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Nicholson Baker:Scrapping the card
catalogue, from
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Read the full textof this article .ABSTRACT:
ANNALS OF
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Science whizattends UNM after
Intel win
26 Jul 2009 at
8:00pmWhile most 16-
year-olds play
Minesweeper onthe computer to
cure boredom,
UNM studentRishin Behl...
http://www.newyorker.com/archive/1994/04/04/1994_04_04_064_TNY_CARDS_000365934http://www.newyorker.com/archive/1994/04/04/1994_04_04_064_TNY_CARDS_000365934http://www.newyorker.com/archive/1994/04/04/1994_04_04_064_TNY_CARDS_000365934http://www.newyorker.com/archive/1994/04/04/1994_04_04_064_TNY_CARDS_000365934http://media.www.dailylobo.com/media/storage/paper344/news/2009/07/27/News/Science.Whiz.Attends.Unm.After.Intel.Win-3752991.shtmlhttp://media.www.dailylobo.com/media/storage/paper344/news/2009/07/27/News/Science.Whiz.Attends.Unm.After.Intel.Win-3752991.shtmlhttp://media.www.dailylobo.com/media/storage/paper344/news/2009/07/27/News/Science.Whiz.Attends.Unm.After.Intel.Win-3752991.shtmlhttp://www.newyorker.com/archive/1994/04/04/1994_04_04_064_TNY_CARDS_000365934http://www.newyorker.com/archive/1994/04/04/1994_04_04_064_TNY_CARDS_000365934http://www.newyorker.com/archive/1994/04/04/1994_04_04_064_TNY_CARDS_000365934http://media.www.dailylobo.com/media/storage/paper344/news/2009/07/27/News/Science.Whiz.Attends.Unm.After.Intel.Win-3752991.shtmlhttp://media.www.dailylobo.com/media/storage/paper344/news/2009/07/27/News/Science.Whiz.Attends.Unm.After.Intel.Win-3752991.shtmlhttp://media.www.dailylobo.com/media/storage/paper344/news/2009/07/27/News/Science.Whiz.Attends.Unm.After.Intel.Win-3752991.shtml8/14/2019 Computer and Networking
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Before Fining Your
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With the city nowpoised to extract
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Computer:
A computer is a
machine that
manipulates dataaccording to a list
of instructions.
The first devices
that resemble
modern computers
date to the mid-20th century,
although the
computer conceptand various
machines similar to
computers existedearlier. Early
electronic
computers were the
size of a large
room, consumingas much power as
several hundredmodern personal
computers(PC).
Modern computersare based on tiny
integrated circuits
http://blogs.sfweekly.com/thesnitch/2009/07/first_the_videogame_then_the_s.phphttp://blogs.sfweekly.com/thesnitch/2009/07/first_the_videogame_then_the_s.phphttp://blogs.sfweekly.com/thesnitch/2009/07/first_the_videogame_then_the_s.phphttp://blogs.sfweekly.com/thesnitch/2009/07/first_the_videogame_then_the_s.phphttp://blogs.sfweekly.com/thesnitch/2009/07/first_the_videogame_then_the_s.phphttp://blogs.sfweekly.com/thesnitch/2009/07/first_the_videogame_then_the_s.phphttp://blogs.sfweekly.com/thesnitch/2009/07/first_the_videogame_then_the_s.phphttp://blogs.sfweekly.com/thesnitch/2009/07/first_the_videogame_then_the_s.phphttp://blogs.sfweekly.com/thesnitch/2009/07/first_the_videogame_then_the_s.php8/14/2019 Computer and Networking
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and are millions to
billions of timesmore capable while
occupying a
fraction of the
space. Today,simple computers
may be made small
enough to fit into awristwatch and be
powered from a
watch battery.Personal
computers, in
various forms, are
icons of the
Information Ageand are what most
people think of as"a computer";
however, the most
common form ofcomputer in use
today is the
embeddedcomputer.
Embedded
computers aresmall, simpledevices that are
used to control
other devices forexample, they may
be found in
machines rangingfrom fighter
aircraft to
industrial robots,
digital cameras,and children's toys.
The ability to storeand execute lists of
instructions called
programs makescomputers
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extremely versatile
and distinguishesthem from
calculators. The
Church Turing
thesis is amathematical
statement of this
versatility: anycomputer with a
certain minimum
capability is, inprinciple, capable
of performing the
same tasks that any
other computer can
perform. Therefore,computers with
capability andcomplexity ranging
from that of a
personal digitalassistant to a
supercomputer are
all able to performthe same
computational
tasks given enoughtime and storagecapacity.
History of
Computer
Hardware:
The history ofcomputer hardware
encompasses the
hardware, its
architecture, and itsimpact on software.
The elements of
computinghardware have
undergone
significantimprovement over
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their history. This
improvement hastriggered
worldwide use of
the technology,
performance hasimproved and the
price has declined.
Computers areaccessible to ever-
increasing sectors
of the world'spopulation.
Computing
hardware has
become a platform
for uses other thancomputation, such
as automation,communication,
control,
entertainment, andeducation. Each
field in turn has
imposed its ownrequirements on
the hardware,
which has evolvedin response to thoserequirements.
The von Neumannarchitecture unifies
our current
computinghardware
implementations.
Since digital
computers rely ondigital storage, and
tend to be limited
by the size andspeed of memory,
the history of
computer datastorage is tied to
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the development of
computers. Themajor elements of
computing
hardware
implementabstractions: input,
output, memory,
and processor. Aprocessor is
composed of
control anddatapath. In the
von Neumann
architecture,
control of the
datapath is storedin memory. This
allowed control tobecome an
automatic process;
the datapath couldbe under software
control, perhaps in
response to events.Beginning with
mechanical
datapaths such asthe abacus andastrolabe, the
hardware first
started usinganalogs for a
computation,
including waterand even air as the
analog quantities:
analog computers
have used lengths,pressures, voltages,
and currents to
represent theresults of
calculations.
Eventually thevoltages or currents
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were standardized,
and then digitized.Digital computing
elements have
ranged from
mechanical gears,to
electromechanical
relays, to vacuumtubes, to
transistors, and to
integrated circuits,all of which are
currently
implementing the
von Neumann
architecture.
It is difficult toidentify any one
device as the
earliest computer,partly because the
term "computer"
has been subject tovarying
interpretations over
time. Originally,the term"computer"
referred to a person
who performednumerical
calculations (a
human computer),often with the aid
of a mechanical
calculating device.
The history of themodern computer
begins with twoseparate
technologies - that
of automatedcalculation and that
of
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programmability.
Examples of early
mechanical
calculating devices
included theabacus, the slide
rule and arguably
the astrolabe andthe Antikythera
mechanism (which
dates from about150-100 BC). Hero
of Alexandria built
a mechanical
theater which
performed a playlasting 10 minutes
and was operatedby a complex
system of ropes
and drums thatmight be
considered to be a
means of decidingwhich parts of the
mechanism
performed whichactions and when.This is the essence
of
programmability.
The "castle clock",
an astronomicalclock invented by
Al-Jazari in 1206,
is considered to be
the earliest
programmableanalog computer. It
displayed thezodiac, the solar
and lunar orbits, a
crescent moon-shaped pointer
travelling across a
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gateway causing
automatic doors toopen every hour,
and five robotic
musicians who
play music whenstruck by levers
operated by a
camshaft attachedto a water wheel.
The length of day
and night could bere-programmed
every day in order
to account for the
changing lengths of
day and nightthroughout the
year.
The end of the
Middle Ages saw are-invigoration of
European
mathematics andengineering, and
Wilhelm
Schickard's 1623device was the firstof a number of
mechanical
calculatorsconstructed by
European
engineers.However, none of
those devices fit
the modern
definition of acomputer because
they could not be
programmed.
In 1801, Joseph
Marie Jacquardmade an
improvement to the
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textile loom that
used a series ofpunched paper
cards as a template
to allow his loom
to weave intricatepatterns
automatically. The
resulting Jacquardloom was an
important step in
the development ofcomputers because
the use of punched
cards to define
woven patterns can
be viewed as anearly, albeit
limited, form ofprogrammability.
It was the fusion ofautomatic
calculation with
programmabilitythat produced the
first recognizable
computers. In1837, CharlesBabbage was the
first to
conceptualize anddesign a fully
programmable
mechanicalcomputer that he
called "The
Analytical Engine".
Due to limitedfinances, and an
inability to resist
tinkering with thedesign, Babbage
never actually built
his AnalyticalEngine.
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Large-scale
automated dataprocessing of
punched cards was
performed for the
U.S. Census in1890 by tabulating
machines designed
by HermanHollerith and
manufactured by
the ComputingTabulating
Recording
Corporation, which
later became IBM.
By the end of the19th century a
number oftechnologies that
would later prove
useful in therealization of
practical computers
had begun toappear: the
punched card,
Boolean algebra,the vacuum tube(thermionic valve)
and the teleprinter.
During the first
half of the 20th
century, manyscientific
computing needs
were met by
increasinglysophisticated
analog computers,
which used a directmechanical or
electrical model of
the problem as abasis for
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computation.
However, thesewere not
programmable and
generally lacked
the versatility andaccuracy of
modern digital
computers.
A succession of
steadily morepowerful and
flexible computing
devices were
constructed in the
1930s and 1940s,gradually adding
the key featuresthat are seen in
modern computers.
The use of digitalelectronics (largely
invented by Claude
Shannon in 1937)and more flexible
programmability
were vitallyimportant steps, butdefining one point
along this road as
"the first digitalelectronic
computer" is
difficult (Shannon1940). Notable
achievements
include:
Konrad Zuse'selectromechanical
"Z machines". TheZ3 (1941) was the
first working
machine featuringbinary arithmetic,
including floating
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point arithmetic
and a measure ofprogrammability.
In 1998 the Z3 was
proved to be
Turing complete,therefore being the
world's first
operationalcomputer.
The non-programmable
AtanasoffBerry
Computer (1941)
which used
vacuum tube basedcomputation,
binary numbers,and regenerative
capacitor memory.
The secret British
Colossus
computers (1943),which had limited
programmability
but demonstrated
that a device usingthousands of tubes
could be
reasonably reliableand electronically
reprogrammable. It
was used forbreaking German
wartime codes.
The Harvard Mark
I (1944), a large-scale
electromechanicalcomputer with
limited
programmability.
The U.S. Army's
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Ballistics Research
Laboratory ENIAC(1946), which used
decimal arithmetic
and is sometimes
called the firstgeneral purpose
electronic
computer (sinceKonrad Zuse's Z3
of 1941 used
electromagnetsinstead of
electronics).
Initially, however,
ENIAC had an
inflexiblearchitecture which
essentially requiredrewiring to change
its programming.
Several developers
of ENIAC,
recognizing itsflaws, came up
with a far more
flexible and elegantdesign, which cameto be known as the
"stored program
architecture" orvon Neumann
architecture. This
design was firstformally described
by John von
Neumann in the
paper First Draft ofa Report on the
EDVAC,
distributed in 1945.A number of
projects to develop
computers basedon the stored-
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program
architecturecommenced around
this time, the first
of these being
completed in GreatBritain. The first to
be demonstrated
working was theManchester Small-
Scale Experimental
Machine (SSEM or"Baby"), while the
EDSAC,
completed a year
after SSEM, was
the first practicalimplementation of
the stored programdesign. Shortly
thereafter, the
machine originallydescribed by von
Neumann's paper
was completed butdid not see full-
time use for an
additional twoyears.
Nearly all modern
computersimplement some
form of the stored-
programarchitecture,
making it the single
trait by which the
word "computer" isnow defined. While
the technologies
used in computershave changed
dramatically since
the first electronic,general-purpose
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computers of the
1940s, most stilluse the von
Neumann
architecture.
Computers that
used vacuum tubes
as their electronicelements were in
use throughout the
1950s. Vacuumtube electronics
were largely
replaced in the
1960s by
transistor-basedelectronics, which
are smaller, faster,cheaper to produce,
require less power,
and are morereliable. In the
1970s, integrated
circuit technologyand the subsequent
creation of
microprocessors,such as the Intel4004, further
decreased size and
cost and furtherincreased speed
and reliability of
computers. By the1980s, computers
became sufficiently
small and cheap to
replace simplemechanical
controls in
domesticappliances such as
washing machines.
The 1980s alsowitnessed home
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computers and the
now ubiquitouspersonal computer.
With the evolution
of the Internet,
personal computersare becoming as
common as the
television and thetelephone in the
household.
Stored Program
Architecture:
Computer
Program:
Computerprograms (also
software programs,or just programs)
are instructions for
a computer. Acomputer requires
programs to
function.Moreover, a
computer program
does not run unlessits instructions areexecuted by a
central processor;
however, aprogram may
communicate an
algorithm to peoplewithout running.
Computer
programs are
usually executableprograms or the
source code from
which executableprograms are
derived.
Computer source
code is often
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written by
professionalcomputer
programmers.
Source code is
written in aprogramming
language that
usually follows oneof two main
paradigms:
imperative ordeclarative
programming.
Source code may
be converted into
an executable file(sometimes called
an executableprogram or a
binary) by a
compiler.Alternatively,
computer programs
may be executedby a central
processing unit
with the aid of aninterpreter, or maybe embedded
directly into
hardware.
Computer
programs may becategorized along
functional lines:
system software
and applicationsoftware. And
many computer
programs may runsimultaneously on
a single computer,
a process known asmultitasking.
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Computer
Programming:
Computer
programming
(often shortened to
programming orcoding) is the
process of writing,
testing,debugging/troubles
hooting, and
maintaining thesource code of
computer
programs. This
source code is
written in aprogramming
language. The codemay be a
modification of an
existing source orsomething
completely new.
The purpose ofprogramming is to
create a program
that exhibits acertain desiredbehavior
(customization).
The process ofwriting source code
requires expertise
in many differentsubjects, including
knowledge of the
application
domain,specialized
algorithms and
formal logic.
The defining
feature of moderncomputers which
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distinguishes them
from all othermachines is that
they can be
programmed. That
is to say that a listof instructions (the
program) can be
given to thecomputer and it
will store them and
carry them out atsome time in the
future.
In most cases,
computerinstructions are
simple: add onenumber to another,
move some data
from one locationto another, send a
message to some
external device,etc. These
instructions are
read from thecomputer'smemory and are
generally carried
out (executed) inthe order they were
given. However,
there are usuallyspecialized
instructions to tell
the computer to
jump ahead orbackwards to some
other place in the
program and tocarry on executing
from there. These
are called "jump"instructions (or
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branches).
Furthermore, jumpinstructions may be
made to happen
conditionally so
that differentsequences of
instructions may be
used depending onthe result of some
previous
calculation or someexternal event.
Many computers
directly support
subroutines by
providing a type ofjump that
"remembers" thelocation it jumped
from and another
instruction toreturn to the
instruction
following thatjump instruction.
Program executionmight be likened toreading a book.
While a person will
normally read eachword and line in
sequence, they may
at times jump backto an earlier place
in the text or skip
sections that are
not of interest.Similarly, a
computer may
sometimes go backand repeat the
instructions in
some section of theprogram over and
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over again until
some internalcondition is met.
This is called the
flow of control
within the programand it is what
allows the
computer toperform tasks
repeatedly without
humanintervention.
Comparatively, a
person using a
pocket calculatorcan perform a basic
arithmeticoperation such as
adding two
numbers with just afew button presses.
But to add together
all of the numbersfrom 1 to 1,000
would take
thousands of buttonpresses and a lot oftimewith a near
certainty of making
a mistake. On theother hand, a
computer may be
programmed to dothis with just a few
simple instructions.
Programs:
In practical terms,a computer
program may runfrom just a few
instructions to
many millions ofinstructions, as in a
program for a word
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processor or a web
browser. A typicalmodern computer
can execute
billions of
instructions persecond (gigahertz
or GHz) and rarely
make a mistakeover many years of
operation. Large
computer programscomprising several
million instructions
may take teams of
programmers years
to write, thus theprobability of the
entire programhaving been
written without
error is highlyunlikely.
Errors in computerprograms are called
"bugs". Bugs may
be benign and notaffect theusefulness of the
program, or have
only subtle effects.But in some cases
they may cause the
program to "hang"- become
unresponsive to
input such as
mouse clicks orkeystrokes, or to
completely fail or
"crash". Otherwisebenign bugs may
sometimes may be
harnessed formalicious intent by
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an unscrupulous
user writing an"exploit" - code
designed to take
advantage of a bug
and disrupt aprogram's proper
execution. Bugs are
usually not thefault of the
computer. Since
computers merelyexecute the
instructions they
are given, bugs are
nearly always the
result ofprogrammer error
or an oversightmade in the
program's design.
In most computers,
individual
instructions arestored as machine
code with each
instruction beinggiven a uniquenumber (its
operation code or
opcode for short).The command to
add two numbers
together wouldhave one opcode,
the command to
multiply them
would have adifferent opcode
and so on. The
simplest computersare able to perform
any of a handful of
differentinstructions; the
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computer. Modern
von Neumanncomputers display
some traits of the
Harvard
architecture in theirdesigns, such as in
CPU caches.
While it is possible
to write computer
programs as longlists of numbers
(machine language)
and this technique
was used with
many earlycomputers, it is
extremely tediousto do so in practice,
especially for
complicatedprograms. Instead,
each basic
instruction can begiven a short name
that is indicative of
its function andeasy to remember amnemonic such as
ADD, SUB,
MULT or JUMP.These mnemonics
are collectively
known as acomputer's
assembly language.
Converting
programs written inassembly language
into something the
computer canactually understand
(machine language)
is usually done bya computer
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program called an
assembler.Machine languages
and the assembly
languages that
represent them(collectively
termed low-level
programminglanguages) tend to
be unique to a
particular type ofcomputer. For
instance, an ARM
architecture
computer (such as
may be found in aPDA or a hand-
held videogame)cannot understand
the machine
language of anIntel Pentium or
the AMD Athlon
64 computer thatmight be in a PC.
Thoughconsiderably easierthan in machine
language, writing
long programs inassembly language
is often difficult
and error prone.Therefore, most
complicated
programs are
written in moreabstract high-level
programming
languages that areable to express the
needs of the
computerprogrammer more
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conveniently (and
thereby help reduceprogrammer error).
High level
languages are
usually "compiled"into machine
language (or
sometimes intoassembly language
and then into
machine language)using another
computer program
called a compiler.
Since high level
languages are moreabstract than
assembly language,it is possible to use
different compilers
to translate thesame high level
language program
into the machinelanguage of many
different types of
computer. This ispart of the meansby which software
like video games
may be madeavailable for
different computer
architectures suchas personal
computers and
various video game
consoles.
The task of
developing largesoftware systems is
an immense
intellectual effort.Producing software
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with an acceptably
high reliability on apredictable
schedule and
budget has proved
historically to be agreat challenge; the
academic and
professionaldiscipline of
software
engineeringconcentrates
specifically on this
problem.
How ComputersWork:
A general purposecomputer has four
main sections: the
arithmetic andlogic unit (ALU),
the control unit, the
memory, and theinput and output
devices
(collectivelytermed I/O). Theseparts are
interconnected by
busses, often madeof groups of wires.
The control unit,ALU, registers, and
basic I/O (and
often other
hardware closely
linked with these)are collectively
known as a centralprocessing unit
(CPU). Early CPUs
were composed ofmany separate
components but
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since the mid-
1970s CPUs havetypically been
constructed on a
single integrated
circuit called amicroprocessor.
Control Unit:
The control unit
(often called a
control system orcentral controller)
directs the various
components of a
computer. It reads
and interprets(decodes)
instructions in theprogram one by
one. The control
system decodeseach instruction
and turns it into a
series of controlsignals that operate
the other parts of
the computer.Control systems inadvanced
computers may
change the order ofsome instructions
so as to improve
performance.
A key component
common to all
CPUs is the
program counter, aspecial memory
cell (a register) thatkeeps track of
which location in
memory the nextinstruction is to be
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read from.
The control
system's function is
as follows note that
this is a simplifieddescription, and
some of these steps
may be performedconcurrently or in a
different order
depending on thetype of CPU:
1. Read the code
for the next
instruction from
the cell indicatedby the program
counter.2. Decode the
numerical code for
the instruction intoa set of commands
or signals for each
of the othersystems.
3. Increment the
program counter soit points to the nextinstruction.
4. Read whatever
data the instructionrequires from cells
in memory (or
perhaps from aninput device). The
location of this
required data is
typically storedwithin the
instruction code.
5. Provide thenecessary data to
an ALU or register.
6. If the instruction
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requires an ALU or
specializedhardware to
complete, instruct
the hardware to
perform therequested
operation.
7. Write the resultfrom the ALU back
to a memory
location or to aregister or perhaps
an output device. 8.
Jump back to step
(1).
Since the program
counter is(conceptually) just
another set of
memory cells, itcan be changed by
calculations done
in the ALU.Adding 100 to the
program counter
would cause thenext instruction tobe read from a
place 100 locations
further down theprogram.
Instructions that
modify theprogram counter
are often known as
"jumps" and allow
for loops(instructions that
are repeated by the
computer) andoften conditional
instruction
execution (bothexamples of
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control flow).
It is noticeable that
the sequence of
operations that the
control unit goesthrough to process
an instruction is in
itself like a shortcomputer program
- and indeed, in
some morecomplex CPU
designs, there is
another yet smaller
computer called a
microsequencerthat runs a
microcode programthat causes all of
these events to
happen.
Arithmetic/Logic
Unit (ALU):
The ALU is
capable of
performing two
classes ofoperations:
arithmetic and
logic.
The set of
arithmeticoperations that a
particular ALU
supports may be
limited to adding
and subtracting ormight include
multiplying ordividing,
trigonometry
functions (sine,cosine, etc) and
square roots. Some
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These can be useful
both for creatingcomplicated
conditional
statements and
processing booleanlogic.
Superscalarcomputers contain
multiple ALUs so
that they canprocess several
instructions at the
same time.
Graphics
processors andcomputers with
SIMD and MIMDfeatures often
provide ALUs that
can performarithmetic on
vectors and
matrices.
Memory:
A computer's
memory can beviewed as a list of
cells into which
numbers can beplaced or read.
Each cell has a
numbered"address" and can
store a single
number. The
computer can be
instructed to "putthe number 123
into the cellnumbered 1357" or
to "add the number
that is in cell 1357to the number that
is in cell 2468 and
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put the answer into
cell 1595". Theinformation stored
in memory may
represent
practicallyanything. Letters,
numbers, even
computerinstructions can be
placed into
memory with equalease. Since the
CPU does not
differentiate
between different
types ofinformation, it is
up to the softwareto give significance
to what the
memory sees asnothing but a series
of numbers.
In almost all
modern computers,
each memory cellis set up to storebinary numbers in
groups of eight bits
(called a byte).Each byte is able to
represent 256
different numbers;either from 0 to
255 or -128 to
+127. To store
larger numbers,several consecutive
bytes may be used
(typically, two,four or eight).
When negative
numbers arerequired, they are
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reducing the need
to access mainmemory (which is
often slow
compared to the
ALU and controlunits) greatly
increases the
computer's speed.
Computer main
memory comes intwo principal
varieties: random
access memory or
RAM and read-
only memory orROM. RAM can be
read and written toanytime the CPU
commands it, but
ROM is pre-loadedwith data and
software that never
changes, so theCPU can only read
from it. ROM is
typically used tostore thecomputer's initial
start-up
instructions. Ingeneral, the
contents of RAM is
erased when thepower to the
computer is turned
off while ROM
retains its dataindefinitely. In a
PC , the ROM
contains aspecialized
program called the
BIOS thatorchestrates
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loading the
computer'soperating system
from the hard disk
drive into RAM
whenever thecomputer is turned
on or reset. In
embeddedcomputers, which
frequently do not
have disk drives,all of the software
required to perform
the task may be
stored in ROM.
Software that isstored in ROM is
often calledfirmware because it
is notionally more
like hardware thansoftware. Flash
memory blurs the
distinction betweenROM and RAM by
retaining data when
turned off butbeing rewritablelike RAM.
However, flash
memory istypically much
slower than
conventional ROMand RAM so its use
is restricted to
applications where
high speeds are notrequired.
In moresophisticated
computers there
may be one ormore RAM cache
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memories which
are slower thanregisters but faster
than main memory.
Generally
computers with thissort of cache are
designed to move
frequently neededdata into the cache
automatically,
often without theneed for any
intervention on the
programmer's part.
Input/Output(I/O):
I/O is the means bywhich a computer
receives
information fromthe outside world
and sends results
back. Devices thatprovide input or
output to the
computer are calledperipherals. On atypical personal
computer,
peripherals includeinput devices like
the keyboard and
mouse, and outputdevices such as the
display and printer.
Hard disk drives,
floppy disk drivesand optical disc
drives serve as both
input and outputdevices. Computer
networking is
another form ofI/O.
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Often, I/O devices
are complexcomputers in their
own right with
their own CPU and
memory. Agraphics processing
unit might contain
fifty or more tinycomputers that
perform the
calculationsnecessary to
display 3D
graphics. Modern
desktop computers
contain manysmaller computers
that assist the mainCPU in performing
I/O.
Multitasking:
While a computer
may be viewed asrunning one
gigantic program
stored in its mainmemory, in somesystems it is
necessary to give
the appearance ofrunning several
programs
simultaneously.This is achieved by
having the
computer switch
rapidly betweenrunning each
program in turn.
One means bywhich this is done
is with a special
signal called aninterrupt which can
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periodically cause
the computer tostop executing
instructions where
it was and do
something elseinstead. By
remembering
where it wasexecuting prior to
the interrupt, the
computer canreturn to that task
later. If several
programs are
running "at the
same time", thenthe interrupt
generator might becausing several
hundred interrupts
per second, causinga program switch
each time. Since
modern computerstypically execute
instructions several
orders ofmagnitude fasterthan human
perception, it may
appear that manyprograms are
running at the same
time even thoughonly one is ever
executing in any
given instant. This
method ofmultitasking is
sometimes termed
"time-sharing"since each program
is allocated a
"slice" of time inturn.
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Before the era of
cheap computers,the principle use
for multitasking
was to allow many
people to share thesame computer.
Seemingly,multitasking would
cause a computer
that is switchingbetween several
programs to run
more slowly - in
direct proportion to
the number ofprograms it is
running. However,most programs
spend much of
their time waitingfor slow
input/output
devices tocomplete their
tasks. If a program
is waiting for theuser to click on themouse or press a
key on the
keyboard, then itwill not take a
"time slice" until
the event it iswaiting for has
occurred. This
frees up time for
other programs toexecute so that
many programs
may be run at thesame time without
unacceptable speed
loss.
Multiprocessing:
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Some computers
may divide theirwork between one
or more separate
CPUs, creating a
multiprocessingconfiguration.
Traditionally, this
technique wasutilized only in
large and powerful
computers such assupercomputers,
mainframe
computers and
servers. However,
multiprocessor andmulti-core
(multiple CPUs ona single integrated
circuit) personal
and laptopcomputers have
become widely
available and arebeginning to see
increased usage in
lower-end marketsas a result.
Supercomputers in
particular oftenhave highly unique
architectures that
differ significantlyfrom the basic
stored-program
architecture and
from generalpurpose computers.
They often feature
thousands ofCPUs, customized
high-speed
interconnects, andspecialized
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institutions
throughout theUnited States
began to link their
computers together
usingtelecommunication
s technology. This
effort was fundedby ARPA (now
DARPA), and the
computer networkthat it produced
was called the
ARPANET. The
technologies that
made the Arpanetpossible spread and
evolved. In time,the network spread
beyond academic
and militaryinstitutions and
became known as
the Internet. Theemergence of
networking
involved aredefinition of thenature and
boundaries of the
computer.Computer
operating systems
and applicationswere modified to
include the ability
to define and
access theresources of other
computers on the
network, such asperipheral devices,
stored information,
and the like, asextensions of the
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resources of an
individualcomputer. Initially
these facilities
were available
primarily to peopleworking in high-
tech environments,
but in the 1990s thespread of
applications like e-
mail and the WorldWide Web,
combined with the
development of
cheap, fast
networkingtechnologies like
Ethernet andADSL saw
computer
networking becomealmost ubiquitous.
In fact, the number
of computers thatare networked is
growing
phenomenally. Avery largeproportion of
personal computers
regularly connectto the Internet to
communicate and
receiveinformation.
"Wireless"
networking, often
utilizing mobilephone networks,
has meant
networking isbecoming
increasingly
ubiquitous even inmobile computing
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environments.
Other Topics:
Hardware:
A typical personal
computer consistsof a case or chassis
in a tower shape
(desktop) and thefollowing parts:
* Motherboard -
It is the "body" ormainframe of the
computer, through
which all other
components
interface.* Central
Processing Unit
(CPU) - Performs
most of the
calculations whichenable a computer
to function,
sometimes referredto as the "backbone
or brain" of the
computer.* Computer Fan -Used to lower the
temperature of the
computer; a fan isalmost always
attached to the
CPU, and thecomputer case will
generally have
several fans to
maintain a constantairflow. Liquid
cooling can also be
used to cool acomputer, though it
focuses more on
individual partsrather than the
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overall temperature
inside the chassis.* Random Access
Memory (RAM) -
It is also known as
the physicalmemory of the
computer. Fast-
access memory thatis cleared when the
computer is
powered-down.RAM attaches
directly to the
motherboard, and
is used to store
programs that arecurrently running.
* Firmware isloaded from the
Read only memory
eg. ROM run fromthe Basic Input-
Output System
(BIOS) or in newersystems Extensible
Firmware Interface
(EFI) compliant+ Internal Buses -Connections to
various internal
components.+ PCI (being
phased out for
graphic cards butstill used for other
uses)
+ PCI-E
+ ISA (obsolete inPCs, but still used
in industrial
computers)+ USB
+ HyperTransport
+ CSI (expected in2008)
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+ AGP (being
phased out)+ VLB (outdated)
* External Bus
Controllers - usedto connect to
external
peripherals, such asprinters and input
devices. These
ports may also bebased upon
expansion cards,
attached to the
internal buses.
Power Supply:
A case control, and(usually) a cooling
fan, and supplies
power to run therest of the
computer, the most
common types ofpower supplies are
AT and BabyAT
(old) but the
standard for PCsactually are ATX
and Micro ATX.
Storage
Controllers:
Controllers forhard disk, CD-
ROM and other
drives like internal
Zip and Jaz
conventionally fora PC are IDE/ATA;
the controllers sitdirectly on the
motherboard (on-
board) or onexpansion cards,
such as a Disk
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array controller.
IDE is usuallyintegrated, unlike
SCSI Small
Computer System
Interface which canbe found in some
servers. The floppy
drive interface is alegacy MFM
interface which is
now slowlydisappearing. All
these interfaces are
gradually being
phased out to be
replaced by SATAand SAS.
Video Display
Controller:
Produces theoutput for the
visual display unit.
This will either bebuilt into the
motherboard or
attached in its ownseparate slot (PCI,PCI-E, PCI-E 2.0,
or AGP), in the
form of a GraphicsCard.
Removable Media
Devices:
* CD (CompactDisc) - the most
common type of
removable media,inexpensive but has
a short life-span.* CD-ROM Drive- a device used for
reading data from aCD.
* CD Writer - a
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device used for
both reading andwriting data to and
from a CD.
* DVD (Digital
Versatile Disc) - apopular type of
removable media
that is the samedimensions as a
CD but stores up to
* 6 times as muchinformation. It is
the most common
way of transferring
digital video.
* DVD-ROMDrive - a device
used for readingdata from a DVD.
* DVD Writer - a
device used forboth reading and
writing data to and
from a DVD.* DVD-RAM
Drive - a device
used for rapidwriting and readingof data from a
special type of
DVD.* Blu-Ray - a
high-density
optical disc formatfor the storage of
digital information,
including high-
definition video.* BD-ROM Drive- a device used for
reading data from aBlu-Ray disc.
* BD Writer - a
device used forboth reading and
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writing data to and
from a Blu-Raydisc.
* HD DVD - a
high-density
optical disc formatand successor to
the standard DVD.
It was adiscontinued
competitor to the
Blu-Ray format.* Floppy Disk- an
outdated storage
device consisting
of a thin disk of a
flexible magneticstorage medium.
* Zip Drive - anoutdated medium-
capacity removable
disk storagesystem, first
introduced by
Iomega in 1994.* USB Flash
Drive - a flash
memory datastorage deviceintegrated with a
USB interface,
typically small,lightweight,
removable, and
rewritable.* Tape Drive - a
device that reads
and writes data on
a magnetictape,used for long
term storage.
Internal Storage:
Hardware that
keeps data insidethe computer for
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later use and
remains persistenteven when the
computer has no
power.
* Hard Disk- formedium-term
storage of data.
* Solid-State
Drive - a device
similar to hard
disk, but containingno moving parts. V
* Disk ArrayController - a
device to manage
several hard disks,to achieve
performance orreliability
improvement.
Sound Card:
Enables the
computer to outputsound to audio
devices, as well as
accept input from amicrophone. Mostmodern computers
have sound cards
built-in to themotherboard,
though it is
common for a userto install a separate
sound card as an
upgrade.
Networking:Connects the
computer to theInternet and/or
other computers.
* Modem - fordial-up
connections.
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* Network Card -
for DSL/Cableinternet, and/or
connecting to other
computers.
* Direct CableConnection - Use
of a null modem,
connecting twocomputers together
using their serial
ports or a Laplink.* Cable,
connecting two
computers together
with their parallel
ports.* Dial Up
Connections. *
Broad Band
Connections.
Other
Peripherals:
A peripheral is adevice attached to a
host computer
behind the chipsetwhose primaryfunctionality is
dependent upon the
host, and cantherefore be
considered as
expanding thehosts capabilities,
while not forming
part of the system's
core architecture.Some of the more
common peripheraldevices are
printers, scanners,
disk drives, tapedrives,
microphones,
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speakers, and
cameras. Peripheraldevices can also
include other
computers on a
network system. Adevice can also
refer to a non-
physical item, suchas a pseudo
terminal, a RAM
drive, or a virtualnetwork adapter.
Some people do
not consider
internal devicessuch as video
capture cards to beperipherals because
they are added
inside the computercase; for them, the
term peripherals is
reservedexclusively for
devices that are
hooked upexternally to thecomputer. It is
debatable however
whether PCMCIAcards qualify as
peripherals under
this restrictivedefinition, because
some of them go
fully inside the
laptop, while some,like WiFi cards,
have external
appendages.
The term is
different fromcomputer
accessories:
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English-language
key layout is theQWERTY layout.
* Pointing Devices* Mouse - a
pointing devicethat detects two
dimensional
motion relative toits supporting
surface.
* Trackball - apointing device
consisting of an
exposed protruding
ball housed in a
socket that detectsrotation about two
axes.* Gaming Devices* Joystick- a
general controldevice that consists
of a handheld stick
that pivots aroundone end, to detect
angles in two or
three dimensions.* Gamepad - ageneral handheld
game controller
that relies on thedigits (especially
thumbs) to provide
input.* Game
Controller - a
specific type of
controllerspecialized for
certain gaming
purposes.* Image, VideoInput Devices
* Image Scanner -a device that
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provides input by
analyzing images,printed text,
handwriting, or an
object.
* Webcam - a lowresolution video
camera used to
provide visualinput that can be
easily transferred
over the internet.* Audio Input
Devices
* Microphone - an
acoustic sensor that
provides input byconverting sound
into electricalsignals
Output:
* Image, Video
Output Devices
* Printer* Monitor
* Audio Output
Devices* Speakers* Headset
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