Monday, August 3, 2009

Types of computer


A computer is a machine that manipulates data according to a list of instructions.

There are a lot of terms can be found over the internet related to computer. All type of computer has processor, Memory, keyboard, mouse and screen to display output. But their is a significant difference how people or organizations use computes for their usage. We can divide all type of computers to 10 categories.

Personal Computer (PC) : A personal computer (PC) is a computer whose original sales price, size, and capabilities make it useful for individuals, and intended to be operated directly by an end user, with no intervening computer operator. People generally relate this term with Microsoft’s Windows Operating system. Personal computers generally run on Windows, Mac or some version of Linux operating system.

Desktop: Desktop computer is just another version of Personal Computer intended for regular use from a single use. A computer that can be fit on a desk can also be called as desktop. Desktop computers comes in different form vertical tower cases to small form factor.

Laptop: Laptop computer , Laptop or Notebook all are same. Laptop’s are generally small mobile computers run on a single main battery or from an external power supply that will served as to run the laptop as well as charge the battery. Laptop contains all the components of computer but all these are optimized for mobile users.

Personal Digital Assistants(PDAs): A personal digital assistant (PDA) is a handheld computer, also known as small or palmtop computers. Newer PDAs also have both color screens and audio capabilities, enabling them to be used as mobile phones (smartphones), web browsers, or portable media players. Many PDAs can access the Internet, intranets or extranets via Wi-Fi, or Wireless Wide-Area Networks (WWANs). Many PDAs employ touch screen technology.

Workstation: A computer that has a more power resources like Processing Power, Memory and additional capabilities to perform special task refers to as workstation. Workstations are often optimized for displaying and manipulating complex data such as 3D mechanical design, engineering simulation results such as for computational fluid dynamics, animation and rendering of images, and mathematical plots.

Server: A server computer is a computer dedicated to running a server application. A server application is a computer program that accepts connections in order to service requests by sending back responses. Examples of server applications include web servers, e-mail servers, database servers, and file servers.

Mainframe: In early days of computing Mainframes are big computers that can fill the entire room or entire floor. Mainframes are mainly used by large organizations for critical applications, such as consumer statistics, ERP, and financial transaction processing.

Minicomputer: Minicomputers are lie between the Mainframe computer and small Personal Computers. Minicomputers also refereed to Mid-Range Servers. Minicomputers are more powerful but still compatible version of a personal computer.

Supercomputer: A computer which, among existing general-purpose computers at any given time, is superlative, often in several senses: highest computation rate, largest memory, or highest cost. Predominantly, the term refers to the fastest “number crunchers,” that is, machines designed to perform numerical calculations at the highest speed that the latest electronic device technology and the state of the art of computer architecture allow.

Wearable : Wearable computers are computers that are worn on the body. They have been applied to areas such as behavioral modeling, health monitoring systems, information technologies and media development. Government organizations, military, and health professionals have all incorporated wearable computers into their daily operations. Wearable computers are especially useful for applications that require computational support while the user’s hands, voice, eyes or attention are actively engaged with the physical environment.

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Computer programing languages

IV

Programming Languages

Programming languages contain the series of commands that create software. A CPU has a limited set of instructions known as machine code that it is capable of understanding. The CPU can understand only this language. All other programming languages must be converted to machine code for them to be understood. Computer programmers, however, prefer to use other computer languages that use words or other commands because they are easier to use. These other languages are slower because the language must be translated first so that the computer can understand it. The translation can lead to code that may be less efficient to run than code written directly in the machine’s language.

A

Machine Language

Computer programs that can be run by a computer’s operating system are called executables. An executable program is a sequence of extremely simple instructions known as machine code. These instructions are specific to the individual computer’s CPU and associated hardware. Machine code instructions are few in number (roughly 20 to 200, depending on the computer and the CPU). Typical instructions are for copying data from a memory location or for adding the contents of two memory locations (usually registers in the CPU). Complex tasks require a sequence of these simple instructions. Machine code instructions are binary—that is, sequences of bits (0s and 1s). Because these sequences are long strings of 0s and 1s and are usually not easy to understand, computer instructions usually are not written in machine code. Instead, computer programmers write code in languages known as an assembly language or a high-level language.

B

Assembly Language

Assembly language uses easy-to-remember commands that are more understandable to programmers than machine-language commands. Each machine language instruction has an equivalent command in assembly language. For example, in one Intel assembly language, the statement “MOV A, B” instructs the computer to copy data from location A to location B. The same instruction in machine code is a string of 16 0s and 1s. Once an assembly-language program is written, it is converted to a machine-language program by another program called an assembler.

Assembly language is fast and powerful because of its correspondence with machine language. It is still difficult to use, however, because assembly-language instructions are a series of abstract codes and each instruction carries out a relatively simple task. In addition, different CPUs use different machine languages and therefore require different programs and different assembly languages. Assembly language is sometimes inserted into a high-level language program to carry out specific hardware tasks or to speed up parts of the high-level program that are executed frequently.




C

High-Level Languages

High-level languages were developed because of the difficulty of programming using assembly languages. High-level languages are easier to use than machine and assembly languages because their commands are closer to natural human language. In addition, these languages are not CPU-specific. Instead, they contain general commands that work on different CPUs. For example, a programmer writing in the high-level C++ programming language who wants to display a greeting need include only the following command:

cout << ‘Hello, Encarta User!’ <<>

This command directs the computer’s CPU to display the greeting, and it will work no matter what type of CPU the computer uses. When this statement is executed, the text that appears between the quotes will be displayed. Although the “cout” and “endl” parts of the above statement appear cryptic, programmers quickly become accustomed to their meanings. For example, “cout” sends the greeting message to the “standard output” (usually the computer user’s screen) and “endl” is how to tell the computer (when using the C++ language) to go to a new line after it outputs the message. Like assembly-language instructions, high-level languages also must be translated. This is the task of a special program called a compiler. A compiler turns a high-level program into a CPU-specific machine language. For example, a programmer may write a program in a high-level language such as C++ or Java and then prepare it for different machines, such as a Sun Microsystems work station or a personal computer (PC), using compilers designed for those machines. This simplifies the programmer’s task and makes the software more portable to different users and machines.

V

FLOW-MATIC


American naval officer and mathematician Grace Murray Hopper helped develop the first commercially available high-level software language, FLOW-MATIC, in 1957. Hopper is credited for inventing the term bug, which indicates a computer malfunction; in 1945 she discovered a hardware failure in the Mark II computer caused by a moth trapped between its mechanical relays. She documented the event in her laboratory notebook, and the term eventually came to represent any computer error, including one based strictly on incorrect instructions in software. Hopper taped the moth into her notebook and wrote, “First actual case of a bug being found.”

VI

Fortran

From 1954 to 1958 American computer scientist John Backus of International Business Machines, Inc. (IBM) developed Fortran, an acronym for Formula Translation. It became a standard programming language because it could process mathematical formulas. Fortran and its variations are still in use today, especially in physics.

VII

BASIC


Hungarian-American mathematician John Kemeny and American mathematician Thomas Kurtz at Dartmouth College in Hanover, New Hampshire, developed BASIC (Beginner’s All-purpose Symbolic Instruction Code) in 1964. The language was easier to learn than its predecessors and became popular due to its friendly, interactive nature and its inclusion on early personal computers. Unlike languages that require all their instructions to be translated into machine code first, BASIC is turned into machine language line by line as the program runs. BASIC commands typify high-level languages because of their simplicity and their closeness to natural human language. For example, a program that divides a number in half can be written as

10 INPUT “ENTER A NUMBER,” X
20 Y=X/2
30 PRINT “HALF OF THAT NUMBER IS,” Y
The numbers that precede each line are chosen by the programmer to indicate the sequence of the commands. The first line prints “ENTER A NUMBER” on the computer screen followed by a question mark to prompt the user to type in the number labeled “X.” In the next line, that number is divided by two and stored as “Y.” In the third line, the result of the operation is displayed on the computer screen. Even though BASIC is rarely used today, this simple program demonstrates how data are stored and manipulated in most high-level programming languages.

VIII

Other High-Level Languages

Other high-level languages in use today include C, C++, Ada, Pascal, LISP, Prolog, COBOL, Visual Basic, and Java. Some languages, such as the “markup languages” known as HTML, XML, and their variants, are intended to display data, graphics, and media selections, especially for users of the World Wide Web. Markup languages are often not considered programming languages, but they have become increasingly sophisticated.

A

Object-Oriented Programming Languages

Object-oriented programming (OOP) languages, such as C++ and Java, are based on traditional high-level languages, but they enable a programmer to think in terms of collections of cooperating objects instead of lists of commands. Objects, such as a circle, have properties such as the radius of the circle and the command that draws it on the computer screen. Classes of objects can inherit features from other classes of objects. For example, a class defining squares can inherit features such as right angles from a class defining rectangles. This set of programming classes simplifies the programmer’s task, resulting in more “reusable” computer code. Reusable code allows a programmer to use code that has already been designed, written, and tested. This makes the programmer’s task easier, and it results in more reliable and efficient programs.



IX

Types of Computers


A

Digital and Analog

Computers can be either digital or analog. Virtually all modern computers are digital. Digital refers to the processes in computers that manipulate binary numbers (0s or 1s), which represent switches that are turned on or off by electrical current. A bit can have the value 0 or the value 1, but nothing in between 0 and 1. Analog refers to circuits or numerical values that have a continuous range. Both 0 and 1 can be represented by analog computers, but so can 0.5, 1.5, or a number like p (approximately 3.14).

A desk lamp can serve as an example of the difference between analog and digital. If the lamp has a simple on/off switch, then the lamp system is digital, because the lamp either produces light at a given moment or it does not. If a dimmer replaces the on/off switch, then the lamp is analog, because the amount of light can vary continuously from on to off and all intensities in between.

Analog computer systems were the first type to be produced. A popular analog computer used in the 20th century was the slide rule. To perform calculations with a slide rule, the user slides a narrow, gauged wooden strip inside a rulerlike holder. Because the sliding is continuous and there is no mechanism to stop at any exact values, the slide rule is analog. New interest has been shown recently in analog computers, particularly in areas such as neural networks. These are specialized computer designs that attempt to mimic neurons of the brain. They can be built to respond to continuous electrical signals. Most modern computers, however, are digital machines whose components have a finite number of states—for example, the 0 or 1, or on or off bits. These bits can be combined to denote information such as numbers, letters, graphics, sound, and program instructions.



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Parts of computer(hardware)

B

Computer Memory

To process information electronically, data are stored in a computer in the form of binary digits, or bits, each having two possible representations (0 or 1). If a second bit is added to a single bit of information, the number of representations is doubled, resulting in four possible combinations: 00, 01, 10, or 11. A third bit added to this two-bit representation again doubles the number of combinations, resulting in eight possibilities: 000, 001, 010, 011, 100, 101, 110, or 111. Each time a bit is added, the number of possible patterns is doubled. Eight bits is called a byte; a byte has 256 possible combinations of 0s and 1s.

A byte is a useful quantity in which to store information because it provides enough possible patterns to represent the entire alphabet, in lower and upper cases, as well as numeric digits, punctuation marks, and several character-sized graphics symbols, including non-English characters such as p. A byte also can be interpreted as a pattern that represents a number between 0 and 255. A kilobyte—1,024 bytes—can store about 1,000 characters; a megabyte can store about 1 million characters; a gigabyte can store about 1 billion characters; and a terabyte can store about 1 trillion characters. Computer programmers usually decide how a given byte should be interpreted—that is, as a single character, a character within a string of text, a single number, or part of a larger number. Numbers can represent anything from chemical bonds to dollar figures to colors to sounds.

The physical memory of a computer is either random access memory (RAM), which can be read or changed by the user or computer, or read-only memory (ROM), which can be read by the computer but not altered in any way. One way to store memory is within the circuitry of the computer, usually in tiny computer chips that hold millions of bytes of information. The memory within these computer chips is RAM. Memory also can be stored outside the circuitry of the computer on external storage devices, such as magnetic floppy disks, which can store about 2 megabytes of information; solid-state memory drives, called flash drives, which can store several gigabytes of information; hard drives, which can store gigabytes of information; compact discs (CDs), which can store up to 680 megabytes of information; and digital versatile discs (DVDs), which can store 8.5 gigabytes of information. A single CD can store nearly as much information as several hundred floppy disks, and some DVDs can hold more than 12 times as much data as a CD. Blu-ray, which is a newer version of DVD technology, can store up to 50 gigabytes.

C

The Bus

The bus enables the components in a computer, such as the CPU and the memory circuits, to communicate as program instructions are being carried out. The bus is usually a flat cable with numerous parallel wires. Each wire can carry one bit, so the bus can transmit many bits along the cable at the same time. For example, a 16-bit bus, with 16 parallel wires, allows the simultaneous transmission of 16 bits (2 bytes) of information from one component to another. Early computer designs utilized a single or very few buses. Modern designs typically use many buses.




D

Input Devices

Input devices, such as a keyboard or mouse, permit the computer user to communicate with the computer. Other input devices include a joystick, a rodlike device often used by people who play computer games; a scanner, which converts images such as photographs into digital images that the computer can manipulate; a touch panel, which senses the placement of a user’s finger and can be used to execute commands or access files; and a microphone, used to input sounds such as the human voice which can activate computer commands in conjunction with voice recognition software. “Tablet” computers allow users to interact with their screens using a penlike device or their fingertips.

E

The Central Processing Unit

Information from an input device or from the computer’s memory is communicated via the bus to the central processing unit (CPU), which is the part of the computer that translates commands and runs programs. The CPU is a microprocessor chip—that is, a single piece of silicon containing millions of tiny, microscopically wired electrical components. Information is stored in a CPU memory location called a register. Registers can be thought of as the CPU’s tiny scratchpad, temporarily storing instructions or data. When a program is running, one special register called the program counter keeps track of which program instruction comes next by maintaining the memory location of the next program instruction to be executed. The CPU’s control unit coordinates and times the CPU’s functions, and it uses the program counter to locate and retrieve the next instruction from memory.

In a typical sequence, the CPU locates the next instruction in the appropriate memory device. The instruction then travels along the bus from the computer’s memory to the CPU, where it is stored in a special instruction register. Meanwhile, the program counter changes—usually increasing a small amount—so that it contains the location of the instruction that will be executed next. The current instruction is analyzed by a decoder, which determines what the instruction will do. Any data the instruction needs are retrieved via the bus and placed in the CPU’s registers. The CPU executes the instruction, and the results are stored in another register or copied to specific memory locations via a bus. This entire sequence of steps is called an instruction cycle. Frequently, several instructions may be in process simultaneously, each at a different stage in its instruction cycle. This is called pipeline processing.



F

Output Devices

Once the CPU has executed the program instruction, the program may request that the information be communicated to an output device, such as a video display monitor or a flat liquid crystal display. Other output devices are printers, overhead projectors, DVD recorders, and speakers.





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Introduction




I

Introduction

Computer, machine that performs tasks, such as calculations or electronic communication, under the control of a set of instructions called a program. Programs usually reside within the computer and are retrieved and processed by the computer’s electro

nics. The program results are stored or routed to output devices, such as video display monitors or printers. Computers perform a wide variety of activit

ies reliably, accurately, and quickly.



II

Uses of Computers

People use computers in many ways. In business, computers track inventories with bar codes and scanners, check the credit status of customers, and transfer funds electronically. In homes, tiny computers embedded in the electronic circuitry of most appliances control the indoor tem

perature, operate home security systems, tell the time, and turn digital versatile disc (DVD) players on and off. Computers in automobiles regulate the flow of fuel, thereby increasing gas mileage; monitor the vehicle’s stability to prevent loss of control; and are used in anti-theft systems. Computers also entertain, creating digitized sound on stereo systems or computer-animated features from a compact disc (CD) or DVD. Computer programs, or applications, exist to aid every level of e

ducation, from programs that teach simple addition or sentence construction to programs that teach advanced calculus. Educators use computers to track grades

and communicate with students; with computer-controlled projection units, they can add graphics, sound, and animation to their communications . Computers are used extensively in scientific research to solve mathematical problems, investigate complicated data, or model systems that are too costly or impractical to build, such as testing the air flow around the next generation of aircraft. The military employs computers in sophisticated communications to encode and unscramble messages, and to

k

eep track of personnel and supplies.

III

How Computers Work

The physical computer and its components are known

as hardware. Computer hardware includes the memory that stores data and program instructions; the (CPU) that carries out program instructions; the input devices, such as a keyboard or mouse, that allow the user to communicate with the computer; the output devices, such as printers and video display monitors, that enable the computer to present information to the user; and buses (hardware lines or wires)

that connect t

hese and other computer components. The programs that run the computer are called software. Software generally is designed to perform a particular type of task—for example, to control the arm of a robot to weld a car’s body, to write a letter, to display and modify a photograph, or to direct the general operation of the computer.






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