Monday, August 8, 2011

Arithmetic/logic unit

Errors in computer programs are called "bugs". Bugs may be benign and not affect the usefulness of the program, or have only subtle effects. But in some cases they may cause the program - or the entire system - to "hang"—become unresponsive to input such as mouse clicks or keystrokes, or to completely fail or "crash". Otherwise benign bugs may sometimes be harnessed for malicious intent by an unscrupulous user writing an "exploit"—code designed to take advantage of a bug and disrupt a computer's proper execution. 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.[33]

Rear Admiral Grace Hopper is credited for having first used the term 'bugs' in computing after a dead moth was found shorting a relay of the Harvard Mark II computer in September 1947.[34]

Machine code

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 these instructions) can be represented as lists of numbers and can themselves be manipulated inside the computer in the same way as 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 theHarvard 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 while this technique was used with many early computers,[35] it is extremely tedious and potentially error-prone 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. For instance, 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.[36]

Higher-level languages and program design

Though considerably easier than in machine language, writing long programs in assembly language is often difficult and is also error prone. Therefore, most practical programs are written in more abstract high-level programming languages that are able to express the needs of theprogrammer 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.[37]High level languages are less related to the workings of the target computer than assembly language, and more related to the language and structure of the problem(s) to be solved by the final program. It is therefore often 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 presents a significant intellectual challenge. Producing software with an acceptably high reliability within a predictable schedule and budget has historically been difficult; the academic and professional discipline of software engineering concentrates specifically on this challenge.

Function

A general purpose computer has four main components: the arithmetic 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.

Inside each of these parts are thousands to trillions of small electrical circuits which can be turned off or on by means of an electronic switch. Each circuit represents a bit (binary digit) of information so that when the circuit is on it represents a "1", and when off it represents a "0" (in positive logic representation). The circuits are arranged in logic gates so that one or more of the circuits may control the state of one or more of the other circuits.

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 composed of many separate components but since the mid-1970s CPUs have typically been constructed on a single integrated circuit called a microprocessor.

Control unit

Diagram showing how a particular MIPS architecture instruction would be decoded by the control system.

The control unit (often called a control system or central controller) manages the computer's various components; it reads and interprets (decodes) the program instructions, transforming them into a series of control signals which activate other parts of the computer.[38] 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 (aregister) that keeps track of which location in memory the next instruction is to be read from.[39]

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:

  1. Read the code for the next instruction from the cell indicated by the program counter.
  2. Decode the numerical code for the instruction into a set of commands or signals for each of the other systems.
  3. Increment the program counter so it points to the next instruction.
  4. 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.
  5. Provide the necessary data to an ALU or register.
  6. If the instruction requires an ALU or specialized hardware to complete, instruct the hardware to perform the requested operation.
  7. Write the result from the ALU back to a memory location or to a register or perhaps an output device.
  8. 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 amicrocode program that causes all of these events to happen.

Arithmetic/logic unit (ALU)

The ALU is capable of performing two classes of operations: arithmetic and logic.[40]

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 usefloating 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 statementsand processing boolean logic.

Superscalar computers may contain multiple ALUs so that they can process several instructions at the same time.[41] Graphics processorsand computers with SIMD and MIMD features often provide ALUs that can perform arithmetic on vectors and matrices.

Memory

Magnetic core memory was the computer memory of choice throughout the 1960s, until it was 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 the software's responsibility 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 (2^8 = 256); 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 if it can be represented numerically. 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. As 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 are erased when the power to the computer is turned off, but 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. Inembedded computers, which frequently do not have disk drives, all of the required software may be stored in ROM. Software 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, as it retains its data when turned off but is also rewritable. It is typically much slower than conventional ROM and RAM however, so its use is restricted to applications where high speed is unnecessary.[42]

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)

Hard disk drives are common storage devices used with computers.

I/O is the means by which a computer exchanges information with the outside world.[43] Devices that provide input or output to the computer are called peripherals.[44] On a typical personal computer, peripherals include input devices like the keyboard and mouse, and output devices such as the display and printer. Hard disk drives, floppy disk drives and optical disc drives serve as both input and output devices. Computer networking is another form of I/O.

Often, I/O devices are complex computers in their own right with their own CPU and memory. Agraphics processing unit might contain fifty or more tiny computers that perform the calculations necessary to display 3D graphics[citation needed]. Modern desktop computers contain many smaller computers that assist the main CPU in performing I/O.

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 multitasking i.e. having the computer switch rapidly between running each program in turn.[45]

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.[46]

Before the era of cheap computers, the principal 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

Cray designed many supercomputers that used multiprocessing heavily.

Some computers are designed to distribute their work across several CPUs in a multiprocessing configuration, a technique once employed only in large and powerful machines such assupercomputers, mainframe computers and servers. Multiprocessor and multi-core (multiple CPUs on a single integrated circuit) personal and laptop computers are now widely available, and are being increasingly used 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.[47] 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 the available resources at once. Supercomputers usually see usage in large-scale simulation, graphics rendering, andcryptography applications, as well as with other so-called "embarrassingly parallel" tasks.

Networking and the Internet

Visualization of a portion of the routes on the Internet.

Computers have been used to coordinate information between multiple locations since the 1950s. The U.S. military's SAGE system was the first large-scale example of such a system, which led to a number of special-purpose commercial systems like Sabre.[48]

In the 1970s, computer engineers at research institutions throughout the United States 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.[49]The technologies that made the Arpanet possible spread and evolved.

In time, the network spread beyond academic and military institutions and became known as theInternet. 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.

Misconceptions

A computer does not need to be electric, nor even have a processor, nor RAM, nor even hard disk. The minimal definition of a computer is anything that transforms information in a purposeful way.[citation needed] However the traditional definition of a computer is a device having memory, mass storage, processor (CPU), and Input & Output devices.[50] Anything less would be a simple processor.

Required technology

Computational systems as flexible as a personal computer can be built out of almost anything. For example, a computer can be made out ofbilliard balls (billiard ball computer); this is an unintuitive and pedagogical example that a computer can be made out of almost anything. More realistically, modern computers are made out of transistors made of photolithographed semiconductors.

Historically, computers evolved from mechanical computers and eventually from vacuum tubes to transistors.

There is active research to make computers out of many promising new types of technology, such as optical computing, DNA computers,neural computers, and quantum computers. Some of these can easily tackle problems that modern computers cannot (such as how quantum computers can break some modern encryption algorithms by quantum factoring).

Computer architecture paradigms

Some different paradigms of how to build a computer from the ground-up:

RAM machines
These are the types of computers with a CPU, computer memory, etc., which understand basic instructions in a machine language. The concept evolved from the Turing machine.
Brains
Brains are massively parallel processors made of neurons, wired in intricate patterns, that communicate via electricity andneurotransmitter chemicals.
Programming languages
Such as the lambda calculus, or modern programming languages, are virtual computers built on top of other computers.
Cellular automata
For example, the game of Life can create "gliders" and "loops" and other constructs that transmit information; this paradigm can be applied to DNA computing, chemical computing, etc.
Groups and committees
The linking of multiple computers (brains) is itself a computer

Logic gates are a common abstraction which can apply to most of the above digital or analog paradigms.

The ability to store and execute lists of instructions called programs makes computers extremely versatile, distinguishing them fromcalculators. The Church–Turing thesis is a mathematical statement of this versatility: any computer with a minimum capability (being Turing-complete) is, in principle, capable of performing the same tasks that any other computer can perform. Therefore any type of computer (netbook, supercomputer, cellular automaton, etc.) is able to perform the same computational tasks, given enough time and storage capacity.

Limited-function computers

Conversely, a computer which is limited in function (one that is not "Turing-complete") cannot simulate arbitrary things. For example, simplefour-function calculators cannot simulate a real computer without human intervention. As a more complicated example, without the ability toprogram a gaming console, it can never accomplish what a programmable calculator from the 1990s could (given enough time); the system as a whole is not Turing-complete, even though it contains a Turing-complete component (the microprocessor). Living organisms (the body, not the brain) are also limited-function computers designed to make copies of themselves; they cannot be reprogrammed without genetic engineering.

Virtual computers

A "computer" is commonly considered to be a physical device. However, one can create a computer program which describes how to run a different computer, i.e. "simulating a computer in a computer". Not only is this a constructive proof of the Church-Turing thesis, but is also extremely common in all modern computers. For example, some programming languages use something called an interpreter, which is a simulated computer built on top of the basic computer; this allows programmers to write code (computer input) in a different language than the one understood by the base computer (the alternative is to use a compiler). Additionally, virtual machines are simulated computers which virtually replicate a physical computer in software, and are very commonly used by IT. Virtual machines are also a common technique used to create emulators, such game console emulators.

Further topics

Artificial intelligence

A computer will solve problems in exactly the way they are programmed to, without regard to efficiency nor alternative solutions nor possible shortcuts nor possible errors in the code. Computer programs which learn and adapt are part of the emerging field of artificial intelligence andmachine learning.

Hardware

The term hardware covers all of those parts of a computer that are tangible objects. Circuits, displays, power supplies, cables, keyboards, printers and mice are all hardware.

History of computing hardware
First Generation (Mechanical/Electromechanical)CalculatorsAntikythera mechanism, Difference engine, Norden bombsight
Programmable DevicesJacquard loom, Analytical engine, Harvard Mark I, Z3
Second Generation (Vacuum Tubes)CalculatorsAtanasoff–Berry Computer, IBM 604, UNIVAC 60, UNIVAC 120
Programmable DevicesColossus, ENIAC, Manchester Small-Scale Experimental Machine,EDSAC, Manchester Mark 1, Ferranti Pegasus, Ferranti Mercury,CSIRAC, EDVAC, UNIVAC I, IBM 701, IBM 702, IBM 650, Z22
Third Generation (Discrete transistors and SSI, MSI, LSIIntegrated circuits)MainframesIBM 7090, IBM 7080, IBM System/360, BUNCH
MinicomputerPDP-8, PDP-11, IBM System/32, IBM System/36
Fourth Generation (VLSI integrated circuits)MinicomputerVAX, IBM System i
4-bit microcomputerIntel 4004, Intel 4040
8-bit microcomputerIntel 8008, Intel 8080, Motorola 6800, Motorola 6809, MOS Technology 6502, Zilog Z80
16-bit microcomputerIntel 8088, Zilog Z8000, WDC 65816/65802
32-bit microcomputerIntel 80386, Pentium, Motorola 68000, ARM architecture
64-bit microcomputer[51]Alpha, MIPS, PA-RISC, PowerPC, SPARC, x86-64
Embedded computerIntel 8048, Intel 8051
Personal computerDesktop computer, Home computer, Laptop computer, Personal digital assistant (PDA), Portable computer, Tablet PC, Wearable computer
Theoretical/experimentalQuantum computer, Chemical computer, DNA computing, Optical computer, Spintronics based computer
Other Hardware Topics
Peripheral device(Input/output)InputMouse, Keyboard, Joystick, Image scanner, Webcam, Graphics tablet,Microphone
OutputMonitor, Printer, Loudspeaker
BothFloppy disk drive, Hard disk drive, Optical disc drive, Teleprinter
Computer bussesShort rangeRS-232, SCSI, PCI, USB
Long range (Computer networking)Ethernet, ATM, FDDI

Software

Software refers to parts of the computer which do not have a material form, such as programs, data, protocols, etc. When software is stored in hardware that cannot easily be modified (such as BIOS ROM in an IBM PC compatible), it is sometimes called "firmware" to indicate that it falls into an uncertain area somewhere between hardware and software.

Computer software
Operating systemUnix and BSDUNIX System V, IBM AIX, HP-UX, Solaris (SunOS), IRIX, List of BSD operating systems
GNU/LinuxList of Linux distributions, Comparison of Linux distributions
Microsoft WindowsWindows 95, Windows 98, Windows NT, Windows 2000, Windows XP, Windows Vista, Windows 7
DOS86-DOS (QDOS), PC-DOS, MS-DOS, DR-DOS, FreeDOS
Mac OSMac OS classic, Mac OS X
Embedded andreal-timeList of embedded operating systems
ExperimentalAmoeba, Oberon/Bluebottle, Plan 9 from Bell Labs
LibraryMultimediaDirectX, OpenGL, OpenAL
Programming libraryC standard library, Standard Template Library
DataProtocolTCP/IP, Kermit, FTP, HTTP, SMTP
File formatHTML, XML, JPEG, MPEG, PNG
User interfaceGraphical user interface (WIMP)Microsoft Windows, GNOME, KDE, QNX Photon, CDE, GEM, Aqua
Text-based user interfaceCommand-line interface, Text user interface
ApplicationOffice suiteWord processing, Desktop publishing, Presentation program, Database management system, Scheduling & Time management, Spreadsheet, Accounting software
Internet AccessBrowser, E-mail client, Web server, Mail transfer agent, Instant messaging
Design and manufacturingComputer-aided design, Computer-aided manufacturing, Plant management, Robotic manufacturing, Supply chain management
GraphicsRaster graphics editor, Vector graphics editor, 3D modeler, Animation editor, 3D computer graphics, Video editing, Image processing
AudioDigital audio editor, Audio playback, Mixing, Audio synthesis, Computer music
Software engineeringCompiler, Assembler, Interpreter, Debugger, Text editor, Integrated development environment, Software performance analysis, Revision control, Software configuration management
EducationalEdutainment, Educational game, Serious game, Flight simulator
GamesStrategy, Arcade, Puzzle, Simulation, First-person shooter, Platform, Massively multiplayer, Interactive fiction
MiscArtificial intelligence, Antivirus software, Malware scanner, Installer/Package management systems, File manager

Programming languages

Programming languages provide various ways of specifying programs for computers to run. Unlike natural languages, programming languages are designed to permit no ambiguity and to be concise. They are purely written languages and are often difficult to read aloud. They are generally either translated into machine code by a compiler or an assembler before being run, or translated directly at run time by aninterpreter. Sometimes programs are executed by a hybrid method of the two techniques. There are thousands of different programming languages—some intended to be general purpose, others useful only for highly specialized applications.

Programming languages
Lists of programming languagesTimeline of programming languages, List of programming languages by category, Generational list of programming languages, List of programming languages, Non-English-based programming languages
Commonly used Assembly languagesARM, MIPS, x86
Commonly used high-level programming languagesAda, BASIC, C, C++, C#, COBOL, Fortran, Java, Lisp, Pascal, Object Pascal
Commonly used Scripting languagesBourne script, JavaScript, Python, Ruby, PHP, Perl

Professions and organizations

As the use of computers has spread throughout society, there are an increasing number of careers involving computers.

Computer-related professions
Hardware-relatedElectrical engineering, Electronic engineering, Computer engineering, Telecommunications engineering, Optical engineering,Nanoengineering
Software-relatedComputer science, Desktop publishing, Human–computer interaction, Information technology, Information systems,Computational science, Software engineering, Video game industry, Web design

The need for computers to work well together and to be able to exchange information has spawned the need for many standards organizations, clubs and societies of both a formal and informal nature.

Organizations
Standards groupsANSI, IEC, IEEE, IETF, ISO, W3C
Professional SocietiesACM, AIS, IET, IFIP, BCS
Free/Open source software groupsFree Software Foundation, Mozilla Foundation, Apache Software Foundation

See also

Notes

  1. ^ In 1946, ENIAC required an estimated 174 kW. By comparison, a modern laptop computer may use around 30 W; nearly six thousand times less. "Approximate Desktop & Notebook Power Usage". University of Pennsylvania. Retrieved 2009-06-20.
  2. ^ Early computers such as Colossus and ENIAC were able to process between 5 and 100 operations per second. A modern "commodity" microprocessor (as of 2007) can process billions of operations per second, and many of these operations are more complicated and useful than early computer operations. "Intel Core2 Duo Mobile Processor: Features". Intel Corporation. Retrieved 2009-06-20.
  3. ^ computer, n.. Oxford English Dictionary (2 ed.). Oxford University Press. 1989. Retrieved 2009-04-10
  4. ^ * Ifrah, Georges (2001). The Universal History of Computing: From the Abacus to the Quantum Computer. New York: John Wiley & Sons. ISBN 0471396710. From 2700 to 2300 BC, Georges Ifrah, pp.11
  5. ^ Berkeley, Edmund (1949). Giant Brains, or Machines That Think. John Wiley & Sons. pp. 19. Edmund Berkeley
  6. ^ According to advertising on Pickett's N600 slide rule boxes."Pickett Apollo Box Scans". Copland.udel.edu. Retrieved 2010-02-20.
  7. ^ "Discovering How Greeks Computed in 100 B.C.". The New York Times. 31 July 2008. Retrieved 27 March 2010.
  8. ^ "Heron of Alexandria". Retrieved 2008-01-15.
  9. ^ Felt, Dorr E. (1916). Mechanical arithmetic, or The history of the counting machine. Chicago: Washington Institute. pp. 8. Dorr E. Felt
  10. ^ "Speaking machines". The parlour review, Philadelphia 1 (3). January 20, 1838. Retrieved October 11, 2010.
  11. ^ Felt, Dorr E. (1916). Mechanical arithmetic, or The history of the counting machine. Chicago: Washington Institute. pp. 10. Dorr E. Felt
  12. ^ "Pascal and Leibnitz, in the seventeenth century, and Diderot at a later period, endeavored to construct a machine which might serve as a substitute for human intelligence in the combination of figures" The Gentleman's magazine, Volume 202, p.100
  13. ^ Babbage's Difference engine in 1823 and his Analytical engine in the mid 1830s
  14. ^ "It is reasonable to inquire, therefore, whether it is possible to devise a machine which will do for mathematical computation what the automatic lathe has done for engineering. The first suggestion that such a machine could be made came more than a hundred years ago from the mathematician Charles Babbage. Babbage's ideas have only been properly appreciated in the last ten years, but we now realize that he understood clearly all the fundamental principles which are embodied in modern digital computers"Faster than thought, edited by B. V. Bowden, 1953, Pitman publishing corporation
  15. ^ "...Among this extraordinary galaxy of talent Charles Babbage appears to be one of the most remarkable of all. Most of his life he spent in an entirely unsuccessful attempt to make a machine which was regarded by his contemporaries as utterly preposterous, and his efforts were regarded as futile, time-consuming and absurd. In the last decade or so we have learnt how his ideas can be embodied in a modern digital computer. He understood more about the logic of these machines than anyone else in the world had learned until after the end of the last war" Foreword, Irascible Genius, Charles Babbage, inventor by Maboth Moseley, 1964, London, Hutchinson
  16. ^ In the proposal that Aiken gave IBM in 1937 while requesting funding for the Harvard Mark I we can read: "Few calculating machines have been designed strictly for application to scientific investigations, the notable exceptions being those of Charles Babbage and others who followed him....After abandoning the difference engine, Babbage devoted his energy to the design and construction of an analytical engine of far higher powers than the difference engine....Since the time of Babbage, the development ofcalculating machinery has continued at an increasing rate."Howard Aiken, Proposed automatic calculating machine, reprinted in: The origins of Digital computers, Selected Papers, Edited by Brian Randell, 1973, ISBN 3-540-06169-X
  17. ^ "Parallel processors composed of these high-performance microprocessors are becoming the supercomputing technology of choice for scientific and engineering applications", 1993,"Microprocessors: From Desktops to Supercomputers". Science Magazine. Retrieved 2011-04-23.
  18. ^ Intel Museum - The 4004, Big deal then, Big deal now
  19. ^ Please read Sumlock ANITA calculator#History of ANITA calculators
  20. ^ From cave paintings to the internet HistoryofScience.com
  21. ^ See: Anthony Hyman, ed., Science and Reform: Selected Works of Charles Babbage (Cambridge, England: Cambridge University Press, 1989), page 298. It is in the collection of the Science Museum in London, England. (Delve (2007), page 99.)
  22. ^ The analytical engine should not be confused with Babbage'sdifference engine which was a non-programmable mechanical calculator.
  23. ^ "Columbia University Computing History: Herman Hollerith". Columbia.edu. Retrieved 2010-12-11.
  24. ^ a b "Alan Turing – Time 100 People of the Century". Time Magazine. Retrieved 2009-06-13. "The fact remains that everyone who taps at a keyboard, opening a spreadsheet or a word-processing program, is working on an incarnation of a Turing machine"
  25. ^ "Atanasoff-Berry Computer". Retrieved 2010-11-20.
  26. ^ "Spiegel: The inventor of the computer's biography was published". Spiegel.de. 2009-09-28. Retrieved 2010-12-11.
  27. ^ "Inventor Profile: George R. Stibitz". National Inventors Hall of Fame Foundation, Inc..
  28. ^ Rojas, R. (1998). "How to make Zuse's Z3 a universal computer".IEEE Annals of the History of Computing 20 (3): 51–54.doi:10.1109/85.707574.
  29. ^ B. Jack Copeland, ed., Colossus: The Secrets of Bletchley Park's Codebreaking Computers, Oxford University Press, 2006
  30. ^ "Robot Mathematician Knows All The Answers", October 1944, Popular Science. Books.google.com. Retrieved 2010-12-11.
  31. ^ Lavington 1998, p. 37
  32. ^ This program was written similarly to those for the PDP-11minicomputer and shows some typical things a computer can do. All the text after the semicolons are comments for the benefit of human readers. These have no significance to the computer and are ignored. (Digital Equipment Corporation 1972)
  33. ^ It is not universally true that bugs are solely due to programmer oversight. Computer hardware may fail or may itself have a fundamental problem that produces unexpected results in certain situations. For instance, the Pentium FDIV bug caused some Intelmicroprocessors in the early 1990s to produce inaccurate results for certain floating point division operations. This was caused by a flaw in the microprocessor design and resulted in a partial recall of the affected devices.
  34. ^ Taylor, Alexander L., III (1984-04-16). "The Wizard Inside the Machine". TIME. Retrieved 2007-02-17.
  35. ^ Even some later computers were commonly programmed directly in machine code. Some minicomputers like the DEC PDP-8 could be programmed directly from a panel of switches. However, this method was usually used only as part of the bootingprocess. Most modern computers boot entirely automatically by reading a boot program from some non-volatile memory.
  36. ^ However, there is sometimes some form of machine language compatibility between different computers. An x86-64 compatible microprocessor like the AMD Athlon 64 is able to run most of the same programs that an Intel Core 2 microprocessor can, as well as programs designed for earlier microprocessors like the IntelPentiums and Intel 80486. This contrasts with very early commercial computers, which were often one-of-a-kind and totally incompatible with other computers.
  37. ^ High level languages are also often interpreted rather than compiled. Interpreted languages are translated into machine code on the fly, while running, by another program called an interpreter.
  38. ^ The control unit's role in interpreting instructions has varied somewhat in the past. Although the control unit is solely responsible for instruction interpretation in most modern computers, this is not always the case. Many computers include some instructions that may only be partially interpreted by the control system and partially interpreted by another device. This is especially the case with specialized computing hardware that may be partially self-contained. For example, EDVAC, one of the earliest stored-program computers, used a central control unit that only interpreted four instructions. All of the arithmetic-related instructions were passed on to its arithmetic unit and further decoded there.
  39. ^ Instructions often occupy more than one memory address, so the program counters usually increases by the number of memory locations required to store one instruction.
  40. ^ David J. Eck (2000). The Most Complex Machine: A Survey of Computers and Computing. A K Peters, Ltd.. p. 54.ISBN 9781568811284.
  41. ^ Erricos John Kontoghiorghes (2006). Handbook of Parallel Computing and Statistics. CRC Press. p. 45.ISBN 9780824740672.
  42. ^ Flash memory also may only be rewritten a limited number of times before wearing out, making it less useful for heavy random access usage. (Verma & Mielke 1988)
  43. ^ Donald Eadie (1968). Introduction to the Basic Computer. Prentice-Hall. p. 12.
  44. ^ Arpad Barna; Dan I. Porat (1976). Introduction to Microcomputers and the Microprocessors. Wiley. p. 85. ISBN 9780471050513.
  45. ^ Jerry Peek; Grace Todino, John Strang (2002). Learning the UNIX Operating System: A Concise Guide for the New User. O'Reilly. p. 130. ISBN 9780596002619.
  46. ^ Gillian M. Davis (2002). Noise Reduction in Speech Applications. CRC Press. p. 111. ISBN 9780849309496.
  47. ^ However, it is also very common to construct supercomputers out of many pieces of cheap commodity hardware; usually individual computers connected by networks. These so-calledcomputer clusters can often provide supercomputer performance at a much lower cost than customized designs. While custom architectures are still used for most of the most powerful supercomputers, there has been a proliferation of cluster computers in recent years. (TOP500 2006)
  48. ^ Agatha C. Hughes (2000). Systems, Experts, and Computers. MIT Press. p. 161. ISBN 9780262082853. "The experience of SAGE helped make possible the first truly large-scale commercial real-time network: the SABRE computerized airline reservations system..."
  49. ^ "A Brief History of the Internet". Internet Society. Retrieved 2008-09-20.
  50. ^ "What is a computer?". Webopedia. Retrieved 25 February 2011.
  51. ^ Most major 64-bit instruction set architectures are extensions of earlier designs. All of the architectures listed in this table, except for Alpha, existed in 32-bit forms before their 64-bit incarnations were introduced.

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