Dictionary Definition
computer
Noun
1 a machine for performing calculations
automatically [syn: computing
machine, computing
device, data
processor, electronic
computer,
information processing system]
2 an expert at calculation (or at operating
calculating machines) [syn: calculator, reckoner, figurer, estimator]
User Contributed Dictionary
see Computer
English
Etymology
-er computeNoun
- A programmable device that performs mathematical calculations and logical operations, especially one that can process, store and retrieve large amounts of data very quickly.
- A person employed to perform computations.
Derived terms
- computer-aided design
- computer-based teaching
- computer game
- computer graphics
- computer language
- computer programming
- computer science
- computerism
- personal computer
- supercomputer
Related terms
Translations
A programmable device
- Afrikaans: rekenaar
- Amharic: ኮምፒዩተር
- Arabic: حاسوب, كمبيوتر
- Belarusian: кампутар
- Breton: urzhiataer , urzhiataerioù p
- Bulgarian: компютър
- Catalan: ordinador
- Chinese: 電腦, 电脑 (diànnǎo); 计算机 (jìsuànjī)
- Croatian: računalo, kompjutor
- Czech: počítač
- Danish: regnemaskine ; computer, datamat
- Dutch: computer
- Dzongkha: ('logrig'we)
- Esperanto: komputilo
- Estonian: arvuti, kompuuter, raal
- Finnish: tietokone
- French: ordinateur
- German: Computer, Rechner
- Greek: υπολογιστής (ipoloyistís) ; ηλεκτρονικός υπολογιστής (ilektronikós ipoloyistís) , Η/Υ (abbreviation)
- Hebrew: מַחְשֵב (makhshev)
- Hindi: संगणक (sanganak) g Hindi
- Hungarian: számítógép
- Icelandic: tölva , rafheili italbrac obsolete, rafreiknir italbrac obsolete, rafeindareiknir italbrac obsolete, computer italbrac obsolete
- Ido: komputilo
- Indonesian: komputer
- Interlingua: computator
- Irish: ríomhaire
- Italian: calcolatore, computer, elaboratore
- Japanese: コンピュータ (kompyūta), 電子計算機 (denshi-keisanki)
- Kinyarwanda: mudasobwa
- Korean: 컴퓨터 (keompyuteo), 전자계산기 (電子計算機, jeonjagyesangi)
- Latvian: dators , kompjūters
- Lithuanian: kompiuteris
- Lojban: skami
- Malay: komputer
- Maltese: kompjuter
- Maori: rorohiko
- Marathi: संगणक (sanganak)
- Norfuk: kohmpyuuta
- Norwegian: datamaskin
- Novial: komputere
- Persian: رایانه
- Polish: komputer
- Portuguese: computador
- Romanian: computer, calculator
- Russian: компьютер (komp’júter)
- Sanskrit: संगणक (sanganak)
- Scottish Gaelic: coimpiutar , bocsa-sgrìobhaidh , ainealar
- Serbian: рачунар računar
- Sindhi:
- Slovak: počítač
- Slovene: računalnik
- Spanish: computador, qualifier Latin America computadora, italbrac Spain ordenador
- Swahili: kompyuta
- Swedish: dator
- Thai: (kompiwdter)
- Turkish: bilgisayar
- Ukrainian: комп'ютер
- Vietnamese: máy vi tính; máy điện toán
- Volapük: kompütöm
- Võro: puutri
- Welsh: cyfrifiadur
- West Frisian: kompjûter
- Yiddish: קאָמפּיוטער (kompyuter)
A person employed to perform computations
Adjective
- of or relating to computer
-
- Computer interface
- based on computer
-
- A computer game
Etymology
From computo.Verb
computerExtensive Definition
The first devices that resemble modern computers
date to the mid-20th century (around 1940 - 1945), although the
computer concept and various machines similar to computers existed
earlier. Early electronic computers were the size of a large room,
consuming as much power as several hundred modern personal
computers. Modern computers are based on tiny integrated
circuits and are millions to billions of times more capable
while occupying a fraction of the space. Today, simple computers
may be made small enough to fit into a wristwatch and be
powered from a watch
battery. Personal
computers, in various forms, are icons of the Information
Age and are what most people think of as "a computer"; however,
the most common form of computer in use today is the embedded
computer. Embedded computers are small, simple devices that are
used to control other devices — for example, they may be found in
machines ranging from fighter
aircraft to industrial
robots, digital
cameras, and children's
toys.
The ability to store and execute lists of
instructions called 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 given enough time and
storage capacity.
History of computing
It is difficult to identify any one device as the
earliest computer, partly because the term "computer" has been
subject to varying interpretations over time. Originally, the term
"computer" referred to a person who performed numerical
calculations (a human
computer), often with the aid of a
mechanical calculating device.
The history of the modern computer begins with
two separate technologies - that of automated calculation and that
of programmability.
Examples of early mechanical calculating 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.
Hero of
Alexandria (c. 10 – 70 AD) built a mechanical theater which
performed a play lasting 10 minutes and was operated by a complex
system of ropes and drums that might be considered to be a means of
deciding which parts of the mechanism performed which actions - and
when. This is the essence of programmability. 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.
It was the fusion of automatic calculation with
programmability that produced the first recognizable computers. In
1837, Charles
Babbage was the first to conceptualize and design a fully
programmable mechanical computer that he called "The Analytical
Engine". Due to limited finances, 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
U.S. 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 . Notable
achievements include:
- 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 non-programmable 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 Hero of Alexandria (c. 10 – 70 AD) built a mechanical theater which performed a play lasting 10 minutes and was operated by a complex system of ropes and drums that might be considered to be a means of deciding which parts of the mechanism performed which actions - and when. This is the essence of programmability. 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.
It was the fusion of automatic calculation with
programmability that produced the first recognizable computers. In
1837, Charles
Babbage was the first to conceptualize and design a fully
programmable mechanical computer that he called "The Analytical
Engine". Due to limited finances, 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
U.S. 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 . Notable
achievements include:
- 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 non-programmable 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 U.S. Army's Ballistics Research Laboratory ENIAC (1946), which used decimal arithmetic and is sometimes called the first general purpose electronic computer (since Konrad Zuse's Z3 of 1941 used electromagnets instead of electronics). Initially, however, ENIAC 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 did not 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.
Vacuum
tube-based computers were in use throughout the 1950s. Vacuum
tubes were largely replaced in the 1960s by transistor-based computers.
When compared with tubes, transistors are smaller, faster, cheaper,
use less power, and are more reliable. In the 1970s, integrated
circuit technology and the subsequent creation of microprocessors, such as
the Intel
4004, caused another generation of decreased size and cost, and
another generation of increased speed and reliability. By the
1980s, computers became sufficiently small and cheap to replace
simple mechanical controls in domestic appliances such as washing
machines. The 1980s also witnessed home
computers and the now ubiquitous personal
computer. With the evolution of the Internet, personal
computers are becoming as common as the television and the telephone in the
household.
Stored program architecture
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 the instruction following that
jump instruction.
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.
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
- 1+2+3+...+n =
and arrive at the correct answer (500,500) with
little work. 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
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.
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, 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. 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.
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. 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. Producing software with an acceptably high
reliability on a predictable schedule and budget has proved
historically to be a great challenge; the academic and professional
discipline of software
engineering concentrates specifically on this problem.
Example
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 to 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 its
running the instructions from (11) down to (16) over and over,
depending on the position of the switch.
How computers work
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 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
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. 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.
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)
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
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.
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)
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 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. 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
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
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.
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, and cryptography applications,
as well as with other so-called "embarrassingly
parallel" tasks.
Networking and 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.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. 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.
Further topics
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.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.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 language by a compiler or an assembler before being run, or translated directly at run time by an interpreter. 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.Professions and organizations
As the use of computers has spread throughout society, there are an increasing number of careers involving computers. Following the theme of hardware, software and firmware, the brains of people who work in the industry are sometimes known irreverently as wetware or "meatware".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.
See also
- Computability theory
- Computer science
- Computing
- Computers in fiction
- Computer security and Computer insecurity
- Electronic waste
- List of computer term etymologies
- Virtualization
Notes
References
computer in Afrikaans: Rekenaar
computer in Amharic: ኮምፒዩተር
computer in Old English (ca. 450-1100):
Circolwyrde
computer in Arabic: حاسوب
computer in Aragonese: Ordinador
computer in Asturian: Computadora
computer in Azerbaijani: Kompyuter
computer in Bengali: কম্পিউটার
computer in Min Nan: Tiān-náu
computer in Bashkir: Компьютер
computer in Belarusian (Tarashkevitsa):
Кампутар
computer in Bavarian: Computer
computer in Bosnian: Računar
computer in Breton: Urzhiataer
computer in Bulgarian: Компютър
computer in Catalan: Ordinador
computer in Chuvash: Компьютер
computer in Czech: Počítač
computer in Welsh: Cyfrifiadur
computer in Danish: Computer
computer in German: Computer
computer in Navajo: Béésh bee akʼeʼelchíhí tʼáá
bí nitsékeesígíí
computer in Estonian: Arvuti
computer in Modern Greek (1453-): Ηλεκτρονικός
υπολογιστής
computer in Spanish: Computadora
computer in Esperanto: Komputilo
computer in Basque: Ordenagailu
computer in Persian: رایانه
computer in Faroese: Telda
computer in French: Ordinateur
computer in Western Frisian: Kompjûter
computer in Friulian: Ordenadôr
computer in Irish: Ríomhaire
computer in Scottish Gaelic:
Coimpiutaireachd
computer in Galician: Ordenador
computer in Gothic:
𐍅𐌹𐍄𐌹𐍂𐌰𐌷𐌽𐌾𐌰𐌽𐌳𐍃
computer in Korean: 컴퓨터
computer in Hindi: कंप्यूटर
computer in Croatian: Računalo
computer in Armenian: Համակարգիչ
computer in Ido: Ordinatro
computer in Bishnupriya: কম্পিউটার
computer in Indonesian: Komputer
computer in Interlingua (International Auxiliary
Language Association): Computator
computer in Inuktitut: ᖃᕋᓴᐅᔭᖅ/qarasaujaq
computer in Zulu: Ikhompyutha
computer in Icelandic: Tölva
computer in Italian: Computer
computer in Hebrew: מחשב
computer in Javanese: Komputer
computer in Kannada: ಗಣಕಯಂತ್ರ
computer in Georgian: კომპიუტერი
computer in Kazakh: Компьютер
computer in Cornish: Comptyor
computer in Swahili (macrolanguage):
Tarakilishi
computer in Kongo: Ludinatelo
computer in Kurdish: Komputer
computer in Lao: ຄອມພິວເຕີ
computer in Latin: Computatrum
computer in Latvian: Dators
computer in Luxembourgish: Computer
computer in Lithuanian: Kompiuteris
computer in Limburgan: Computer
computer in Lingala: Esálela
computer in Hungarian: Számítógép
computer in Macedonian: Компјутер
computer in Malagasy: Mpikajy
computer in Malayalam: കമ്പ്യൂട്ടര്
computer in Maltese: Kompjuter
computer in Marathi: संगणक विज्ञान
computer in Malay (macrolanguage):
Komputer
computer in Mongolian: Компьютер
computer in Burmese: က္ဝန္ပ္ရူတာ
nah:Chīuhpōhualhuaztli
computer in Dutch: Computer
computer in Dutch Low Saxon: Komputer
computer in Nepali: कम्प्युटर
computer in Newari: कम्प्युटर
computer in Japanese: コンピュータ
computer in Neapolitan: Computer
computer in Norwegian: Datamaskin
computer in Norwegian Nynorsk: Datamaskin
computer in Occitan (post 1500): Ordinator
computer in Uzbek: Kompyuter
computer in Panjabi: ਕੰਪਿਊਟਰ
computer in Low German: Reekner
computer in Polish: Komputer
computer in Portuguese: Computador
computer in Romanian: Computer
computer in Quechua: Antañiqiq
computer in Russian: Компьютер
computer in Scots: Computer
computer in Albanian: Kompjuteri
computer in Sicilian: Computer
computer in Sinhala: පරිගණකය
computer in Simple English: Computer
computer in Slovak: Počítač
computer in Church Slavic: Съмѣтател҄ь
computer in Slovenian: Računalnik
computer in Somali: Kumbuyuutar
computer in Serbian: Рачунар
computer in Serbo-Croatian: Kompjuter
computer in Sundanese: Kompiyuter
computer in Finnish: Tietokone
computer in Swedish: Dator
computer in Tagalog: Kompyuter
computer in Tamil: கணினி
computer in Telugu: కంప్యూటరు
computer in Thai: คอมพิวเตอร์
computer in Vietnamese: Máy tính
computer in Tajik: Компутар
computer in Turkish: Bilgisayar
computer in Ukrainian: Комп'ютер
computer in Urdu: شمارِندہ
computer in Venetian: Computer
computer in Walloon: Copiutrece
computer in Wolof: Nosukaay
computer in Yiddish: קאמפיוטער
computer in Contenese: 電腦
computer in Dimli: Komputer
computer in Samogitian: Kuompioteris
computer in Chinese: 計算機