Author: John Clark Craig
Publisher:
ISBN:
Category :
Languages : en
Pages : 238
Book Description
The Numworks calculator is, in several ways, an improvement over the Texas Instruments and Casio calculators. Those other calculators have been with us for several decades now, with only a very, very slow evolution in their capabilities. On the other hand, consider a few of the Numworks progressive new features and its innovative design. The Numworks calculator's keyboard and user interface is modeled after standard game controllers, making its learning curve so much quicker for today's students. The whole calculator is open sourced - even the plastic body can be 3D printed using publicly available STL files. But its support of Python takes its power and usefulness to a whole new level. Python is arguably now the world's most popular programming language, for everyone from beginners to top professionals. Like the Numworks calculator, its learning curve is short due to its leaner, cleaner, simpler syntax. Python, and the Numworks calculator, are both powerful enough to support the efforts of engineers working at NASA on the most demanding calculation tasks, and yet they easily support the ease of learning and first use that greatly aid today's students. MicroPython is a substantial subset of the full Python language, and it's a perfect match for the calculations required by programmable calculators. Learn MicroPython and a person has a huge head start on computer programming at all levels. Other old school calculators use unique, proprietary programming languages that don't serve future educational and workplace requirements. This book is a collection of real-world Python programs written explicitly for the Numworks calculator. Because of the nature of Python, these programs are short, easy to read, easy to enter into your calculator, and most importantly easy to understand. They provide a great way to enhance the computational power of the Numworks calculator, and to help beginners learn a standardized, powerful, and very popular programming language. The programs are organized into subject areas to meet varying interests and goals. A set of money calculations helps students grasp personal finance concepts. Another set of programs covers electronics fundamentals. Two and three dimensional analytical geometry programs support today's game creation challenges, and so on. Most everyone will find programs of interest in more than one subject area.
Python for NumWorks
Alex's Adventures in Numberland
Author: Alex Bellos
Publisher: A&C Black
ISBN: 1408809591
Category : Science
Languages : en
Pages : 450
Book Description
The world of maths can seem mind-boggling, irrelevant and, let's face it, boring. This groundbreaking book reclaims maths from the geeks. Mathematical ideas underpin just about everything in our lives: from the surprising geometry of the 50p piece to how probability can help you win in any casino. In search of weird and wonderful mathematical phenomena, Alex Bellos travels across the globe and meets the world's fastest mental calculators in Germany and a startlingly numerate chimpanzee in Japan. Packed with fascinating, eye-opening anecdotes, Alex's Adventures in Numberland is an exhilarating cocktail of history, reportage and mathematical proofs that will leave you awestruck.
Publisher: A&C Black
ISBN: 1408809591
Category : Science
Languages : en
Pages : 450
Book Description
The world of maths can seem mind-boggling, irrelevant and, let's face it, boring. This groundbreaking book reclaims maths from the geeks. Mathematical ideas underpin just about everything in our lives: from the surprising geometry of the 50p piece to how probability can help you win in any casino. In search of weird and wonderful mathematical phenomena, Alex Bellos travels across the globe and meets the world's fastest mental calculators in Germany and a startlingly numerate chimpanzee in Japan. Packed with fascinating, eye-opening anecdotes, Alex's Adventures in Numberland is an exhilarating cocktail of history, reportage and mathematical proofs that will leave you awestruck.
The Pocket Calculator Game Book
Author: Edwin Schlossberg
Publisher: Bantam Books
ISBN: 9780553118476
Category : Computers
Languages : en
Pages : 212
Book Description
Publisher: Bantam Books
ISBN: 9780553118476
Category : Computers
Languages : en
Pages : 212
Book Description
The Usborne Pocket Calculator Book
Author: John Lewis
Publisher: E.D.C. Publishing
ISBN: 9780860206330
Category : Juvenile Nonfiction
Languages : en
Pages : 52
Book Description
Publisher: E.D.C. Publishing
ISBN: 9780860206330
Category : Juvenile Nonfiction
Languages : en
Pages : 52
Book Description
The Kids' Pocket Calculator Game Book
Author: Edwin Schlossberg
Publisher: William Morrow &Company
ISBN: 9780688082338
Category : Calculating Machines
Languages : en
Pages : 189
Book Description
Each chapter explains a specific mathematical principle and then teaches it through a puzzle and games using a pocket calculator.
Publisher: William Morrow &Company
ISBN: 9780688082338
Category : Calculating Machines
Languages : en
Pages : 189
Book Description
Each chapter explains a specific mathematical principle and then teaches it through a puzzle and games using a pocket calculator.
Money Games
Author: Randy Petrick
Publisher: iUniverse
ISBN: 0595602894
Category : Business & Economics
Languages : en
Pages : 249
Book Description
Imagine the giant smile on your face when: You've broken free from the pressures of debtYou're out from under all those lousy billsYou're saving money like never beforeYou've dramatically changed your financial life for the better The tools are in your hands to bring all of these changes into your life. In Money Games, experienced business professional Randy Petrick offers a collection of eighty-five activities and lessons for people who are not wealthy but would like to be. Twenty-eight years ago, Petrick's net worth was $1,500. Today, he's rapidly approaching multimillionaire status. By following the action steps outlined in Money Games, Petrick believes almost anyone can acquire significant assets and have fun doing it. Money Games includes family games, thinking games, adventure games, magical games, even bedtime games! All of them are simple and easy to play. Ducks, sawdust, sunglasses, and trombones have never been more fun or more financially rewarding. A fun and clever approach to financial planning, Money Games is full of delightful and inventive ideas to help you escape from debt and despair.
Publisher: iUniverse
ISBN: 0595602894
Category : Business & Economics
Languages : en
Pages : 249
Book Description
Imagine the giant smile on your face when: You've broken free from the pressures of debtYou're out from under all those lousy billsYou're saving money like never beforeYou've dramatically changed your financial life for the better The tools are in your hands to bring all of these changes into your life. In Money Games, experienced business professional Randy Petrick offers a collection of eighty-five activities and lessons for people who are not wealthy but would like to be. Twenty-eight years ago, Petrick's net worth was $1,500. Today, he's rapidly approaching multimillionaire status. By following the action steps outlined in Money Games, Petrick believes almost anyone can acquire significant assets and have fun doing it. Money Games includes family games, thinking games, adventure games, magical games, even bedtime games! All of them are simple and easy to play. Ducks, sawdust, sunglasses, and trombones have never been more fun or more financially rewarding. A fun and clever approach to financial planning, Money Games is full of delightful and inventive ideas to help you escape from debt and despair.
Dear Fahrenheit 451
Author: Annie Spence
Publisher: Macmillan + ORM
ISBN: 1250113881
Category : Literary Criticism
Languages : en
Pages : 215
Book Description
“A winsome volume . . . in which the librarian Annie Spence writes letters to books she has loved, or not.” —New York Times Book Review If you love to read, and presumably you do since you’ve picked up this book, you know that some books affect you so profoundly they forever change the way you think about the world. Some books, on the other hand, disappoint you so much you want to throw them against the wall. Either way, it’s clear that a book can be your new soul mate or the bad relationship you need to end. In Dear Fahrenheit 451, librarian Annie Spence has crafted love letters and breakup notes to the iconic and eclectic books she has encountered over the years. From breaking up with The Giving Tree (a dysfunctional relationship book if ever there was one), to her love letter to The Time Traveler’s Wife (a novel less about time travel and more about the life of a marriage, with all of its ups and downs), Spence will make you think of old favorites in a new way. Filled with suggested reading lists, Spence’s take on classic and contemporary books is very much like the best of literature—sometimes laugh-out-loud funny, sometimes surprisingly poignant, and filled with universal truths. “Terrifically funny.” —Library Journal, starred review “A smart, funny, forthright librarian in book form.” —Kirkus Reviews “Dear Dear Fahrenheit 451, thanks for the lovely reminder of the ways we find ourselves in books.” —Booklist, starred review “[Spence] has a unique ability to capture the thoughts and feelings of book lovers.” —NPR
Publisher: Macmillan + ORM
ISBN: 1250113881
Category : Literary Criticism
Languages : en
Pages : 215
Book Description
“A winsome volume . . . in which the librarian Annie Spence writes letters to books she has loved, or not.” —New York Times Book Review If you love to read, and presumably you do since you’ve picked up this book, you know that some books affect you so profoundly they forever change the way you think about the world. Some books, on the other hand, disappoint you so much you want to throw them against the wall. Either way, it’s clear that a book can be your new soul mate or the bad relationship you need to end. In Dear Fahrenheit 451, librarian Annie Spence has crafted love letters and breakup notes to the iconic and eclectic books she has encountered over the years. From breaking up with The Giving Tree (a dysfunctional relationship book if ever there was one), to her love letter to The Time Traveler’s Wife (a novel less about time travel and more about the life of a marriage, with all of its ups and downs), Spence will make you think of old favorites in a new way. Filled with suggested reading lists, Spence’s take on classic and contemporary books is very much like the best of literature—sometimes laugh-out-loud funny, sometimes surprisingly poignant, and filled with universal truths. “Terrifically funny.” —Library Journal, starred review “A smart, funny, forthright librarian in book form.” —Kirkus Reviews “Dear Dear Fahrenheit 451, thanks for the lovely reminder of the ways we find ourselves in books.” —Booklist, starred review “[Spence] has a unique ability to capture the thoughts and feelings of book lovers.” —NPR
Time Travel and Other Mathematical Bewilderments
Author: Martin Gardner
Publisher: American Mathematical Soc.
ISBN: 1470463652
Category : Mathematics
Languages : en
Pages : 295
Book Description
Martin Gardner's Mathematical Games columns in Scientific American inspired and entertained several generations of mathematicians and scientists. Gardner in his crystal-clear prose illuminated corners of mathematics, especially recreational mathematics, that most people had no idea existed. His playful spirit and inquisitive nature invite the reader into an exploration of beautiful mathematical ideas along with him. These columns were both a revelation and a gift when he wrote them; no one--before Gardner--had written about mathematics like this. They continue to be a marvel. This is the original 1988 edition and contains columns published from 1974-1976.
Publisher: American Mathematical Soc.
ISBN: 1470463652
Category : Mathematics
Languages : en
Pages : 295
Book Description
Martin Gardner's Mathematical Games columns in Scientific American inspired and entertained several generations of mathematicians and scientists. Gardner in his crystal-clear prose illuminated corners of mathematics, especially recreational mathematics, that most people had no idea existed. His playful spirit and inquisitive nature invite the reader into an exploration of beautiful mathematical ideas along with him. These columns were both a revelation and a gift when he wrote them; no one--before Gardner--had written about mathematics like this. They continue to be a marvel. This is the original 1988 edition and contains columns published from 1974-1976.
Who Are You?
Author: Alex Custodio
Publisher: MIT Press
ISBN: 0262360462
Category : Games & Activities
Languages : en
Pages : 282
Book Description
The Game Boy Advance platform as computational system and cultural artifact, from its 2001 release through hacks, mods, emulations, homebrew afterlives. In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan "Who Are You?"--asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players' nostalgic connections to earlier ones. Today, nearly two decades after its release, and despite the development of newer and more powerful systems, Nintendo's Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, break, remake, redesign, trade, use, love, and play with the platform. In this book Alex Custodio traces the network of hardware and software afterlives of the Game Boy Advance platform.
Publisher: MIT Press
ISBN: 0262360462
Category : Games & Activities
Languages : en
Pages : 282
Book Description
The Game Boy Advance platform as computational system and cultural artifact, from its 2001 release through hacks, mods, emulations, homebrew afterlives. In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan "Who Are You?"--asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players' nostalgic connections to earlier ones. Today, nearly two decades after its release, and despite the development of newer and more powerful systems, Nintendo's Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, break, remake, redesign, trade, use, love, and play with the platform. In this book Alex Custodio traces the network of hardware and software afterlives of the Game Boy Advance platform.
Atari Age
Author: Michael Z. Newman
Publisher: MIT Press
ISBN: 0262536110
Category : Games & Activities
Languages : en
Pages : 265
Book Description
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful). Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.
Publisher: MIT Press
ISBN: 0262536110
Category : Games & Activities
Languages : en
Pages : 265
Book Description
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful). Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.