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A computer is a machine for manipulating data according to a
list of instructions.
Computers take numerous physical forms. Early electronic computers
were the size of a large room, consuming as much power as several
hundred modern personal computers. [1] Today, computers can be made
small enough to fit into a wrist watch and be powered from a watch
battery. Society has come to recognize personal computers and their
portable equivalent, the laptop computer, as icons of the
information age; they are what most people think of as "a computer".
However, the most common form of computer in use today is by far the
embedded computer. Embedded computers are small, simple devices that
are often used to control other devices—for example, they may be
found in machines ranging from fighter aircraft to industrial
robots, digital cameras, and even children's toys.
A computer in a wristwatch.The ability to store and execute programs
makes computers extremely versatile and distinguishes them from
calculators. The Church–Turing thesis is a mathematical statement of
this versatility: Any computer with a certain minimum capability is,
in principle, capable of performing the same tasks that any other
computer can perform. Therefore, computers with capability and
complexity ranging from that of a personal digital assistant to a
supercomputer are all able to perform the same computational tasks
as long as time and storage capacity are not considerations.
History of computing
Main article: History of computing
The Jacquard loom was one of the first programmable devices.It is
difficult to define any one device as the earliest computer. The
very definition of a computer has changed and it is therefore
impossible to identify the first computer. Many devices once called
"computers" would no longer qualify as such by today's standards.
Originally, the term "computer" referred to a person who performed
numerical calculations (a human computer), often with the aid of a
mechanical calculating device. Examples of early mechanical
computing devices included the abacus, the slide rule and arguably
the astrolabe and the Antikythera mechanism (which dates from about
150-100 BC). The end of the Middle Ages saw a re-invigoration of
European mathematics and engineering, and Wilhelm Schickard's 1623
device was the first of a number of mechanical calculators
constructed by European engineers.
However, none of those devices fit the modern definition of a
computer because they could not be programmed. In 1801, Joseph Marie
Jacquard made an improvement to the textile loom that used a series
of punched paper cards as a template to allow his loom to weave
intricate patterns automatically. The resulting Jacquard loom was an
important step in the development of computers because the use of
punched cards to define woven patterns can be viewed as an early,
albeit limited, form of programmability.
In 1837, Charles Babbage was the first to conceptualize and design a
fully programmable mechanical computer that he called "The
Analytical Engine".[2] Due to limited finance, and an inability to
resist tinkering with the design, Babbage never actually built his
Analytical Engine.
Large-scale automated data processing of punched cards was performed
for the US Census in 1890 by tabulating machines designed by Herman
Hollerith and manufactured by the Computing Tabulating Recording
Corporation, which later became IBM. By the end of the 19th century
a number of technologies that would later prove useful in the
realization of practical computers had begun to appear: the punched
card, boolean algebra, the vacuum tube (thermionic valve) and the
teleprinter.
During the first half of the 20th century, many scientific computing
needs were met by increasingly sophisticated analog computers, which
used a direct mechanical or electrical model of the problem as a
basis for computation. However, these were not programmable and
generally lacked the versatility and accuracy of modern digital
computers.
A succession of steadily more powerful and flexible computing
devices were constructed in the 1930s and 1940s, gradually adding
the key features that are seen in modern computers. The use of
digital electronics (largely invented by Claude Shannon in 1937) and
more flexible programmability were vitally important steps, but
defining one point along this road as "the first digital electronic
computer" is difficult (Shannon 1940). Notable achievements include:
EDSAC was one of the first computers to implement the stored program
(von Neumann) architecture.Konrad Zuse's electromechanical "Z
machines". The Z3 (1941) was the first working machine featuring
binary arithmetic, including floating point arithmetic and a measure
of programmability. In 1998 the Z3 was proved to be Turing complete,
therefore being the world's first operational computer.
The Atanasoff-Berry Computer (1941) which used vacuum tube based
computation, binary numbers, and regenerative capacitor memory.
The secret British Colossus computer (1944), which had limited
programmability but demonstrated that a device using thousands of
tubes could be reasonably reliable and electronically
reprogrammable. It was used for breaking German wartime codes.
The Harvard Mark I (1944), a large-scale electromechanical computer
with limited programmability.
The US Army's Ballistics Research Laboratory ENIAC (1946), which
used decimal arithmetic and was the first general purpose electronic
computer, although it initially had an inflexible architecture which
essentially required rewiring to change its programming.
Several developers of ENIAC, recognizing its flaws, came up with a
far more flexible and elegant design, which came to be known as the
stored program architecture or von Neumann architecture. This design
was first formally described by John von Neumann in the paper "First
Draft of a Report on the EDVAC", published in 1945. A number of
projects to develop computers based on the stored program
architecture commenced around this time, the first of these being
completed in Great Britain. The first to be demonstrated working was
the Manchester Small-Scale Experimental Machine (SSEM) or "Baby".
However, the EDSAC, completed a year after SSEM, was perhaps the
first practical implementation of the stored program design. Shortly
thereafter, the machine originally described by von Neumann's
paper—EDVAC—was completed but didn't see full-time use for an
additional two years.
Nearly all modern computers implement some form of the stored
program architecture, making it the single trait by which the word
"computer" is now defined. By this standard, many earlier devices
would no longer be called computers by today's definition, but are
usually referred to as such in their historical context. While the
technologies used in computers have changed dramatically since the
first electronic, general-purpose computers of the 1940s, most still
use the von Neumann architecture. The design made the universal
computer a practical reality.
Microprocessors are miniaturized devices that often implement stored
program CPUs.Vacuum tube-based computers were in use throughout the
1950s, but were largely replaced in the 1960s by transistor-based
devices, which were smaller, faster, cheaper, used less power and
were more reliable. These factors allowed computers to be produced
on an unprecedented commercial scale. By the 1970s, the adoption of
integrated circuit technology and the subsequent creation of
microprocessors such as the Intel 4004 caused another leap in size,
speed, cost and reliability. By the 1980s, computers had become
sufficiently small and cheap to replace simple mechanical controls
in domestic appliances such as washing machines. Around the same
time, computers became widely accessible for personal use by
individuals in the form of home computers and the now ubiquitous
personal computer. In conjunction with the widespread growth of the
Internet since the 1990s, personal computers are becoming as common
as the television and the telephone and almost all modern electronic
devices contain a computer of some kind.
Stored program architecture
Main articles: Computer program and Computer programming
The defining feature of modern computers which distinguishes them
from all other machines is that they can be programmed. That is to
say that a list of instructions (the program) can be given to the
computer and it will store them and carry them out at some time in
the future.
In most cases, computer instructions are simple: add one number to
another, move some data from one location to another, send a message
to some external device, etc. These instructions are read from the
computer's memory and are generally carried out (executed) in the
order they were given. However, there are usually specialized
instructions to tell the computer to jump ahead or backwards to some
other place in the program and to carry on executing from there.
These are called "jump" instructions (or branches). Furthermore,
jump instructions may be made to happen conditionally so that
different sequences of instructions may be used depending on the
result of some previous calculation or some external event. Many
computers directly support subroutines by providing a type of jump
that "remembers" the location it jumped from and another instruction
to return to that point.
Program execution might be likened to reading a book. While a person
will normally read each word and line in sequence, they may at times
jump back to an earlier place in the text or skip sections that are
not of interest. Similarly, a computer may sometimes go back and
repeat the instructions in some section of the program over and over
again until some internal condition is met. This is called the flow
of control within the program and it is what allows the computer to
perform tasks repeatedly without human intervention.
Comparatively, a person using a pocket calculator can perform a
basic arithmetic operation such as adding two numbers with just a
few button presses. But to add together all of the numbers from 1 to
1,000 would take thousands of button presses and a lot of time—with
a near certainty of making a mistake. On the other hand, a computer
may be programmed to do this with just a few simple instructions.
For example:
mov #0,sum ; set sum to 0
mov #1,num ; set num to 1
loop: add num,sum ; add num to sum
add #1,num ; add 1 to num
cmp num,#1000 ; compare num to 1000
ble loop ; if num <= 1000, go back to 'loop'
halt ; end of program. stop running
Once told to run this program, the computer will perform the
repetitive addition task without further human intervention. It will
almost never make a mistake and a modern PC can complete the task in
about a millionth of a second.[3]
However, computers cannot "think" for themselves in the sense that
they only solve problems in exactly the way they are programmed to.
An intelligent human faced with the above addition task might soon
realize that instead of actually adding up all the numbers one can
simply use the equation
and arrive at the correct answer (500,500) with little work. [4] In
other words, a computer programmed to add up the numbers one by one
as in the example above would do exactly that without regard to
efficiency or alternative solutions.
Programs
A 1970s punched card containing one line from a FORTRAN program. The
card reads: "Z(1) = Y + W(1)" and is labelled "PROJ039" for
identification purposes.In practical terms, a computer program might
include anywhere from a dozen instructions to many millions of
instructions for something like a word processor or a web browser. A
typical modern computer can execute billions of instructions every
second and nearly never make a mistake over years of operation.
Large computer programs may take teams of computer programmers years
to write and the probability of the entire program having been
written completely in the manner intended is unlikely. Errors in
computer programs are called bugs. Sometimes bugs are benign and do
not affect the usefulness of the program, in other cases they might
cause the program to completely fail (crash), in yet other cases
there may be subtle problems. Sometimes otherwise benign bugs may be
used for malicious intent, creating a security exploit. Bugs are
usually not the fault of the computer. Since computers merely
execute the instructions they are given, bugs are nearly always the
result of programmer error or an oversight made in the program's
design. [5]
In most computers, individual instructions are stored as machine
code with each instruction being given a unique number (its
operation code or opcode for short). The command to add two numbers
together would have one opcode, the command to multiply them would
have a different opcode and so on. The simplest computers are able
to perform any of a handful of different instructions, the more
complex computers have several hundred to choose from—each with a
unique numerical code. Since the computer's memory is able to store
numbers, it can also store the instruction codes. This leads to the
important fact that entire programs (which are just lists of
instructions) can be represented as lists of numbers and can
themselves be manipulated inside the computer just as if they were
numeric data. The fundamental concept of storing programs in the
computer's memory alongside the data they operate on is the crux of
the von Neumann, or stored program, architecture. In some cases, a
computer might store some or all of its program in memory that is
kept separate from the data it operates on. This is called the
Harvard architecture after the Harvard Mark I computer. Modern von
Neumann computers display some traits of the Harvard architecture in
their designs, such as in CPU caches.
While it is possible to write computer programs as long lists of
numbers (machine language) and this technique was used with many
early computers,[6] it is extremely tedious to do so in practice,
especially for complicated programs. Instead, each basic instruction
can be given a short name that is indicative of its function and
easy to remember—a mnemonic such as ADD, SUB, MULT or JUMP. These
mnemonics are collectively known as a computer's assembly language.
Converting programs written in assembly language into something the
computer can actually understand (machine language) is usually done
by a computer program called an assembler. Machine languages and the
assembly languages that represent them (collectively termed
low-level programming languages) tend to be unique to a particular
type of computer. This means that an ARM architecture computer (such
as may be found in a PDA or a hand-held videogame) cannot understand
the machine language of an Intel Pentium or the AMD Athlon 64
computer that might be in a PC.[7]
Though considerably easier than in machine language, writing long
programs in assembly language is often difficult and error prone.
Therefore, most complicated programs are written in more abstract
high-level programming languages that are able to express the needs
of the computer programmer more conveniently (and thereby help
reduce programmer error). High level languages are usually
"compiled" into machine language (or sometimes into assembly
language and then into machine language) using another computer
program called a compiler.[8] Since high level languages are more
abstract than assembly language, it is possible to use different
compilers to translate the same high level language program into the
machine language of many different types of computer. This is part
of the means by which software like video games may be made
available for different computer architectures such as personal
computers and various video game consoles.
The task of developing large software systems is an immense
intellectual effort. It has proven, historically, to be very
difficult to produce software with an acceptably high reliability,
on a predictable schedule and budget. The academic and professional
discipline of software engineering concentrates specifically on this
problem.
Example
A traffic light showing red.Suppose a computer is being employed to
drive a traffic light. A simple stored program might say:
Turn off all of the lights
Turn on the red light
Wait for sixty seconds
Turn off the red light
Turn on the green light
Wait for sixty seconds
Turn off the green light
Turn on the yellow light
Wait for two seconds
Turn off the yellow light
Jump to instruction number (2)
With this set of instructions, the computer would cycle the light
continually through red, green, yellow and back to red again until
told to stop running the program.
However, suppose there is a simple on/off switch connected to the
computer that is intended be used to make the light flash red while
some maintenance operation is being performed. The program might
then instruct the computer to:
Turn off all of the lights
Turn on the red light
Wait for sixty seconds
Turn off the red light
Turn on the green light
Wait for sixty seconds
Turn off the green light
Turn on the yellow light
Wait for two seconds
Turn off the yellow light
If the maintenance switch is NOT turned on then jump to instruction
number 2
Turn on the red light
Wait for one second
Turn off the red light
Wait for one second
Jump to instruction number 11
In this manner, the computer is either running the instructions from
number (2) to (11) over and over or it's running the instructions
from (11) down to (16) over and over, depending on the position of
the switch.[9]
How computers work
Main articles: Central processing unit and Microprocessor
A general purpose computer has four main sections: the arithmetic
and logic unit (ALU), the control unit, the memory, and the input
and output devices (collectively termed I/O). These parts are
interconnected by busses, often made of 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
central processing unit (CPU). Early CPUs were comprised of many
separate components but since the mid-1970s CPUs have typically been
constructed on a single integrated circuit called a microprocessor.
Control unit
Main articles: CPU design and Control unit
The control unit (often called a control system or central
controller) directs the various components of a computer. It reads
and interprets (decodes) instructions in the program one by one. The
control system decodes each instruction and turns it into a series
of control signals that operate the other parts of the computer.[10]
Control systems in advanced computers may change the order of some
instructions so as to improve performance.
A key component common to all CPUs is the program counter, a special
memory cell (a register) that keeps track of which location in
memory the next instruction is to be read from.[11]
Diagram showing how a particular MIPS architecture instruction would
be decoded by the control system.The control system's function is as
follows—note that this is a simplified description and some of these
steps may be performed concurrently or in a different order
depending on the type of CPU:
Read the code for the next instruction from the cell indicated by
the program counter.
Decode the numerical code for the instruction into a set of commands
or signals for each of the other systems.
Increment the program counter so it points to the next instruction.
Read whatever data the instruction requires from cells in memory (or
perhaps from an input device). The location of this required data is
typically stored within the instruction code.
Provide the necessary data to an ALU or register.
If the instruction requires an ALU or specialized hardware to
complete, instruct the hardware to perform the requested operation.
Write the result from the ALU back to a memory location or to a
register or perhaps an output device.
Jump back to step (1).
Since the program counter is (conceptually) just another set of
memory cells, it can be changed by calculations done in the ALU.
Adding 100 to the program counter would cause the next instruction
to be read from a place 100 locations further down the program.
Instructions that modify the program counter are often known as
"jumps" and allow for loops (instructions that are repeated by the
computer) and often conditional instruction execution (both examples
of control flow).
It is noticeable that the sequence of operations that the control
unit goes through to process an instruction is in itself like a
short computer program - and indeed, in some more complex CPU
designs, there is another yet smaller computer called a
microsequencer that runs a microcode program that causes all of
these events to happen.
Arithmetic/logic unit (ALU)
Main article: Arithmetic logic unit
The ALU is capable of performing two classes of operations:
arithmetic and logic.
The set of arithmetic operations that a particular ALU supports may
be limited to adding and subtracting or might include multiplying or
dividing, trigonometry functions (sine, cosine, etc) and square
roots. Some can only operate on whole numbers (integers) whilst
others use floating point to represent real numbers—albeit with
limited precision. However, any computer that is capable of
performing just the simplest operations can be programmed to break
down the more complex operations into simple steps that it can
perform. Therefore, any computer can be programmed to perform any
arithmetic operation—although it will take more time to do so if its
ALU does not directly support the operation. An ALU may also compare
numbers and return boolean truth values (true or false) depending on
whether one is equal to, greater than or less than the other ("is 64
greater than 65?").
Logic operations involve boolean logic: AND, OR, XOR and NOT. These
can be useful both for creating complicated conditional statements
and processing boolean logic.
Superscalar computers contain multiple ALUs so that they can process
several instructions at the same time. Graphics processors and
computers with SIMD and MIMD features often provide ALUs that can
perform arithmetic on vectors and matrices.
Memory
Main article: Computer storage
Magnetic core memory was popular main memory for computers through
the 1960s until it was completely replaced by semiconductor memory.A
computer's memory can be viewed as a list of cells into which
numbers can be placed or read. Each cell has a numbered "address"
and can store a single number. The computer can be instructed to
"put the number 123 into the cell numbered 1357" or to "add the
number that is in cell 1357 to the number that is in cell 2468 and
put the answer into cell 1595". The information stored in memory may
represent practically anything. Letters, numbers, even computer
instructions can be placed into memory with equal ease. Since the
CPU does not differentiate between different types of information,
it is up to the software to give significance to what the memory
sees as nothing but a series of numbers.
In almost all modern computers, each memory cell is set up to store
binary 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 are
required, they are usually stored in two's complement notation.
Other arrangements are possible, but are usually not seen outside of
specialized applications or historical contexts. A computer can
store any kind of information in memory as long as it can be somehow
represented in numerical form. Modern computers have billions or
even trillions of bytes of memory.
The CPU contains a special set of memory cells called registers that
can be read and written to much more rapidly than the main memory
area. There are typically between two and one hundred registers
depending on the type of CPU. Registers are used for the most
frequently needed data items to avoid having to access main memory
every time data is needed. Since data is constantly being worked on,
reducing the need to access main memory (which is often slow
compared to the ALU and control units) greatly increases the
computer's speed.
Computer main memory comes in two principal varieties: random access
memory or RAM and read-only memory or ROM. RAM can be read and
written to anytime the CPU commands it, but ROM is pre-loaded with
data and software that never changes, so the CPU can only read from
it. ROM is typically used to store the computer's initial start-up
instructions. In general, the contents of RAM is erased when the
power to the computer is turned off while ROM retains its data
indefinitely. In a PC, the ROM contains a specialized program called
the BIOS that orchestrates loading the computer's operating system
from the hard disk drive into RAM whenever the computer is turned on
or reset. In embedded computers, which frequently do not have disk
drives, all of the software required to perform the task may be
stored in ROM. Software that is stored in ROM is often called
firmware because it is notionally more like hardware than software.
Flash memory blurs the distinction between ROM and RAM by retaining
data when turned off but being rewritable like RAM. However, flash
memory is typically much slower than conventional ROM and RAM so its
use is restricted to applications where high speeds are not
required. [12]
In more sophisticated computers there may be one or more RAM cache
memories which are slower than registers but faster than main
memory. Generally computers with this sort of cache are designed to
move frequently needed data into the cache automatically, often
without the need for any intervention on the programmer's part.
Input/output (I/O)
Main article: Input/output
Hard disks are common I/O devices used with computers.I/O is the
means by which a computer receives information from the outside
world and sends results back. Devices that provide input or output
to the computer are called peripherals. On a typical personal
computer, peripherals include inputs like the keyboard and mouse,
and outputs such as the display and printer. Hard disks, floppy
disks and optical discs serve as both inputs and outputs. Computer
networking is another form of I/O.
Practically any device that can be made to interface digitally may
be used as I/O. The computer in the Engine Control Unit of a modern
automobile might read the position of the pedals and steering wheel,
the output of the oxygen sensor and devices that monitor the speed
of each wheel. The output devices include the various lights and
gauges that the driver sees as well as the engine controls such as
the spark ignition circuits and fuel injection systems. In a digital
wristwatch, the computer reads the buttons and causes numbers and
symbols to be shown on the liquid crystal display.
Often, I/O devices are complex computers in their own right with
their own CPU and memory. A graphics processing unit might contain
fifty or more tiny computers that perform the calculations necessary
to display 3D graphics. Modern desktop computers contain many
smaller computers that assist the main CPU in performing I/O.
Multitasking
Main article: Computer multitasking
While a computer may be viewed as running one gigantic program
stored in its main memory, in some systems it is necessary to give
the appearance of running several programs simultaneously. This is
achieved by having the computer switch rapidly between running each
program in turn. One means by which this is done is with a special
signal called an interrupt which can periodically cause the computer
to stop executing instructions where it was and do something else
instead. By remembering where it was executing prior to the
interrupt, the computer can return to that task later. If several
programs are running "at the same time", then the interrupt
generator might be causing several hundred interrupts per second,
causing a program switch each time. Since modern computers typically
execute instructions several orders of magnitude faster than human
perception, it may appear that many programs are running at the same
time even though only one is ever executing in any given instant.
This method of multitasking is sometimes termed "time-sharing" since
each program is allocated a "slice" of time in turn.
Before the era of cheap computers, the principle use for
multitasking was to allow many people to share the same computer.
Seemingly, multitasking would cause a computer that is switching
between several programs to run more slowly - in direct proportion
to the number of programs it is running. However, most programs
spend much of their time waiting for slow input/output devices to
complete their tasks. If a program is waiting for the user to click
on the mouse or press a key on the keyboard, then it will not take a
"time slice" until the event it is waiting for has occurred. This
frees up time for other programs to execute so that many programs
may be run at the same time without unacceptable speed loss.
Multiprocessing
Main article: Multiprocessing
Cray designed many supercomputers that used multiprocessing
heavily.Some computers may divide their work between one or more
separate CPUs, creating a multiprocessing configuration.
Traditionally, this technique was utilized only in large and
powerful computers such as supercomputers, mainframe computers and
servers. However, multiprocessor and multi-core (multiple CPUs on a
single integrated circuit) personal and laptop computers have become
widely available and are beginning to see increased usage in
lower-end markets as a result.
Supercomputers in particular often have highly unique architectures
that differ significantly from the basic stored-program architecture
and from general purpose computers.[13] They often feature thousands
of CPUs, customized high-speed interconnects, and specialized
computing hardware. Such designs tend to be useful only for
specialized tasks due to the large scale of program organization
required to successfully utilize most of a the available resources
at once. Supercomputers usually see usage in large-scale simulation,
graphics rendering, and cryptography applications, as well as with
other so-called "embarrassingly parallel" tasks.
Networking and the Internet
Main articles: Computer networking and Internet
Visualization of a portion of the routes on the Internet.Computers
have been used to coordinate information in multiple locations since
the 1950s, with the US military's SAGE system the first large-scale
example of such a system, which led to a number of special-purpose
commercial systems like Sabre.
In the 1970s, computer engineers at research institutions throughout
the US began to link their computers together using
telecommunications technology. This effort was funded by ARPA (now
DARPA), and the computer network that it produced was called the
ARPANET. The technologies that made the Arpanet possible spread and
evolved. In time, the network spread beyond academic and military
institutions and became known as the Internet. The emergence of
networking involved a redefinition of the nature and boundaries of
the computer. Computer operating systems and applications were
modified to include the ability to define and access the resources
of other computers on the network, such as peripheral devices,
stored information, and the like, as extensions of the resources of
an individual computer. Initially these facilities were available
primarily to people working in high-tech environments, but in the
1990s the spread of applications like e-mail and the World Wide Web,
combined with the development of cheap, fast networking technologies
like Ethernet and ADSL saw computer networking become almost
ubiquitous. In fact, the number of computers that are networked is
growing phenomenally. A very large proportion of personal computers
regularly connect to the Internet to communicate and receive
information. "Wireless" networking, often utilizing mobile phone
networks, has meant networking is becoming increasingly ubiquitous
even in mobile computing environments.
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