Commodore 128

Programmer's Reference Guide

Author: N.A

Publisher: N.A

ISBN: 9780553342925

Category: Commodore 128 (Computer)

Page: 743

View: 8339

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This indispensable reference sourcbook--the only official guide to the Commodore 128 computer--covers the advanced BASIC programming language Version 7.0, superior graphics, sound and music capabilities, memory maps, input/output guide, pinout diagrams of primary chips and schematics of the computer.

The Second Book of Machine Language

Author: Richard Mansfield

Publisher: Compute

ISBN: N.A

Category: Computers

Page: 446

View: 9459

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Examines the features of LADS, the Label Assembler Development System, and shows how to use this assembler program to develop other machine language programs

C64: Commodore 64

Author: C64xlordz

Publisher: Lulu.com

ISBN: 9781312910607

Category: Computers

Page: 206

View: 1194

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Commodore 64 hardware/peripherals and Commodore 64 software.

Reconfigurable Computing

The Theory and Practice of FPGA-Based Computation

Author: Scott Hauck,André DeHon

Publisher: Elsevier

ISBN: 9780080556017

Category: Computers

Page: 944

View: 3312

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Reconfigurable Computing marks a revolutionary and hot topic that bridges the gap between the separate worlds of hardware and software design— the key feature of reconfigurable computing is its groundbreaking ability to perform computations in hardware to increase performance while retaining the flexibility of a software solution. Reconfigurable computers serve as affordable, fast, and accurate tools for developing designs ranging from single chip architectures to multi-chip and embedded systems. Scott Hauck and Andre DeHon have assembled a group of the key experts in the fields of both hardware and software computing to provide an introduction to the entire range of issues relating to reconfigurable computing. FPGAs (field programmable gate arrays) act as the “computing vehicles to implement this powerful technology. Readers will be guided into adopting a completely new way of handling existing design concerns and be able to make use of the vast opportunities possible with reconfigurable logic in this rapidly evolving field. Designed for both hardware and software programmers Views of reconfigurable programming beyond standard programming languages Broad set of case studies demonstrating how to use FPGAs in novel and efficient ways

Discover Your VIC-20

A Beginner’s Guide to Real Programming

Author: Donald Kahn

Publisher: Springer Science & Business Media

ISBN: 1461598168

Category: Juvenile Nonfiction

Page: 94

View: 1958

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This book is a basic BASIC programming text. Intended primarily for beginners, experienced programmers also will find a few things of in terest. The VIC-20 is a simple and easy to use computer that may be coupled with this book to provide perhaps the most user-friendly and least intimidating introduction to programming possible. This book is designed to complement, not replace, the USER'S GUIDE that is included in the VIC-20 package. The USER'S GUIDE is primarily an introduction to the VIC-20 while this book is primarily an introduction to programming. Many of the available computer manuals include dozens of long pro grams for the reader to type in and use, but those programs don't necessarily further one's understanding of programming. Although most of the programs in this book are short (to save unnecessary typing on your part), they are the foundation for a complete understanding of BASIC programming that will enable you to build long programs de signed to do exactly what you want them to do.

On the Edge

The Spectacular Rise and Fall of Commodore

Author: Brian Bagnall

Publisher: N.A

ISBN: N.A

Category: Business & Economics

Page: 561

View: 515

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This book tells the story of Commodore through first-hand accounts by former Commodore engineers and managers. Reliving the early years of an icon in the personal computer revolution turns out to be a fascinating and improbably hilarious journey. This gripping tale of ambition, greed, and inspired engineering gives readers a front row seat at the dawn of the personal computer. Engineers and managers relate their experiences through personal first-hand accounts, vividly recalling the most important moments of Commodore's entry into computers in 1976 until its demise in 1994. The Commodore years are tumultuous, owing to their volatile founder, Jack Tramiel. He pushes his team to extreme limits, demanding that they almost kill themselves to meet his lofty expectations. Against all odds, his engineers deliver more color, more character, and more value than either Apple or IBM. While other companies receive more press, Commodore sells more computers. They cut a path of destruction through the competition, knocking out Sinclair, Tandy, Texas Instruments, and Atari and almost mortally wounding Apple. Unfortunately, Tramiel's cut throat tactics also prove to be his undoing. He uses up his managers and employees like disposable ink cartridges, producing the highest employee turnover rate in the industry.

Retrogame Archeology

Exploring Old Computer Games

Author: John Aycock

Publisher: Springer

ISBN: 3319300040

Category: Computers

Page: 222

View: 3581

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Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.

10 PRINT CHR$(205.5+RND(1)); : GOTO 10

Author: Nick Montfort,Patsy Baudoin,John Bell,Ian Bogost,Jeremy Douglass,Mark C. Marino,Michael Mateas,Casey Reas,Mark Sample,Noah Vawter

Publisher: MIT Press

ISBN: 0262304570

Category: Computers

Page: 328

View: 3035

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This book takes a single line of code -- the extremely concise BASIC program for the Commodore 64 inscribed in the title -- and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text -- in the case of 10 PRINT, a text that appeared in many different printed sources -- that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.