Seeing, Thinking and Knowing


Book Description

According to Putnam to talk of “facts” without specifying the language to be used is to talk of nothing; “object” itself has many uses and as we creatively invent new uses of words “we find that we can speak of ‘objects’that were not ‘values of any variable’in 1 any language we previously spoke” . The notion of object becomes, then, like the notion of reference, a sort of open land, an unknown territory. The exploration of this land - pears to be constrained by use and invention. But, we may wonder, is it possible to guide invention and control use? In what way, in particular, is it possible, at the level of na- ral language, to link together program expressions and natural evolution? To give an answer to these onerous questions we should immediately point out that cognition (as well as natural language) has to be considered first of all as a peculiar fu- tion of active biosystems and that it results from complex interactions between the - ganism and its surroundings. “In the moment an organism perceives an object of wh- ever kind, it immediately begins to ‘interpret’this object in order to react properly to it . . . It is not necessary for the monkey to perceive the tree in itself. . . What counts is sur- 2 vival” .







Verilog — 2001


Book Description

The IEEE 1364-2001 standard, nicknamed `Verilog-2001', is the first major update to the Verilog language since its inception in 1984. This book presents 45 significant enhancements contained in Verilog-2001 standard. A few of the new features described in this book are: ANSI C style port declarations for modules, primitives, tasks and functions; Automatic tasks and functions (re-entrant tasks and recursive functions); Multidimensional arrays of any data type, plus array bit and part selects; Signed arithmetic extensions, including signed data types and sign casting; Enhanced file I/O capabilities, such as $fscanf, $fread and much more; Enhanced deep submicron timing accuracy and glitch detection; Generate blocks for creating multiple instances of modules and procedures; Configurations for true source file management within the Verilog language. This book assumes that the reader is already familiar with using Verilog. It supplements other excellent books on how to use the Verilog language, such as The Verilog Hardware Description Language, by Donald Thomas and Philip Moorby (Kluwer Academic Publishers, ISBN: 0-7923-8166-1) and Verilog Quickstart: A Practical Guide to Simulation and Synthesis, by James Lee (Kluwer Academic Publishers, ISBN: 0-7923-8515-2).




Operational Amplifiers


Book Description




Troubleshooting Analog Circuits


Book Description

Whether you are primarily an analog or digital engineer / technician, experienced or neophyte, this book has something for you. You'll find Bob's approach to problem identification and isolation to be applicable to a wide spectrum of engineering disciplines.










Designing Games for Children


Book Description

When making games for kids, it’s tempting to simply wing-it on the design. We were all children once, right? The reality is that adults are far removed from the cognitive changes and the motor skill challenges that are the hallmark of the developing child. Designing Games for Children, helps you understand these developmental needs of children and how to effectively apply them to games. Whether you’re a seasoned game designer, a children's media professional, or an instructor teaching the next generation of game designers, Designing Games for Children is the first book dedicated to service the specific needs of children's game designers. This is a hands-on manual of child psychology as it relates to game design and the common challenges designers face. Designing Games for Children is the definitive, comprehensive guide to making great games for kids, featuring: Guidelines and recommendations divided by the most common target audiences – babies and toddlers (0-2), preschoolers (3-5), early elementary students (6-8), and tweens (9-12). Approachable and actionable breakdown of child developmental psychology, including cognitive, physical, social, and emotional development, as it applies to game design Game design insights and guidelines for all aspects of game production, from ideation to marketing




Vietnam 1946


Book Description

"Vietnam 1946 is a masterful narrative of the immediate origins of the first Vietnam War. It is, by turns, vivid and shocking; it is always immensely revealing. Tønnesson brings forensic clarity to crucial events about which, even now, some sixty years later, fundamental misapprehensions exist. An outstanding work of scholarship of major international importance."—Martin Thomas, author of Empires of Intelligence "Tønnesson captures brilliantly the 1946 confrontation between two republics: France determined to redeem itself from Axis humiliation by regaining Indochina; Vietnam equally determined to retake independence after eighty years of colonial servitude. Tønnesson also demonstrates, however, that some leaders on each side really wanted a peaceful, mutually beneficial outcome. Descent into full-scale war was not inevitable. This is a carefully researched, clearly written analysis of a vital moment in the 20th century history of both countries. It is also a meditation on the elusive boundary between free will and determinism in human affairs."—David Marr, author of Vietnamese Tradition on Trial, 1920-1945 “Stein Tønnesson's Vietnam 1946 answers the fundamental question about the first of Vietnam's 20th century wars, the one fought against the French: how did it happen? He has written a meticulously researched account which restores their contingency to the events. The first Indochina war, like those that succeeded it, was not inevitable and Tønnesson explains why and how it happened anyway.”—Marilyn Young, author of The Vietnam Wars 1945-1990