Book picks similar to
Conceptual Structures: Information Processing in Mind and Machine by John F. Sowa
logic
technical
egr229a-a4
egr229
The Best Software Writing I: Selected and Introduced by Joel Spolsky
Joel Spolsky - 2005
Frustrated by the lack of well-written essays on software engineering, Joel Spolsky (of www.joelonsoftware.com fame) has put together a collection of his favorite writings on the topic.With a nod to both the serious and funny sides of technical writing, The Best Software Writing I: Selected and Introduced by Joel Spolsky is an entertaining read and a guide to the technical writing literati.The Best Software Writing I contains writings from:Ken Arnold Leon Bambrick Michael Bean Rory Blyth Adam Bosworth danah boyd Raymond Chen Kevin Cheng and Tom Chi Cory Doctorow ea_spouse Bruce Eckel Paul Ford Paul Graham John Gruber Gregor Hohpe Ron Jeffries Eric Johnson Eric Lippert Michael Lopp Larry Osterman Mary Poppendieck Rick Schaut Aaron Swartz Clay Shirky Eric Sink why the lucky stiff
The Ancient Engineers
L. Sprague de Camp - 1960
de Camp has the trick of being able to show technology engaging in feats as full of derring-do as those of Hannibal's army. History as it should be told."--Isaac Asimov,
The New York Times Book Review
The Pyramids of Giza, the Parthenon of Greece, the Great Wall of China, the Colosseum of Rome. Today, we stand in awe before these wonders of the ancient world. They hold our history and the deepest secrets of our past in their hidden recesses.In The Ancient Engineers, L. Sprague de Camp delves into the heart of the mystery. He introduces us to the master builders who had the vision, the power, and the passion to reach for the clouds and touch the heavens. We share in some of the greatest technological triumphs of all time--triumphs of the human mind, imagination, and spirit.
Physically Based Rendering: From Theory to Implementation
Matt Pharr - 2004
The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery.This new edition greatly refines its best-selling predecessor by streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators.These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working with images, whether it is for film, video, photography, digital design, visualization, or gaming.
Symbolic Logic And The Game Of Logic
Lewis Carroll - 1958
Written by the 19th-century mathematician who also gave us "Alive in Wonderland", they are among the most entertaining logical works ever written, and contain some of the most thought-provoking puzzles ever devised.
The Haskell Road to Logic, Maths and Programming
Kees Doets - 2004
Haskell emerged in the last decade as a standard for lazy functional programming, a programming style where arguments are evaluated only when the value is actually needed. Haskell is a marvellous demonstration tool for logic and maths because its functional character allows implementations to remain very close to the concepts that get implemented, while the laziness permits smooth handling of infinite data structures.This book does not assume the reader to have previous experience with either programming or construction of formal proofs, but acquaintance with mathematical notation, at the level of secondary school mathematics is presumed. Everything one needs to know about mathematical reasoning or programming is explained as we go along. After proper digestion of the material in this book the reader will be able to write interesting programs, reason about their correctness, and document them in a clear fashion. The reader will also have learned how to set up mathematical proofs in a structured way, and how to read and digest mathematical proofs written by others.
But How Do It Know? - The Basic Principles of Computers for Everyone
J. Clark Scott - 2009
Its humorous title begins with the punch line of a classic joke about someone who is baffled by technology. It was written by a 40-year computer veteran who wants to take the mystery out of computers and allow everyone to gain a true understanding of exactly what computers are, and also what they are not. Years of writing, diagramming, piloting and editing have culminated in one easy to read volume that contains all of the basic principles of computers written so that everyone can understand them. There used to be only two types of book that delved into the insides of computers. The simple ones point out the major parts and describe their functions in broad general terms. Computer Science textbooks eventually tell the whole story, but along the way, they include every detail that an engineer could conceivably ever need to know. Like Momma Bear's porridge, But How Do It Know? is just right, but it is much more than just a happy medium. For the first time, this book thoroughly demonstrates each of the basic principles that have been used in every computer ever built, while at the same time showing the integral role that codes play in everything that computers are able to do. It cuts through all of the electronics and mathematics, and gets right to practical matters. Here is a simple part, see what it does. Connect a few of these together and you get a new part that does another simple thing. After just a few iterations of connecting up simple parts - voilà! - it's a computer. And it is much simpler than anyone ever imagined. But How Do It Know? really explains how computers work. They are far simpler than anyone has ever permitted you to believe. It contains everything you need to know, and nothing you don't need to know. No technical background of any kind is required. The basic principles of computers have not changed one iota since they were invented in the mid 20th century. "Since the day I learned how computers work, it always felt like I knew a giant secret, but couldn't tell anyone," says the author. Now he's taken the time to explain it in such a manner that anyone can have that same moment of enlightenment and thereafter see computers in an entirely new light.
Big Data: A Revolution That Will Transform How We Live, Work, and Think
Viktor Mayer-Schönberger - 2013
“Big data” refers to our burgeoning ability to crunch vast collections of information, analyze it instantly, and draw sometimes profoundly surprising conclusions from it. This emerging science can translate myriad phenomena—from the price of airline tickets to the text of millions of books—into searchable form, and uses our increasing computing power to unearth epiphanies that we never could have seen before. A revolution on par with the Internet or perhaps even the printing press, big data will change the way we think about business, health, politics, education, and innovation in the years to come. It also poses fresh threats, from the inevitable end of privacy as we know it to the prospect of being penalized for things we haven’t even done yet, based on big data’s ability to predict our future behavior.In this brilliantly clear, often surprising work, two leading experts explain what big data is, how it will change our lives, and what we can do to protect ourselves from its hazards. Big Data is the first big book about the next big thing.www.big-data-book.com
Design Patterns: Elements of Reusable Object-Oriented Software
Erich Gamma - 1994
Previously undocumented, these 23 patterns allow designers to create more flexible, elegant, and ultimately reusable designs without having to rediscover the design solutions themselves.The authors begin by describing what patterns are and how they can help you design object-oriented software. They then go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems. With Design Patterns as your guide, you will learn how these important patterns fit into the software development process, and how you can leverage them to solve your own design problems most efficiently. Each pattern describes the circumstances in which it is applicable, when it can be applied in view of other design constraints, and the consequences and trade-offs of using the pattern within a larger design. All patterns are compiled from real systems and are based on real-world examples. Each pattern also includes code that demonstrates how it may be implemented in object-oriented programming languages like C++ or Smalltalk.
The Go Programming Language
Alan A.A. Donovan - 2015
It has been winning converts from dynamic language enthusiasts as well as users of traditional compiled languages. The former appreciate the robustness and efficiency that Go's lightweight type system brings to their code; the latter find Go's simplicity and fast tools a refreshing change. Thanks to its well-designed standard libraries and its excellent support for concurrent programming, Go is fast becoming the language of choice for distributed systems. The Go Programming Language is the definitive book on Go for the working programmer. It assumes no prior knowledge of Go, nor any other specific programming language, so you'll find it an accessible guide whether you come from JavaScript, Ruby, Python, Java, or C++. The book will quickly get you started using Go effectively from the beginning, and by the end, you will know how to use it well to write clear, idiomatic and efficient programs to solve real-world problems. You'll understand not just how to use its standard libraries, but how they work, and how to apply the same design techniques to your own projects. The earlier chapters will introduce you to the basic concepts of Go programming---numbers, strings, functions---while at the same time presenting important computer science concepts like recursion, and useful examples of graphics, UTF-8, and error handling. The chapters on methods and interfaces will show you a new way to think about object-oriented programming; the chapter on concurrency explains why concurrency is so important in modern programming, and how Go helps you handle it well. You'll also learn about Go's pragmatic but effective approach to testing; how to build, test, and manage projects using the go tool, and the art of metaprogramming using reflection. The book contains hundreds of interesting and practical examples that cover the whole language and a wide range of applications. The code samples from the book are available for download from gopl.io.
Think Like a Programmer: An Introduction to Creative Problem Solving
V. Anton Spraul - 2012
In this one-of-a-kind text, author V. Anton Spraul breaks down the ways that programmers solve problems and teaches you what other introductory books often ignore: how to Think Like a Programmer. Each chapter tackles a single programming concept, like classes, pointers, and recursion, and open-ended exercises throughout challenge you to apply your knowledge. You'll also learn how to:Split problems into discrete components to make them easier to solve Make the most of code reuse with functions, classes, and libraries Pick the perfect data structure for a particular job Master more advanced programming tools like recursion and dynamic memory Organize your thoughts and develop strategies to tackle particular types of problems Although the book's examples are written in C++, the creative problem-solving concepts they illustrate go beyond any particular language; in fact, they often reach outside the realm of computer science. As the most skillful programmers know, writing great code is a creative art—and the first step in creating your masterpiece is learning to Think Like a Programmer.
The Human Race to the Future: What Could Happen - and What to Do [2014 edition]
Daniel Berleant - 2013
get this book now!*** Do you wonder about the future... what things will be like some day, how long it might take, and what we can do about it? Substantive yet imaginative, readable, occasionally humorous, and science oriented, this book proposes possible future scenarios spanning from the current century to nearly eternity. Most chapters offer a concluding section with recommendations and often, agree or disagree, the author's occasionally inimitable opinions. Some of the recommended actions can be done by individuals, others by nations or other groups, and still others by the entire world. Over 300 references. Discover "What it Means That an Hour’s Work Yields a Week’s Food" (chapter 1). Foresee the "Teeming Cities of Mars" (chap. 21). Learn why it’s "Keyboards Yesterday, Mind Reading Tomorrow" (chap. 3). Have you ever wondered — "Will Artificial Intelligence Threaten Civilization?" (See chap. 12.) Find out what happens "When Genomes Get Cheap" (chap. 6). Prepare for an "Asteroid Apocalypse" (chap. 25). Explore why you would benefit from "Wiki-Wiki-Wikipedia" (chap. 4). How we will "Live Anywhere, Work Anywhere Else" (chap. 2). Realize how the future "Tastes Like the Singularity" (chap. 15). Get smarter with "Smart Pills’n Such" (chap. 5). Experience a "Soylent Spring" (chap. 9). Understand nukes better by "Deconstructing Nonproliferation" (chap. 13). Get ready for a "Space Empire" (chap. 14). What is "Sic Transit Humanitas: The Transcent of Man" (chap. 26)? There’s global warming, and there’s "Warm, Poison Planet" (chap. 17). But let’s not forget about "Big Ice" (chap. 22). Things may really grow on trees with "New Plant Paradigms" (chap. 24). We all have "Questions" (chap. 31). And much more! This book is aimed at the reader who is interested in the future, and intrigued by science and technology.
Kotlin for Android Developers: Learn Kotlin the easy way while developing an Android App
Antonio Leiva - 2016
Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability
Steve Krug - 2000
And it’s still short, profusely illustrated…and best of all–fun to read.If you’ve read it before, you’ll rediscover what made Don’t Make Me Think so essential to Web designers and developers around the world. If you’ve never read it, you’ll see why so many people have said it should be required reading for anyone working on Web sites.
Prisoner's Dilemma: John von Neumann, Game Theory, and the Puzzle of the Bomb
William Poundstone - 1992
Though the answers may seem simple, their profound implications make the prisoner's dilemma one of the great unifying concepts of science. Watching players bluff in a poker game inspired John von Neumann--father of the modern computer and one of the sharpest minds of the century--to construct game theory, a mathematical study of conflict and deception. Game theory was readily embraced at the RAND Corporation, the archetypical think tank charged with formulating military strategy for the atomic age, and in 1950 two RAND scientists made a momentous discovery.Called the prisoner's dilemma, it is a disturbing and mind-bending game where two or more people may betray the common good for individual gain. Introduced shortly after the Soviet Union acquired the atomic bomb, the prisoner's dilemma quickly became a popular allegory of the nuclear arms race. Intellectuals such as von Neumann and Bertrand Russell joined military and political leaders in rallying to the preventive war movement, which advocated a nuclear first strike against the Soviet Union. Though the Truman administration rejected preventive war the United States entered into an arms race with the Soviets and game theory developed into a controversial tool of public policy--alternately accused of justifying arms races and touted as the only hope of preventing them.A masterful work of science writing, Prisoner's Dilemma weaves together a biography of the brilliant and tragic von Neumann, a history of pivotal phases of the cold war, and an investigation of game theory's far-reaching influence on public policy today. Most important, Prisoner's Dilemma is the incisive story of a revolutionary idea that has been hailed as a landmark of twentieth-century thought.