The Man who Invented the Computer


Book Description

Traces physics professor John Vincent Atanasoff's role in the invention of the computer, describing his innovative construction of an unpatented electronic device that eased the lives of burdened scientists by performing calculations using binary numbers.




Inventing the Electronic Century


Book Description

Consumer electronics and computers redefined life and work in the twentieth century. In Inventing the Electronic Century, Pulitzer Prize-winning business historian Alfred D. Chandler, Jr., traces their origins and worldwide development. This masterful analysis is essential reading for every manager and student of technology.




Inventing the PC


Book Description

Inventing the PC details the invention and design of the MCM/70 computer and the prolonged struggle to bring it to market. Zbigniew Stachniak offers an insider's view of events on the front lines of pioneering work on personal computers. He shows what information and options PC pioneers had, how well they understood what they were doing, and how that understanding - or lack thereof - shaped both their engineering ingenuity and the indecisiveness and over-reaching ambition that would ultimately turn a very promising venture into a missed opportunity. Providing comprehensive historical background and rich photographic documentation, Inventing the PC tells the story of a Canadian company on the cutting-edge of the information age.




The Genie in the Machine


Book Description

The Genie in the Machine examines how computers are being used to automate the process of inventing, and explains the steps that high-tech companies, patent lawyers, inventors, and consumers should take to thrive in the upcoming Artificial Invention Age.




Inventing the Internet


Book Description

Janet Abbate recounts the key players and technologies that allowed the Internet to develop; but her main focus is always on the social and cultural factors that influenced the Internet's design and use. Since the late 1960s the Internet has grown from a single experimental network serving a dozen sites in the United States to a network of networks linking millions of computers worldwide. In Inventing the Internet, Janet Abbate recounts the key players and technologies that allowed the Internet to develop; but her main focus is always on the social and cultural factors that influenced the Internets design and use. The story she unfolds is an often twisting tale of collaboration and conflict among a remarkable variety of players, including government and military agencies, computer scientists in academia and industry, graduate students, telecommunications companies, standards organizations, and network users. The story starts with the early networking breakthroughs formulated in Cold War think tanks and realized in the Defense Department's creation of the ARPANET. It ends with the emergence of the Internet and its rapid and seemingly chaotic growth. Abbate looks at how academic and military influences and attitudes shaped both networks; how the usual lines between producer and user of a technology were crossed with interesting and unique results; and how later users invented their own very successful applications, such as electronic mail and the World Wide Web. She concludes that such applications continue the trend of decentralized, user-driven development that has characterized the Internet's entire history and that the key to the Internet's success has been a commitment to flexibility and diversity, both in technical design and in organizational culture.




Fumbling the Future


Book Description

Ask consumers and users what names they associate with the multibillion dollar personal computer market, and they will answer IBM, Apple, Tandy, or Lotus. The more knowledgable of them will add the likes of Microsoft, Ashton-Tate, Compaq, and Borland. But no one will say Xerox. Fifteen years after it invented personal computing, Xerox still means "copy." Fumbling the Future tells how one of America's leading corporations invented the technology for one of the fastest-growing products of recent times, then miscalculated and mishandled the opportunity to fully exploit it. It is a classic story of how innovation can fare within large corporate structures, the real-life odyssey of what can happen to an idea as it travels from inspiration to implementation. More than anything, Fumbling the Future is a tale of human beings whose talents, hopes, fears, habits, and prejudices determine the fate of our largest organizations and of our best ideas. In an era in which technological creativity and economic change are so critical to the competitiveness of the American economy, Fumbling the Future is a parable for our times.




Invent Your Own Computer Games with Python, 4th Edition


Book Description

Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.




Inventing the Computer


Book Description

Describes precursors of the computer throughout history, the development of the technology that made personal computers possible, the advent of the Internet, and the spread of computers into nearly every aspect of daily life.




A New History of Modern Computing


Book Description

How the computer became universal. Over the past fifty years, the computer has been transformed from a hulking scientific supertool and data processing workhorse, remote from the experiences of ordinary people, to a diverse family of devices that billions rely on to play games, shop, stream music and movies, communicate, and count their steps. In A New History of Modern Computing, Thomas Haigh and Paul Ceruzzi trace these changes. A comprehensive reimagining of Ceruzzi's A History of Modern Computing, this new volume uses each chapter to recount one such transformation, describing how a particular community of users and producers remade the computer into something new. Haigh and Ceruzzi ground their accounts of these computing revolutions in the longer and deeper history of computing technology. They begin with the story of the 1945 ENIAC computer, which introduced the vocabulary of "programs" and "programming," and proceed through email, pocket calculators, personal computers, the World Wide Web, videogames, smart phones, and our current world of computers everywhere--in phones, cars, appliances, watches, and more. Finally, they consider the Tesla Model S as an object that simultaneously embodies many strands of computing.




The Difference Engine


Book Description

1855: The Industrial Revolution is in full and inexorable swing, powered by steam-driven cybernetic Engines. Charles Babbage perfects his Analytical Engine and the computer age arrives a century ahead of its time. And three extraordinary characters race toward a rendezvous with history—and the future: Sybil Gerard—a fallen woman, politician’s tart, daughter of a Luddite agitator Edward “Leviathan” Mallory—explorer and paleontologist Laurence Oliphant—diplomat, mystic, and spy. Their adventure begins with the discovery of a box of punched Engine cards of unknown origin and purpose. Cards someone wants badly enough to kill for…. Part detective story, part historical thriller, The Difference Engine is the collaborative masterpiece by two of the most acclaimed science fiction authors writing today. Provocative, compelling, intensely imagined, it is a startling extension of Gibson’s and Sterling’s unique visions—and the beginning of movement we know today as “steampunk!”