An Introduction to Retro Software Homebrew
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User Manual for Software Product «1K62 Lathe Simulator»
USER MANUAL FOR SOFTWARE PRODUCT «1K62 LATHE SIMULATOR» Brief Description of the Software Product 3D simulator of a classic screw-cutting lathe machine mod. 1K62. The application simulates the performance of ordinary turning operations in an interactive mode. The capabilities of the simulation model include operations of external and facing turning, drilling and boring of holes, turning of grooves, cutting of external and internal threads. In the full version of the application, more than 70 cutting tools are available for work. The graphical user interface is made in Russian and English. Metric and inch measurement systems are supported. The required amount of video memory of the device is 350 MB. The graphical system of the application uses the components of OpenGL 3.0. Main Screen Elements The main screen of the application is represented by a 3D scene depicting a geometric model of a 1K62 lathe in an abstract spatial environment (Fig. 1). The main control elements are displayed on the screen - buttons and measuring scales of the feed limbs of the lathe. Figure 1 – Main Screen of Application On the right side of the screen are the main function buttons of the application. The first (top to bottom) button is designed to exit from application with confirmation. The second button displays on the main screen a scheme of a screw-cutting machine 1K62 with the designation of the main nodes (Fig. 2). The third button opens the control panel for the workpiece parameters (Fig. 3). In this 3D scene is displayed in the background with the ability to manipulate the camera. -
A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
Suggested Topics for Homebrew Con 2021
Suggested Topics for Homebrew Con 2021 The suggestions below have been outlined by the Seminar Subcommittee for Homebrew Con 2021. The topics suggested are not intended to be an exhaustive list, but rather a guide to potential speakers to some of the top priority topics that the committee would like to see presented on at this year’s event. Hopeful speakers are welcome to submit proposals beyond the scope of these suggestions but are encouraged to keep them in mind when planning their proposal content. Beer Styles The BJCP recognizes over 130 distinct beer styles in its beer guidelines, along with countless others not in the guidelines. Each style has a unique history and characteristics and is brewed using specific brewing processes and techniques. The seminars in this track will highlight individual beer styles and the techniques used to brew them (and why). • How styles emerge (Ex: Kolsch/Alt, Regional International Ales [Argentina, Italian, New Zealand, Brazilian, etc.]) • Compare and contrast of similar styles • Differentiating general history from beer history • Emerging styles (Ex: pastry stouts/ fruit “slushies”, Winter Warmers, etc.) • How to decide where your beer goes in a competition • Saison • Bocks (history, sub-styles, brewing requirements, etc.) • How taxes, water chemistry, wars, technology and/or climate defined beer styles • Extinct (or nearly extinct) Styles • Historic beers (Ex: Stein Bier, Fraoch, Herbal, Wiccan ales, Egyptian ales) • Lager fundamentals • Best ways to educate yourself about a style - • Beer Vocabulary and what it all means ASBC (anyone?) • Belgian Styles (in general) – challenge to brew, make it taste like it’s from Belgium • How to brew authentic English Pub Ale • Fresh Hop Beers • Mead styles (Ex: Polish, historical meads, other) • How to achieve the style you are looking for (Expectations of what you want vs. -
Add Second Life to Your Training Without Having Users Log Into Second Life
708 Add Second Life to your Training without Having Users Log into Second Life David Miller, Newmarket International www.eLearningGuild.com DevLearn08 Session 708 Reference This session follows a case study in which a text-based lesson is converted into a more immersive learning experience. Starting with a “text and image” lesson written by a subject matter expert, we will write an easy-to-follow script that will help us create inexpensive video footage using Second Life. This video footage will then be integrated with the lesson to create a richer learning experience. All materials will be available online at http://subquark.com and access to a DevLearn08 dedicated sim will be provided to all attendees. To access that land, join the ELearning Guild in Second Life group “in-world”. Principles and Tools: Two underlying principles guide the approach presented in this session: rapid development and low cost. Filming in Second Life, and within any computer-generated imagery (CGI), is known as machinima. This session introduces several tools specific to filming in Second Life in case you are interested in experimenting with them before attending the session. These tools include Filming Path, Fraps, and Sizer. The Second Life viewer is needed to access the virtual world that we will be using as a film studio for creating footage to incorporate into our eLearning. Filming Path is an “in-world” filming system that helps to create smooth camera pans and camera dolly shots. Fraps is a real-time video-capturing application for Windows. Other Mac-based programs accomplish similar results (see the Fraps section). -
Also Includes Slides and Contents From
The Compilation Toolchain Cross-Compilation for Embedded Systems Prof. Andrea Marongiu ([email protected]) Toolchain The toolchain is a set of development tools used in association with source code or binaries generated from the source code • Enables development in a programming language (e.g., C/C++) • It is used for a lot of operations such as a) Compilation b) Preparing Libraries Most common toolchain is the c) Reading a binary file (or part of it) GNU toolchain which is part of d) Debugging the GNU project • Normally it contains a) Compiler : Generate object files from source code files b) Linker: Link object files together to build a binary file c) Library Archiver: To group a set of object files into a library file d) Debugger: To debug the binary file while running e) And other tools The GNU Toolchain GNU (GNU’s Not Unix) The GNU toolchain has played a vital role in the development of the Linux kernel, BSD, and software for embedded systems. The GNU project produced a set of programming tools. Parts of the toolchain we will use are: -gcc: (GNU Compiler Collection): suite of compilers for many programming languages -binutils: Suite of tools including linker (ld), assembler (gas) -gdb: Code debugging tool -libc: Subset of standard C library (assuming a C compiler). -bash: free Unix shell (Bourne-again shell). Default shell on GNU/Linux systems and Mac OSX. Also ported to Microsoft Windows. -make: automation tool for compilation and build Program development tools The process of converting source code to an executable binary image requires several steps, each with its own tool. -
Computer Game Mods, Modders, Modding, and the Mod Scene
Computer Game Mods, Modders, Modding, and the Mod Scene Walt Scacchi Institute for Software Research and Center for Computer Games and Virtual Worlds University of California, Irvine 92697-3455 USA March 2010 Abstract Computer games have increasingly been the focus of user-led innovations in the form of game mods. This paper examines how different kinds of socio-technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps to provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others' interests, though not always in equivocal terms. Introduction Computer game mods are a leading form of user-led innovation in game design and game play experience. But modded games are not standalone systems, as they require the user to have an originally acquired or authorized copy of the unmodded game. Thus, there are questions of not only who creates what and who owns such modified games, but also whether or how the practice of game modding is controlled or governed by external parties to ultimately exploit the efforts of game modders. -
Welcome to the Wonderful World of Wort
05_230626 ch01.qxp 2/22/08 12:14 AM Page 11 Chapter 1 Welcome to the Wonderful World of Wort In This Chapter ᮣ Why brew at home? ᮣ Do I have what it takes? ne vexing question for the homebrewer wannabe is “why go through the Otrouble of brewing beer at home when I can just buy it at the local store?” Well, for starters, brewing beer at home is no trouble if you enjoy what you’re doing, and with the help of this book, you can certainly enjoy homebrewing. Secondly, homebrewed beer can be every bit as good as — if not better than — a lot of commercial beer, with more flavor and character than most. In fact, avoiding mass-market beer was the original inspiration for homebrewing. Thirdly, homebrewing is a hobby that pays many dividends, from having your own house brand of beer to hanging colorful award ribbons on your wall to earning the undying admiration of your beer-drinking buddies. (Warning: Admiration can be addictive.) In this chapter, I give you an overview of the topics covered in detail in the rest of the book as well as a bit of the history of homebrewing and its recent surge in popularity. COPYRIGHTED MATERIAL Homebrewers Abound! Becoming a homebrewer means you’re in good company. According to the American Homebrewers Association (AHA) in Boulder, Colorado, an estimated 1 million homebrewers are brewing in the United States. That’s a lot of brewers. And the hobby continues to expand every year. Recent estimates indicate that over 1,000 homebrew supply retailers and several hundred homebrewing clubs have popped up in response to homebrewing’s growing popularity. -
Mod As Heck: Frameworks for Examining Ownership Rights In
Minnesota Journal of Law, Science & Technology Volume 8 Issue 2 Article 16 2007 Mod as Heck: Frameworks for Examining Ownership Rights in User-Contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User-Modified Videogame Projects John Baldrica Follow this and additional works at: https://scholarship.law.umn.edu/mjlst Recommended Citation John Baldrica, Mod as Heck: Frameworks for Examining Ownership Rights in User-Contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User-Modified Videogame Projects, 8 MINN. J.L. SCI. & TECH. 681 (2007). Available at: https://scholarship.law.umn.edu/mjlst/vol8/iss2/16 The Minnesota Journal of Law, Science & Technology is published by the University of Minnesota Libraries Publishing. BALDRICA J. Mod as Heck: Frameworks for Examining Ownership Rights in User-Contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User- Modified Videogame Projects. MINN. J.L. SCI. & TECH. 2007;8(2):681-713. Mod as Heck: Frameworks for Examining Ownership Rights in User-Contributed Content to Videogames, and a More Principled Evaluation of Expressive Appropriation in User-Modified Videogame Projects John Baldrica* INTRODUCTION: THE DIAMOND AND THE DOLL: John Diamond is a professional game designer.1 Observing a ritual common in the gaming culture, Diamond goes by a professional nickname,2 reminiscent of a fighter pilot’s call-sign.3 In the lingo of cyberspace, he is more colorfully known as “Irritant.”4 Ten years ago, that moniker turned out to be prophetic. In 1997, Irritant and a team of other unpaid programmers5 were working on an amateur project known in the world of computers as a “Mod,” a user modification of the source art, 3D characters, environments, or game engine of a commercially- © 2007 John Baldrica. -
Make Your Best…
| MAKE YOUR BEST | HOMEBREWING MAKE IT Grantham Make English Mild If ever you buy specialty malts specifically for Your Best… a batch, let it be for this one. Fresh crystal and Going beyond the simple question of “what” and instead chocolate malts really make it sing, and at exploring the “why” will help you understand how to such a light ABV, you’ll be able to enjoy all of design and brew better beers. By Josh Weikert that flavor by the dimpled mug full. English Mild ALL-GRAIN Batch size: 5 gallons (19 liters) Brewhouse efficiency: 72% Like chefs who demonstrate their skills by cooking an egg, many OG: 1.040 brewers consider mild to be a real test. It should be light but malt- FG: 1.010 forward, impactful but not overbearing, rich but not heavy, and low IBUs: 15 enough in ABV to drink by the pint. ABV: 3.9% Style: I once heard someone describe mild as being “like a bitter, but dark.” Wrong. Although the two styles share a country of origin, En- MALT/GRAIN BILL glish mild and bitter are not that similar. Dark mild is a light beer, but 6 lb (2.7 kg) Maris Otter not in color or flavor. It should be easy to drink and low in alcohol. Go 8 oz (227 g) amber malt easy on bitterness, using just enough to balance the malt flavors, which 8 oz (227 g) brown malt should do most of the work for you. The style allows for a wide range of 8 oz (227 g) chocolate rye malt malt expressions; the key is selecting malts that reinforce and comple- ment each other, adding complexity without making the beer too bulky. -
Computer Architecture and Assembly Language
Computer Architecture and Assembly Language Gabriel Laskar EPITA 2015 License I Copyright c 2004-2005, ACU, Benoit Perrot I Copyright c 2004-2008, Alexandre Becoulet I Copyright c 2009-2013, Nicolas Pouillon I Copyright c 2014, Joël Porquet I Copyright c 2015, Gabriel Laskar Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with the Invariant Sections being just ‘‘Copying this document’’, no Front-Cover Texts, and no Back-Cover Texts. Introduction Part I Introduction Gabriel Laskar (EPITA) CAAL 2015 3 / 378 Introduction Problem definition 1: Introduction Problem definition Outline Gabriel Laskar (EPITA) CAAL 2015 4 / 378 Introduction Problem definition What are we trying to learn? Computer Architecture What is in the hardware? I A bit of history of computers, current machines I Concepts and conventions: processing, memory, communication, optimization How does a machine run code? I Program execution model I Memory mapping, OS support Gabriel Laskar (EPITA) CAAL 2015 5 / 378 Introduction Problem definition What are we trying to learn? Assembly Language How to “talk” with the machine directly? I Mechanisms involved I Assembly language structure and usage I Low-level assembly language features I C inline assembly Gabriel Laskar (EPITA) CAAL 2015 6 / 378 I Programmers I Wise managers Introduction Problem definition Who do I talk to? I System gurus I Low-level enthusiasts Gabriel Laskar (EPITA) CAAL -
Opensource Software in Mac OS X V. Zhhuta
Foss Lviv 2013 191 - Linux VM з Wordpress на Azure під’єднано до SQL-бази в приватному центрі обробки даних. Як бачимо, бізнес Microsoft вже дуже сильно зав'язаний на Open Source! Далі в доповіді будуть розглянуті подробиці інтероперабельності платформ з Linux Server, Apache Hadoop, Java, PHP, Node.JS, MongoDb, і наостанок дізнаємося про цікаві Open Source-розробки Microsoft Research. OpenSource Software in Mac OS X V. Zhhuta UK2 LImIted t/a VPS.NET, [email protected] Max OS X stem from Unix: bSD. It contains a lot of things that are common for Unix systems. Kernel, filesystem and base unix utilities as well as it's own package managers. It's not a secret that Mac OS X has a bSD kernel Darwin. The raw Mac OS X won't provide you with all power of Unix but this could be easily fixed: install package manager. There are 3 package manager: MacPorts, Fink and Homebrew. To dive in OpenSource world of mac os x we would try to install lates version of bash, bash-completion and few other utilities. Where we should start? First of all you need to install on you system dev-tools: Xcode – native development tools that contain GCC and libraries. Next step: bring a GIU – X11 into your system. Starting from Mac OS 10.8 X11 is not included in base-installation and it's need to install Xquartz(http://xquartz.macosforge.org). Now it's time to look closely to package managers MacPorts Site: www.macports.org Latest MacPorts release: 2.1.3 Number of ports: 16740 MacPorts born inside Apple in 2002. -
Compiler Construction
Compiler Construction Chapter 11 Compiler Construction Compiler Construction 1 A New Compiler • Perhaps a new source language • Perhaps a new target for an existing compiler • Perhaps both Compiler Construction Compiler Construction 2 Source Language • Larger, more complex languages generally require larger, more complex compilers • Is the source language expected to evolve? – E.g., Java 1.0 ! Java 1.1 ! . – A brand new language may undergo considerable change early on – A small working prototype may be in order – Compiler writers must anticipate some amount of change and their design must therefore be flexible – Lexer and parser generators (like Lex and Yacc) are therefore better than hand- coding the lexer and parser when change is inevitable Compiler Construction Compiler Construction 3 Target Language • The nature of the target language and run-time environment influence compiler construction considerably • A new processor and/or its assembler may be buggy Buggy targets make it difficult to debug compilers for that target! • A successful source language will persist over several target generations – E.g., 386 ! 486 ! Pentium ! . – Thus the design of the IR is important – Modularization of machine-specific details is also important Compiler Construction Compiler Construction 4 Compiler Performance Issues • Compiler speed • Generated code quality • Error diagnostics • Portability • Maintainability Compiler Construction Compiler Construction 5 Compiler Speed • Reduce the number of modules • Reduce the number of passes Perhaps generate machine