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e-book
Most computer users have an incorrect, but useful, cognitive metaphor for computers in which the user says (or types or clicks) something and a mystical, almost intelligent or magical, behavior happens. It is not a stretch to describe computer users as believing computers follow the laws of magic, where some magic incantation is entered, and the computer responds with an expected, but magical, behavior. This magic computer does not actually exist. In reality computer are machines, and every action a computer performs reduces to a set of mechanical operations. In fact the first complete definition of a working computer was a mechanical machine designed by Charles Babbage in 1834, and would have run on steam power. Probably the biggest success of Computer Science (CS) in the 20th century was the development of abstractions that hide the mechanical nature of computers. The fact that average people use computers without ever considering that they are mechanistic is a triumph of CS designers. This purpose of this monograph is to break the abstract understanding of a computer, and to explain a computer's behavior in completely in mechanistic terms. It will deal specifically with the Central Processing Unit (CPU) of the computer, as this is where the magic happens. All other parts of a computer can be seen as just providing information for the CPU to operate on. This monograph will deal with a specific type of CPU, a one-address CPU, and will explain this CPU using only standard gates, specifically AND, OR, NOT, NAND and XOR gates, and 4 basic Integrated Circuits (ICs), the Decoder, Multiplexer, Adder, and Flip Flop. All of these gates and components can be described as mechanical transformations of input data to output data, and the overall CPU can then be seen as a mechanical device.
- Subjects:
- Computing
- Keywords:
- Computer science Textbooks
- Resource Type:
- e-book
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Courseware
This is a graduate-level introduction to mathematics of information theory. We will cover both classical and modern topics, including information entropy, lossless data compression, binary hypothesis testing, channel coding, and lossy data compression.
- Subjects:
- Computing and Mathematics and Statistics
- Keywords:
- Information theory Information theory in mathematics
- Resource Type:
- Courseware
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e-book
This book introduces concepts in mobile, autonomous robotics to 3rd-4th year students in Computer Science or a related discipline. The book covers principles of robot motion, forward and inverse kinematics of robotic arms and simple wheeled platforms, perception, error propagation, localization and simultaneous localization and mapping. The cover picture shows a wind-up toy that is smart enough to not fall off a table just using intelligent mechanism design and illustrate the importance of the mechanism in designing intelligent, autonomous systems. This book is open source, open to contributions, and released under a creative common license.
- Subjects:
- Computing
- Keywords:
- Autonomous robots Robots -- Programming Textbooks
- Resource Type:
- e-book
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Courseware
6.0002 is the continuation of 6.0001 Introduction to Computer Science and Programming in Python and is intended for students with little or no programming experience. It aims to provide students with an understanding of the role computation can play in solving problems and to help students, regardless of their major, feel justifiably confident of their ability to write small programs that allow them to accomplish useful goals. The class uses the Python 3.5 programming language.
- Subjects:
- Computing
- Keywords:
- Computer programming Computer science Python (Computer program language)
- Resource Type:
- Courseware
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e-book
Introduction to Computer Graphics is a free, on-line textbook covering the fundamentals of computer graphics and computer graphics programming. This book is meant for use as a textbook in a one-semester course that would typically be taken by undergraduate computer science majors in their third or fourth year of college.
- Subjects:
- Computing
- Keywords:
- Computer graphics Textbooks
- Resource Type:
- e-book
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Courseware
6.0001 Introduction to Computer Science and Programming in Python is intended for students with little or no programming experience. It aims to provide students with an understanding of the role computation can play in solving problems and to help students, regardless of their major, feel justifiably confident of their ability to write small programs that allow them to accomplish useful goals. The class uses the Python 3.5 programming language.
- Subjects:
- Computing
- Keywords:
- Computer programming Computer science Python (Computer program language)
- Resource Type:
- Courseware
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Courseware
Broadly speaking, functional programming is a style of programming in which the primary method of computation is the application of functions to arguments. Among other features, functional languages offer a compact notation for writing programs, powerful abstraction methods for structuring programs, and a simple mathematical basis that supports reasoning about programs. Functional languages represent the leading edge of programming language design, and the primary setting in which new programming concepts are introduced and studied. All contemporary programming languages such as Hack/PHP, C#, Visual Basic, F#, C++, JavaScript, Python, Ruby, Java, Scala, Clojure, Groovy, Racket, … support higher-order programming via the concept of closures or lambda expressions. This course will use Haskell as the medium for understanding the basic principles of functional programming. While the specific language isn’t all that important, Haskell is a pure functional language so it is entirely appropriate for learning the essential ingredients of programming using mathematical functions. It is also a relatively small language, and hence it should be easy for you to get up to speed with Haskell. Once you understand the Why, What and How that underlies pure functional programming and learned to “think like a fundamentalist”, we will apply the concepts of functional programming to “code like a hacker” in mainstream programming languages, using Facebook’s novel Hack language as our main example. This course assumes no prior knowledge of functional programming, but assumes you have at least one year of programming experience in a regular programming language such as Java, .NET, Javascript or PHP.
- Subjects:
- Computing
- Keywords:
- Haskell (Computer program language) Functional programming (Computer science)
- Resource Type:
- Courseware
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Courseware
This course is an introduction to the theory and practice of the process of designing games and playful experiences. Students are familiarized with methods, concepts, techniques, and literature used in the design of games. The strategy is process-oriented, focusing on aspects such as: Rapid prototyping, play testing, and design iteration using a player-centered approach.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Games
- Resource Type:
- Courseware
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e-book
This book was written to introduce students to assembly language programming in MIPS. As with all assemblylanguage programming texts, it covers basic operators and instructions, subprogram calling, loading andstoring memory, program control, and the conversion of the assembly language program into machine code. However this book was not written simply as a book on assembly language programming. The larger purposeof this text is to show how concepts in Higher Level Languages (HLL), such as Java or C/C++, arerepresented in assembly. By showing how program constructs from these HLL map into assembly, theconcepts will be easier to understand and use when the programmer implements programs in languages likeJava or C/C++. Concepts such as references and variables, registers, binary and Boolean operations, subprogram execution, memory types (heap, stack, and static), and array processing are covered to clarify thedecisions made when implementing HLL. Program control is presented using a mapping from structuredprograms in pseudo code to help students understand structured programming, and why it exists. Memoryaccess in assembly is presented to high light the difference between references (pointers) and values, and howthese impact HLL. This book has numerous code examples, and many problems at the end of each chapter, and it is appropriate for a class in Assembly Language, or as a extra resource for a class in Computer Organization.
- Subjects:
- Computing
- Keywords:
- Assembly languages (Electronic computers) Computer programming MIPS (Computer architecture) Textbooks
- Resource Type:
- e-book
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e-book
This book is Part I of a two-part set that introduces the Java programming language. The text assumes the student will be using the BlueJ development environment and provides some introductory BlueJ material. Our experience has been that BlueJ is easy to learn and provides a good programming environment for the beginner programmer.
- Subjects:
- Computing
- Keywords:
- Java (Computer program language) Computer programming Programming languages (Electronic computers) Textbooks
- Resource Type:
- e-book
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