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A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
First published in 1985, the Amstrad Games Book helped owners of the CPC464 and CPC664 home computers to learn more about their machines, including how to program a range of games. For many readers, their Amstrad would be the first computer they would ever use in their lives, meaning the book had a very important job to do - to introduce people to the very concept of computer programming. * * * As the original publisher Beam Software wrote: The AMSTRAD GAMES BOOK is the best new games book for your Amstrad computer. This book contains 30 different programs, each fully listed and explained. There is a complete range of games included from arcade games to simulations, adventure games, educational, strategy and more. All you need to do to enjoy this wide range of entertainment is to type the programs in. The games make the best use of the Amstrad's features, sound and graphics, including such advanced features as using interrupts from BASIC. Each program listing has been specially designed to help you, and includes a screenshot so you can see exactly what your program will look like. The unique CHEXSUM program also enables you to immediately pinpoint any typing errors you may make in entering the programs. For more advanced programmers, each program contains a full outline of what the program is doing, so that you can modify and extend these games to your own specifications! This is the easiest way to learn how to program your Amstrad. The AMSTRAD GAMES BOOK will open the door for all Amstrad owners to a fascinating new dimension of computer games, action and excitement * * * Acorn Books is proud to present its Retro Reproduction Series, a collection of classic computing works from the 1980s and 90s, lovingly reproduced in the 21st century. From standards of programming reference no self-respecting microcomputer programmer would be without, to obscure works not found in print anywhere else, these modern reprints are perfect for any connoisseur of retro computing.
Contains Applications for Home, Business & Educational Uses as Well as Games. Includes Programs, Printouts, Flowcharts, Diagrams & Illustrations
Offers Step-by-Step Operating Instructions for the 64 & Its Peripherals, Includes a Tutorial on BASIC Programming
Covers Programming the Z80 in Assembly Language & Teaches Both Novices & Advanced Programmers to Write Complete Z80 Programs. Requires No Prior Knowledge of Programming
The new edition of an introduction to computer programming within the context of the visual arts, using the open-source programming language Processing; thoroughly updated throughout. The visual arts are rapidly changing as media moves into the web, mobile devices, and architecture. When designers and artists learn the basics of writing software, they develop a new form of literacy that enables them to create new media for the present, and to imagine future media that are beyond the capacities of current software tools. This book introduces this new literacy by teaching computer programming within the context of the visual arts. It offers a comprehensive reference and text for Processing (www.processing.org), an open-source programming language that can be used by students, artists, designers, architects, researchers, and anyone who wants to program images, animation, and interactivity. Written by Processing's cofounders, the book offers a definitive reference for students and professionals. Tutorial chapters make up the bulk of the book; advanced professional projects from such domains as animation, performance, and installation are discussed in interviews with their creators. This second edition has been thoroughly updated. It is the first book to offer in-depth coverage of Processing 2.0 and 3.0, and all examples have been updated for the new syntax. Every chapter has been revised, and new chapters introduce new ways to work with data and geometry. New “synthesis” chapters offer discussion and worked examples of such topics as sketching with code, modularity, and algorithms. New interviews have been added that cover a wider range of projects. “Extension” chapters are now offered online so they can be updated to keep pace with technological developments in such fields as computer vision and electronics. Interviews SUE.C, Larry Cuba, Mark Hansen, Lynn Hershman Leeson, Jürg Lehni, LettError, Golan Levin and Zachary Lieberman, Benjamin Maus, Manfred Mohr, Ash Nehru, Josh On, Bob Sabiston, Jennifer Steinkamp, Jared Tarbell, Steph Thirion, Robert Winter
This introduction to networking on Linux now covers firewalls, including the use of ipchains and Netfilter, masquerading, and accounting. Other new topics in this second edition include Novell (NCP/IPX) support and INN (news administration).