Computer technology has made incredible progress in the past half century. In
1945, there were no stored-program computers. Today, a few thousand dollars
will purchase a personal computer that has more performance, more main memory,
and more disk storage than a computer bought in 1965 for $1 million. This
rapid rate of improvement has come both from advances in the technology used
to build computers and from innovation in computer design. While technological
improvements have been fairly steady, progress arising from better computer
architectures has been much less consistent.
Computer technology has made incredible progress in the roughly 55 years since
the ﬁrst general-purpose electronic computer was created. Today, less than a
thousand dollars will purchase a personal computer that has more performance,
more main memory, and more disk storage than a computer bought in 1980 for
$1 million. This rapid rate of improvement has come both from advances in the
technology used to build computers and from innovation in computer design.
For undergraduates and professionals in computer science, computer engineering, and electrical engineering courses.Learn the fundamentals of processor and computer design from the newest edition of this award-winning text.
Cùng tìm hiểu Introduction; the Task of a Computer Designer; technology and Computer Usage Trends; cost and Trends in Cost; measuring and Reporting Performance;... được trình bày cụ thể trong "Bài giảng Computer Architecture: Chapter 1 - Prof. Jerry Breecher".
This book is an introduction to computer science. Computer science is the study of
computer hardware, algorithms, and data structures and how they fit together to provide
information systems. Each of these topics can be studied at various levels. For example,
physicists study the properties of matter that allow hardware components to be designed,
electrical engineers study how the components can be combined to produce circuits, and
computer engineers study how circuits can be combined to produce computers.
Computer organization and architecture Ninth edition - William Stallings is the good book for undergraduates and professionals in computer science, computer engineering, and electrical engineering courses, learn the fundamentals of processor and computer design from the newest edition of this award-winning text.
This edition of Fundamentals of Computer Graphics adds four new contributed
chapters and contains substantial reorganizations and improvements to the core
material. The new chapters add coverage of implicit modeling and of two important
graphics applications: games and information visualization. The fourth new
contributed chapter is a major upgrade to the material on color science. As with
the chapters added in the second edition, we have chosen the contributors both for
their expertise and for their clear way of expressing ideas....
The years 1945–55 saw the emergence of a radically new kind of device: the high-speed
stored-program digital computer. Secret wartime projects in areas such as code-breaking, radar and ballistics had produced a wealth of ideas and technologies that
kick-started this first decade of the Information Age. The brilliant mathematician and
code-breaker Alan Turing was just one of several British pioneers whose prototype
machines led the way.
Turning theory into practice proved tricky, but by 1948 five UK research groups
had begun to build practical stored-program computers.
Chapter 1A - Introducing computer systems. This chapter includes contents: In basic terms, define the word com puter; discuss various ways computers can be categorized; identify six types of computers designed for individual use; identify four types of computers used primarily by organizations; explain the importance of computers in today's society; describe how computers are used in various sectors of our society.
(BQ) The best-selling computer organization book is thoroughly updated to provide a new focus on the revolutionary change taking place in industry today: the switch from uniprocessor to multicore microprocessors. The book updates all processor performance examples using the SPEC CPU2006 suite.
(BQ) This new emphasis on parallelism is supported by updates reflecting the newest technologies, with examples highlighting the latest processor designs and benchmarking standards. As with previous editions, a MIPS processor is the core used to present the fundamentals of hardware technologies, assembly language, computer arithmetic, pipelining, memory hierarchies and I/O.
(BQ) Computer organization and design is the latest update to the classic introduction to computer organization. The text now contains new examples and material highlighting the emergence of mobile computing and the cloud. It explores this generational change with updated content featuring tablet computers, cloud infrastructure, and the ARM (mobile computing devices) and x86 (cloud computing) architectures.
(BQ) The book uses a MIPS processor core to present the fundamentals of hardware technologies, assembly language, computer arithmetic, pipelining, memory hierarchies and I/O.Because an understanding of modern hardware is essential to achieving good performance and energy efficiency, this edition adds a new concrete example, Going Faster, used throughout the text to demonstrate extremely effective optimization techniques.
Based on our collective J2EE platform experience, we have assembled the
pattern catalog in this book. The J2EE Pattern Catalog describes various best
practices related to architecting and designing applications for the J2EE platform. This book focuses on the following four J2EE technologies: Servlets, JSP, EJB components, and JMS
This is a practical book that tells you how to write C# programs using some of the most common design patterns. It also serves as a quick
introduction to programming in the new C# language. The pattern discussions are structured as a series of short chapters, each describing a
design pattern and giving one or more complete working, visual example programs that use that pattern. Each chapter also includes UML diagrams
illustrating how the classes interact.
When you’re faced with a problem to solve (and frankly, who isn’t these days?), the
basic strategy usually taken by we computer people is called “divide and conquer.” It goes like this:Reducing complex problems down to the level of twiddling the states of a few billion
bits is what we do all day. But “divide and conquer” is not the only possible
strategy. We can also take a more generalist approach:
After reading Eric Evans ’ book Domain - Driven Design, Tackling Complexity in the Heart of Software , my way
of designing software systems completely changed. Before that, I used to design software object models
in a very data - centric way, and I did not really focus on how to combine behavior and data in objects.
I was so inspired with this new way of thinking that I started trying to find any code samples I could get
my hands on that demonstrated the concepts from Eric ’ s awesome book. I did the usual Googling...