Is the universe actually a giant quantum computer? According to Seth Lloyd, the answer is yes. All interactions between particles in the universe, Lloyd explains, convey not only energy but also information-in other words, particles not only collide, they compute. What is the entire universe computing, ultimately? "Its own dynamical evolution," he says. "As the computation proceeds, reality unfolds." Programming the Universe, a wonderfully accessible book, presents an original and compelling vision of reality, revealing our world in an entirely new light.
Ever feel as though Windows XP was running YOU, instead of the other way around? Maybe it's time to show Windows who's boss. Make it run YOUR way. Get rid of the stuff that doesn't help you do what you want to do. Soup up security so you're better protected against spyware and other nasties. Find things faster with more efficient searches. Woody Leonhard shows you exactly how to do it in Windows XP Hacks & Mods For Dummies.
Don't let the word "hack" intimidate you. Woody walks you through every suggested adjustment step by step. He even provides plenty of explanation about what's involved and what tools you need. Windows XP Hacks & Mods For Dummies even gives you a convenient list of common hacks you should avoid because they don't accomplish much. You'll discover how to:
- Eliminate the annoying features that came pre-installed on your PC
- Speed up your system performance
- Pin programs, folders, files, and Web pages so they appear on your Start menu
- Launch applications more quickly
- Boost the performance of your favorite games
- Get the most from your iPod and Windows Media Player
- Navigate peer-to-peer file sharing safely
- Find free virus protection
In the fun and friendly Dummies style, Woody Leonhard gives you tons of helpful advice to make your relationship with Windows XP a lot more rewarding.
Analysis on Lie Groups with Polynomial Growth is the first book to present a method for examining the surprising connection between invariant differential operators and almost periodic operators on a suitable nilpotent Lie group. It deals with the theory of second-order, right invariant, elliptic operators on a large class of manifolds: Lie groups with polynomial growth. In systematically developing the analytic and algebraic background on Lie groups with polynomial growth, it is possible to describe the large time behavior for the semigroup generated by a complex second-order operator with the aid of homogenization theory and to present an asymptotic expansion. Further, the text goes beyond the classical homogenization theory by converting an analytical problem into an algebraic one.
This work is aimed at graduate students as well as researchers in the above areas. Prerequisites include knowledge of basic results from semigroup theory and Lie group theory.
The Apple / / series of computers represents one of the most versatile and powerful home computers available. If you've used your computer for a while, you've probably become quite familiar with Applesoft BASIC. That's good, because once you know that, this book will show you how to graduate from BASIC programming to assembly language programming. There are many reasons to program your Apple in assembly language. First and foremost is speed. Assembly language is about 100 times faster than BASIC. If you're thinking of writing games or business programs that do sorting, speed is of the essence and assembly language is a must. Assembly language programs usually also require less memory. Thus you can squeeze more complex programs into a smaller amount of memory. Finally, assembly language programs offer you a considerable amount of security, because they are more difficult to trace and change. While assembly language is powerful, it doesn't have to be difficult to learn. In fact, if you can write programs in Applesoft BASIC, you're already half-way home. This book assumes you know BASIC and absolutely nothing about assembly language or machine language. Every effort has been made to write in nontechnical language and to set the chapters out in a logical manner, introducing new concepts in digestible pieces as and when they are needed, rather than devoting whole chapters to specific items.
What can you do with your Eee PC? Find out how to get the most from this mini-laptop with Asus Eee PC For Dummies. It shows you how to get things done--using the Linux operating system and applications, navigating the tabbed desktop, adding hardware and software, backing up and restoring the Eee PC, and more.
You'll learn how to set up Windows, take advantage of all the pre-installed software, ensure that your computer is secure, and even run your Eee PC on solar power. You'll find tips for configuring printers and changing touchpad settings, techniques for making Skype phone calls and listening to Internet radio, and advice for adding storage and peripherals. It also helps you:
- Take full advantage of this exciting, ultra-portable "netbook" PC
- Set up your wireless connection
- Make free Skype phone calls and video calls
- Use OpenOffice.org, Thunderbird e-mail, Mozilla Firefox, and other included applications
- Use the versatile OpenOffice productivity suite, including Writer for word processing, Calc for spreadsheets, and Impress for presentations
- Compare the advantages of Windows vs. Linux
- Discover the science, language, math, and art functions that kids can enjoy on the Eee
- Enjoy built-in games, watch videos, play music, organize and view photos, and more
- Boost storage and memory with SD cards and USB drives, go Bluetooth, and add a GPS
- Get the scoop on backups, explore the advanced desktop, and customize the user interface
The Eee PC makes it simple to surf the Web, play games, work, and more. Asus Eee PC For Dummies makes it easier
Build Your Own PC Game in Seven Easy Steps teaches you the skills youneed to start programming good PC games for Windows(TM). Step by step, you'llsee how to pull a game together. The first step is deciding what type of game to program (adventure, arcade, orthe ubiquitous other), and move on to planning your game, prototyping it, andproviding for interactivity with the player. Then you'll learn to incorporategraphics, use animation and 3D effects, and add music and sound. The final stepis getting your game ready to market. Throughout the book, specific coding examples in Visual Basic(TM) will show youhow to implement concepts. Relatively easy to use, Visual Basic is a good wayto learn game programming basics. You'll discover tips and techniques formaking the most of this popular programming environment in building your games.
ThisbookcontainsthepaperspresentedattheFirstInternationalConferenceon Computers and Games (CG'98) held at the Electrotechnical Laboratory (ETL), in Tsukuba, Japan, on November 11-12, 1998. TheCG'98focusesonallaspectsofresearchrelatedtocomputersandgames. Relevanttopics include, but arenotlimited to, the currentstate ofgame-playing programs. The book contains new theoretical developments in game-related - search, general scienti c contributions produced by the study of games, social aspects of computer games, mathematical games, cognitive research of how - mans play games, and so on. As this volume shows, CG'98 is an international conference, with participants from many di erent countries who have di erent backgrounds and hence exhibit di erent views on computers and games. The Conference was the rst one in a series of conferences on this topic. It was a direct follow-up of many successful computer-games-relatedevents held in Japan, such as the series of four Game Programming Workshops (GPW'94 to GPW'97) and the IJCAI-97 Workshop on Computer Games. The technical program consisted of a keynote lecture, titled: Predictions (by H.J. van den Herik), and 21 presentations of accepted papers. The conference was preceded by an informal Workshop on November 10, 1998. The Program Committee (PC) received 35 submissions. Eachpaper was sent to three referees, who were selected on the basis of their expert knowledge. Twelve papers were acceptedimmediately,12paperswerenotaccepted, and11paperswerereturned to the authors with the request to improve them, and with the statement that they would be refereed again. Finally, with the help of many referees (see the endofthis preface), the PCaccepted21papers forpresentationandpublication.
Welcome to the world of computer programming. Your Texas Instruments TI-99/4A is a real 16-bit microcomputer, complete with sound and color graphics. Making these features do what you want may seem impossible at fIrst, but don't worry; there's nothing mysterious about computer programming. Learning to program computers simply means learning a new language-in this case, TI BASIC (for Beginner's All- purpose Symbolic Instruction Code), a version of the most popular language used on today's microcomputers. This book will teach you, step by step, how to tell your machine what you wish it to do-in other words, how to program it. But that's not all. You'll also find chapters on general microcomputer principles, cassette deck use, the TI-99/4A as a terminal for much larger systems, options for expansion, and a list of resources for getting the most out of your home computer. With the 99/4A you have access to a large library of programs, or software, already written by someone else. Without knowing anything about programming, you can use this software to play games, learn math, or store addresses. But at some point you'll want to make your personal computer really personal. You might want to create your own video game or compose a tune. And that's when you'll want to learn programming.
This book addresses the history of finite element analysis (FEA) and why FEA is becoming a necessary tool for the solution of a wide variety of problems encountered in the professsional engineer's career. It helps the user to solve general classes of problems with FEA on personal computers.