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Livros de Jeff Duntemann
It’s the summer of 1966. Family camping is the rage. Boomer kids are everywhere. Star Trek is brand-new. Smartphones and social media haven’t even been dreamt of yet. So summer crushes happen the old-fashioned way: young face to young face.
While scoping out sites for stargazing at Castle Rock Lake, 12-year-old Eric meets a girl from the next campsite over. Charlene and Eric are both gifted, highly articulate students: Eric in math and science, Charlene in art and composition. He shows her the constellations in the ink-black Wisconsin night sky; she sketches him and writes him poems. An attraction neither has ever felt before soon blossoms between them. Eric’s sensible parents caution him that 12 is too young to fall in love, while Charlene’s parents barely speak to each other, let alone her. She aches for the love she sees in Eric’s family, and takes strength from the attention and kindness that Eric offers her.
For Charlene has a secret, one that cuts to the heart of who and what she is. When the conflict in her family threatens to end the campout early, she must explain that secret to Eric, and begs him to accept the vision she has of her own future. Facing the possibility that they may never see each other again, Eric and Charlene struggle to put words to the feelings that have arisen between them. They discover the answer in the language they both speak, and had spoken together all along: Complete sentences.
- His favorite writing tips
- His prediction of Wikipedia in 1994
- His prediction of selfies in 1983
- How nanotechnology might eventually create computers as small as dirt particles
- How dogs helped early humans survive their genocidal impulses, making civilization possible
- What tweener boys learn from monster movies
- The challenges of truly long-horizon thinking
- The benefits of contrarian thinking
- Why tribalism may be the worst problem facing humanity
- Where anger came from and how it kills
- What it means to be truly free
For nightmares are not random concoctions of our dreaming imaginations. Strange creatures called archons living in the subtle realms of the collective unconscious craft horrifying dreams to drop into sleeping minds, and then feast on the terror those dreams evoke. This scheme goes back 15,000 years, to the dawn of human history. It was created by a sort of super-archon who claims to be the Demiurge of ancient Persian myth.
Once Larry learns how to destroy archons instead of merely banishing them from dreams, this architect of all nightmares hunts Larry down and demands that Larry stop destroying the monster’s archon servants. Thus begins an escalating conflict that draws in a bored title-search agent, a witch and a lightworker, two teenage prodigies, a modern-day cult practicing ancient Persian death magick, dream mechas a quarter-mile high, and a very very large number of dogs.
Because this new universe doesn’t support spirits, Pickles manifests as the nearest local equivalent: AI software in the agency’s heavily networked copier. She wanders into a nearby corporate network looking for allies, and discovers a virtual universe where AIs live in virtual bungalows and meet in virtual coffee shops for virtual doughnuts. Pickles is soon seducing Simple Simon, an earnest but naive AI tasked with controlling an immense robotic assembly line in the corporation’s manufacturing plant. Stypek, meanwhile, is mistaken for a penniless Eastern European computer science intern, and is taken in by Carolyn Romero, the ad agency’s copywriter. Expecting the usual suspicion and contempt, Stypek is humbled by the kindness he’s shown, and one by one uses the stolen Opportunities to help his new friends with their problems, including Carolyn’s failed marriage.
But Jrikk the magician isn’t so easily thwarted. Soon Stypek, Pickles, Simple Simon, and their human and virtual friends must fight for their lives against the evil force sent to retrieve Stypek to the magician’s dungeons.
Peter soon learns that he has been framed by Earth's paranoid world government, and is offered a pardon in return for conducting a reconnaissance mission to Hell and back. There are hints that Hell is developing impossible technologies or has even neutralized the wire-eating nanobugs entirely. How he will return from Hell is a secret known only to his grim mission partner, agent Geyl Shreve of Earth’s shadowy Special Implementer Service.
But Peter has a secret as well: He is a member of the outlawed Sangruse Society, and in his blood flows the Sangruse Device, Version 9, the most powerful nanocomputer AI ever created. Although supposedly Peter's protector and advisor, the Device answers to no one but the Society's mysterious leader, and has reasons of its own for visiting Hell. Peter soon discovers that he is little more than a disguise, caught in a covert war among Earth, a revolutionary group bent on overthrowing Earth's government, Hell's ingenious inmates, and the deadly mechanism in his veins. For as fearsome as it is, the Sangruse Device itself is afraid—and the fates of whole worlds would be decided by the threat that the Cunning Blood has discovered outside of space and time.
260 years on, the castaways have created a civilization resembling late 19th Century America, based in part on coal, steam, iron, and hard work--and in part on the mysterious drumlin artifacts. Both short novels in this volume are set against this background.
Drumlin Circus: Every spring, Bramble Ceglarek takes Pretty Alice’s Wonderland Circus down the dirt roads of the west country, dazzling townfolk with clowns, acrobats, calliope music, and trained animals — especially trained animals. His wife Julia trains them with a drumlin whistle, and they obey with peculiar precision. The cultlike Bitspace Institute, hoping to train animal assassins, sends agent Simon Kassel to steal the whistle. Unknown to him, Kassel has been set up to fail by his Institute rivals who want to be rid of him, and after Julia and her apprentice Rosa are abducted by Institute thugs who attempt to kill him, Kassel switches loyalties and joins the circus as a very scary clown.
He returns to Institute HQ to rescue Julia and Rosa, only to discover that the training whistle is much more than merely a whistle: a mysterious “function controller” that compels animals, human beings, and even the alien drumlin artifacts themselves to obey its bearer.
On Gossamer Wings: From out in the dry rye fields of the west, rumors have come to the Bitspace Institute that someone has drummed up something valuable from the alien thingmakers: a large sphere of pure iron. Institute agent Hiram König rides out to investigate, and discovers the strange, mute young woman who has done the drumming. He also learns that the Big Ball of Iron is just the beginning of the previously unknown drumlins that she has discovered in the vast "bitspace" of the alien thingmakers. Despite the slow progress of technology in the Valinor colony, where steam locomotives and the first primitive hydrogen airships are state of the art, Natalie Bishop is using her talents with the thingmakers to seek out the drumlin parts she needs to build a heavier-than-air flying machine. For her, the flier is her masterpiece, the work that will prove her worth to the people she cares about.
The race is on for König to extract Natalie from the pressure-cooker of a small town that is her home, before it blows up around her and before she takes the dazzlingly risky final step and tries to fly.
The long-awaited third edition of this bestselling introduction to assembly language has been completely rewritten to focus on 32-bit protected-mode Linux and the free NASM assembler. Assembly is the fundamental language bridging human ideas and the pure silicon hearts of computers, and popular author Jeff Dunteman retains his distinctive lighthearted style as he presents a step-by-step approach to this difficult technical discipline.
He starts at the very beginning, explaining the basic ideas of programmable computing, the binary and hexadecimal number systems, the Intel x86 computer architecture, and the process of software development under Linux. From that foundation he systematically treats the x86 instruction set, memory addressing, procedures, macros, and interface to the C-language code libraries upon which Linux itself is built.
- Serves as an ideal introduction to x86 computing concepts, as demonstrated by the only language directly understood by the CPU itself
- Uses an approachable, conversational style that assumes no prior experience in programming of any kind
- Presents x86 architecture and assembly concepts through a cumulative tutorial approach that is ideal for self-paced instruction
- Focuses entirely on free, open-source software, including Ubuntu Linux, the NASM assembler, the Kate editor, and the Gdb/Insight debugger
- Includes an x86 instruction set reference for the most common machine instructions, specifically tailored for use by programming beginners
- Woven into the presentation are plenty of assembly code examples, plus practical tips on software design, coding, testing, and debugging, all using free, open-source software that may be downloaded without charge from the Internet.