Koala Pad
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Koala Pad
The KoalaPad is a graphics tablet, released in 1983 by U.S. company Koala Technologies Corporation, for the Apple II, TRS-80 Color Computer (as the TRS-80 Touch Pad), Atari 8-bit family, and Commodore 64, as well as for the IBM PC. Originally designed by Dr. David Thornburg as a low-cost computer drawing tool for schools, the Koala Pad and the bundled drawing program, KoalaPainter, was popular with home users as well. KoalaPainter was called KoalaPaint in some versions for the Apple II, and PC Design for the IBM PC. A program called Graphics Exhibitor was included for creating slideshow presentations from KoalaPainter drawings. Description The pad was four inches square (i.e. roughly 10×10 cm) and mounted on a slightly inclined base with the back of the pad higher than the front. At the top, "behind" the pad, were two buttons. The pad hooked into the computer using the analog signals of the joystick ports (the so-called paddle inputs), which meant that it had a low resolu ...
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Koalapad Loz CIMG1891
The KoalaPad is a graphics tablet, released in 1983 by U.S. company Koala Technologies Corporation, for the Apple II, TRS-80 Color Computer (as the TRS-80 Touch Pad), Atari 8-bit family, and Commodore 64, as well as for the IBM PC. Originally designed by Dr. David Thornburg as a low-cost computer drawing tool for schools, the Koala Pad and the bundled drawing program, KoalaPainter, was popular with home users as well. KoalaPainter was called KoalaPaint in some versions for the Apple II, and PC Design for the IBM PC. A program called Graphics Exhibitor was included for creating slideshow presentations from KoalaPainter drawings. Description The pad was four inches square (i.e. roughly 10×10 cm) and mounted on a slightly inclined base with the back of the pad higher than the front. At the top, "behind" the pad, were two buttons. The pad hooked into the computer using the analog signals of the joystick ports (the so-called paddle inputs), which meant that it had a low r ...
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Undo
Undo is an interaction technique which is implemented in many computer programs. It erases the last change done to the document, reverting it to an older state. In some more advanced programs, such as graphic processing, undo will negate the last command done to the file being edited. With the possibility of undo, users can explore and work without fear of making mistakes, because they can easily be undone. The expectations for undo are easy to understand: to have a predictable functionality, and to include all "undoable" commands. Usually undo is available until the user undoes all executed operations. But there are some actions which are not stored in the undo list, and thus they cannot be undone. For example, ''save file'' is not undoable, but is queued in the list to show that it was executed. Another action which is usually not stored, and thus not undoable, is ''scrolling'' or ''selection''. The opposite of undo is ''redo''. The redo command reverses the undo or advances t ...
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Logo Programming Language
Logo is an educational programming language, designed in 1967 by Wally Feurzeig, Seymour Papert, and Cynthia Solomon. ''Logo'' is not an acronym: the name was coined by Feurzeig while he was at Bolt, Beranek and Newman, and derives from the Greek ''logos'', meaning ''word'' or ''thought''. A general-purpose language, Logo is widely known for its use of turtle graphics, in which commands for movement and drawing produced line or vector graphics, either on screen or with a small robot termed a turtle. The language was conceived to teach concepts of programming related to Lisp and only later to enable what Papert called " body-syntonic reasoning", where students could understand, predict, and reason about the turtle's motion by imagining what they would do if they were the turtle. There are substantial differences among the many dialects of Logo, and the situation is confused by the regular appearance of turtle graphics programs that are named Logo. Logo is a multi-paradigm adaptati ...
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Educational Software
Educational software is a term used for any computer software which is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient. History 1946s–1970s The use of computer hardware and software in education and training dates to the early 1940s, when American researchers developed flight simulators which used analog computers to generate simulated onboard instrument data. One such system was the type19 synthetic radar trainer, built in 1943. From these early attempts in the WWII era through the mid-1970s, educational software was directly tied to the hardware, on which it ran. Pioneering educational computer systems in this era included the PLATO system (1960), developed at the University of Illinois, and TICCIT (1969). In 1963, IBM had established a partnership with Stanford University's ...
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MousePaint
Bill Budge (born August 11, 1954) is a retired American video game programmer and designer. He is best known for the Apple II games '' Raster Blaster'' (1981) and ''Pinball Construction Set'' (1983). Early games Budge says he became interested in computers while obtaining a PhD at UC Berkeley. He purchased an Apple II and began writing games. He enjoyed it so much that he dropped out of school and became a game programmer. Budge's first game was a ''Pong'' clone, called ''Penny Arcade'', which he wrote using his own custom graphics routines. He traded the completed game to Apple Computer for a Centronics printer.An interview with Budge
from ''Halcyon Days''
California Pacific published a collec ...
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Apple Mouse
Apple Inc. has designed and manufactured several models of mice, trackpads and other pointing devices, primarily for use with Macintosh computers. Over the years, Apple has maintained a distinct form and function with its mice that reflect their design languages of that time. Apple's current external pointing devices are the Magic Mouse 2 and Magic Trackpad 2. Mice Mice manufactured by Apple previously only had a single button control interface, until the Mighty Mouse in 2005, which introduced a clickable scroll ball and multiple programmable buttons. Mice made by Apple contained a ball-tracking control mechanism, until the Pro Mouse in 2000 when Apple moved to an optical-based tracking mechanism. Apple's current mouse, the Magic Mouse 2, uses laser tracking. Background In 1979, Apple was planning to develop a business computer, and arranged a visit with the Xerox Parc research center to view some of their experimental technology. It was there they discovered the mouse, ...
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BYTE
The byte is a unit of digital information that most commonly consists of eight bits. Historically, the byte was the number of bits used to encode a single character of text in a computer and for this reason it is the smallest addressable unit of memory in many computer architectures. To disambiguate arbitrarily sized bytes from the common 8-bit definition, network protocol documents such as The Internet Protocol () refer to an 8-bit byte as an octet. Those bits in an octet are usually counted with numbering from 0 to 7 or 7 to 0 depending on the bit endianness. The first bit is number 0, making the eighth bit number 7. The size of the byte has historically been hardware-dependent and no definitive standards existed that mandated the size. Sizes from 1 to 48 bits have been used. The six-bit character code was an often-used implementation in early encoding systems, and computers using six-bit and nine-bit bytes were common in the 1960s. These systems often had memory words ...
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Ahoy!
''Ahoy!'' was a computer magazine published between January 1984 and January 1989 in the US, focusing on all Commodore color computers, but especially the Commodore 64 and Amiga. History The first issue of ''Ahoy!'' was published in January 1984. The magazine was published monthly by Ion International and was headquartered in New York City. It published many games in BASIC and machine language, occasionally also printing assembly language source code. ''Ahoy!'' published a checksum A checksum is a small-sized block of data derived from another block of digital data for the purpose of detecting errors that may have been introduced during its transmission or storage. By themselves, checksums are often used to verify data ... program called ''Flankspeed'' for entering machine language listings. ''Ahoy!'s AmigaUser'' was a related but separate publication dedicated to the Amiga. It was spun off from a series of columns in ''Ahoy!'' with the same title, and the first two issu ...
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Dazzle Draw
Dazzle Draw is a raster graphics editor for the Apple IIc and Apple IIe. The program allows users to create bitmap images which can then be printed or used in other programs. Developed by David Snider and released in 1984 by Broderbund, the program is similar to MacPaint MacPaint is a raster graphics editor developed by Apple Computer and released with the original Macintosh personal computer on January 24, 1984. It was sold separately for US$195 with its word processing counterpart, MacWrite. MacPaint was nota ..., released in early 1984. Snider previously wrote the Apple II pinball game '' David's Midnight Magic''. Dazzle Draw is designed specifically to take advantage of the graphics capabilities of the Apple IIc and Enhanced IIe. The program allows use of 16 colors and supports the creation of automated slide shows. References External links * * {{Raster graphics editors 1984 software Raster graphics editors Apple II software Discontinued software ...
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Broderbund
Broderbund Software, Inc. (stylized as Brøderbund) was an American maker of video games, educational software, and productivity tools. Broderbund is best known for the 8-bit video game hits ''Choplifter'', ''Lode Runner'', ''Karateka'', and ''Prince of Persia'' (all of which originated on the Apple II), as well as ''The Print Shop''—originally for printing signs and banners on dot matrix printers—and the ''Myst'' and ''Carmen Sandiego'' games. The company was founded in Eugene, Oregon, and moved to San Rafael, California, then later to Novato, California. Brøderbund was purchased by SoftKey in 1998. Many of Broderbund's software titles, such as ''The Print Shop'', ''PrintMaster'', and ''Mavis Beacon'', are still published under the name "Brøderbund". Games released by the revived Broderbund are distributed by Encore, Inc. ''Brøderbund'' is now the brand name for Riverdeep's graphic design, productivity, and edutainment titles such as The Print Shop, ''Carmen Sandiego'', ...
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Copy And Paste
In human–computer interaction and user interface design, cut, copy, and paste are related commands that offer an interprocess communication technique for transferring data through a computer's user interface. The ''cut'' command removes the selected data from its original position, while the ''copy'' command creates a duplicate; in both cases the selected data is kept in temporary storage (the clipboard). The data from the clipboard is later inserted wherever a ''paste'' command is issued. The data remains available to any application supporting the feature, thus allowing easy data transfer between applications. The command names are an interface metaphor based on the physical procedure used in manuscript editing to create a page layout. This interaction technique has close associations with related techniques in graphical user interfaces (GUIs) that use pointing devices such as a computer mouse (by drag and drop, for example). Typically, clipboard support is provided by an ...
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Random Access Memory
Random-access memory (RAM; ) is a form of computer memory that can be read and changed in any order, typically used to store working Data (computing), data and machine code. A Random access, random-access memory device allows data items to be read (computer), read or written in almost the same amount of time irrespective of the physical location of data inside the memory, in contrast with other direct-access data storage media (such as hard disks, CD-RWs, DVD-RWs and the older Magnetic tape data storage, magnetic tapes and drum memory), where the time required to read and write data items varies significantly depending on their physical locations on the recording medium, due to mechanical limitations such as media rotation speeds and arm movement. RAM contains multiplexer, multiplexing and demultiplexing circuitry, to connect the data lines to the addressed storage for reading or writing the entry. Usually more than one bit of storage is accessed by the same address, and RAM ...
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