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Originally, a "computer" was a person who performed numerical calculations under the direction of a mathematician, often with the aid of a variety of mechanical calculating devices from the abacus onward. An example of an early computing device was the Antikythera mechanism, an ancient Greek device for calculating the movements of planets, dating from about 87 BC. The technology responsible for this mysterious device seems to have been lost at some point. The end of the Middle Ages saw a reinvigoration of European mathematics and engineering, and by the early 17th century a succession of mechanical calculating devices had been constructed using clockwork technology. A considerable number of technologies that would later prove vital for the digital computer were developed in the 19th and early 20th centuries, such as the punched card, and the valve, known in America as the vacuum tube. In the 19th century, Charles Babbage was the first to conceptualise and design a fully programmable computer as early as 1837, but due to a combination of the limits of the technology of the time, limited finance, and an inability to resist tinkering with his design (a trait that would in time doom thousands of computer-related engineering projects), the device was never actually constructed in his time. During the first half of the 20th century, many scientific computing needs were met by some increasingly sophisticated, special purpose analog computers, which used a direct physical or electrical model of the problem as a basis for computation. These became increasingly rare after the development of the digital computer. A succession of steadily more powerful and flexible computing devices were constructed in the 1930s and 1940s, gradually adding the key features of modern computers: the use of digital electronics (essentially invented by Claude Shannon in 1937), and more flexible programmability. Defining one point along this road as "the first computer" is exceedingly difficult. Notable achievements include the Atanasoff Berry Computer, a special-purpose machine that used valve-driven computation and binary numbers; Konrad Zuse's Z machines; the electro-mechanical Z3 was arguably the first universal computer, but it was completely impractical to use in this manner; the American ENIAC — a general purpose machine, but with an inflexible architecture that meant reprogramming it essentially required it to be rewired; and the secret British Colossus computer, which had limited programmability but demonstrated that a device using thousands of valves could be made reliable and reprogrammed electronically. The team who developed ENIAC, recognizing its flaws, came up with a far more flexible and elegant design which has become known as the stored program architecture, which is the basis from which virtually all modern computers were derived. A number of projects to develop computers based on the stored program architecture commenced in the late 1940s; the first of these to be up and running was the Manchester Small-Scale Experimental Machine, but the EDSAC was perhaps the first practical version. Valve-driven computers design were used throughout the 1950s, but were eventually replaced with transistor-based computers in the 1960s, which were smaller, faster, cheaper, and much more reliable, and thus smaller, faster, and cheaper computers became available commercially. By the 1970s, the adoption of integrated circuit technology had enabled computers to be produced at a low enough cost to allow individuals to own a personal computer of the type familiar today.
The architecture describes a computer with four main sections: the arithmetic and logic unit (ALU), the control circuitry, the memory, and the input and output devices (collectively termed I/O). These parts are interconnected by a bundle of wires (a "bus") and are usually driven by a timer or clock (although other events could drive the control circuitry).Conceptually, a computer's memory can be viewed as a list of cells (see block). Each cell has a numbered "address" and can store a small, fixed amount of information. This information can either be an instruction, telling the computer what to do, or data, the information which the computer is to process using the instructions that have been placed in the memory. In principle, any cell can be used to store either instructions or data. The ALU is in many senses the heart of the computer. It is capable of
performing two classes of basic operations: arithmetic operations, the
core of which is the ability to add or subtract two numbers but also encompasses
operations like "multiply this number by 2" or "divide
by 2" (for reasons which will become clear later), as well as some
others. The second class of ALU operations involves comparison operations,
which, given two numbers, can determine if they are equal, and if not,
which is bigger. The control system ties this all together. Its job is to read instructions and data from memory or the I/O devices, decode the instructions, providing the ALU with the correct inputs according to the instructions, "tell" the ALU what operation to perform on those inputs, and send the results back to the memory or to the I/O devices. One key component of the control system is a counter that keeps track of what the address of the current instruction is; typically this is incremented each time an instruction is executed, unless the instruction itself indicates that the next instruction should be at some other location (allowing the computer to repeatedly execute the same instructions). Physically, since the 1980s the ALU and control unit have been located on a single integrated circuit called a Central Processing Unit or CPU. The functioning of such a computer is in principle quite straightforward. Typically, on each clock cycle, the computer fetches instructions and data from its memory. The instructions are executed, the results are stored, and the next instruction is fetched. This procedure repeats until a halt instruction is encountered.Larger computers, such as some minicomputers, mainframe computers, servers, differ from the model above in one significant aspect; rather than one CPU they often have a number of them. Supercomputers often have highly unusual architectures significantly different from the basic stored-program architecture, sometimes featuring thousands of CPUs, but such designs tend to be useful only for specialised tasks. Digital circuits Through arrangements of logic gates, one can build digital circuits to
do more complex tasks, for instance, an adder, which implements in electronics
the same method - in computer terminology, an algorithm - to add two numbers
together that children are taught - add one column at a time, and carry
what's left over. Eventually, through combining circuits together, a complete
ALU and control system can be built up. This does require a considerable
number of components. CSIRAC, one of the earliest stored-program computers,
is probably close to the smallest practically useful design. It had about
2,000 valves, Some of which were "dual components", so this
represented somewhere between 2 and 4,000 logic components. Tubes, transistors, and transistors on integrated circuits can be and are used as the "storage" component of the stored-program architecture, using a circuit design known as a flip-flop, and indeed flip-flops are used for small amounts of very high-speed storage. However, few computer designs have used flip-flops for the bulk of their storage needs. Instead, earliest computers stored data in Williams tubes - essentially, projecting some dots on a TV screen and reading them again, or mercury delay lines where the data was stored as sound pulses travelling slowly (compared to the machine itself) along long tubes filled with mercury. These somewhat ungainly but effective methods were eventually replaced by magnetic memory devices, such as magnetic core memory, where electrical currents were used to introduce a permanent (but weak) magnetic field in some ferrous material, which could then be read to retrieve the data. Eventually, DRAM was introduced. A DRAM unit is a type of integrated circuit containing huge banks of an electronic component called a capacitor which can store an electrical charge for a period of time. The level of charge in a capacitor could be set to store information, and then measured to read the information when required. I/O devices The first generation of computers were typically equipped with a fairly limited range of input devices; a punch card reader or something similar was used to input instructions and data into the computers memory, and some kind of printer, usually a modified teletype, was used to record the results. Over the years, though, a huge variety of other devices have been added. For the personal computer, for instance, Keyboards, and mice, are the primary ways people directly enter information into the computer, and monitors are a major way information from the computer is presented back to the computer user, though printers and some kind of sound-generating device are also very commonly used. There are a huge variety of other devices for obtaining other types of input; one example is the digital camera, which can be used to input visual information. Two of the most prominent classes of I/O device are secondary storage devices such as hard disks, CD-ROMs, key drives and the like; these represent comparatively slow, but high-capacity devices where information can be stored for later retrieval. Second is devices to access computer networks; the ability to transfer data between computers has opened up a huge range of capabilities for the computer. Collectively, the global Internet lets millions of computers transfer information of all types between each other. Instructions Instructions are represented within the computer as binary code - a base two system of counting. For example, the code for one kind of "copy" operation in the Intel line of microprocessors is 10110000. The particular instruction set that a specific computer supports is known as that computer's machine language. To slightly oversimplify, if two computers have CPUs share the same set of instructions, software from one can run on the other without modification. This easy portability of existing software creates a great incentive to stick with existing designs, only switching for the most compelling of reasons, and has gradually narrowed the number of distinct instruction set architectures in the marketplace.
In practice, people do not normally write the instructions for computers directly in machine language. Such programming is incredibly tedious and highly error-prone, making programmers very unproductive. Instead, programmers describe the desired actions in a "high level" programming language which is then translated into the machine language automatically by special computer programs (interpreters and compilers). Some programming languages map very closely to the machine language, such as Assembly Language (low level languages); at the other end, languages like Prolog are based on abstract principles far removed from the details of the machine's actual operation (high level languages). The language chosen for a particular task depends on the nature of the task, the skillset of the programmers, tool availability and, often, the requirements of the customers (for instance, projects for the US military were often required to be in the Ada programming language). Computer software is an alternative term for computer programs; it is a more inclusive phrase and includes all the ancillary material accompanying the program needed to do useful tasks. For instance, a video game includes not only the program itself, but data representing the pictures, sounds, and other material needed to create the virtual environment of the game. A computer application is a piece of computer software provided to many computer users, often in a retail environment. The stereotypical modern example of an application is perhaps the office suite, a set of interrelated programs for performing common office tasks. Going from the extremely simple capabilities of a single machine language
instruction to the myriad capabilities of application programs means that
many computer programs are extremely large and complex. A typical example
is the Firefox web browser, created from roughly 2 million lines of computer
code in the C++ programming language; there are many projects of even
bigger scope, built by large teams of programmers. The management of this
enormous complexity is key to making such projects possible; programming
languages, and programming practices, enable the task to be divided into
smaller and smaller subtasks until they come within the capabilities of
a single programmer in a reasonable period.
By the 1960s, with computers in wide industrial use for many purposes,
it became common for them to be used for many different jobs within an
organization. Soon, special software to automate the scheduling and execution
of these many jobs became available. The combination of managing "hardware"
and scheduling jobs became known as the "operating system";
the classic example of this type of early operating system was OS/360
by IBM Perhaps the last major addition to the operating system were tools to provide programs with a standardised graphical user interface. While there are few technical reasons why a GUI has to be tied to the rest of an operating system, it allows the operating system vendor to encourage all the software for their operating system to have a similar looking and acting interface. Outside these "core" functions, operating systems are usually
shipped with an array of other tools, some of which may have little connection
with these original core functions but have been found useful by enough
customers for a provider to include them. For instance, Apple's Mac OS
X ships with a digital video editor application.
Computers have been used to control mechanical devices since they became
small and cheap enough to do so; indeed, a major spur for integrated circuit
technology was building a computer small enough to guide the Apollo missions
and the Minuteman missile, two of the first major applications for embedded
computers. Today, it is almost rarer to find a powered mechanical device
not controlled by a computer than to find one that is at least partly
so. Perhaps the most famous computer-controlled mechanical devices are
robots, machines with more-or-less human appearance and some subset of
their capabilities. Industrial robots have become commonplace in mass
production, but general-purpose human-like robots have not lived up to
the promise of their fictional counterparts and remain either toys or
research projects.
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