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3 INVENTION OF COMPUTER

4 FULL FORM OF COMPUTER

5 DEFINITION OF COMPUTER

6 BLOCK DIAGRAM OF COMPUTER

7 COMPONENTS OF COMPUTER

8-42 SOFTWARE COMPONENTS

43-63 HARDWARE COMPONENTS

64-82 NETWORKING
"Who invented the computer?" is not a question with a simple
answer. The real answer is that many inventors contributed to the
history of computers and that a computer is a complex piece of
machinery made up of many parts, each of which can be considered
a separate invention.

Charles Babbage, an English mathematician, is considered to be the


Great-Grandfather of the computer. Over 150 years ago, in 1837 to
be exact, he invented a sophisticated calculating machine, and called
it the "Analytical Engine.“
C - Common
O-
Operating
M - Machine
P - Primarily
U - Used
T - To
E - Enter
R - Records
CO MPU TE R: A programmable machine. The two principal
characteristics of a computer are:
It responds to a specific set of instructions in a well-defined manner.
It can execute a prerecorded list of instructions (a program).
Modern computers are electronic and digital.
The actual machinery -- wires, transistors, and circuits -- is called
hardware;
the instructions and data are called software.
The computer is a machine that can perform various tasks under
control of the software
SE CON DA RY
ST ORAG E

MAI N M EMO RY

INPUT
CU OUTPUT

AL U
• So ftwa re c omponents: such as th e
operat ing sy st em a nd user programs.

•Ha rd ware components: the electr onic


and electr omechanical dev ice s, such as the
processor, memory, disk unit, keyboar d, s cr een,
and other s.

• Pres ent ly Us er is considered as anot her


component of c omput er.
The software components consist of the set of programs that execute in
the computer. These programs control, manage, and carry out
important tasks.

the general structure of a program consists of:

• Data descriptions, which define all the data to be


manipulated and transformed by the instructions.

• A sequence of instructions, which defines all the


transformations to be carried out on the data in order to
produce the desired results.
Sys tem
softw are

Ap plication
softw are
The system software is a collection of programs that control
the activities and functions of the various hardware
components.

e.g. OPERATING SYSTEM


An Operating System is a software program
or set of programs that mediate access
between physical devices (such as a keyboard,
mouse, monitor, disk drive or network
connection) and application programs (such
as a word processor, World-Wide Web
browser).

An operating system (sometimes abbreviated


as "OS") is the program that, after being
initially loaded into the computer by a boot
program, manages all the other programs in
a computer.

e.g. MS DOS, WINDOWS, UNIX, LINUX


etc.
 CPU SCHEDULING

 RESOURCE MANAGEMENT

 MEMORY MANAGEMENT

TIME MANAGEMENT

 INPUT OUTPUT MANAGEMENT

TASK MANAGEMENT

SECURITY
 Si ng le- use r OS
 Mu lti -u se r O S
 Mu lti t as kin g OS
 Mu lti pr oc ess or
OS
SIN GL E USER OP ER ATIN G SY STE M: In computing, when an operating
system allows only a single user at a time to access the resources. E.g.: DOS, WIN 95, WIN 98

MUL TI USER OPE RATIN G SY ST EM : In computing, an operating


system that enables several users to access centrally stored data and
programs simultaneously over a network. E.g. UNIX, LINUX

MUL TI TA SK IN G OP ER ATIN G SY ST EM : In computing,


multitasking is a method by which multiple tasks, share common
processing resources such as a CPU. In the case of a computer with a single
CPU, only one task is said to be running at any point in time, meaning that
the CPU is actively executing instructions for that task. Multitasking solves
the problem by scheduling which task may be the one running at any given
time, and when another waiting task gets a turn.
e.g. Windows XP, Windows Vista

MUL TI PR OCESSO R OPER ATIN G SY ST EM : A shared-memory


multiprocessor (or just multiprocessor henceforth) is a computer system in
which two or more CPUs share full access to a common RAM. A program
running on any of the CPUs sees a normal (usually paged) virtual address
space.

REA LTIM E OP ER ATIN G SY STE M: A Real-Time Operating System


(RTOS) is a multitasking operating system intended for real-time
 CUI
(CHARACTER USER INTERFACE)
A method for interacting with the computer with the help of some specific
commands. CUI-based computers are operated by the keyboard, using a
combination of function keys, key sequences and by typing in commands in
a prescribed syntax. E.g. DOS

 GUI
(GRAPHICAL USER INTERFACE)
is a type of user interface which allows people to interact with computers
with images rather than text commands. A GUI offers graphical icons, and
visual indicators, as opposed to text-based interfaces. The actions are
usually performed through graphical elements. E.g. Winodows
DOS (Disk Operating System) was the
first widely-installed operating system
for IBM-compatible personal
computers. DOS is a non-graphical
line-oriented command-driven
computer operating system. It has a
relatively simple--but not overly
"friendly"--user interface.

Many tasks that can be performed in


the Windows graphical environment
can be performed much more quickly
and efficiently by utilizing DOS
commands. Also, most bootable
floppy disks will boot the system
directly to a DOS environment.
INTERNAL COMMANDS: An Internal command, is a
command embedded into the command.com file. E.g. :
 COPY
 DATE
 DEL
 DIR

EXTERNAL COMMANDS: an external command, is not


embedded into command.com and therefore requires a separate file to be
used. E.g.
 BACKUP.EXE
 DOSKEY.COM
 EDIT.COM
 ATTRIB.EXE
 Windows was the first commercially available
GUI Operating System from Microsoft founded
by Bill Gates.

 Windows, on one level, is the Operating


System which runs the computer. But it's much
more than that.

 This Operating System is much more stable


than previous versions.
 Each User can have their own password accessed account, with their own
settings, their own documents, and different levels of access.

 Users with more than one computer can network them much more
easily.
Windows 1.0 :

 Windows 1.0 was the first ever


commercially available GUI Operating
System.

 It was only available on floppy disks.

 Windows 1.0 offers limited multitasking

 Available programs are Calculator,


Calendar, Clipboard viewer, Clock,
Control Panel, Notepad, Paint etc.
Windows 2.0

Windows 2.0:

 Windows 2.0 was packaged with AT&T


Computers as test software for many
educational institutions.

 Windows 2.0 has “plug ‘n’ play” capabilities.

 Windows 2.0 allowed application windows to


overlap each other.

 introduced more sophisticated keyboard-


shortcuts and the terminology of “Minimize”
and “Maximize”.
Windows 3.0:
 It became the first widely successful
version of Windows and a powerful rival to
Apple Macintosh

 It is compatible with any Intel processor


from the 8086/8088 up to 80286 and 80386.
Windows 3.1X:
 Windows 3.1x contains a color scheme
named Hotdog Stand.

 The color scheme was designed to help


people with some degree of color
blindness see text/graphics on the screen
easier.

 It features native networking support.


Windows 3.11 NT:

 Many 16-bit Windows applications


to be recompiled for the system with
minimal changes.

 Win32 also allowed the growing


body of 16-bit Windows programmers
to leverage their skills on the new
system
Windows 95 :
 Windows 95 was intended to integrate
Microsoft’s formerly separate MS-DOS
and Windows products.

 The basic elements of the interface


introduced in Windows 95 — including the
taskbar, Start button and menu, and the
Windows Explorer file manager.
Windows 98:
 It includes fixes for many minor issues,
improved USB support.

 the replacement of Internet Explorer


4.0 with the significantly faster and lighter
Internet Explorer 5.0.
Windows 2000:
 Produced by Microsoft for use on
business desktops, notebook computers,
and servers.

 It runs on 64-bit Intel Itanium


microprocessors.
Windows Millennium
Edition :
 Windows Millennium Edition, or
Windows Me was a hybrid 16-bit/32-
bit graphical operating system.

 It included Internet Explorer 5.5,


Windows Media Player 7, and the
new Windows Movie Maker software
Windows XP:
 use on personal computers, including home
and business desktops, notebook computers,
and media centers.

 The name “XP” is short for “experience”.

 Windows XP Home Edition, which is


targeted at home users, and Windows XP
Professional.
Windows Vista:

 for use on personal computers,


including home and business
desktops, laptops.

 known by its codename


“Longhorn.”

 networking, audio, print, and


display sub-systems are redesigned.
Windows 7:

 formerly codenamed Blackcomb


and Vienna is the next release of
Microsoft Windows.

 is intended to be an incremental
upgrade to Vista, with the goal of
being fully compatible with device
drivers, applications, and hardware.

 Windows Photo Gallery, are no


longer included with the operating
system; they are instead offered
separately (free of charge) as part of
the Windows Live Essentials suite.
Application software consists of those programs that solve specific
problems for the users. These programs execute under control of the
system software. Application programs are developed by individuals and
organizations for solving specific problems

APPLICATION SOFTWARE

SINGLE APPLICATION SW APPLICATION PACKAGE


(C, C++, JAVA) (VISUAL STUDIO, MS OFFICE)
1ST GENERATION PROGRAMMING
LANGUAGE OR 1GL:

 It is a machine-level programming language.

 no translator was used to compile or assemble the


first-generation language.

 Advantages of First Generation Language


The main benefit of programming in a first-generation
programming language is that the code a user writes
can run very fast and efficiently, since it is directly
executed by the CPU.

 Disadvantages of First Generation Language


However, machine language is somewhat more difficult
to learn than higher generational programming
languages, and it is far more difficult to edit if errors
occur.
2ND GENERATION PROGRAMMING
LANGUAGE OR 2GL:
 It is assembler (sometimes called "assembly") language.

 An assembler converts the assembler language statements


into machine language.

 the code can be read and written fairly easily by a human,


but it must be converted into a machine readable form in order
to run on a computer.

 Advantages of Second Generation Language


Since it is a one-to-one mapping to the native language of
the target processor it has significant speed advantages.

 Disadvantages of Second Generation Language


it requires more programming effort and is difficult to use
effectively for large applications.
3RD GENERATION PROGRAMMING
LANGUAGE OR 3GL:
 3GL or third-generation language is a "high-level" programming
language, such as PL/I, C, or Java. Java language.

 A compiler converts the statements of a specific high-


level programming language into machine language.

 A 3GL language requires a considerable amount of programming


knowledge.

 It is divided into two categories:


• PROCEDURAL LANGUAGE (C, COBOL, FORTRAN)
• OBJECT ORIENTED LANGUAGE (C++, JAVA)
4TH GENERATION PROGRAMMING
LANGUAGE OR 4GL:
 Languages for accessing databases are often described as 4GLs.

 It is a programming language or programming environment designed with


a specific purpose in mind, such as the development of commercial business
software.

 Advantages of Fourth Generation Language


It became clear that some applications could be developed more rapidly by
adding a higher-level programming language and methodology like 4GL.

 Disadvantages of Fourth Generation Language


The environment is much more error prone and complicated.
5TH GENERATION PROGRAMMING
LANGUAGE OR 5GL:

 It is a visual or graphical development interface to create source


language that is usually compiled with a 3GL or 4GL language
compiler.

 Artificial intelligence falls under this group of language.

 the programmer only needs to worry about what problems need to be


solved and what conditions need to be met, without worrying about how
to implement a routine or algorithm to solve them.

 LISP, PROLOG etc. are the kind of 5GL.


In computer science, an interpreter
normally means a computer program
that executes, i.e. performs, instructions
written in a programming language.

The interpreter pattern is a particular


design pattern. The interpreter pattern
specifies how to evaluate sentences in a
language.
The name "compiler" is primarily
used for programs that translate
source code from a
high-level programming language to a
lower level language.

A program that translates from a low


level language to a higher level one is
a decompiler.
The computer is a system in which programs
(software) can execute with appropriate input
data and produce desired results.

•The central processing unit (CPU)

•Main memory, also known as random


access memory (RAM)

•The storage devices

•The main input/output (I/O) devices

•Communication ports
First Generation - 1940-1956: Vacuum
Tubes

The first computers used vacuum tubes for circuitry and


magnetic drums for memory, and were often enormous,
taking up entire rooms.

First generation computers relied on machine language.

The UNIVAC and ENIAC computers are examples of first-


generation computing devices.
Second Generation - 1956-1963: Transistors
Transistors replaced vacuum tubes and ushered in the second
generation of computers.

These computers were smaller, faster, cheaper, more energy-efficient


and more reliable

Second-generation computers still relied on punched cards for input


and printouts for output.

These computers moved from cryptic binary machine language to


symbolic, or assembly, languages.
Third Generation - 1964-1971:
Integrated Circuits

The development of the integrated circuit was the


hallmark of the third generation of computers.

Transistors were miniaturized and placed on silicon


chips, called semiconductors.
Computer processing speed drastically increased.

keyboards and monitors were introduced in this generation.

Computers for the first time became accessible to a mass audience because they
were smaller and cheaper.
Fourth Generation - 1971-Present: Microprocessors

thousands of integrated circuits were built onto a single silicon chip.

The Intel 4004 chip, located all the components of the computer - from the
central processing unit and memory to input/output controls - on a single chip.

As these small computers became more powerful, they could be linked together to
form networks.
Fifth Generation - Present and
Beyond: Artificial Intelligence

Fifth generation computing devices, based on


artificial intelligence

As a part of fifth generation feature


voice recognition can be taken, that are being used
today.

Quantum computation and molecular and


nanotechnology will radically change the face of
computers in years to come.

The goal of fifth-generation computing is to develop


devices that respond to natural language input and
are capable of learning and self-organization.
INPUT DEVICE:- Any machine that feeds data into a computer.
For example, a keyboard is an input device. Other input devices are
Mouse, trackballs etc.

OUTPUT DEVICE:- Whereas a display monitor is an output device.


Printer is another example of output device.
Keyboards: the most
frequently used input
devices, are used to
enter instructions and
data via keys.
There are many
variations on the
layout and labeling of
keys.
Extra numeric keys
may be added, as may
special-purpose
function keys, whose
effects can be defined
by programs in the
computer.
Scanners: produce a
digital image of a
document for input and
storage in a computer,
using technology similar to
that of a photocopier.
Small scanners can be
passed over the document
surface by hand; larger
versions have a flat bed,
like that of a photocopier,
on which the input
document is placed and
scanned.

MOUSE (Manually
Operated Utility
Service Equipment): A
device that controls the movement
of the cursor or pointer on a
display screen.

A mouse is a small object the user


can roll along a hard, flat surface.

Its name is derived from its shape,


which looks a bit like a mouse, its
connecting wire that one can
imagine to be the mouse's tail, and
the fact that one must make it move
along a surface.

As the user moves the mouse, the


pointer on the display screen moves
in the same direction.
TRACKBALL:
A trackball is a
pointing device consisting of a
ball held by a socket containing
sensors to detect a rotation of
the ball about two axes—like
an upside-down mouse with an
exposed protruding ball.

The user rolls the ball with the


thumb, fingers, or the palm of
the hand to move a cursor.
JOYSTICK:
A joystick is an input device consisting of a
stick that pivots on a base and reports its angle
or direction to the device it is controlling.

Joysticks are often used to control video games,


and usually have one or more push-buttons
whose state can also be read by the computer.

A popular variation of the joystick used on


modern video game consoles is the analog stick.
MONITOR: Another term for
display screen. The term
monitor, however, usually
refers to the entire box,
whereas display screen can
mean just the screen. In
addition, the term monitor
often implies graphics
capabilities

There are many ways to


classify monitors. The most
basic is in terms of color
capabilities, which separates
monitors into three classes:

monochrome : Monochrome
monitors actually display two
colors, one for the background
and one for the foreground.
The colors can be black and
white, green and black, or
amber and black.

gray-scale : A gray-scale monitor


is a special type of
monochrome monitor capable
of displaying different shades
PRINTER: A device that prints text
or illustrations on paper. There are
many different types of printers. In
terms of the technology utilized, printers
fall into the following categories:
DAISY WHEEL
DOT MATRIX
INK JET
LASER
LCD LED
LINE PRINTER
THERMAL PRINTER
LAPTOP:
A laptop is a personal computer
designed for mobile use.

A laptop integrates most of the


typical components of a
desktop computer.

They usually have a touch screen


display and some include
handwriting recognition or graphics
drawing capability.
RAM

A type of computer memory that can


be accessed randomly.

RAM is the most common type of


memory found in computers

There are two basic types of RAM:

dynamic RAM (DRAM)


static RAM (SRAM)

.
ROM
is a class of storage media used
in computers and other
electronic devices.

Because data stored in ROM


cannot be modified, it is mainly
used to distribute firmware.

Modern semiconductor ROM


chips are not immediately
distinguishable from similar
chips like RAM modules,
except by the part numbers
printed on the package.
Hard disk:

Hard Disk drives (HDDs) for


PCs generally have
seek times of about 12
milliseconds or less.

Many disk drives improve


their performance through a
technique called caching.

it’s a sort of secondary


memory where data can be
stored permanently.
CPU:- central processing unit, is the
brains of the computer.
Sometimes referred to simply as the
processor or central processor,

In terms of computing power, the CPU


is the most important element of a
computer system.

Two typical components of a CPU are:

The arithmetic logic unit (ALU), which


performs arithmetic and logical
operations.

The control unit (CU), which extracts


instructions from memory and decodes
and executes them, calling on the ALU
when necessary.
USE OF COMPUTER
NETWORKS

 NETWORKS FOR COMPANIES


RESOURCE SHARING (e-commerce)
HIGH RELIABILITY (backup facility)
SAVING MONEY (sending information, online shopping)
COMMUNICATION MEDIUM (EDI, EFT)

NETWORK FOR PEOPLE


ACCESS TO REMOTE INFORMATION (browsing sites)
INTERACTIVE ELECTRONIC ENTERTAINMENT (online
movie)
PERSON TO PERSON COMMUNICATION (e-mail,
chatting, video conferencing)
CLIENT MACHINE SERVER MACHINE

CLIENT SERVER PROCESS


PROCESS

REQUEST

NETWORK
REPLY

Definition:- the merging of computers and communications has had a profound


influence on the way computer systems are organized. The concept of the
“computer center” as a room with a large computer to which users bring their
work for processing is now totally obsolete. The old model of a single computer
serving all of the organization’s computational needs has been replaced by one in
which a large number of separate but interconnected computers do the job. These
systems are called computer networks.
NET WO RK HA RDWARE
• BROADCAST NETWORK : this has a single
communication channel that is shared by all the machines on
the network. Short messages called packets in certain
contexts, sent by any machines are received by all the others.
BROAD CAS TI NG POIN T-TO- POIN T

• POINT-TO-POINT: It consists of many connections between


individual pairs of machines. To go from the source to destination, a
packet on this type of network may have to visit one or more
intermediate machines.
NE TWO RK
HA RD WARE
CLASSIFICATION OF INTERCONNECTED
PROCESSORS BY SCALE
INTERPROCESSOR PROCESSORS EXAMPLES
DISTANCE LOCATED IN SAME
0.1M CIRCUIT BOARD DATA FLOW MACHINE

1M SYSTEM MULTICOMPUTER

10 M ROOM LAN

100 M BUOLDING LAN

1 KM CAMPUS LAN

10 KM CITY MAN

100 KM COUNTRY WAN

1,000 KM CONTINENT WAN

0,000 KM PLANET THE INTERNET


STAR NETWORK
RING NETWORK
BUS NETWORK
Network Topology

Bus Network with Backbone Star Network Topology

Self-healing Ring Topology


Token Ring Network Topology
Two rings
LAN
MAN
WAN
WIRELESS NETWORKS
INTERNETWORKS
LAN (LOCAL AREA NETWORK)

 These are privately-owned networks within a single building or


campus of upto a few kilometers in size.
They are widely used to connect personal computers and
workstations In company offices and factories to share resources
(printer) and exchange information.
Their size is small than other network.
Their transmission technology is developed than other networks.
They differ in the topology from other networks.

Bus topology comput


cable
Ring topology er
TOKEN RING
TRANSMISSION
MAN(METROPOLITAN AREA
NETWORK)
 It is basically the bigger version of LAN and normally uses similar
technology.
 It may cover a group of nearby corporate offices or a city.
 It might be public or public.
 It can support both data and voice.

Direction of flow on bus A

Bus A

computer 1 2 3 N

Head end

Direction of flow on bus B


WAN (WIDE AREA NETWORK
 It spans a large geographical area.
 It contains a collection of machines intended for running user
programs.
 The hosts (end systems) are connected by communication
subnet.
 The job of subnet is to carry messages from host to host.
 In WAN we find circuits and switching elements.
 The switching computers are generally called routers.
subnet router

host

LAN
RELATION BETWEEN HOSTS AND THE
WIRELESS NETWORK

 Mobile networks, such as notebook computers and personal digital


assistants (PDAs) and the fastest-growing segment of the computer
industry.

Wireless Mobile applications


Stationary workstations in
NO NO
offices
Using a portable in a
NO YES
hotel; train maintenance
LANs in older, unwired
YES NO
buildings
Portable office; PDA for
YES YES
store inventory
INTERNET

 Many networks exist in the world, often


with different hardware and software.
People connected to one network often
want to communicate with people
attached to a different one. This desire
requires connecting together different,
and frequently incompatible networks,
sometimes by using machines called
gateways to make the connections and
provide the necessary translation, both
in terms of hardware and software. A
collection of interconnected networks is
called an internetwork or simply
Internet
To reduce their design complexity, most networks are organized as a series of Layers or levels,
each one built upon the one below it.
The number of layers, the name of each layer, and the function of each layer differ from
network to network.
Layer n on one machine carries on a conversation with layer n on another machine.
The rules and conventions used in this conversation are collectively known as the layer n
protocol.
A protocol is an agreement between the communicating parties on how communication is to
proceed.
The entities comprising the corresponding layers on different machines are called peers.
The peers communicate using the protocol.
No data is transferred from layer n on one machine to layer n on another machine.
Instead each layer passes data and control information to the layer immediately below it, until
the lowest layer is reached.
Below layer 1 is the physical medium through which actual communication occurs.
Between each pair of adjacent layers there is an interface.
A set of layers and protocols is called a network architecture.
A list of protocols used by a certain system, one protocol per layer is called a protocol stack.
Host Layer 5 Host
1 protocol 2
Layer Layer
5 5
Layer 4/5 Layer 4
interface protocol
Layer Layer
4 4
Layer 3/4 Layer 3
interface protocol
Layer Layer
3 3
Layer 2/3 Layer 2
interface protocol
Layer Layer
2 2
Layer 1/2
interface Layer 1
Layer protocol Layer
1 1

Physical medium
 A message M, is produced by an application process running in layer 5 and is
given to layer 4 for transmission.
Layer 4 puts a header in front of the message to identify the message and
passes this result to layer 3.
Layer 3 breaks up the incoming messages into smaller units, packets, and adds
the layer 3 header to each packets. It decides which of the outgoing line to use and
passes the packet to layer 2.
Layer 2 adds the header and as well as the trailer and gives the resultant packet
to layer1.
Layer 1 passes the message received by layer2 and transmits it to physical
medium to send the message to the destination machine.
At the receiving machine the messages moves upwards, and the header and
trailers are stripped off as it progresses.
None of the headers for layers below layer n are passed up to layer n.
There is a basic difference between virtual and
actual communication.
The peer processes in layer 4 use the layer 4
protocol.
This procedure is called SendToOtherSide and
GetFromOtherSide, followed in virtual
communication.
But actual communication follows the interface
protocol.
Layer 5 M
5 M protocol
Layer 4
4 protocol H4 M
H4 M
Layer 3
3
protocol
H3 H4 M1 H3 M2
H3 H4 M1 H3 M2

Layer 2
H2 H3 M2 T2 protocolH2 H3 H4 M1 T2 H2 H3 M2 T2
2

H2 H3 H4 M1 T2

1
Source machine Destination
machine
EXAMPLE INFORMATION FLOW SUPPORTING VIRTUAL COMMUNICATION IN

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