Computers Ltd

Computers Ltd
Author: David Harel
Publisher: Oxford University Press
Total Pages: 244
Release: 2004
Genre: Computers
ISBN: 9780198604426

David Harel explains and illustrates one of the most fundamental, yet under-exposed facets of computers - their inherent limitations.

How Computers Work

How Computers Work
Author: Nancy Dickmann
Publisher: Gareth Stevens Publishing LLLP
Total Pages: 34
Release: 2019-12-15
Genre: Juvenile Nonfiction
ISBN: 1538252600

Computers are everywhere. Even a smartphone is a mini computer. With digital technologies so prevalent in today's world, it's important for young learners to know how they work. This book introduces kids to the design and function of the hardware and networks that digitally connect us. Utilizing colorful infographics and simple language, this book discusses the history of the first computers, different types of computers, and the important parts that make a computer run. It makes learning about computers easy for young readers, and it will inspire your budding engineers.

How Computers Work

How Computers Work
Author: Ron White
Publisher: Pearson Education
Total Pages: 383
Release: 2015
Genre: Computers
ISBN: 078974984X

Take a trip through the neural pathways and vital organs of your personal computer with the newest edition of this long-standing bestseller. Glorious full color illustrations make even the most complex subjects easy to understand. Follow PC/Computing senior editor and computer expert Ron White as he shows you the cutting edge technologies, including the Internet, multimedia sound and video, Pentium processors, local bus architecture, Plug and Play, CD-ROM, digital cameras, color printing, and more in new chapters on the hottest, and coolest, PC components.

But how Do it Know?

But how Do it Know?
Author: J. Clark Scott
Publisher: John C Scott
Total Pages: 223
Release: 2009
Genre: Computers
ISBN: 0615303765

This book thoroughly explains how computers work. It starts by fully examining a NAND gate, then goes on to build every piece and part of a small, fully operational computer. The necessity and use of codes is presented in parallel with the apprioriate pieces of hardware. The book can be easily understood by anyone whether they have a technical background or not. It could be used as a textbook.

How Computers Make Books

How Computers Make Books
Author: John Whitington
Publisher: Simon and Schuster
Total Pages: 174
Release: 2024-06-06
Genre: Computers
ISBN: 1638354383

Learn about computer science by exploring the fascinating journey it took to make this book! How Computers Make Books introduces what’s wonderful about computer science by showing how computers have transformed the art of publishing books. Author and publishing software developer John Whitington reveals the elegant computer science solutions invented to solve big publishing challenges. In How Computers Make Books you’ll discover: How human descriptions are translated into computer programs How a computer can understand document formatting How a program decides where to print ink on a page Why computer science is so interesting to computer scientists, and why it might interest you …and much more! How do computers represent all the different languages and letters used by humans? How do we compress a book’s worth of complex information so it can be transferred in seconds? And what exactly is a computer program? This book answers all those questions by telling the story of how it was created! About the technology Computers are part of every step in creating a book, from capturing the author’s words as a digital document to controlling how the ink gets onto the paper. How Computers Make Books introduces basic computer science concepts like file formatting, transfer, and storage, computer programming, and task automation by guiding you through the modern digital printing process. About the book This book takes you on a journey from the plain white page, weaving through typesetting, making gray images from black ink, electronic file formats, and more. It makes computer science come alive as you see how every word, illustration, and page has its own story. You’ll even learn to write your own simple programs and discover hands-on what’s so intoxicating about computer science. What's inside How human descriptions are translated into computer programs How a digital computer thinks about print documents How a program decides where to print ink on a page How the history of typesetting shows up in modern books About the reader For the curious-but-clueless about computer science—and anyone interested in how computers make books! About the author John Whitington is the founder of a company that builds software for electronic document processing. He has studied and taught Computer Science at Queens’ College, Cambridge. Technical editor on this book was Bojan Stojanovic. Table of Contents 1 Putting marks on paper 2 Letter forms 3 Storing words 4 Looking and finding 5 Typing it in 6 Saving space 7 The sums behind the screen 8 Gray areas 9 A typeface 10 Words to paragraphs 11 Out into the world

The Green Book of Language Revitalization in Practice

The Green Book of Language Revitalization in Practice
Author: Leanne Hinton
Publisher: BRILL
Total Pages: 468
Release: 2013-06-13
Genre: Language Arts & Disciplines
ISBN: 9004261729

With world-wide environmental destruction and globalization of economy, a few languages, especially English, are spreading rapidly in use, while thousands of other languages are disappearing, taking with them important cultural, philosophical and environmental knowledge systems and oral literatures. We all stand to suffer from such a loss, none more so than the communities whose very identity is being threatened by the impending death of their languages. In response to this crisis, indigenous communities around the world have begun to develop a myriad of projects to keep their languages alive. This volume is a set of detailed accounts about the kind of work that is going on now as people struggle for their linguistic survival. It also serves as a manual of effective practices in language revitalization.Following are the key features: 23 case studies of language revitalization in practice, from Native American languages, Australian languages, Maori, Hawaiian, Welsh, Irish, and others, written primarily by authors directly involved in the programs; short introductions situate the languages, to help make the languages more 'real' in the minds of readers; each chapter gives a detailed overview of the various kinds of programs and methods in practice today; introductions and maps for each of the languages represented familiarize the reader with their history, linguistic structure and sociolinguistic features; and, strong representation in authorship and viewpoint of the people and communities whose languages are threatened, gives the readers an inside understanding of the issues involved and the community-internal attitudes toward language loss and revitalization. This book was previously published by Academic Press under ISBN 978-01-23-49354-5.

Windows XP Gigabook For Dummies

Windows XP Gigabook For Dummies
Author: Peter Weverka
Publisher: John Wiley & Sons
Total Pages: 916
Release: 2004-05-10
Genre: Computers
ISBN: 0764576798

What’s a Gigabook? A collection of just about everything you need to know on a topic, all in one convenient place! Windows XP Gigabook For Dummies takes the best from five other For Dummies books and squeezes out everything but the most important stuff. This single super-sized reference — more than 800 pages’ worth — gives you a go-to guide on everything connected with Windows XP, PCs and peripherals, the Internet, Office 2003, and Money 2004. You might think of it as a “greatest hits” collection. Want to know how to set up, navigate, use, and maintain Windows XP? It’s all in Book I. Book II covers the care and feeding of PCs in general and takes you on a complete tour of peripherals—those add-ons that make computing cool. Want to explore the world via the World Wide Web? Check Book III. And if you finally have to do some work, check into Book IV, where you’ll get the complete story on Office 2003 and Money 2004. You’ll discover how to: Customize Windows XP, set up user accounts, and share files Work with digital photos, Windows Media Player, and Windows Movie Maker Choose a printer, scanner, game hardware, and additional storage Set up a wireless home network Get online safely, protect your kids, create your own Web pages, and cruise for bargains on eBay Use Word, Outlook, Excel, and PowerPoint Manage your finances with Microsoft Money Windows XP Gigabook For Dummies is packed with information that’s easy to find and even easier to understand. Keep it handy for reference—you’ll be gigapleased with how useful it is!

SKILLFUL MINDS CBSE AI, Coding, Robotics Class 3 Computer Book with ICT Fundamentals | Lab Activities | Block Coding | PictoBlox | Quarky | MS Word| MS Paint | Notepad | 21st Century Skills

SKILLFUL MINDS CBSE AI, Coding, Robotics Class 3 Computer Book with ICT Fundamentals | Lab Activities | Block Coding | PictoBlox | Quarky | MS Word| MS Paint | Notepad | 21st Century Skills
Author: Pankaj Kumar Verma
Publisher: STEMpedia
Total Pages: 82
Release: 2023-12-12
Genre: Computers
ISBN: 819694022X

Comprehensive Computer Basics: Students learn about computer components, Windows GUI, and applications like Notepad and WordPad. This builds a strong foundation in computer skills for Class 3 students. Creative Design with Paint Tools: The computer course for class 3 teaches the use of MS Paint and Tux Paint, focusing on design and basic graphic usage. Students enhance their digital artistic skills through these tools. Foundational Coding and Algorithms: Students develop an understanding of algorithmic thinking and programming basics, engaging in hands-on coding with PictoBlox. This foundational approach introduces them to the world of coding. Introduction to MS Office: The computer book for class 3 students familiarizes them with MS Word and MS Excel 2016. Our CBSE curriculum for class 3 covers font manipulation, document management, cell management, and auto-drag features. These skills are crucial for developing digital literacy. Exploring Robotics and AI: Our class 3 robotics and AI book includes exploring the functionalities of the Quarky Robot and the basics of Artificial Intelligence, such as face detection techniques. As a result, students get exposed to activity-based learning and the applications of modern technology. Table of Contents 1. Know Your Computer: Acquire foundational knowledge of computer components, Windows GUI, and basic applications like Notepad and WordPad. 2. Fun with Paint: Master the interfaces and tools of MS Paint and Tux Paint, focusing on design and basic graphic manipulation. 3. Introduction to Algorithm and Coding: Develop a foundational understanding of algorithmic thinking, programming basics, and hands-on coding using PictoBlox. 4. Introduction to MS Word: Familiarise with the MS Word 2016 interface, font manipulation, and essential document management techniques. 5. Introduction to MS Excel: Understand the basics of MS Excel 2016, including cell management and auto drag features. 6. Sketch with PictoBlox: Dive into digital sketching using PictoBlox Pen Extension and create basic shapes and patterns. 7. Fun with Robotics: Explore the functionalities and applications of the Quarky Robot in the modern technological landscape. 8. Game Development: Understand the fundamentals of game development using PictoBlox and the role of variables in games. 9. Learn About AI: Grasp the basics of Artificial Intelligence and its applications, and delve into face detection techniques. 10. Capstone Project: Apply the accumulated skills in a comprehensive project, showcasing proficiency in computer science, coding, AI, and robotics

The New Chess Computer Book

The New Chess Computer Book
Author: T. D. Harding
Publisher: Elsevier
Total Pages: 329
Release: 2014-05-17
Genre: Games & Activities
ISBN: 1483140326

The New Chess Computer Book is a revised edition of The Chess Computer Book that contains more than 50 percent new material about chess-playing microcomputers. Since the first edition of the book was written there have been large numbers of machines launched, some of which the author has been able to test over a long period. Inevitably there are new chess-playing, microcomputers machines, and updated modules for older ones, coming out all the time, with launch dates for machines in different countries often being different, due to commercial considerations. However, an attempt has been made to discuss in detail every top-of-the-range machine available on the British market. The book begins with a brief survey of the origins of chess computing and the development of chess-playing machines. This is followed by separate chapters on topics such as the types of machines that play chess; modular chess computers; computer hardware and software; and developments in chess microcomputers in the latter half of 1984.