Have you ever heard the old axiom that if you want to design a simple system, ask yourself if your grandmother could use it? Maybe that was on Wired’s mind because they asked a quantum computing expert — particularly IBM’s [Dr. Talia Gershon] — to explain what exactly quantum computing is at 5 levels. In the video they shot, which you can see below, [Dr. Gershon] talks to a younger child, a teenager, an undergraduate computer science student, a graduate student, and then a physicist.
We enjoyed some of the analogies of spinning pennies and the way she was able to bring the topic to an appropriate level for each of the participants. Truthfully, the final segment with the physicist ([Dr. Steven Girvin] was more of a conversation than an explanation, but it was interesting to hear his views on fault tolerance and how likely certain things were to occur in the near future.
Continue reading “Wired and IBM Explain Quantum Computing to Students from Grade School to Grad School”
Just because a system becomes obsolete for most of us doesn’t mean that everyone stops working with them. Take a look at this brand new game for the Amiga 500 called Worthy, which is sure to make most of us regret ever upgrading our home computers, despite the improvements made since 1987.
The group who developed the game is known as Pixelglass and they have done a lot of work on this platform, releasing several games over the past few years. Their latest is Worthy, an action-adventure game that looks similar to the top-down perspective Zelda games from the SNES. It’s an impressive piece of work for a system that few of us own anymore, but if you have one (or even if you have a good emulator) you might want to give it a whirl.
If developing games for retro systems is your style, this isn’t limited to personal computers like the Amiga. We’ve seen development platforms for the Super Nintendo that will let you run your own code, and even other methods for working with the Sega Saturn if you’re feeling really adventurous.
Thanks to [Chappy1978] for the tip!
Continue reading “The Best New Amiga Title of 2018?”
If the computer you have isn’t particularly fast, there’s a well-documented way to get more out of it. You just need more of the same computer, and you can run your tasks on them all at the same time. Building computer clusters is an effective way of decreasing the time it takes for computers to solve certain problems, even if the computers themselves aren’t top-of-the-line hardware. Of course, with cheap enough hardware, people will build clusters out of just about anything, including the ESP32.
For this project, [Wei Lin] admits that this isn’t really a serious attempt at building speedy hardware, but rather an interesting exercise in creating a cluster as a sort of learning experience. ESP32 boards can be found for around $10 so building an experimental cluster with these is even more feasible than using the Raspberry Pi. [Wei Lin] goes into a great amount of detail on his GitHub page about all of his goals with the project, most of which involve exploring the functionality of the new cluster and its underpinnings.
While this might seem like little more than a thought experiment, it does have the advantage of being a great solution for problems that involve gathering data from points that are physically very far from one another. If you’ve ever been interested in parallel computing or computing clusters, this is a great project to check out. If you have more Raspberry Pis on hand than ESP32s and still want to build a cluster, check out this project that used a mere 750 of them for one.
Just because something is “never used” doesn’t mean it’s good. [Inkoo Vintage Computing] learned that lesson while trying to repair an Amiga 500 and finding parts online that were claimed to be “new” in that they were old stock that had never been used. The problem was that in the last 30 years the capacitors had dried out, rendering these parts essentially worthless. The solution, though, was to adapt a modern PSU for use on the old equipment.
The first hurdle to getting this machine running again was finding the connector for the power supply. The parts seemed to have vanished, with some people making their own from scratch. But after considering the problem for a minute longer they realized that another Commodore machine used the same parts, and were able to source a proper cable.
Many more parts had to be sourced to get the power supply operational, but these were not as hard to come across. After some dedicated work with the soldering iron, the power supply was put to use running the old Amiga. Asture readers will know that [Inkoo Vintage Computing] aren’t strangers to the Amiga. They recently were featured with a nondestructive memory module hack that suffered from the same parts sourcing issues that this modification had, but also came out wonderfully in the end.
In 1962, John Glenn sat in his capsule waiting for his rocket engines to light-up and lift him to space. But first, he insisted that Katherine Johnson double-check the electronic computer’s trajectory calculations. While that’s the dramatic version of events given in the recent movie, Hidden Figures, the reality isn’t very far off. Glenn wasn’t sitting on the launchpad at the time, but during the weeks prior to launch, he did insist that Johnson double-check the computer’s calculations.
So who is this woman who played an important but largely unknown part of such a well-known historical event? During her long life, she was a wife, a mother, an African-American, a teacher, and a human computer, a term rarely used these days. Her calculations played a part in much of early spaceflight and in 2015, she was awarded the Presidential Medal of Freedom by President Obama. She also has a building named after her at the Langley Research Center in Hampton, Virginia.
Continue reading “Katherine Johnson: Computer To The Stars”
We have to admit, we expected to be bored through [The 8-Bit Guy]’s presentation, only to stay riveted through his comparison of early graphic card technology.
Some presentations get a bit technical, which isn’t bad, but what is so interesting about this one is the clear explanation of what the market was like, and what it was like for the user during this time. For example, one bit we found really interesting was the mention of later games not supporting some of the neat color hacks for CGA because they couldn’t emulate it fully on the VGA cards they were developing on. Likewise, It was interesting to see why a standard like RGBI even existed in the first place with his comparison of text in composite, and much clearer text in RGBI.
We learned a lot, and some mysteries about the bizarre color choices in old games make a lot more sense now. Video after the break.
Continue reading “A Comparison of Early Graphics Cards”