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projekt:updateringar [2021/07/06 12:12] – added Angelo's talk, shortened sentence zeltophilprojekt:updateringar [2021/08/07 19:58] – added abstract of aap's talk zeltophil
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 ===== Upcoming ===== ===== Upcoming =====
  
-  * 2021-07-10, 19:00: **How ported Space Invaders to a video game console from 1978**\\ //Bjarni Juliusson (Update)//\\ Bjarni walks us through his recent port of the arcade classic to the Philips Videopac, a second-generation video game consoleHe explains the hardware limitations and shows tricks used to get around them — unlike in the arcade machine there is no frame buffer, and the functionality of the hardware sprites is severely constrained on the Videopac. The development of the port was done on real hardware with home-made USB-connected game cartridge+  * 2021-08-14, 19:00: **The Whirlwind I**\\ //Angelo Papenhoff (Humboldt University of Berlin)//\\ The Whirlwind was a computer of the first generation built at the servomechanisms lab at MITIt was the first computer designed to be a highly reliable part of a system, and to be controlled in real time, rather than be a programmable calculator for scientific research. Its interactive nature directly started a tradition of computer engineering at MIT which includes the TX-0TX-2 and DEC's PDP line of minicomputers. Its role in a simulated air defense system led to the development of the AN/FSQ-7 computer, the center piece of the SAGE system. In my talk I will give the historical context in which Whirlwind was designed and built, explain its architecture and block diagrams, go into how it was built and how it evolved over its lifetime, and of course show some simple demos in my emulator. Those who want to stick around for bit longer are encouraged to join me in a little hands-on hacking session where we look at some original code, but also write our own to get a feeling for what programming the Whirlwind is like
-  * 2021-08-14, 19:00: **The Whirlwind I**\\ //Angelo Papenhoff (Humboldt University of Berlin)//+  * 2021-09-11, 19:00: **The evolution of TECO and EMACS – hands-on demo**\\ //Lars Brinkhoff (ICtech)//
  
 ===== Past ===== ===== Past =====
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   * 2021-05-08, 19:00: **Forth: from the minicomputer to the microcontroller**\\ //Jan Bramkamp (CCCHB)//\\ Forth is an almost esoteric programming language in the eyes of most modern programmers, but still worth learning if only to expand your horizon. On modern microcontrollers the strengths that made Forth stand out in on 1970s minicomputers are relevant once again: fast enough execution, low worst case latency, full control over the system, powerful metaprogramming, and interactive development. This presentation will show how to overcome the initially near vertical learning curve and get the Mecrisp Stellaris Forth system running on a STM32 microcontroller without breaking the bank. Prior exposure to microcontrollers or assembler is helpful, but not required. Once the Forth system is running we will use it to explore either the hardware it's running on or its implementation and available implementation tradeoffs.\\ {{2021-05-08_forth_from_the_minicomputer_to_the_microcontroller.pdf|Slides}}, [[https://gist.github.com/Crest/6da642686fe282e31b91d77a1cc8bedc|demo code]]   * 2021-05-08, 19:00: **Forth: from the minicomputer to the microcontroller**\\ //Jan Bramkamp (CCCHB)//\\ Forth is an almost esoteric programming language in the eyes of most modern programmers, but still worth learning if only to expand your horizon. On modern microcontrollers the strengths that made Forth stand out in on 1970s minicomputers are relevant once again: fast enough execution, low worst case latency, full control over the system, powerful metaprogramming, and interactive development. This presentation will show how to overcome the initially near vertical learning curve and get the Mecrisp Stellaris Forth system running on a STM32 microcontroller without breaking the bank. Prior exposure to microcontrollers or assembler is helpful, but not required. Once the Forth system is running we will use it to explore either the hardware it's running on or its implementation and available implementation tradeoffs.\\ {{2021-05-08_forth_from_the_minicomputer_to_the_microcontroller.pdf|Slides}}, [[https://gist.github.com/Crest/6da642686fe282e31b91d77a1cc8bedc|demo code]]
   * 2021-06-12, 19:00: **The Oldenburg Computer Museum – Rearing and Care**\\ //Thiemo Eddiks (Oldenburg Computer Museum)//\\ The Oldenburg Computer Museum (OCM) is a German computer museum founded in 2008 and run by volunteers. This talk presents a historical outline of the founding of the OCM. From building up the collection to opening the first exhibition to founding the supporting association and moving to the current premises – and the professionalisation that goes with it. Thiemo Eddiks presents the didactic concept, explains the museum work in the team and gives insights into and outlooks on current projects. In addition, he talks about problems associated with running a museum as a hobby. \\ [[http://oldenburger-computermuseum.de/|Website]], [[https://www.youtube.com/channel/UC-k4MMzm7I6l6anXNP0MWmQ/videos|YouTube channel]]   * 2021-06-12, 19:00: **The Oldenburg Computer Museum – Rearing and Care**\\ //Thiemo Eddiks (Oldenburg Computer Museum)//\\ The Oldenburg Computer Museum (OCM) is a German computer museum founded in 2008 and run by volunteers. This talk presents a historical outline of the founding of the OCM. From building up the collection to opening the first exhibition to founding the supporting association and moving to the current premises – and the professionalisation that goes with it. Thiemo Eddiks presents the didactic concept, explains the museum work in the team and gives insights into and outlooks on current projects. In addition, he talks about problems associated with running a museum as a hobby. \\ [[http://oldenburger-computermuseum.de/|Website]], [[https://www.youtube.com/channel/UC-k4MMzm7I6l6anXNP0MWmQ/videos|YouTube channel]]
 +  * 2021-07-10, 19:00: **How I ported Space Invaders to a video game console from 1978**\\ //Bjarni Juliusson (Update)//\\ Bjarni walks us through his recent port of the arcade classic to the Philips Videopac, a second-generation video game console. He explains the hardware limitations and shows tricks used to get around them — unlike in the arcade machine there is no frame buffer, and the functionality of the hardware sprites is severely constrained on the Videopac. The development of the port was done on real hardware with a home-made USB-connected game cartridge.
projekt/updateringar.txt · Last modified: 2024/04/20 12:00 by zeltophil

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