Tracing Concepts: In, out and Through Computing
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Programming Paradigms & Object-Oriented
4.3 (Programming Paradigms & Object-Oriented- Computer Science 9608 Programming) with Majid Tahir Syllabus Content: 4.3.1 Programming paradigms Show understanding of what is meant by a programming paradigm Show understanding of the characteristics of a number of programming paradigms (low- level, imperative (procedural), object-oriented, declarative) – low-level programming Demonstrate an ability to write low-level code that uses various address modes: o immediate, direct, indirect, indexed and relative (see Section 1.4.3 and Section 3.6.2) o imperative programming- see details in Section 2.3 (procedural programming) Object-oriented programming (OOP) o demonstrate an ability to solve a problem by designing appropriate classes o demonstrate an ability to write code that demonstrates the use of classes, inheritance, polymorphism and containment (aggregation) declarative programming o demonstrate an ability to solve a problem by writing appropriate facts and rules based on supplied information o demonstrate an ability to write code that can satisfy a goal using facts and rules Programming paradigms 1 4.3 (Programming Paradigms & Object-Oriented- Computer Science 9608 Programming) with Majid Tahir Programming paradigm: A programming paradigm is a set of programming concepts and is a fundamental style of programming. Each paradigm will support a different way of thinking and problem solving. Paradigms are supported by programming language features. Some programming languages support more than one paradigm. There are many different paradigms, not all mutually exclusive. Here are just a few different paradigms. Low-level programming paradigm The features of Low-level programming languages give us the ability to manipulate the contents of memory addresses and registers directly and exploit the architecture of a given processor. -
A Feature Model of Actor, Agent, Functional, Object, and Procedural Programming Languages
Accepted Manuscript A feature model of actor, agent, functional, object, and procedural programming languages H.R. Jordan, G. Botterweck, J.H. Noll, A. Butterfield, R.W. Collier PII: S0167-6423(14)00050-1 DOI: 10.1016/j.scico.2014.02.009 Reference: SCICO 1711 To appear in: Science of Computer Programming Received date: 9 March 2013 Revised date: 31 January 2014 Accepted date: 5 February 2014 Please cite this article in press as: H.R. Jordan et al., A feature model of actor, agent, functional, object, and procedural programming languages, Science of Computer Programming (2014), http://dx.doi.org/10.1016/j.scico.2014.02.009 This is a PDF file of an unedited manuscript that has been accepted for publication. As a service to our customers we are providing this early version of the manuscript. The manuscript will undergo copyediting, typesetting, and review of the resulting proof before it is published in its final form. Please note that during the production process errors may be discovered which could affect the content, and all legal disclaimers that apply to the journal pertain. Highlights • A survey of existing programming language comparisons and comparison techniques. • Definitions of actor, agent, functional, object, and procedural programming concepts. • A feature model of general-purpose programming languages. • Mappings from five languages (C, Erlang, Haskell, Jason, and Java) to this model. A Feature Model of Actor, Agent, Functional, Object, and Procedural Programming Languages H.R. Jordana,∗, G. Botterwecka, J.H. Nolla, A. Butterfieldb, R.W. Collierc aLero, University of Limerick, Ireland bTrinity College Dublin, Dublin 2, Ireland cUniversity College Dublin, Belfield, Dublin 4, Ireland Abstract The number of programming languages is large [1] and steadily increasing [2]. -
The Machine That Builds Itself: How the Strengths of Lisp Family
Khomtchouk et al. OPINION NOTE The Machine that Builds Itself: How the Strengths of Lisp Family Languages Facilitate Building Complex and Flexible Bioinformatic Models Bohdan B. Khomtchouk1*, Edmund Weitz2 and Claes Wahlestedt1 *Correspondence: [email protected] Abstract 1Center for Therapeutic Innovation and Department of We address the need for expanding the presence of the Lisp family of Psychiatry and Behavioral programming languages in bioinformatics and computational biology research. Sciences, University of Miami Languages of this family, like Common Lisp, Scheme, or Clojure, facilitate the Miller School of Medicine, 1120 NW 14th ST, Miami, FL, USA creation of powerful and flexible software models that are required for complex 33136 and rapidly evolving domains like biology. We will point out several important key Full list of author information is features that distinguish languages of the Lisp family from other programming available at the end of the article languages and we will explain how these features can aid researchers in becoming more productive and creating better code. We will also show how these features make these languages ideal tools for artificial intelligence and machine learning applications. We will specifically stress the advantages of domain-specific languages (DSL): languages which are specialized to a particular area and thus not only facilitate easier research problem formulation, but also aid in the establishment of standards and best programming practices as applied to the specific research field at hand. DSLs are particularly easy to build in Common Lisp, the most comprehensive Lisp dialect, which is commonly referred to as the “programmable programming language.” We are convinced that Lisp grants programmers unprecedented power to build increasingly sophisticated artificial intelligence systems that may ultimately transform machine learning and AI research in bioinformatics and computational biology. -
The Mother of All Demos
UC Irvine Embodiment and Performativity Title The Mother of All Demos Permalink https://escholarship.org/uc/item/91v563kh Author Salamanca, Claudia Publication Date 2009-12-12 Peer reviewed eScholarship.org Powered by the California Digital Library University of California The Mother of All Demos Claudia Salamanca PhD Student, Rhetoric Department University of California Berkeley 1929 Fairview St. Apt B. Berkeley, CA, 94703 1 510 735 1061 [email protected] ABSTRACT guide situated at the mission control and from there he takes us This paper analyses the documentation of the special session into another location: a location that Levy calls the final frontier. delivered by Douglas Engelbart and William English on This description offered by Levy as well as the performance in December 9, 1968 at the Fall Computer Joint Conference in San itself, shows a movement in time and space. The name, “The Francisco. Mother of All Demos,” refers to a temporality under which all previous demos are subcategories of this performance. Furthermore, the name also points to a futurality that is constantly Categories and Subject Descriptors in production: all future demos are also included. What was A.0 [Conference Proceedings] delivered on December 9, 1968 captured the past but also our future. In order to explain this extended temporality, Engelbart’s General Terms demo needs to be addressed not only from the perspective of the Documentation, Performance, Theory. technological breakthroughs but also the modes in which they were delivered. This mode of futurality goes beyond the future simple tense continuously invoked by rhetorics of progress and Keywords technology. The purpose of this paper is to interrogate “The Demo, medium performance, fragmentation, technology, Mother of All Demos” as a performance, inquiring into what this augmentation system, condensation, space, body, mirror, session made and is still making possible. -
Architecture Reseau 2
Network Architecture Case Study June 2008 Network Architecture Case Study Amal Balfoul | Amir Jafari Jean-Philippe Kakou-Marceau | Kamel Sahli | Juin 2008 1 Network Architecture Case Study Content Context Chapter 1. Network Infrastructure & Strategy Choices 1. Architecture LAN 2. Architecture WAN 3. IP Addressing Plan & allocation process 4. Security 5. Storage 6. Cabling system Chapter 2. Services 1. Toip 2. Directory 3. DNS 4. SMTP 5. Intranet & Extranet Chapter 3. Deployment and Budget 1. Deployment 2. Global Cost Conclusion | Juin 2008 2 Network Architecture Case Study Context | Juin 2008 3 Network Architecture Case Study This study case aims to describe how big company’s network infrastructure can be built. In our case, we have a headquarter building with 1000 employees, composed of 10 floors and one basement. In addition, we have 10 agencies in France with 50 employees per agency.Our aim is to define the network architecture to rely all the agencies and the headquarter. We have to define all these technology: LAN & WAN architecture IP addressing plan LAN & WAN architecture SAN/NAS LAN interconnection ToIP Security: FireWall, strategy, … Services: DNS, SMTP, Intranet/Extranet Cabling system Server & backup equipment hardware definition Global cost Deployment schedule We are going to show in three parts how we can do for managing architecture conception. In the first part, we will talk about the network infrastructure, which is composed of the LAN, the WAN, IP addressing Plan... Talk about security strategy, storage and cabling system. In the second hand, we will talk about services, how does it run? Which kind of services we can find? And finally, we will talk about deployment and global cost. -
Ted Nelson History of Computing
History of Computing Douglas R. Dechow Daniele C. Struppa Editors Intertwingled The Work and Influence of Ted Nelson History of Computing Founding Editor Martin Campbell-Kelly, University of Warwick, Coventry, UK Series Editor Gerard Alberts, University of Amsterdam, Amsterdam, The Netherlands Advisory Board Jack Copeland, University of Canterbury, Christchurch, New Zealand Ulf Hashagen, Deutsches Museum, Munich, Germany John V. Tucker, Swansea University, Swansea, UK Jeffrey R. Yost, University of Minnesota, Minneapolis, USA The History of Computing series publishes high-quality books which address the history of computing, with an emphasis on the ‘externalist’ view of this history, more accessible to a wider audience. The series examines content and history from four main quadrants: the history of relevant technologies, the history of the core science, the history of relevant business and economic developments, and the history of computing as it pertains to social history and societal developments. Titles can span a variety of product types, including but not exclusively, themed volumes, biographies, ‘profi le’ books (with brief biographies of a number of key people), expansions of workshop proceedings, general readers, scholarly expositions, titles used as ancillary textbooks, revivals and new editions of previous worthy titles. These books will appeal, varyingly, to academics and students in computer science, history, mathematics, business and technology studies. Some titles will also directly appeal to professionals and practitioners -
The Lan Party Gaming Guide Ebook, Epub
THE LAN PARTY GAMING GUIDE PDF, EPUB, EBOOK Tyler C. Regas | 400 pages | 01 Oct 2002 | Charles River Media | 9781584502029 | English | none The Lan Party Gaming Guide PDF Book Discord What are you going to do when 12 eager, caffeine-fueled gamers pack your living room with PCs? Pretty much every card is R-rated. Meredith Hurd. In order to win, the kid must get to the end with the egg in the spoon, more or less intact, without cheating. The Voting Game. The Jackbox Party Pack 3. You want to shoot for an electrical load of no more than 80 percent of a circuit's total capacity, which is typically measured in amps. Yard Games Giant Tumbling Timbers. While the client may be shy with the overall number of features offered in comparison to its competitors, the level of security and stability of GameRanger is unmatched. You could also stage a creative singalong. Download Free. At around thirty players, the scale of the event increases in a stepwise manner, and your LAN party suddenly becomes a major convention. In each round, the Judge draws a card that has several descriptive adjectives and reads it aloud to the group. The game dumps you into a world with 99 other players, where you engage in a free-for-all battle until only a single player is left standing. You may unsubscribe from the newsletter at any time. I can assure you that Parsec does not have any kind of latency problems like Hamachi. Apart from that, you can find gamers on the internet and play a range of Arcade games together using its matchmaking service. -
Table of Contents
TABLE OF CONTENTS Gaming Introduction/Schedule ...........................................4 Role Playing Games (Campaign) ........................................25 Board Gaming ......................................................................7 Campaign RPGs Grid ..........................................................48 Collectible Card Games (CCG) .............................................9 Role Playing Games (Non-Campaign) ................................35 LAN Gaming (LAN) .............................................................18 Non-Campaign RPGs Grid ..................................................50 Live Action Role Playing (LARP) .........................................19 Table Top Gaming (GAME) .................................................52 NDMG/War College (NDM) ...............................................55 Video Game Programming (VGT) ......................................57 Miniatures .........................................................................20 Maps ..................................................................................61 LOCATIONS Gaming Registration (And Help!) ..................................................................... AmericasMart Building 1, 2nd Floor, South Hall Artemis Spaceship Bridge Simulator ..........................................................................................Westin, 14th Floor, Ansley 7/8 Board Games ................................................................................................... AmericasMart Building 1, 2nd -
Barefoot Into Cyberspace Adventures in Search of Techno-Utopia
Barefoot into Cyberspace Adventures in search of techno-Utopia By Becky Hogge July 2011 http://www,barefootintocyberspace.com Barefoot into Cyberspace Becky Hogge Read This First This text is distributed by Barefoot Publishing Limited under a Creative Commons Attribution-ShareAlike 2.0 UK: England & Wales Licence. That means: You are free to copy, distribute, display, and perform the work to make derivative works to make commercial use of the work Under the following conditions Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work). Share Alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar licence to this one. For any reuse or distribution, you must make clear to others the licence terms of this work. The best way to do this is with a link to http://barefootintocyberspace.com/book/hypertext Any of these conditions may be waived by seeking permission from Barefoot Publishing Limited. To contact Barefoot Publishing Limited, email barefootpublishing [AT] gmail [DOT] com. More information available at http://creativecommons.org/licenses/by- sa/2.0/uk/. See the end of this file for complete legalese 2 Barefoot into Cyberspace Becky Hogge Contents Prologue: Fierce Dancing ...................................................................................................................................... 5 Chapter 1: Digging the command line ............................................................................................................ -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
Full Arcade List OVER 2700 ARCADE CLASSICS 1
Full Arcade List OVER 2700 ARCADE CLASSICS 1. 005 54. Air Inferno 111. Arm Wrestling 2. 1 on 1 Government 55. Air Rescue 112. Armed Formation 3. 1000 Miglia: Great 1000 Miles 56. Airwolf 113. Armed Police Batrider Rally 57. Ajax 114. Armor Attack 4. 10-Yard Fight 58. Aladdin 115. Armored Car 5. 18 Holes Pro Golf 59. Alcon/SlaP Fight 116. Armored Warriors 6. 1941: Counter Attack 60. Alex Kidd: The Lost Stars 117. Art of Fighting / Ryuuko no 7. 1942 61. Ali Baba and 40 Thieves Ken 8. 1943 Kai: Midway Kaisen 62. Alien Arena 118. Art of Fighting 2 / Ryuuko no 9. 1943: The Battle of Midway 63. Alien Challenge Ken 2 10. 1944: The LooP Master 64. Alien Crush 119. Art of Fighting 3 - The Path of 11. 1945k III 65. Alien Invaders the Warrior / Art of Fighting - 12. 19XX: The War Against Destiny 66. Alien Sector Ryuuko no Ken Gaiden 13. 2 On 2 OPen Ice Challenge 67. Alien Storm 120. Ashura Blaster 14. 2020 SuPer Baseball 68. Alien Syndrome 121. ASO - Armored Scrum Object 15. 280-ZZZAP 69. Alien vs. Predator 122. Assault 16. 3 Count Bout / Fire SuPlex 70. Alien3: The Gun 123. Asterix 17. 30 Test 71. Aliens 124. Asteroids 18. 3-D Bowling 72. All American Football 125. Asteroids Deluxe 19. 4 En Raya 73. Alley Master 126. Astra SuPerStars 20. 4 Fun in 1 74. Alligator Hunt 127. Astro Blaster 21. 4-D Warriors 75. AlPha Fighter / Head On 128. Astro Chase 22. 64th. Street - A Detective Story 76. -
Social Innovation Camps and Labs: Lessons from Internews' Experience
INTERNEWS CENTER FOR INNOVATION & LEARNING innovation.internews.org SOCIAL INNOVATION CAMPS AND LABS: LESSONS FROM INTERNEWS’ EXPERIENCE Tara Susman-Peña January 2014 ACKNOWLEDGEMENTS The author wishes to thank Amanda Noonan, Director of Research & Learning, Josh Machleder, Vice President for Europe & Eurasia, and Sam DeSilva, Innovation Advisor for Asia (all of Internews), for their feedback on drafts of this report. Maria Cruz, Center for Innovation& Learning Intern, provided a very helpful review of the available literature on Social Innovation Camps, Labs, and similar events. Many thanks go especially to the interviewees for their time, input, and patience. ABOUT THE AUTHOR Tara Susman-Peña is Senior Research Officer at Internews, focusing on both the evaluation of innovation pilots and broader research on innovation and policy. She is the director of Internews’ Media Map Project, examining the evidence for the impact of media on development; making global media data more open and interactive; and using both traditional and innovative research meth- ods to understand how donors have impacted the development of the media in six countries over two decades (www.MediaMapResource.org). Before joining Internews, she worked in the audience insight and research department at NPR, where she managed the online listener panel and qualita- tive research initiatives. Prior to NPR, her years of commercial market research experience focused on branding, video ethnography, product and service development, and communication strategy in the media, technology, health, food, fashion, and automotive industries. CREDITS The report was edited by Mary Myers Design: Kirsten Ankers, Citrine Sky Design Photos: Courtesy of Internews CONTENTS Chapter 1 An Introduction to Social Innovation Camps and Labs ..................