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The Case Computers is the story of a group of highly sophisticated new computers designed by a professor for use by the police and other law enforcement agencies. They are instead accidentally sold to members of the general public, which leads to an amazing adventure for one of these members of the public. Jack Spencer is catapulted back in time to February 1956 to a few days before the movie starlet Jacqueline Davies is found murdered in West Echo Point, New Humberside. It's a fifty-two year old unsolved murder, but can Jack Spencer solve the case in this spectacular and thrilling new mystery/sci-fi/crime novel by the author Justin Tully.This is his third novel following Show Me Something (2007) & Orlando's Secret (2008).
Case Computer Jim Morrison is the story of a specially designed computer that was wrongly sold to a member of the public. Jeremy Sauber received a brand new computer from his parents and invited some friends around to do a college report on the famous rock star Jim Morrison, but he didn't know he had one of the special computers in his possession. After clicking on a picture and making it bigger the case computer reacts to the picture they are viewing and throws them all back to July 1st 1971 where they find themselves in Paris, France two days before Jim Morrison was said to have died. They are armed with information about the things that could've happened to him and look to track him down, but will they manage to do this or just let history take its course? Find out in the first 1970's based Case Computer story...
An introduction to computer engineering for babies. Learn basic logic gates with hands on examples of buttons and an output LED.
glancing at some documents online he's interrupted by the police investigation team trying to recover the lost computer. Trevor Rutledge shows them his computer, but before they tell him not to he's clicked on a picture where a warm haze surrounds them all. The computer recognises the crime and throws them all back to December 1980 before the murder takes place. Can they stop the inevitable from happening or simply stand by and watch history run its course?
As technological developments multiply around the globeâ€"even as the patenting of human genes comes under serious discussionâ€"nations, companies, and researchers find themselves in conflict over intellectual property rights (IPRs). Now, an international group of experts presents the first multidisciplinary look at IPRs in an age of explosive growth in science and technology. This thought-provoking volume offers an update on current international IPR negotiations and includes case studies on software, computer chips, optoelectronics, and biotechnologyâ€"areas characterized by high development cost and easy reproducibility. The volume covers these and other issues: Modern economic theory as a basis for approaching international IPRs. U.S. intellectual property practices versus those in Japan, India, the European Community, and the developing and newly industrializing countries. Trends in science and technology and how they affect IPRs. Pros and cons of a uniform international IPRs regime versus a system reflecting national differences.
Sketches provide the crucial clues for solving the mysteries of stolen computers, a disappearing prince, and a jewelry theft.
Case Computer Michael Jackson is the story of a specially designed computer that was wrongly sold to a member of the general public by an electronics shop that was only meant to build the computer not sell it. The four people viewing a Michael Jackson picture on their new computer get a bit more than they bargain for when the computer suddenly reacts to the picture they are viewing and throws them back in time to June 2009 and to forty hours before Michael Jackson died. Will Melinda, John, Daisy and Martin do anything or just watch the days pass by...find out in the latest installment of the Case Computer series.
Currently used at many colleges, universities, and high schools, this hands-on introduction to computer science is ideal for people with little or no programming experience. The goal of this concise book is not just to teach you Java, but to help you think like a computer scientist. You’ll learn how to program—a useful skill by itself—but you’ll also discover how to use programming as a means to an end. Authors Allen Downey and Chris Mayfield start with the most basic concepts and gradually move into topics that are more complex, such as recursion and object-oriented programming. Each brief chapter covers the material for one week of a college course and includes exercises to help you practice what you’ve learned. Learn one concept at a time: tackle complex topics in a series of small steps with examples Understand how to formulate problems, think creatively about solutions, and write programs clearly and accurately Determine which development techniques work best for you, and practice the important skill of debugging Learn relationships among input and output, decisions and loops, classes and methods, strings and arrays Work on exercises involving word games, graphics, puzzles, and playing cards
If you know basic high-school math, you can quickly learn and apply the core concepts of computer science with this concise, hands-on book. Led by a team of experts, you’ll quickly understand the difference between computer science and computer programming, and you’ll learn how algorithms help you solve computing problems. Each chapter builds on material introduced earlier in the book, so you can master one core building block before moving on to the next. You’ll explore fundamental topics such as loops, arrays, objects, and classes, using the easy-to-learn Ruby programming language. Then you’ll put everything together in the last chapter by programming a simple game of tic-tac-toe. Learn how to write algorithms to solve real-world problems Understand the basics of computer architecture Examine the basic tools of a programming language Explore sequential, conditional, and loop programming structures Understand how the array data structure organizes storage Use searching techniques and comparison-based sorting algorithms Learn about objects, including how to build your own Discover how objects can be created from other objects Manipulate files and use their data in your software
A bold reassessment of "smart cities" that reveals what is lost when we conceive of our urban spaces as computers Computational models of urbanism—smart cities that use data-driven planning and algorithmic administration—promise to deliver new urban efficiencies and conveniences. Yet these models limit our understanding of what we can know about a city. A City Is Not a Computer reveals how cities encompass myriad forms of local and indigenous intelligences and knowledge institutions, arguing that these resources are a vital supplement and corrective to increasingly prevalent algorithmic models. Shannon Mattern begins by examining the ethical and ontological implications of urban technologies and computational models, discussing how they shape and in many cases profoundly limit our engagement with cities. She looks at the methods and underlying assumptions of data-driven urbanism, and demonstrates how the "city-as-computer" metaphor, which undergirds much of today's urban policy and design, reduces place-based knowledge to information processing. Mattern then imagines how we might sustain institutions and infrastructures that constitute more diverse, open, inclusive urban forms. She shows how the public library functions as a steward of urban intelligence, and describes the scales of upkeep needed to sustain a city's many moving parts, from spinning hard drives to bridge repairs. Incorporating insights from urban studies, data science, and media and information studies, A City Is Not a Computer offers a visionary new approach to urban planning and design.