Saturday, November 27

Computer



The Columbia Supercomputer, located at theNASA Ames Research Center.

An HP laptop computer.

A computer is a programmable machine that receives input, stores and manipulates data, and provides output in a useful format.
While a computer can, in theory, be made out of almost anything (see misconceptions section), and mechanical examples of computers have existed through much of recorded human history, the first electronic computers were developed in the mid-20th century (1940–1945). Originally, they were the size of a large room, consuming as much power as several hundred modern personal computers (PCs). Modern computers based on integrated circuits are millions to billions of times more capable than the early machines, and occupy a fraction of the space. Simple computers are small enough to fit into mobile devices, and can be powered by a small battery. Personal computers in their various forms are icons of the Information Age and are what most people think of as "computers". However, the embedded computers found in many devices from MP3 players to fighter aircraft and from toys to industrial robots are the most numerous.

History of computing

The first use of the word "computer" was recorded in 1613, referring to a person who carried out calculations, or computations, and the word continued to be used in that sense until the middle of the 20th century. From the end of the 19th century onwards though, the word began to take on its more familiar meaning, describing a machine that carries out computations.

Limited-function ancient computers


The Jacquard loom, on display at the Museum of Science and Industry in Manchester, England, was one of the first programmable devices.
The history of the modern computer begins with two separate technologies—automated calculation and programmability—but no single device can be identified as the earliest computer, partly because of the inconsistent application of that term. Examples of early mechanical calculating devices include the abacus, the slide rule and arguably the astrolabe and the Antikythera mechanism, an ancient astronomical computer built by the Greeks around 80 BC. The Greek mathematician 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.
The "castle clock", an astronomical clock invented by Al-Jazari in 1206, is considered to be the earliest programmable analog computer. 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, and five robotic musicians who played music when struck by levers operated by a camshaft attached to a water wheel. The length of day and night could be re-programmed to compensate for the changing lengths of day and night throughout the year.
The Renaissance saw a re-invigoration of European mathematics and engineering. Wilhelm Schickard's 1623 device was the first of a number of mechanical calculators constructed by European engineers, but none fit the modern definition of a computer, because they could not be programmed.
First general-purpose computers
In 1801, Joseph Marie Jacquard made an improvement to the textile loom by introducing a series of punched paper cards as a template which allowed 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, his analytical engine. Limited finances and Babbage's inability to resist tinkering with the design meant that the device was never completed.
In the late 1880s, Herman Hollerith invented the recording of data on a machine readable medium. Prior uses of machine readable media, above, had been for control, not data. "After some initial trials with paper tape, he settled on punched cards ..." To process these punched cards he invented the tabulator, and the keypunch machines. These three inventions were the foundation of the modern information processing industry. Large-scale automated data processing of punched cards was performed for the 1890 United States Census by Hollerith's company, which later became the core of 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.
Alan Turing is widely regarded to be the father of modern computer science. In 1936 Turing provided an influential formalisation of the concept of the algorithm and computation with the Turing machine, providing a blueprint for the electronic digital computer.Of his role in the creation of the modern computer, Time magazine in naming Turing one of the 100 most influential people of the 20th century, states: "The fact remains that everyone who taps at a keyboard, opening a spreadsheet or a word-processing program, is working on an incarnation of a Turing machine".


The Zuse Z3, 1941, considered the world's first working programmable, fully automatic computing machine.


The ENIAC, which became operational in 1946, is considered to be the first general-purpose electronic computer.


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


Die of an Intel 80486DX2 microprocessor (actual size: 12×6.75 mm) in its packaging.
The Atanasoff–Berry Computer (ABC) was among the first fully electronic digital binary computing devices. Conceived in 1937 by Iowa State College physics professor John Atanasoff, and built with the assistance of graduate student Clifford Berry, the machine was not programmable in the modern sense, being designed only to solve systems of linear equations. The computer did employ parallel computation. A 1973 court ruling in a patent dispute found that the patent for the 1946 ENIAC computer derived from the Atanasoff–Berry Computer.
The inventor of the program-controlled computer was Konrad Zuse, who built the first working computer in 1941 and later in 1955 the first computer based on magnetic storage.
George Stibitz is internationally recognized as a father of the modern digital computer. While working at Bell Labs in November 1937, Stibitz invented and built a relay-based calculator he dubbed the "Model K" (for "kitchen table", on which he had assembled it), which was the first to use binary circuits to perform an arithmetic operation. Later models added greater sophistication including complex arithmetic and programmability.
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.
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 (commenced in 1937, completed in 1941) which used vacuum tube based computation, binary numbers, and regenerative capacitor memory. The use of regenerative memory allowed it to be much more compact than its peers (being approximately the size of a large desk or workbench), since intermediate results could be stored and then fed back into the same set of computation elements.
The secret British Colossus computers (1943), 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 Ballistic 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.
Stored-program 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 working prototype to be demonstrated was the Manchester Small-Scale Experimental Machine (SSEM or "Baby") in 1948. The Electronic Delay Storage Automatic Calculator (EDSAC), completed a year after the SSEM at Cambridge University, was the first practical, non-experimental implementation of the stored program design and was put to use immediately for research work at the university. 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.
Beginning in the 1950s, Soviet scientists Sergei Sobolev and Nikolay Brusentsov conducted research on ternary computers, devices that operated on a base three numbering system of −1, 0, and 1 rather than the conventional binary numbering system upon which most computers are based. They designed the Setun, a functional ternary computer, at Moscow State University. The device was put into limited production in the Soviet Union, but supplanted by the more common binary architecture.
Semiconductors and microprocessors
Computers using vacuum tubes as their electronic elements were in use throughout the 1950s, but by the 1960s had been largely replaced by transistor-based machines, which were smaller, faster, cheaper to produce, required less power, and were more reliable. The first transistorised computer was demonstrated at the University of Manchester in 1953. 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 late 1970s, many products such as video recorders contained dedicated computers called microcontrollers, and they started to appear as a replacement to mechanical controls in domestic appliances such as washing machines. The 1980s 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, and as of 2009 may well be the most common form of such computers in existence
.
Programs

The defining feature of modern computers which distinguishes them from all other machines is that they can be programmed. That is to say that some type of instructions (the program) can be given to the computer, and it will carry process them. While some computers may have strange concepts "instructions" and "output" (see quantum computing), modern computers based on the von Neumann architecture are often have machine code in the form of an imperative programming language.
In practical terms, a computer program may be just a few instructions or extend to many millions of instructions, as do the programs for word processors and web browsers for example. A typical modern computer can execute billions of instructions per second (gigaflops) and rarely makes a mistake over many years of operation. Large computer programs consisting of several million instructions may take teams of programmers years to write, and due to the complexity of the task almost certainly contain errors.


Stored program architecture


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.
This section applies to most common RAM machine-based computers.
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.

Bugs
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 computer'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.

Machine code
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 these instructions) can be represented as lists of numbers and can themselves be manipulated inside the computer in the same way as 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 while this technique was used with many early computers, it is extremely tedious and potentially error-prone 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.
Higher-level languages and program design
Though considerably easier than in machine language, writing long programs in assembly language is often difficult and is also error prone. Therefore, most practical programs are written in more abstract high-level programming languages that are able to express the needs of the 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. High level languages are less related to the workings of the target computer than assembly language, and more related to the language and structure of the problem(s) to be solved by the final program. It is therefore often 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 presents a significant intellectual challenge. Producing software with an acceptably high reliability within a predictable schedule and budget has historically been difficult; the academic and professional discipline of software engineering concentrates specifically on this challenge.


Function

A general purpose computer has four main components: the arithmetic 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.
Inside each of these parts are thousands to trillions of small electrical circuits which can be turned off or on by means of an electronic switch. Each circuit represents a bit (binary digit) of information so that when the circuit is on it represents a "1", and when off it represents a "0" (in positive logic representation). The circuits are arranged in logic gates so that one or more of the circuits may control the state of one or more of the other circuits.
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


Main articles: CPU design 


Diagram showing how a particular MIPS architecture instruction would be decoded by the control system.
The control unit (often called a control system or central controller) manages the computer's various components; it reads and interprets (decodes) the program instructions, transforming them into a series of control signals which activate other parts of the computer.[24] 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)
Main article: Arithmetic logic unit
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 may 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
Main article: Computer data storage


Magnetic core memory was the computer memory of choice throughout the 1960s, until it was 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 the software's responsibility 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 (2^8 = 256); 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 if it can be represented numerically. 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. As 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 are erased when the power to the computer is turned off, but 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 required software may be stored in ROM. Software 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, as it retains its data when turned off but is also rewritable. It is typically much slower than conventional ROM and RAM however, so its use is restricted to applications where high speed is unnecessary.
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)
Main article: Input/output


Hard disk drives are common storage devices used with computers.
I/O is the means by which a computer exchanges information with the outside world. 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[citation needed]. Modern desktop computers contain many smaller computers that assist the main CPU in performing I/O.


Multitasking
Main article: Computer 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 multitasking i.e. 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
Main article: Multiprocessing


Cray designed many supercomputers that used multiprocessing heavily.
Some computers are designed to distribute their work across several CPUs in a multiprocessing configuration, a technique once employed only in large and powerful machines such as supercomputers, mainframe computers and servers. Multiprocessor and multi-core (multiple CPUs on a single integrated circuit) personal and laptop computers are now widely available, and are being increasingly used 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
Main articles: Computer networking and Internet


Visualization of a portion of the routes on 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.
Misconceptions

A computer does not need to be electric, nor even have a processor, nor RAM, nor even hard disk. The minimal definition of a computer is anything that transforms information in a purposeful way.

Required technology
Computational systems as flexible as a personal computer can be built out of almost anything. For example, a computer can be made out of billiard balls (billiard ball computer); this is an unintuitive and pedagogical example that a computer can be made out of almost anything. More realistically, modern computers are made out of transistors made of photolithographed semiconductors.
Historically, computers evolved from mechanical computers and eventually from vacuum tubes to transistors.
There is active research to make computers out of many promising new types of technology, such as optical computing, DNA computers, neural computers, and quantum computers. Some of these can easily tackle problems that modern computers cannot (such as how quantum computers can break some modern encryption algorithms by quantum factoring).

Computer architecture paradigms
Some different paradigms of how to build a computer from the ground-up:
RAM machines
These are the types of computers with a CPU, computer memory, etc., which understand basic instructions in a machine language. The concept evolved from the Turing machine.
Brains
Brains are massively parallel processors made of neurons, wired in intricate patterns, that communicate via electricity and neurotransmitter chemicals.
Programming languages
Such as the lambda calculus, or modern programming languages, are virtual computers built on top of other computers.
Cellular automata
For example, the game of Life can create "gliders" and "loops" and other constructs that transmit information; this paradigm can be applied to DNA computing, chemical computing, etc.
Groups and committees
The linking of multiple computers (brains) is itself a computer
Logic gates are a common abstraction which can apply to most of the above digital or analog paradigms.
The ability to store and execute lists of instructions called programs makes computers extremely versatile, distinguishing them from calculators. The Church–Turing thesis is a mathematical statement of this versatility: any computer with a certain Turing-complete is, in principle, capable of performing the same tasks that any other computer can perform. Therefore any type of computer (netbook, supercomputer, cellular automaton, etc.) is able to perform the same computational tasks, given enough time and storage capacity.
Limited-function computers
Conversely, a computer which is limited in function (one that is not "Turing-complete") cannot simulate arbitrary things. For example, simple four-function calculators cannot simulate a real computer without human intervention. As a more complicated example, without the ability to program a gaming console, it can never accomplish what a programmable calculator from the 1990s could (given enough time); the system as a whole is not Turing-complete, even though it contains a Turing-complete component (the microprocessor). Living organisms (the body, not the brain) are also limited-function computers designed to make copies of themselves; they cannot be reprogrammed without genetic engineering.
Virtual computers
A "computer" is commonly considered to be a physical device. However, one can create a computer program which describes how to run a different computer, i.e. "simulating a computer in a computer". Not only is this a constructive proof of the Church-Turing thesis, but is also extremely common in all modern computers. For example, some programming languages use something called an interpreter, which is a simulated computer built on top of the basic computer; this allows programmers to write code (computer input) in a different language than the one understood by the base computer (the alternative is to use a compiler). Additionally, virtual machines are simulated computers which virtually replicate a physical computer in software, and are very commonly used by IT. Virtual machines are also a common technique used to create emulators, such game console emulators.
Further topics

Glossary of computers
Artificial intelligence
A computers will solve problems in exactly the way they are programmed to, without regard to efficiency nor alternative solutions nor possible shortcuts nor possible errors in the code. Computer programs which learn and adapt are part of the emerging field of artificial intelligence and machine learning.
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.
History of computing hardware
First Generation (Mechanical/Electromechanical) Calculators Antikythera mechanism, Difference engine, Norden bombsight
Programmable Devices Jacquard loom, Analytical engine, Harvard Mark I, Z3
Second Generation (Vacuum Tubes) Calculators Atanasoff–Berry Computer, IBM 604, UNIVAC 60, UNIVAC 120
Programmable Devices Colossus, ENIAC, Manchester Small-Scale Experimental Machine, EDSAC, Manchester Mark 1, Ferranti Pegasus, Ferranti Mercury, CSIRAC, EDVAC, UNIVAC I, IBM 701, IBM 702, IBM 650, Z22
Third Generation (Discrete transistors and SSI, MSI, LSI Integrated circuits) Mainframes IBM 7090, IBM 7080, IBM System/360, BUNCH
Minicomputer PDP-8, PDP-11, IBM System/32, IBM System/36
Fourth Generation (VLSI integrated circuits) Minicomputer VAX, IBM System i
4-bit microcomputer Intel 4004, Intel 4040
8-bit microcomputer Intel 8008, Intel 8080, Motorola 6800, Motorola 6809, MOS Technology 6502, Zilog Z80
16-bit microcomputer Intel 8088, Zilog Z8000, WDC 65816/65802
32-bit microcomputer Intel 80386, Pentium, Motorola 68000, ARM architecture
64-bit microcomputer[36] Alpha, MIPS, PA-RISC, PowerPC, SPARC, x86-64
Embedded computer Intel 8048, Intel 8051
Personal computer Desktop computer, Home computer, Laptop computer, Personal digital assistant (PDA), Portable computer, Tablet PC, Wearable computer
Theoretical/experimental Quantum computer, Chemical computer, DNA computing, Optical computer, Spintronics based computer
Other Hardware Topics
Peripheral device (Input/output) Input Mouse, Keyboard, Joystick, Image scanner, Webcam, Graphics tablet, Microphone
Output Monitor, Printer, Loudspeaker
Both Floppy disk drive, Hard disk drive, Optical disc drive, Teleprinter
Computer busses Short range RS-232, SCSI, PCI, USB
Long range (Computer networking) Ethernet, ATM, FDDI


Software
Main article: Computer 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.
Computer software
Operating system Unix and BSD UNIX System V, IBM AIX, HP-UX, Solaris (SunOS), IRIX, List of BSD operating systems
GNU/Linux List of Linux distributions, Comparison of Linux distributions
Microsoft Windows Windows 95, Windows 98, Windows NT, Windows 2000, Windows XP, Windows Vista, Windows 7
DOS 86-DOS (QDOS), PC-DOS, MS-DOS, DR-DOS, FreeDOS
Mac OS Mac OS classic, Mac OS X
Embedded and real-time List of embedded operating systems
Experimental Amoeba, Oberon/Bluebottle, Plan 9 from Bell Labs
Library Multimedia DirectX, OpenGL, OpenAL
Programming library C standard library, Standard Template Library
Data Protocol TCP/IP, Kermit, FTP, HTTP, SMTP
File format HTML, XML, JPEG, MPEG, PNG
User interface Graphical user interface (WIMP) Microsoft Windows, GNOME, KDE, QNX Photon, CDE, GEM, Aqua
Text-based user interface Command-line interface, Text user interface
Application Office suite Word processing, Desktop publishing, Presentation program, Database management system, Scheduling & Time management, Spreadsheet, Accounting software
Internet Access Browser, E-mail client, Web server, Mail transfer agent, Instant messaging
Design and manufacturing Computer-aided design, Computer-aided manufacturing, Plant management, Robotic manufacturing, Supply chain management
Graphics Raster graphics editor, Vector graphics editor, 3D modeler, Animation editor, 3D computer graphics, Video editing, Image processing
Audio Digital audio editor, Audio playback, Mixing, Audio synthesis, Computer music
Software engineering Compiler, Assembler, Interpreter, Debugger, Text editor, Integrated development environment, Software performance analysis, Revision control, Software configuration management
Educational Edutainment, Educational game, Serious game, Flight simulator
Games Strategy, Arcade, Puzzle, Simulation, First-person shooter, Platform, Massively multiplayer, Interactive fiction
Misc Artificial intelligence, Antivirus software, Malware scanner, Installer/Package management systems, File manager

Programming languages
Main article: Programming language
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 code 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.
Programming languages
Lists of programming languages Timeline of programming languages, List of programming languages by category, Generational list of programming languages, List of programming languages, Non-English-based programming languages
Commonly used Assembly languages ARM, MIPS, x86
Commonly used high-level programming languages Ada, BASIC, C, C++, C#, COBOL, Fortran, Java, Lisp, Pascal, Object Pascal
Commonly used Scripting languages Bourne script, JavaScript, Python, Ruby, PHP, Perl
Professions and organizations
As the use of computers has spread throughout society, there are an increasing number of careers involving computers.
Computer-related professions
Hardware-related Electrical engineering, Electronic engineering, Computer engineering, Telecommunications engineering, Optical engineering, Nanoengineering
Software-related Computer science, Desktop publishing, Human–computer interaction, Information technology, Information systems, Computational science, Software engineering, Video game industry, Web design
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.
Organizations
Standards groups ANSI, IEC, IEEE, IETF, ISO, W3C
Professional Societies ACM, AIS, IET, IFIP, BCS
Free/Open source software groups Free Software Foundation, Mozilla Foundation, Apache Software Foundation


(source:wikipedia)

Miami Orange Bowl

The Orange Bowl, formerly Burdine Stadium, was an outdoor athletic stadium in Miami, Florida, west of downtown in Little Havana. Considered a landmark, it was the home stadium for the Miami Hurricanes college football team. It also hosted the professional Miami Dolphins for their first 21 seasons, until the opening of Sun Life Stadium (then called Joe Robbie Stadium) in nearby Miami Gardens in 1987. The stadium was the temporary home of the FIU Golden Panthers while its FIU Stadium underwent expansion during the 2007 season.
Burdine Stadium was renamed in 1959 for the Orange Bowl college football game, which was played at the Orange Bowl following every season from 1938–95. The event was moved to Dolphin Stadium beginning in 1996. In 1999, the bowl game was hosted at the Orange Bowl for one final time due to a scheduling conflict. The minor league Miami Marlins baseball team occasionally played games in the Orange Bowl from 1956-60.
The stadium was on a large block bounded by Northwest 3rd Street (south), Northwest 16th Avenue (west), Northwest 6th Street (north) and Northwest 14th Avenue (east, the open end of the stadium).
The Orange Bowl was demolished in 2008 and will eventually make way for a new 37,000-seat retractable-roof baseball stadium of the Florida Marlins in 2012.

History

Miami Orange Bowl, North Gate
The stadium was built by the City of Miami Public Works Department. Construction began in 1936 and was completed in December 1937. The stadium opened for Miami Hurricanes football on December 10, 1937. From 1926 to 1937 the University of Miami played in a stadium near Tamiami Park and also at Moore Park until the Orange Bowl was built.
The Orange Bowl was originally named Burdine Stadium after Roddy Burdine, one of Miami's pioneers. The original stadium consisted of the two sideline lower decks. Seating was added in the endzones in the 1940s, and by the end of the 1950s the stadium was double-decked on the sidelines. In 1966, the AFL expansion Miami Dolphins played their first ever regular season game in the stadium on September 2. The west endzone upper deck section was then added in the 1960s, bringing the stadium to its peak capacity of 80,010. In 1964, the Orange Bowl Game was the first college bowl game to be televised in prime time.
In 1977, the permanent seats in the east endzone were removed, and further upgrades brought the stadium to its final capacity and design. The city skyline was visible to the east through the open end, over the modern scoreboard and palm trees. The surface has been natural grass, except for six seasons in the 1970s. Poly-Turf, an artificial turf similar to AstroTurf, was installed for the 1970 football season. It was removed and replaced with a type of natural grass known as "Prescription Athletic Turf" after Super Bowl X in January 1976.


Walk-way of the O.B.
Under the leadership of Hall of Fame head coach Don Shula, the Miami Dolphins enjoyed a winning record in the Orange Bowl against rival teams in the AFC Eastern Division. Under Shula, the Dolphins were an impressive 57–9–1 (60–10–1 including playoff contests) against the Baltimore/Indianapolis Colts (15–3), the Boston/NewEngland Patriots (15–1), the Buffalo Bills (16–1) and the New York Jets (13–4–1). The playoff results are: AFC Championship games: (1971, Miami 21, Baltimore 0); (1982, Miami 14, New York Jets 0) and (1985, New England 31, Miami 14) and AFC First Round game (1982 strike shortened season, Miami 28, New England 13).


Farewell to the Orange Bowl event on January 26, 2008
Notable winning streaks during the Shula-era in the Orange Bowl include a 13–0 streak against the Buffalo Bills and a 15–0 streak against the New England Patriots, Also of note, the Miami Dolphins enjoyed a record 31-game home winning streak from 1971-75. This 31-game streak includes four playoff wins and the perfect season of 1972. The Dolphins have not enjoyed the same level of success in Sun Life Stadium. While much of this lack of success in Sun Life Stadium is obviously attributable to a diminished level of talent and organizational stability, it is also widely recognized that the homefield advantage that the Dolphins enjoyed in the Orange Bowl was exponentially greater than in their newer home. This was in great part due to the atmosphere of the Bowl. The closeness of the seats to the field, along with the closed West End Zone, metal bleachers, and steel structure (and of course the team's success and its status as Miami's only professional sports team for so many years), gave the venue one of the loudest and most electric homefield environments in the NFL. Visiting team quarterbacks often complained to referees or were forced to call time out as their teammates could not hear them barking out the signals due to the unbearable noise, especially when the Dolphins were making a goal-line stand in the closed West End Zone. While Sun Life Stadium is much newer and cleaner and is considered one of the top facilities in the NFL, with top-notch amenities, the seats are much farther from the field, and even at its loudest, Sun Life Stadium doesn't come close to comparing to that of the Orange Bowl.
The Orange Bowl was also the site of the NCAA's longest college football home field winning streak. Between 1985 and 1994, the Miami Hurricanes won 58 straight home games at the Bowl, until ended by the Washington Huskies. The stadium's home field advantage used to include a steel structure that fans would set to rumbling by stomping their feet. Concrete reinforcement had silenced the rumble. There was still the advantage of the West End Zone, which has a relatively narrow radius that amplifies fan noise. The West End Zone was a factor in the Wide Right curse, in which the Florida State Seminoles lost a series of close games due to missed field goals. This section was so raucous that some football announcers often confused it with the student section.
In addition to football, the stadium also hosted concerts and other public events. The stadium had a regular capacity of 74,476 orange seats, and could seat up to 82,000 for concerts and other events where additional seating would have been placed on the playing field.
The last professional football game to be played in the Orange Bowl took place on April 29, 2000 and matched the Miami Tropics vs the San Antonio Matadors of the Spring Football League. The Matadors won 16-13.

University of Miami
The City of Miami embarked on a plan to extensively renovate the stadium. However, those plans fell by the wayside as Miami focused on keeping the Florida Marlins in town, forcing the Hurricanes to threaten a move to Dolphin Stadium (now Sun Life Stadium) in suburban Miami Gardens if a plan to renovate the stadium were not in place within 45 days. Some feared that Miami would permit the college to leave, only to tear down the Orange Bowl and replace it with the new stadium for the Marlins.
That fear became reality as Paul Dee, Athletic Director for the University of Miami, announced that the Hurricanes would be moving to Dolphin Stadium for the 2008 season. Dee and university president Donna Shalala made the announcement during a press conference at the Hecht Athletic Center on August 21, 2007. The University agreed to a 25-year contract to play at then Dolphin Stadium. According to Miami City Manager Pete Hernandez, this put the Orange Bowl back in the forefront as a possible site for a new Marlins stadium. The hope that talks would resume soon on that possibility vanished after only a short while.
Many Hurricane fans vocally opposed the decision to move stadium locations and preferred maintaining the Orange Bowl as the Hurricanes' home field, out of concern of Dolphin Stadium's extra distance from campus, the severing of an icon of the Hurricanes' historical successes on the field, and potentially more expensive parking costs.


Final game at the Orange Bowl
Many fans have even stated to various broadcast, print and internet-based media outlets that they will no longer attend the games of Hurricanes football, once the team abandoned the Orange Bowl. Some speculate that the decision to leave the Orange Bowl might have cursed the Miami Hurricanes and would cite the Miami Dolphins as a precedent. Indeed a common explanation for the Miami Hurricanes' poor performance during the 2007 season is that "they've never been the same since they left the Orange Bowl."

Hurricane Wilma

In 2005, Hurricane Wilma caused structural damage to the stadium, which rekindled discussion of tearing down the aging facility. The damage was subsequently repaired.

Final year and demolition



Demolition through April 7, 2008
The Orange Bowl was demolished in May 2008, and the Marlins' new retractable-roof stadium is currently under construction on the site, and targeted to open in April 2012. Despite some protests, the historic stadium had been earmarked for demolition when the University of Miami announced that they were moving out of the Orange Bowl after the 2007 season to begin play at Sun Life Stadium in 2008 in a 25-year deal.[6] On November 10, 2007, the University of Miami Hurricanes lost their final game at the Orange Bowl when the Virginia Cavaliers defeated Miami 48-0 in the Hurricanes worst home shutout loss in school history.


Press Box section demolition.
The FIU Golden Panthers won their last game at the Orange Bowl against the North Texas Mean Green on December 1, 2007 by a score of 38-19, snapping a 23-game losing streak that many attributed to the consequences of suspensions following the UM-FIU brawl the year before. Since the Golden Panthers had been using the Orange Bowl as their home field during the construction of FIU Stadium this win allows the FIU team to boast that it was they who officially closed the Orange Bowl's college football career with a home win.
A high school all-star game, "The O-D All-American Bowl", took place on January 4, 2008 and was the last game before the closing events.
The game featured former Dolphin and Hall of Fame quarterback Dan Marino, plus Mark Duper, Mercury Morris, Dwight Stephenson, A.J. Duhe, Don Strock, Jim Kiick, John Offerdahl, Jim Kelly, Bernie Kosar, Melvin Bratton, Brian Blades, Bennie Blades and Eddie Brown.


The Final Days
The NFL's winningest coach Don Shula coached the Dolphin players while Florida Atlantic University and former Hurricanes coach (and former Dolphins assistant) Howard Schnellenberger coached the UM players.
The Orange Bowl was open to the public for the last time February 8–10, 2008 when a public auction of stadium artifacts and memorabilia was held. The stadium was stripped and pieces were sold by a company called Mounted Memories. Demolition of the Orange Bowl began on March 3, 2008[8], and was completed on May 14, 2008.

Commemorative marker

As part of the new Miami Ballpark, Miami-Dade County Art in Public Places have commissioned Daniel Arsham/Snarkitecture to design a public artwork to commemorate the Miami Orange Bowl. Their project uses the letters from the original "Miami Orange Bowl" sign as the basis for the 10-foot-tall (3.0 m) orange concrete letters rearranged across the east plaza of the new ballpark so that they form new words as visitors move around them.

Stadium events

Football
Orange Bowl game from 1938–95, 1999
Miami Seahawks - home stadium in 1946
Miami Dolphins - home stadium from 1966–86
Miami Hurricanes; home stadium 1937-2007
North-South Shrine Game - college football all-stars - 1948-73
Playoff Bowl (NFL) - for 3rd place - (1961-70)
1975 NFL Pro Bowl Game
1995 CFL exhibition game - Birmingham Barracudas vs. Miami Manatees.
Miami Tropics - home stadium 2000 Spring Football League
FIU Golden Panthers - 2007 home games due to FIU Stadium renovations.
USA Bowl - (2005–07)

Super Bowls


Miami Orange Bowl during Super Bowl V
The Orange Bowl hosted five Super Bowls:
Super Bowl II – Green Bay Packers 33, Oakland Raiders 14
Super Bowl III – New York Jets 16, Baltimore Colts 7
Super Bowl V – Baltimore Colts 16, Dallas Cowboys 13
(first Super Bowl played on artificial turf)
Super Bowl X – Pittsburgh Steelers 21, Dallas Cowboys 17
(last game in Orange Bowl played on artificial turf)
Super Bowl XIII – Pittsburgh Steelers 35, Dallas Cowboys 31

Baseball
Miami Marlins -- An estimated 57,000 fans, the largest crowd ever for a minor-league baseball game, watched 50-year-old Satchel Paige pitch there for the Marlins on Aug. 7, 1956. The minor league Marlins played some games there between 1956 and 1960.
1990 Caribbean Series - The 1990 Caribbean Series of Baseball was the 20th edition of the second stage of the Caribbean Series. In a botched experiment the series was moved to Miami, Florida in the United States. All games were played in the Orange Bowl, which had not been used since 1956. Only about 50,000 fans attended during the seven day Series. The series featured teams from the Dominican Republic, Venezuela, Mexico, and Puerto Rico. The Leones del Escogido of the Dominican League won the series led by manager Felipe Rojas Alou and series MVP Geronimo Berroa.

Soccer
NASL Miami Gatos (1971) / Miami Toros (1972–76)
ASL Miami Americans (1976–80), Miami Sharks / Miami Freedom (1988–1992)
Marlboro Cup (1987–88)
Millenium Cup: Rangers(Glasgow) 2x2(extra time: 3x4) Atlético(Belo Horizonte) (Jan 17th, 1999)
USL-1 Team Miami FC played 2 games in 2007 at the Orange Bowl.
Various friendly and pre-season matches with AC Milan, Real Madrid, Manchester United and Brazil national football team
1994 FIFA World Cup games
1996 Summer Olympics football preliminaries.
FIFA World Cup 2002 CONCACAF Qualifiers Play-off, Costa Rica vs. Guatemala (5-2, 6 January 2001)
River Plate 2-1 Boca Juniors, June 15, 2002
CONCACAF Gold Cup
1996 Summer Olympics - soccer games
Boca Juniors 2 Haiti 0
Mexico 3 Peru 1
The stadium was used by the Haiti national soccer team for their "home" matches, due to violent flare-ups in Haiti resulting from political instability.

Popular boxing bouts
Archie Moore defeated Joey Maxim by UD 15 rounds on 1/27/1954
Roberto Durán defeated Jimmy Batten by UD 10 rounds on 11/12/1982
Aaron Pryor defeated Alexis Argüello by TKO 14 out of 15 on 11/12/1982

Non-athletic events
Monster Jam
Enchanted Dreamz Hip-Hop Car Show Bash
World Championships of Senior Citizen Dancing. 1984.
Drum Corps International World Championships August 1983.

Concerts
Foreigner, UFO, Pat Travers & Bryan Adams - Rock Super Bowl - 1982
The Police - Synchronicity Tour - October 28, 1983
The Jacksons - Victory Tour - November 2-3, 1984
Prince - Purple Rain Tour, with The Revolution, Apollonia 6 & Sheila E. - April 7, 1985 (In honor of the occasion, the stadium was rechristened "The Purple Bowl.")
Bruce Springsteen & The E Street Band - Born in the U.S.A. Tour - September 9-10, 1985
Madonna - Who's That Girl World Tour, with Level 42 - June 27, 1987
David Bowie - Glass Spider Tour - September 18, 1987
Pink Floyd - A Momentary Lapse of Reason Tour - November 1, 1987
U2 - The Joshua Tree Tour - December 3, 1987
Monsters of Rock Festival - Van Halen, Scorpions, Metallica, Dokken & Kingdom Come - June 4, 1988
George Michael - Faith World Tour - October 29, 1988
The Rolling Stones - Steel Wheels Tour - November 15-16, 1989 & Bridges To Babylon Tour - December 5, 1997
Metallica - M2K Tour - December 28, 1999
AC/DC
The Eagles
Genesis

Wrestling
1987 NWA Great American Bash supercard
Films - TV
The Orange Bowl was a central location in the 1977 film Black Sunday. A significant portion of the filming was done during Super Bowl X on January 18, 1976. A significant portion of the 1999 movie Any Given Sunday was filmed at the Orange Bowl.
Two episodes of Spike TV's Pros vs. Joes third season series were filmed here. Those episodes were the South Regional playoffs.
Much of the on-field scenes for the 1994 comedy Ace Ventura: Pet Detective were filmed at the Orange Bowl.
The stadium's role during the Mariel boatlift in 1980 is featured
in the 1995 film The Perez Family.


(source:wikipedia)