3 books
—
1 voter
Hardware Books
Showing 1-50 of 723
Computer Organization & Design: The Hardware/Software Interface (Hardcover)
by (shelved 14 times as hardware)
avg rating 3.97 — 1,710 ratings — published 1993
Code: The Hidden Language of Computer Hardware and Software (Paperback)
by (shelved 13 times as hardware)
avg rating 4.40 — 10,709 ratings — published 1999
The Hardware Hacker: Adventures in Making and Breaking Hardware (Hardcover)
by (shelved 10 times as hardware)
avg rating 4.28 — 560 ratings — published 2017
The Elements Of Computing Systems: Building A Modern Computer From First Principles (Hardcover)
by (shelved 7 times as hardware)
avg rating 4.55 — 972 ratings — published 2005
Practical Electronics for Inventors 2/E (Paperback)
by (shelved 7 times as hardware)
avg rating 4.37 — 1,055 ratings — published 1998
The Art of Electronics (Hardcover)
by (shelved 7 times as hardware)
avg rating 4.41 — 1,621 ratings — published 1980
Computer Architecture: A Quantitative Approach - 4th Edition (Paperback)
by (shelved 6 times as hardware)
avg rating 4.13 — 1,031 ratings — published 2006
Upgrading and Repairing PCs (Hardcover)
by (shelved 6 times as hardware)
avg rating 4.13 — 384 ratings — published 1989
Getting Started with Arduino (Paperback)
by (shelved 5 times as hardware)
avg rating 3.83 — 1,038 ratings — published 2008
Inside the Machine: An Illustrated Introduction to Microprocessors and Computer Architecture (Hardcover)
by (shelved 5 times as hardware)
avg rating 4.20 — 288 ratings — published 2006
Designing Embedded Hardware: Create New Computers and Devices (Paperback)
by (shelved 5 times as hardware)
avg rating 4.10 — 88 ratings — published 2002
Chip War: The Fight for the World's Most Critical Technology (Hardcover)
by (shelved 4 times as hardware)
avg rating 4.39 — 43,928 ratings — published 2022
Computer Systems: A Programmer's Perspective (Hardcover)
by (shelved 4 times as hardware)
avg rating 4.47 — 1,153 ratings — published 2002
What Every Programmer Should Know About Memory
by (shelved 4 times as hardware)
avg rating 4.72 — 71 ratings — published 2007
Structured Computer Organization (Hardcover)
by (shelved 4 times as hardware)
avg rating 4.03 — 592 ratings — published 1976
Fortune's Stroke (Belisarius, #4)
by (shelved 4 times as hardware)
avg rating 4.24 — 2,230 ratings — published 2000
Computer Organization and Design MIPS Edition: The Hardware/Software Interface (The Morgan Kaufmann Series in Computer Architecture and Design)
by (shelved 3 times as hardware)
avg rating 4.39 — 33 ratings — published
The Hardware Hacking Handbook: Breaking Embedded Security with Hardware Attacks (Kindle Edition)
by (shelved 3 times as hardware)
avg rating 4.57 — 51 ratings — published
But How Do It Know? The Basic Principles of Computers for Everyone (Paperback)
by (shelved 3 times as hardware)
avg rating 4.45 — 997 ratings — published 2009
Designing Video Game Hardware in Verilog (8bitworkshop)
by (shelved 3 times as hardware)
avg rating 4.14 — 22 ratings — published
CMOS VLSI Design: A Circuits and Systems Perspective (Hardcover)
by (shelved 3 times as hardware)
avg rating 4.11 — 142 ratings — published 2011
Arduino: A Quick-Start Guide (Paperback)
by (shelved 3 times as hardware)
avg rating 3.38 — 47 ratings — published 2011
Bebop to the Boolean Boogie: An Unconventional Guide to Electronics (with CD-ROM)
by (shelved 3 times as hardware)
avg rating 4.27 — 82 ratings — published 1995
The Soul of a New Machine (Paperback)
by (shelved 3 times as hardware)
avg rating 4.12 — 9,610 ratings — published 1981
Digital Fundamentals (Hardcover)
by (shelved 3 times as hardware)
avg rating 4.03 — 431 ratings — published 1986
Introduction to Computer Organization: An Under the Hood Look at Hardware and x86-64 Assembly (Paperback)
by (shelved 2 times as hardware)
avg rating 3.90 — 10 ratings — published
Focus: The ASML way - Inside the power struggle over the most complex machine on earth (Kindle Edition)
by (shelved 2 times as hardware)
avg rating 4.35 — 1,168 ratings — published 2024
When Agile Gets Physical: How to Use Agile Principles to Accelerate Hardware Development (Kindle Edition)
by (shelved 2 times as hardware)
avg rating 3.84 — 25 ratings — published
Pucking Around (Jacksonville Rays, #1)
by (shelved 2 times as hardware)
avg rating 3.73 — 228,428 ratings — published 2023
The Pucking Wrong Guy (Pucking Wrong, #2)
by (shelved 2 times as hardware)
avg rating 3.98 — 42,703 ratings — published
Hardware: Curso Completo (Hardcover)
by (shelved 2 times as hardware)
avg rating 4.46 — 13 ratings — published
Making Embedded Systems: Design Patterns for Great Software (Paperback)
by (shelved 2 times as hardware)
avg rating 4.26 — 364 ratings — published 2011
Make: AVR Programming: Learning to Write Software for Hardware (Make: Technology on Your Time)
by (shelved 2 times as hardware)
avg rating 4.36 — 111 ratings — published 2013
How Computers Really Work (Paperback)
by (shelved 2 times as hardware)
avg rating 4.35 — 162 ratings — published
Semiconductor Device Fundamentals (Hardcover)
by (shelved 2 times as hardware)
avg rating 4.09 — 120 ratings — published 1995
The Art of Invisibility: The World's Most Famous Hacker Teaches You How to Be Safe in the Age of Big Brother and Big Data (Hardcover)
by (shelved 2 times as hardware)
avg rating 3.98 — 5,504 ratings — published 2017
Tubes: A Journey to the Center of the Internet (Hardcover)
by (shelved 2 times as hardware)
avg rating 3.51 — 3,927 ratings — published 2012
How to Diagnose and Fix Everything Electronic (Paperback)
by (shelved 2 times as hardware)
avg rating 3.93 — 369 ratings — published 2010
Parallel Computer Architecture: A Hardware/Software Approach (The Morgan Kaufmann Series in Computer Architecture and Design)
by (shelved 2 times as hardware)
avg rating 3.72 — 29 ratings — published 1998
Memory Systems: Cache, DRAM, Disk (Hardcover)
by (shelved 2 times as hardware)
avg rating 4.44 — 16 ratings — published 2007
Exploring BeagleBone: Tools and Techniques for Building with Embedded Linux (Kindle Edition)
by (shelved 2 times as hardware)
avg rating 4.38 — 71 ratings — published 2014
Microprocessor Architecture, Programming, and Applications with the 8085 (4th Edition)
by (shelved 2 times as hardware)
avg rating 3.90 — 612 ratings — published 1995
Getting Started with Bluetooth Low Energy: Tools and Techniques for Low-Power Networking (Paperback)
by (shelved 2 times as hardware)
avg rating 3.87 — 84 ratings — published 2014
Exploring Arduino (Paperback)
by (shelved 2 times as hardware)
avg rating 4.29 — 283 ratings — published 2013
Practical Arduino: Cool Projects for Open Source Hardware (Technology in Action)
by (shelved 2 times as hardware)
avg rating 3.67 — 82 ratings — published 2009
Learning Computer Architecture with Raspberry Pi (Paperback)
by (shelved 2 times as hardware)
avg rating 4.21 — 56 ratings — published 2014
The Principles of Computer Hardware (Paperback)
by (shelved 2 times as hardware)
avg rating 3.98 — 56 ratings — published
Raspberry Pi: A Quick-Start Guide (Paperback)
by (shelved 2 times as hardware)
avg rating 3.11 — 28 ratings — published 2012
The Hardware Startup: Building Your Product, Business, and Brand (Paperback)
by (shelved 2 times as hardware)
avg rating 3.90 — 61 ratings — published 2014
Digital Designs: Principles And Practice (Hardcover)
by (shelved 2 times as hardware)
avg rating 3.82 — 159 ratings — published 1990
“Similarly, the computers used to run the software on the ground for the mission were borrowed from a previous mission. These machines were so out of date that Bowman had to shop on eBay to find replacement parts to get the machines working. As systems have gone obsolete, JPL no longer uses the software, but Bowman told me that the people on her team continue to use software built by JPL in the 1990s, because they are familiar with it. She said, “Instead of upgrading to the next thing we decided that it was working just fine for us and we would stay on the platform.” They have developed so much over such a long period of time with the old software that they don’t want to switch to a newer system. They must adapt to using these outdated systems for the latest scientific work.
Working within these constraints may seem limiting. However, building tools with specific constraints—from outdated technologies and low bitrate radio antennas—can enlighten us. For example, as scientists started to explore what they could learn from the wait times while communicating with deep space probes, they discovered that the time lag was extraordinarily useful information. Wait times, they realized, constitute an essential component for locating a probe in space, calculating its trajectory, and accurately locating a target like Pluto in space. There is no GPS for spacecraft (they aren’t on the globe, after all), so scientists had to find a way to locate the spacecraft in the vast expanse. Before 1960, the location of planets and objects in deep space was established through astronomical observation, placing an object like Pluto against a background of stars to determine its position.15 In 1961, an experiment at the Goldstone Deep Space Communications Complex in California used radar to more accurately define an “astronomical unit” and help measure distances in space much more accurately.16 NASA used this new data as part of creating the trajectories for missions in the following years. Using the data from radio signals across a wide range of missions over the decades, the Deep Space Network maintained an ongoing database that helped further refine the definition of an astronomical unit—a kind of longitudinal study of space distances that now allows missions like New Horizons to create accurate flight trajectories.
The Deep Space Network continued to find inventive ways of using the time lag of radio waves to locate objects in space, ultimately finding that certain ways of waiting for a downlink signal from the spacecraft were less accurate than others. It turned to using the antennas from multiple locations, such as Goldstone in California and the antennas in Canberra, Australia, or Madrid, Spain, to time how long the signal took to hit these different locations on Earth. The time it takes to receive these signals from the spacecraft works as a way to locate the probes as they are journeying to their destination. Latency—or the different time lag of receiving radio signals on different locations of Earth—is the key way that deep space objects are located as they journey through space. This discovery was made possible during the wait times for communicating with these craft alongside the decades of data gathered from each space mission. Without the constraint of waiting, the notion of using time as a locating feature wouldn’t have been possible.”
― Delayed Response: The Art of Waiting from the Ancient to the Instant World
Working within these constraints may seem limiting. However, building tools with specific constraints—from outdated technologies and low bitrate radio antennas—can enlighten us. For example, as scientists started to explore what they could learn from the wait times while communicating with deep space probes, they discovered that the time lag was extraordinarily useful information. Wait times, they realized, constitute an essential component for locating a probe in space, calculating its trajectory, and accurately locating a target like Pluto in space. There is no GPS for spacecraft (they aren’t on the globe, after all), so scientists had to find a way to locate the spacecraft in the vast expanse. Before 1960, the location of planets and objects in deep space was established through astronomical observation, placing an object like Pluto against a background of stars to determine its position.15 In 1961, an experiment at the Goldstone Deep Space Communications Complex in California used radar to more accurately define an “astronomical unit” and help measure distances in space much more accurately.16 NASA used this new data as part of creating the trajectories for missions in the following years. Using the data from radio signals across a wide range of missions over the decades, the Deep Space Network maintained an ongoing database that helped further refine the definition of an astronomical unit—a kind of longitudinal study of space distances that now allows missions like New Horizons to create accurate flight trajectories.
The Deep Space Network continued to find inventive ways of using the time lag of radio waves to locate objects in space, ultimately finding that certain ways of waiting for a downlink signal from the spacecraft were less accurate than others. It turned to using the antennas from multiple locations, such as Goldstone in California and the antennas in Canberra, Australia, or Madrid, Spain, to time how long the signal took to hit these different locations on Earth. The time it takes to receive these signals from the spacecraft works as a way to locate the probes as they are journeying to their destination. Latency—or the different time lag of receiving radio signals on different locations of Earth—is the key way that deep space objects are located as they journey through space. This discovery was made possible during the wait times for communicating with these craft alongside the decades of data gathered from each space mission. Without the constraint of waiting, the notion of using time as a locating feature wouldn’t have been possible.”
― Delayed Response: The Art of Waiting from the Ancient to the Instant World
“Cloud first software architecture is critical to designing efficient systems. All the hardware need to be capable of the most sophisticated things and then we can focus our attention on improving software capabilities.”
―
―









