk Paesmans), wwwwwwwww.jodi.org, screenshot. -
Visio Business Plan from 2Nd Round of Venture Funding (PDF)
Visio Corporation Business Plan January 31, 1992 This document contains information proprietary and confidential to Visio Corporation. It is provided to the named recipient solely for the purpose of evaluating the Company for possible venture investment. No copies of the document are to be made without the express consent of Visio Corporation. The Griggs-Anderson market research cited in this plan was conducted by Griggs-Anderson under contract from Visio. The results of the research remain the confidential property of Visio Corporation. This document makes reference to Microsoft Windows 3.1, an unannounced product of Microsoft Corporation. Nothing contained in this document should be construed as an announcement of said product. The terms Visio, Mainline, and SmartShapes are being claimed as trademarks by Visio Corporation. Visio Corporation 1601 Fifth Avenue Suite 800 Seattle, WA 98101 Number: (206) 467-6723 (206) 467-7227 FAX Issued to : Page 1 Visio Corporation Confidential Table of Contents EXECUTIVE SUMMARY 3 Overview 3 Founders 3 Milestones 3 Objective 3 The Customer 3 The Product 3 The Market 4 Marketing and Sales 4 BUSINESS OPPORTUNITIES 5 The Emerging Windows Market 5 The Company 5 The Customer 5 Our Competition 6 Future Potential 6 PRODUCT DESCRIPTION 7 Metaphors 7 Basic Drawing Functionality 8 Reducing ‘Tool Modality’ 8 Capturing and Maintaining Relationships 9 Conformance to Windows Standards 9 PRODUCT DEVELOPMENT 11 Personnel 11 Mainline Design Center 11 Development Environment, Languages, and Tools 11 Licensed Components -
Excel Excel Excel Excel Excel Excel
CIVL 1112 Origins of Spreadsheets 1/2 Excel Excel Spreadsheets on computers Spreadsheets on computers The word "spreadsheet" came from "spread" in its While other have made contributions to computer-based sense of a newspaper or magazine item that covers spreadsheets, most agree the modern electronic two facing pages, extending across the center fold and spreadsheet was first developed by: treating the two pages as one large one. The compound word "spread-sheet" came to mean the format used to present book-keeping ledgers—with columns for categories of expenditures across the top, invoices listed down the left margin, and the amount of each payment in the cell where its row and column intersect. Dan Bricklin Bob Frankston Excel Excel Spreadsheets on computers Spreadsheets on computers Because of Dan Bricklin and Bob Frankston's Bricklin has spoken of watching his university professor implementation of VisiCalc on the Apple II in 1979 and the create a table of calculation results on a blackboard. IBM PC in 1981, the spreadsheet concept became widely known in the late 1970s and early 1980s. When the professor found an error, he had to tediously erase and rewrite a number of sequential entries in the PC World magazine called VisiCalc the first electronic table, triggering Bricklin to think that he could replicate the spreadsheet. process on a computer, using the blackboard as the model to view results of underlying formulas. His idea became VisiCalc, the first application that turned the personal computer from a hobby for computer enthusiasts into a business tool. Excel Excel Spreadsheets on computers Spreadsheets on computers VisiCalc was the first spreadsheet that combined all VisiCalc went on to become the first killer app, an essential features of modern spreadsheet applications application that was so compelling, people would buy a particular computer just to use it. -
Introduction
Introduction conomists have game theory. Biologists have the phylogenetic tree. Chem- ists have the periodic table of elements. Software developers have object- oriented programming. But for those whose work centers on strategy, E positioning, or some form of marketplace spin there is nothing. There is nothing for those whose jobs involve the pursuit of infl uence and, accordingly, the management of opinions, perceptions, behaviors, and decisions. There is no table of elements, per se, for this emerging class of free-form yet indispensable professionals I call playmakers. There are myriad principles, best practices, laws, rules, and admoni- tions in what amounts to vast collections of terms of art. But there is no science and no transforming framework to give these pursuits measure and meaning. The subject of this book, The Playmaker’s Standard, is the result of a painstaking effort to This new system takes the mystery out of the illustrate, describe, sort, classify, and name the cultish fascinations for word-of-mouth, buzz, fi rst generic set of unique moves that are made and spin and the guesswork out of the more by playmakers everywhere—the elements, if formalized but still murky best practices for building brands and managing reputations. you will, of strategy and the infl uence indus- tries. Based on more than a decade of fi eld tri- als and observation in the high technology industry, two years of literature review, and pilot programs with Fortune 500 companies, it gives a fresh foundation and lexi- con for the emerging discipline I call playmaking. It is the fi rst structured system for managing competitors, developing relationships, and creating and mobilizing coali- tions. -
Robert Alan Saunders
SMITHSONIAN INSTITUTION LEMELSON CENTER FOR THE STUDY OF INVENTION AND INNOVATION Robert Alan Saunders Transcript of an interview conducted by Christopher Weaver at National Museum of American History Washington, D.C., USA on 29 November 2018 with subsequent additions and corrections For additional information, contact the Archives Center at 202-633-3270 or [email protected] All uses of this manuscript are covered by an agreement between the Smithsonian Institution and Robert Alan Saunders dated November 29, 2018. For additional information about rights and reproductions, please contact: Archives Center National Museum of American History Smithsonian Institution MRC 601 P.O. Box 37012 Washington, D.C. 20013-7012 Phone: 202-633-3270 TDD: 202-357-1729 Email: [email protected] Web: http://americanhistory.si.edu/archives/rights-and-reproductions Preferred citation: Robert Alan Saunders, “Interview with Robert Alan Saunders,” conducted by Christopher Weaver, November 29, 2018, Video Game Pioneers Oral History Collection, Archives Center, National Museum of American History, Smithsonian Institution, Washington, DC. Acknowledgement: The Smithsonian’s Lemelson Center for the Study of Invention and Innovation gratefully acknowledges financial support from the Entertainment Software Association and Coastal Bridge Advisors for this oral history project. For additional information, contact the Archives Center at 202-633-3270 or [email protected] Abstract Robert Saunders begins discussing his early family life, education, and early exposure to electrical engineering. He next recounts his time at MIT, recalling members of the Tech Model Railroad Club and his work with the TX-0 and PDP-1 computers. Saunders discusses the contributions of Spacewar! team members to the project and his development of the original PDP-1 game controllers. -
Alan Kotok & David R.R. Webber
JAi^ E F! N E T: ALAN KOTOK & DAVID R.R. WEBBER www.newriders.cirm 201 West 103rd Street, Indianapolis, Indiana 46290 ~ — An Imprint of Pearson Education . Boston • Indianapolis • London • Munich • New York • San Francisco vi ebXML: The New Global Standard for Doing Business over the Internet Table of Contents PART I Executive Overview of ebXML 1 There's No Business Like E-Business 3 In Case You Hadn't Noticed, Doing Business Is Different Now 6 Business Isn't So Simple Anymore 11 From Just-in-Case to Just-in-Time Inventories 16 Investors Want to See Your Internet Strategy 22 Higher Volumes, Larger Scale, Bigger Numbers 23 Can Your Company's Systems Keep Pace? 26 Direct to Consumer 28 Disintermediation 28 Business to Business 29 Distributors 29 References and Affiliates 29 Muki-Vendor Malls 30 Standardizing Information Systems 30 Electronic Data Interchange (EDI): E-Business as We (Used to) Know It 31 Aim to Improve the Business Process 40 Sweat the Details 40 Aim for Interoperability 40 Link to Other Technologies 41 Endnotes 42 2 ebXML in a Nutshell 47 Vision and Scope 47 Software Processes, Puzzles, and Pyramids 49 ebXML Process Flow ,• 53 A Look at the ebXML Technical Architecture 55 Business Processes and Objects 57 Core Components 58 Trading Partner Profiles and Agreements 62 Registries and Repositories 64 Messaging Functions 68 Messaging Specifications 69 ebXML Message Package 69 Reliable Message Flow 11 Getting Started with ebXML 71 Endnotes 74 Table of Contents vii 3 ebXML at Work 77 Case 1: Go-Go Travel, in Search of a New Business -
Personal Computing
Personal Computing Thomas J. Bergin ©Computer History Museum American University Recap: Context • By 1977, there was a fairly robust but fragmented hobbyist-oriented microcomputer industry: – Micro Instrumentation Telemetry Systems (MITS) – Processor Technology – Cromemco – MicroStuf – Kentucky Fried Computers • Two things were needed for the personal computer revolution: 1) a way to store and retrieve data, and 2) a programming language in which to write applications. Homebrew Computer Club • March 5, 1975: the Amateur Computer Users Group (Lee Felsenstein, Bob Marsh, Steve Dompier, BobAlbrecht and 27 others) met in Gordon French’s garage, Menlo Park, CA • 3rd meeting drew several hundred people and was moved to the Coleman mansion • Stanford Linear Accelerator Center’s auditorium – Steve Wozniak shows off his single board computer – Steve Jobs attends meetings Homebrew-ed • 21 companies formed: – Apcose Apple – Cromemco Morrow – North Star Osborne • West Coast Computer Faire • Byte magazine, September 1975 • Byte Shop Both: images.google.com And then there was Traf-O-Data • October 28, 1955: William H. Gates III born – father: attorney mother: schoolteacher • Lakeside School: Lakeside Programming Group – Mothers Club: access to time-shared system at GE – Students hired by local firm to debug software – First computer program: Tic-Tac-Toe (age 13) – Traf-O-Data to sell traffic mgt. software (age 16) • 1973, Bill Gates enrolls at Harvard in pre-law. • Paul Allen is in his second year. January 1975, Popular Electronics: Altair • Allen shows