A computer is a machine which manipulates data according to a list of instructions.
Computers take numerous physical forms. The first devices that resemble modern computers date to the mid-20th century (around 1940 - 1941), although the
computer concept and various machines similar to computers existed prior. Early electronic computers were the size of a large
room, consuming as much power as several hundred modern personal computers.[1] Modern computers are based on comparatively tiny integrated
circuits and are millions to billions of times more capable while occupying a fraction of the space. [2] Today, simple computers may be made small enough to fit into a
wrist watch 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 by far the embedded computer. Embedded computers are small,
simple devices that are often used to control other devices — for example, they may be found in machines ranging from
fighter aircraft to industrial robots,
digital cameras, and even children's toys.
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. Examples of early mechanical computing devices included the abacus, the
slide rule and arguably the astrolabe and the
Antikythera mechanism (which dates from about 150-100 BC). The end of the
Middle Ages saw a re-invigoration of European mathematics and engineering, and
Wilhelm Schickard's 1623 device was the first of a number of mechanical calculators
constructed by European engineers.
However, none of those devices fit the modern definition of a computer because they could not be programmed. In 1801,
Joseph Marie Jacquard made an improvement to the textile
loom that used a series of punched paper cards as a template to allow his loom to
weave intricate patterns automatically. The resulting Jacquard loom was an important step in the development of computers because
the use of punched cards to define woven patterns can be viewed as an early, albeit limited, form of programmability.
In 1837, Charles Babbage was the first to conceptualize and design a fully
programmable mechanical computer that he called "The Analytical Engine".[3] Due to limited finance, and an inability to resist tinkering
with the design, Babbage never actually built his Analytical Engine.
Large-scale automated data processing of punched cards was performed for the 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 [#wp-endnote_shannon1940_a (Shannon 1940)]. Notable
achievements include:
EDSAC was one of the first computers to implement the
stored program (
von Neumann) architecture.
- Konrad Zuse's electromechanical "Z machines".
The Z3 (1941) was the first working machine featuring binary arithmetic, including floating point arithmetic and a measure of programmability. In 1998
the Z3 was proved to be Turing complete, therefore being the world's first
operational computer.
- The 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, but were largely replaced
in the 1960s by transistor-based devices, which were smaller, faster, cheaper, used less
power and were more reliable. These factors allowed computers to be produced on an unprecedented commercial scale. By the 1970s,
the adoption of integrated circuit technology and the subsequent creation of
microprocessors such as the Intel 4004 caused another
leap in size, speed, cost and reliability. By the 1980s, computers had become sufficiently small and cheap to replace simple
mechanical controls in domestic appliances such as washing machines. Around the same
time, computers became widely accessible for personal use by individuals in the form of home
computers and the now ubiquitous personal computer. In conjunction with the
widespread growth of the Internet since the 1990s, personal computers are becoming as common as
the television and the telephone and almost all modern
electronic devices contain a computer of some kind.
Stored program architecture
-
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.[4]
However, computers cannot "think" for themselves in the sense that they only solve problems in exactly the way they are
programmed to. An intelligent human faced with the above addition task might soon realize that instead of actually adding up all
the numbers one can simply use the equation

and arrive at the correct answer (500,500) with little work.[5] In other words, a computer programmed to add up the numbers one by one as in the example above would
do exactly that without regard to efficiency or alternative solutions.
Programs
A 1970s
punched card containing one line from a
FORTRAN
program. The card reads: "Z(1) = Y + W(1)" and is labelled "PROJ039" for identification purposes.
In practical terms, a computer program might include anywhere from a dozen
instructions to many millions of instructions for something like a word processor or a
web browser. A typical modern computer can execute billions of instructions every second and
nearly never make a mistake over years of operation.
Large computer programs may take teams of computer programmers years to write and the
probability of the entire program having been written completely in the manner intended is unlikely. Errors in computer programs
are called bugs. Sometimes bugs are benign and do not affect the usefulness of the program,
in other cases they might cause the program to completely fail (crash), in yet other
cases there may be subtle problems. Sometimes otherwise benign bugs may be used for malicious intent, creating a security exploit. Bugs are usually not the fault of the computer. Since computers merely
execute the instructions they are given, bugs are nearly always the result of programmer error or an oversight made in the
program's design.[6]
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,[7] 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.[8]
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.[9] Since high level languages are more abstract than assembly language, it is possible to use different
compilers to translate the same high level language program into the machine language of many different types of computer. This
is part of the means by which software like video games may be made available for different computer architectures such as
personal computers and various video game consoles.
The task of developing large software systems is an immense intellectual effort. It
has proven, historically, to be very difficult to produce software with an acceptably high reliability, on a predictable schedule
and budget. The academic and professional discipline of software engineering
concentrates specifically on this problem.
Example
A traffic light showing red.
Suppose a computer is being employed to drive a traffic light. A simple stored program
might say:
- Turn off all of the lights
- Turn on the red light
- Wait for sixty seconds
- Turn off the red light
- Turn on the green light
- Wait for sixty seconds
- Turn off the green light
- Turn on the yellow light
- Wait for two seconds
- Turn off the yellow light
- Jump to instruction number (2)
With this set of instructions, the computer would cycle the light continually through red, green, yellow and back to red again
until told to stop running the program.
However, suppose there is a simple on/off switch connected to the computer that is intended be
used to make the light flash red while some maintenance operation is being performed. The program might then instruct the
computer to:
- Turn off all of the lights
- Turn on the red light
- Wait for sixty seconds
- Turn off the red light
- Turn on the green light
- Wait for sixty seconds
- Turn off the green light
- Turn on the yellow light
- Wait for two seconds
- Turn off the yellow light
- If the maintenance switch is NOT turned on then jump to instruction number 2
- Turn on the red light
- Wait for one second
- Turn off the red light
- Wait for one second
- Jump to instruction number 11
In this manner, the computer is either running the instructions from number (2) to (11) over and over or its running the
instructions from (11) down to (16) over and over, depending on the position of the switch.[10]
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.[11] 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.[12]
Diagram showing how a particular
MIPS architecture instruction would be decoded by the
control system.
The control system's function is as follows — note that this is a simplified description and some of these steps may be
performed concurrently or in a different order depending on the type of CPU:
- Read the code for the next instruction from the cell indicated by the program counter.
- Decode the numerical code for the instruction into a set of commands or signals for each of the other systems.
- Increment the program counter so it points to the next instruction.
- Read whatever data the instruction requires from cells in memory (or perhaps from an input device). The location of this
required data is typically stored within the instruction code.
- Provide the necessary data to an ALU or register.
- If the instruction requires an ALU or specialized hardware to complete, instruct the hardware to perform the requested
operation.
- Write the result from the ALU back to a memory location or to a register or perhaps an output device.
- Jump back to step (1).
Since the program counter is (conceptually) just another set of memory cells, it can be changed by calculations done in the
ALU. Adding 100 to the program counter would cause the next instruction to be read from a place 100 locations further down the
program. Instructions that modify the program counter are often known as "jumps" and allow for loops (instructions that are
repeated by the computer) and often conditional instruction execution (both examples of control
flow).
It is noticeable that the sequence of operations that the control unit goes through to process an instruction is in itself
like a short computer program - and indeed, in some more complex CPU designs, there is another yet smaller computer called a
microsequencer that runs a microcode program that
causes all of these events to happen.
Arithmetic/logic unit (ALU)
-
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
-
Magnetic core memory was popular main memory for computers through the 1960s until
it was completely replaced by semiconductor memory.
A computer's memory can be viewed as a list of cells into which numbers can be placed or read. Each cell has a numbered
"address" and can store a single number. The computer can be instructed to "put the number 123 into the cell numbered 1357" or to
"add the number that is in cell 1357 to the number that is in cell 2468 and put the answer into cell 1595". The information
stored in memory may represent practically anything. Letters, numbers, even computer instructions can be placed into memory with
equal ease. Since the CPU does not differentiate between different types of information, it is up to the software to give
significance to what the memory sees as nothing but a series of numbers.
In almost all modern computers, each memory cell is set up to store binary
numbers in groups of eight bits (called a byte). Each byte is
able to represent 256 different numbers; either from 0 to 255 or -128 to +127. To store larger numbers, several consecutive bytes
may be used (typically, two, four or eight). When negative numbers are required, they are usually stored in two's complement notation. Other arrangements are possible, but are usually not seen outside of
specialized applications or historical contexts. A computer can store any kind of information in memory as long as it can be
somehow represented in numerical form. Modern computers have billions or even trillions of bytes of memory.
The CPU contains a special set of memory cells called registers that can be read
and written to much more rapidly than the main memory area. There are typically between two and one hundred registers depending
on the type of CPU. Registers are used for the most frequently needed data items to avoid having to access main memory every time
data is needed. Since data is constantly being worked on, reducing the need to access main memory (which is often slow compared
to the ALU and control units) greatly increases the computer's speed.
Computer main memory comes in two principal varieties: random access memory or
RAM and read-only memory or ROM. RAM can be read and written to anytime the CPU
commands it, but ROM is pre-loaded with data and software that never changes, so the CPU can only read from it. ROM is typically
used to store the computer's initial start-up instructions. In general, the contents of RAM is erased when the power to the
computer is turned off while ROM retains its data indefinitely. In a PC, the ROM contains a specialized program called the
BIOS that orchestrates loading the computer's operating
system from the hard disk drive into RAM whenever the computer is turned on or reset. In embedded computers, which frequently do not have disk drives, all of the software required to perform
the task may be stored in ROM. Software that is stored in ROM is often called firmware because
it is notionally more like hardware than software. Flash memory blurs the distinction
between ROM and RAM by retaining data when turned off but being rewritable like RAM. However, flash memory is typically much
slower than conventional ROM and RAM so its use is restricted to applications where high speeds are not required.[13]
In more sophisticated computers there may be one or more RAM cache memories which are
slower than registers but fa