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MSX Made Simple
Electronics: Made Simple covers the fundamental principles, basic devices, characteristics, and application of electronic equipment. This book is divided into 15 chapters and begins with reviews of the properties and behavior of resistors, capacitors, inductors, and semiconductor devices. Considerable chapters deal with how these devices can be assembled into useful fundamental circuits such as amplifiers, oscillators and power supplies. These topics are followed by discussions of the importance of integrated circuits and the use of digital equipment and photocells in control and computing apparatus. The remaining chapters are devoted to electronic systems of general interest such as radio, television and high fidelity sound reproduction. These chapters also present 10 projects based on simple and useful circuits given for those who wish to use their knowledge to produce practical results. This book will be of great value to electronics and design engineers, technicians, experimenters, and researchers.
NATIONAL BESTSELLER Soon to be a major motion picture "Jon Swift + Witches of Eastwick + Kelly 'Get In Trouble' Link + Mean Girls + Creative Writing Degree Hell! No punches pulled, no hilarities dodged, no meme unmangled! O Bunny you are sooo genius!" —Margaret Atwood, via Twitter "A wild, audacious and ultimately unforgettable novel." —Michael Schaub, Los Angeles Times "Awad is a stone-cold genius." —Ann Bauer, The Washington Post The Vegetarian meets Heathers in this darkly funny, seductively strange novel from the acclaimed author of 13 Ways of Looking at a Fat Girl and Rouge "We were just these innocent girls in the night trying to make something beautiful. We nearly died. We very nearly did, didn't we?" Samantha Heather Mackey couldn't be more of an outsider in her small, highly selective MFA program at New England's Warren University. A scholarship student who prefers the company of her dark imagination to that of most people, she is utterly repelled by the rest of her fiction writing cohort--a clique of unbearably twee rich girls who call each other "Bunny," and seem to move and speak as one. But everything changes when Samantha receives an invitation to the Bunnies' fabled "Smut Salon," and finds herself inexplicably drawn to their front door--ditching her only friend, Ava, in the process. As Samantha plunges deeper and deeper into the Bunnies' sinister yet saccharine world, beginning to take part in the ritualistic off-campus "Workshop" where they conjure their monstrous creations, the edges of reality begin to blur. Soon, her friendships with Ava and the Bunnies will be brought into deadly collision. The spellbinding new novel from one of our most fearless chroniclers of the female experience, Bunny is a down-the-rabbit-hole tale of loneliness and belonging, friendship and desire, and the fantastic and terrible power of the imagination. Named a Best Book of 2019 by TIME, Vogue, Electric Literature, and The New York Public Library
This highly successful book describes the background to the design principles, methods and procedures required in the design process for reinforced concrete structures. The easy to follow style makes it an ideal reference for students and professionals alike.
It's hard to imagine, but at the beginning of the eighties, the PC had yet to be invented. If you wanted to create software or play video games, you had to buy a machine called a 'home computer'. Unfortunately, each manufacturer released its own hardware, with its own (incompatible) software. Microsoft and ASCII Corporation Japan wanted to do something about this and invented a standard called MSX (which is short for Microsoft eXtended or Machines with Software eXchangeability - depending on who you ask). The specificationsdescribed a set of minimal software and hardware a machine should have in order to be considered MSX compatible. The ColecoVision, Sega SG-1000 video game system and the Spectravideo SV-318/328 were used as a source of inspiration. The first MSX compatible computer was officially released in 1983. Almost every well known electronics manufacturer jumped on the bandwagon and put its own machines on the market, including Sony, Philips, Yamaha, Pioneer and Sanyo, among many others. However, most companies stayed out of the USA, where the Commodore 64 was dominating at that time.The MSX spawned four generations: MSX, MSX2 (1985), MSX2+ (1988), and MSX turboR (1990). Each version of the MSX standard was downwards compatible with the previous one, but added a faster processor or better graphical capabilities. Using the MSX cartridge system, manufacturers could add modems, MIDI interfaces, touch tablets or sound cards. Several artists composed their music using an MSX at that time. A Sony MSX2 was used as a broadcast video workstation on board at the MIR space station. In total, about over 5 million MSX computers were sold in Japan alone. While not as much as the Commodore 64, this was far more than most other home computers available at that time. However, the MSX never became a worldwide standard, mainlybecause the machines arrived too late in an already saturated market. The MSX was one of the major platforms on which big Japanese game studios, such as Konami, released their games. Some of Konami's most popular titles debuted on the MSX, and its software is considered to be the highest quality available. In the current retro game business, Konami's MSX games are on many people's most wanted list. Rare cartridges, like the Word Processing Unit, are sold for more than $1,500, making the MSX one of the most valuable retro computers on eBay. This book provides an overview of all the hardware and software released by Konami on the MSX, including comparisons, screenshots, tips, tricks, facts and figures.