Minggu, 01 Februari 2009

Computer and Programming


Programming

#include
int main(void)
{

puts("Hello world!");
return 0;

}

Source code of a program written in the C programming language

Computer programming is the iterative process of writing or editing source code. Editing source code involves testing, analyzing, and refining, and sometimes coordinating with other programmers on a jointly developed program. A person who practices this skill is referred to as a computer programmer or software developer. The sometimes lengthy process of computer programming is usually referred to as software development. The term software engineering is becoming popular as the process is seen as an engineering discipline.

Paradigms

Computer programs can be categorized by the programming language paradigm used to produce them. Two of the main paradigms are imperative and declarative.

Programs written using an imperative language specify an algorithm using declarations, expressions, and statements. A declaration associates a variable name with a datatype. For example: var x: integer; . An expression yields a value. For example: 2 + 2 yields 4. Finally, a statement might assign an expression to a variable or use the value of a variable to alter the program's control flow. For example: x := 2 + 2; if x = 4 then do_something(); One criticism of imperative languages is the side-effect of an assignment statement on a class of variables called non-local variables.

Programs written using a declarative language specify the properties that have to be met by the output and do not specify any implementation details. Two broad categories of declarative languages are functional languages and logical languages. The principle behind functional languages (like Haskell) is to not allow side-effects, which makes it easier to reason about programs like mathematical functions. The principle behind logical languages (like Prolog) is to define the problem to be solved — the goal — and leave the detailed solution to the Prolog system itself. The goal is defined by providing a list of subgoals. Then each subgoal is defined by further providing a list of its subgoals, etc. If a path of subgoals fails to find a solution, then that subgoal is backtracked and another path is systematically attempted.

The form in which a program is created may be textual or visual. In a visual language program, elements are graphically manipulated rather than textually specified.

Compilation or interpretation

A computer program in the form of a human-readable, computer programming language is called source code. Source code may be converted into an executable image by a compiler or executed immediately with the aid of an interpreter.

Compiled computer programs are commonly referred to as executables, binary images, or simply as binaries — a reference to the binary file format used to store the executable code. Compilers are used to translate source code from a programming language into either object code or machine code. Object code needs further processing to become machine code, and machine code is the Central Processing Unit's native code, ready for execution.

Interpreted computer programs are either decoded and then immediately executed or are decoded into some efficient intermediate representation for future execution. BASIC, Perl, and Python are examples of immediately executed computer programs. Alternatively, Java computer programs are compiled ahead of time and stored as a machine independent code called bytecode. Bytecode is then executed upon request by an interpreter called a virtual machine.

The main disadvantage of interpreters is computer programs run slower than if compiled. Interpreting code is slower than running the compiled version because the interpreter must decode each statement each time it is loaded and then perform the desired action. On the other hand, software development may be quicker using an interpreter because testing is immediate when the compilation step is omitted. Another disadvantage of interpreters is the interpreter must be present on the computer at the time the computer program is executed. By contrast, compiled computer programs need not have the compiler present at the time of execution.

No properties of a programming language require it to be exclusively compiled or exclusively interpreted. The categorization usually reflects the most popular method of language execution. For example, BASIC is thought of as an interpreted language and C a compiled language, despite the existence of BASIC compilers and C interpreters. Some systems use Just-in-time compilation (JIT) whereby sections of the source are compiled 'on the fly' and stored for subsequent executions.

Self-modifying programs

A computer program in execution is normally treated as being different from the data the program operates on. However, in some cases this distinction is blurred when a computer program modifies itself. The modified computer program is subsequently executed as part of the same program. Self-modifying code is possible for programs written in Machine code, Assembler, Lisp, COBOL, PL/1 and Prolog and probably many others. Sometimes self modification is used as a form of dynamic optimization where the code becomes more efficient through caching or similar techniques. The technique is also often used to nullify all overhead of already embedded debugging code after a 'one time' test decides that debugging should be 'switched off' for the run. Early mainframe operating systems allowed program overlays as a normal practice for application programs, to conserve memory.

Execution and storage

Typically, computer programs are stored in non-volatile memory until requested either directly or indirectly to be executed by the computer user. Upon such a request, the program is loaded into random access memory, by a computer program called an operating system, where it can be accessed directly by the central processor. The central processor then executes ("runs") the program, instruction by instruction, until termination. A program in execution is called a process.[6] Termination is either by normal self-termination or by error — software or hardware error.

Embedded programs


The microcontroller on the right of this USB flash drive is controlled with embedded firmware.

Some computer programs are embedded into hardware. A stored-program computer requires an initial computer program stored in its read-only memory to boot. The boot process is to identify and initialize all aspects of the system, from CPU registers to device controllers to memory contents Following the initialization process, this initial computer program loads the operating system and sets the program counter to begin normal operations. Independent of the host computer, a hardware device might have embedded firmware to control its operation. Firmware is used when the computer program is rarely or never expected to change, or when the program must not be lost when the power is off

Manual programming


Switches for manual input on a Data General Nova 3

Computer programs historically were manually input to the central processor via switches. An instruction was represented by a configuration of on/off settings. After setting the configuration, an execute button was pressed. This process was then repeated. Computer programs also historically were manually input via paper tape or punched cards. After the medium was loaded, the starting address was set via switches and the execute button pressed.

[edit] Automatic program generation

Generative programming is a style of computer programming that creates source code through generic classes, prototypes, templates, aspects, and code generators to improve programmer productivity. Source code is generated with programming tools such as a template processor or an Integrated Development Environment. The simplest form of source code generator is a macro processor, such as the C preprocessor, which replaces patterns in source code according to relatively simple rules.

Software engines output source code or markup code that simultaneously become the input to another computer process. The analogy is that of one process driving another process, with the computer code being burned as fuel. Application servers are software engines that deliver applications to client computers. For example, a Wiki is an application server that allows users to build dynamic content assembled from articles. Wikis generate HTML, CSS, Java, and Javascript which are then interpreted by a web browser.

[edit] Simultaneous execution

See also: Process (computing) and Multiprocessing

Many operating systems support multitasking which enables many computer programs to appear to be running simultaneously on a single computer. Operating systems may run multiple programs through process scheduling — a software mechanism to switch the CPU among processes frequently so that users can interact with each program while it is running.[10] Within hardware, modern day multiprocessor computers or computers with multicore processors may run multiple programs.

Functional categories

Computer programs may be categorized along functional lines. These functional categories are system software and application software. System software includes the operating system which couples the computer's hardware with the application software. The purpose of the operating system is to provide an environment in which application software executes in a convenient and efficient manner. In addition to the operating system, system software includes utility programs that help manage and tune the computer. If a computer program is not system software then it is application software. Application software includes middleware, which couples the system software with the user interface. Application software also includes utility programs that help users solve application problems, like the need for sorting.

M e m o r y


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.

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.

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.[16] 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.[17]


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:

  1. Read the code for the next instruction from the cell indicated by the program counter.
  2. Decode the numerical code for the instruction into a set of commands or signals for each of the other systems.
  3. Increment the program counter so it points to the next instruction.
  4. Read whatever data the instruction requires from cells in memory (or perhaps from an input device). The location of this required data is typically stored within the instruction code.
  5. Provide the necessary data to an ALU or register.
  6. If the instruction requires an ALU or specialized hardware to complete, instruct the hardware to perform the requested operation.
  7. Write the result from the ALU back to a memory location or to a register or perhaps an output device.
  8. Jump back to step (1).

Since the program counter is (conceptually) just another set of memory cells, it can be changed by calculations done in the ALU. Adding 100 to the program counter would cause the next instruction to be read from a place 100 locations further down the program. Instructions that modify the program counter are often known as "jumps" and allow for loops (instructions that are repeated by the computer) and often conditional instruction execution (both examples of control flow).

It is noticeable that the sequence of operations that the control unit goes through to process an instruction is in itself like a short computer program - and indeed, in some more complex CPU designs, there is another yet smaller computer called a microsequencer that runs 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.

Programms


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 may run from just a few instructions to many millions of instructions, as in a program for a word processor or a web browser. A typical modern computer can execute billions of instructions per second (gigahertz or GHz) and rarely make a mistake over many years of operation. Large computer programs comprising several million instructions may take teams of programmers years to write, thus the probability of the entire program having been written without error is highly unlikely.

Errors in computer programs are called "bugs". Bugs may be benign and not affect the usefulness of the program, or have only subtle effects. But in some cases they may cause the program to "hang" - become unresponsive to input such as mouse clicks or keystrokes, or to completely fail or "crash". Otherwise benign bugs may sometimes may be harnessed for malicious intent by an unscrupulous user writing an "exploit" - code designed to take advantage of a bug and disrupt a program's proper execution. Bugs are usually not the fault of the computer. Since computers merely execute the instructions they are given, bugs are nearly always the result of programmer error or an oversight made in the program's design.[11]

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,[12] 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.[13]

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.[14] 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

A traffic light showing red.

Suppose a computer is being employed to drive a traffic light. A simple stored program might say:

  1. Turn off all of the lights
  2. Turn on the red light
  3. Wait for sixty seconds
  4. Turn off the red light
  5. Turn on the green light
  6. Wait for sixty seconds
  7. Turn off the green light
  8. Turn on the yellow light
  9. Wait for two seconds
  10. Turn off the yellow light
  11. 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:

  1. Turn off all of the lights
  2. Turn on the red light
  3. Wait for sixty seconds
  4. Turn off the red light
  5. Turn on the green light
  6. Wait for sixty seconds
  7. Turn off the green light
  8. Turn on the yellow light
  9. Wait for two seconds
  10. Turn off the yellow light
  11. If the maintenance switch is NOT turned on then jump to instruction number 2
  12. Turn on the red light
  13. Wait for one second
  14. Turn off the red light
  15. Wait for one second
  16. 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

History of Computer Part II


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 (Shannon 1940). Notable achievements include:



EDSAC was one of the first computers to implement the stored program (von Neumann) architecture.


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, distributed 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"), while the EDSAC, completed a year after SSEM, was 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. 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.

Microprocessors are miniaturized devices that often implement stored program CPUs.

Computers that used vacuum tubes as their electronic elements were in use throughout the 1950s. Vacuum tube electronics were largely replaced in the 1960s by transistor-based electronics, which are smaller, faster, cheaper to produce, require less power, and are more reliable. In the 1970s, integrated circuit technology and the subsequent creation of microprocessors, such as the Intel 4004, further decreased size and cost and further increased speed and reliability of computers. 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.

Modern smartphones are fully-programmable computers in their own right, in a technical sense, and as of 2009 may well be the most common form of such computers in existence.

History of Computer

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). 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.[3] This is the essence of programmability.

The "castle clock", an astronomical clock invented by Al-Jazari in 1206, is considered to be the earliest programmable analog computer.[4] It displayed the zodiac, the solar and lunar orbits, a crescent moon-shaped pointer travelling across a gateway causing automatic doors to open every hour,[5][6] and five robotic musicians who play music when struck by levers operated by a camshaft attached to a water wheel. The length of day and night could be re-programmed every day in order to account for the changing lengths of day and night throughout the year.[4]

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.

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".[7] 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 tubeteleprinter. (thermionic valve) and the

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.

Computer




This is the first time i writing my new blog :((
again..
Huuffffghhhh,,,

Btw, now i studied at a college in my town, i take computer science??
and this is the article from wikipedia :P

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

The first devices that resemble modern computers date to the mid-20th century (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 (PC). Modern computers are based on 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 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.