History of Computer
History of Computer
computing
It is difficult to identify any one device as the earliest computer, partly because the term
"computer" has been subject to varying interpretations over time.
However, none of those devices fit the modern definition of a computer because they
could not be programmed. In 1801, Joseph Marie Jacquard made an improvement to the
textile loom that used a series of punched paper cards as a template to allow his loom to
weave intricate patterns automatically. The resulting Jacquard loom was an important
step in the development of computers because the use of punched cards to define woven
patterns can be viewed as an early, albeit limited, form of programmability.
In 1837, Charles Babbage was the first to conceptualize and design a fully programmable
mechanical computer that he called "The Analytical Engine".[3] Due to limited finance,
and an inability to resist tinkering with the design, Babbage never actually built his
Analytical Engine.
Large-scale automated data processing of punched cards was performed for the U.S.
Census in 1890 by tabulating machines designed by Herman Hollerith and manufactured
by the Computing Tabulating Recording Corporation, which later became IBM. By the
end of the 19th century a number of technologies that would later prove useful in the
realization of practical computers had begun to appear: the punched card, Boolean
algebra, the vacuum tube (thermionic valve) and the teleprinter.
During the first half of the 20th century, many scientific computing needs were met by
increasingly sophisticated analog computers, which used a direct mechanical or electrical
model of the problem as a basis for computation. However, these were not programmable
and generally lacked the versatility and accuracy of modern digital computers.
Turing
Computer Shown working Binary Electronic Programmable
complete
By punched film
Zuse Z3 May 1941 Yes No Yes (1998)
stock
Atanasoff–Berry
Summer 1941 Yes Yes No No
Computer
December
Partially, by
Colossus 1943 / January Yes Yes No
rewiring
1944
Partially, by
1944 No Yes Yes
rewiring
ENIAC
By Function Table
1948 No Yes Yes
ROM
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.
• Konrad Zuse's electromechanical "Z machines". The Z3 (1941) was the first
working machine featuring binary arithmetic, including floating point arithmetic
and a measure of programmability. In 1998 the Z3 was proved to be Turing
complete, therefore being the world's first operational computer.
• The non-programmable Atanasoff – Berry Computer (1941) which used vacuum
tube based computation, binary numbers, and regenerative capacitor memory.
• The secret British Colossus computer (1944), which had limited programmability
but demonstrated that a device using thousands of tubes could be reasonably
reliable and electronically reprogrammable. It was used for breaking German
wartime codes.
• The Harvard Mark I (1944), a large-scale electromechanical computer with
limited programmability.
• The U.S. Army's Ballistics Research Laboratory ENIAC (1946), which used
decimal arithmetic and is sometimes called the first general purpose electronic
computer (since Konrad Zuse's Z3 of 1941 used electromagnets instead of
electronics). Initially, however, ENIAC had an inflexible architecture which
essentially required rewiring to change its programming.
Several developers of ENIAC, recognizing its flaws, came up with a far more flexible
and elegant design, which came to be known as the stored program architecture or von
Neumann architecture. This design was first formally described by John von Neumann in
the paper "First Draft of a Report on the EDVAC", published in 1945. A number of
projects to develop computers based on the stored program architecture commenced
around this time, the first of these being completed in Great Britain. The first to be
demonstrated working was the Manchester Small-Scale Experimental Machine (SSEM)
or "Baby". However, the EDSAC, completed a year after SSEM, was perhaps the first
practical implementation of the stored program design. Shortly thereafter, the machine
originally described by von Neumann's paper — EDVAC — was completed but did not
see full-time use for an additional two years.
Nearly all modern computers implement some form of the stored program architecture,
making it the single trait by which the word "computer" is now defined. By this standard,
many earlier devices would no longer be called computers by today's definition, but are
usually referred to as such in their historical context. While the technologies used in
computers have changed dramatically since the first electronic, general-purpose
computers of the 1940s, most still use the von Neumann architecture. The design made
the universal computer a practical reality.
Microprocessors are miniaturized devices that often implement stored program CPUs.
Vacuum tube-based computers were in use throughout the 1950s, but were largely
replaced in the 1960s by transistor-based devices, which were smaller, faster, cheaper,
used less power and were more reliable. These factors allowed computers to be produced
on an unprecedented commercial scale. By the 1970s, the adoption of integrated circuit
technology and the subsequent creation of microprocessors such as the Intel 4004 caused
another leap in size, speed, cost and reliability. By the 1980s, computers had become
sufficiently small and cheap to replace simple mechanical controls in domestic appliances
such as washing machines. Around the same time, computers became widely accessible
for personal use by individuals in the form of home computers and the now ubiquitous
personal computer. In conjunction with the widespread growth of the Internet since the
1990s, personal computers are becoming as common as the television and the telephone
and almost all modern electronic devices contain a computer of some kind.
The defining feature of modern computers which distinguishes them from all other
machines is that they can be programmed. That is to say that a list of instructions (the
program) can be given to the computer and it will store them and carry them out at some
time in the future.
In most cases, computer instructions are simple: add one number to another, move some
data from one location to another, send a message to some external device, etc. These
instructions are read from the computer's memory and are generally carried out
(executed) in the order they were given. However, there are usually specialized
instructions to tell the computer to jump ahead or backwards to some other place in the
program and to carry on executing from there. These are called "jump" instructions (or
branches). Furthermore, jump instructions may be made to happen conditionally so that
different sequences of instructions may be used depending on the result of some previous
calculation or some external event. Many computers directly support subroutines by
providing a type of jump that "remembers" the location it jumped from and another
instruction to return to the instruction following that jump instruction.
Program execution might be likened to reading a book. While a person will normally read
each word and line in sequence, they may at times jump back to an earlier place in the
text or skip sections that are not of interest. Similarly, a computer may sometimes go
back and repeat the instructions in some section of the program over and over again until
some internal condition is met. This is called the flow of control within the program and
it is what allows the computer to perform tasks repeatedly without human intervention.
However, computers cannot "think" for themselves in the sense that they only solve
problems in exactly the way they are programmed to. An intelligent human faced with
the above addition task might soon realize that instead of actually adding up all the
numbers one can simply use the equation
and arrive at the correct answer (500,500) with little work.[5] In other words, a computer
programmed to add up the numbers one by one as in the example above would do exactly
that without regard to efficiency or alternative solutions.
Programs
A 1970s punched card containing one line from a FORTRAN program. The card reads:
"Z(1) = Y + W(1)" and is labelled "PROJ039" for identification purposes.
Large computer programs may take teams of computer programmers years to write and
the probability of the entire program having been written completely in the manner
intended is unlikely. Errors in computer programs are called bugs. Sometimes bugs are
benign and do not affect the usefulness of the program, in other cases they might cause
the program to completely fail (crash), in yet other cases there may be subtle problems.
Sometimes otherwise benign bugs may be used for malicious intent, creating a security
exploit. Bugs are usually not the fault of the computer. Since computers merely execute
the instructions they are given, bugs are nearly always the result of programmer error or
an oversight made in the program's design.[6]
In most computers, individual instructions are stored as machine code with each
instruction being given a unique number (its operation code or opcode for short). The
command to add two numbers together would have one opcode, the command to multiply
them would have a different opcode and so on. The simplest computers are able to
perform any of a handful of different instructions, the more complex computers have
several hundred to choose from — each with a unique numerical code. Since the
computer's memory is able to store numbers, it can also store the instruction codes. This
leads to the important fact that entire programs (which are just lists of instructions) can be
represented as lists of numbers and can themselves be manipulated inside the computer
just as if they were numeric data. The fundamental concept of storing programs in the
computer's memory alongside the data they operate on is the crux of the von Neumann,
or stored program, architecture. In some cases, a computer might store some or all of its
program in memory that is kept separate from the data it operates on. This is called the
Harvard architecture after the Harvard Mark I computer. Modern von Neumann
computers display some traits of the Harvard architecture in their designs, such as in CPU
caches.
Though considerably easier than in machine language, writing long programs in assembly
language is often difficult and error prone. Therefore, most complicated programs are
written in more abstract high-level programming languages that are able to express the
needs of the computer programmer more conveniently (and thereby help reduce
programmer error). High level languages are usually "compiled" into machine language
(or sometimes into assembly language and then into machine language) using another
computer program called a compiler.[9] Since high level languages are more abstract than
assembly language, it is possible to use different compilers to translate the same high
level language program into the machine language of many different types of computer.
This is part of the means by which software like video games may be made available for
different computer architectures such as personal computers and various video game
consoles.
The task of developing large software systems is an immense intellectual effort. It has
proven, historically, to be very difficult to produce software with an acceptably high
reliability, on a predictable schedule and budget. The academic and professional
discipline of software engineering concentrates specifically on this problem.
Example
With this set of instructions, the computer would cycle the light continually through red,
green, yellow and back to red again until told to stop running the program.
However, suppose there is a simple on/off switch connected to the computer that is
intended be used to make the light flash red while some maintenance operation is being
performed. The program might then instruct the computer to:
In this manner, the computer is either running the instructions from number (2) to (11)
over and over or its running the instructions from (11) down to (16) over and over,
depending on the position of the switch.[10]
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
A key component common to all CPUs is the program counter, a special memory cell (a
register) that keeps track of which location in memory the next instruction is to be read
from.[12]
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.
The ALU is capable of performing two classes of operations: arithmetic and logic.
The set of arithmetic operations that a particular ALU supports may be limited to adding
and subtracting or might include multiplying or dividing, trigonometry functions (sine,
cosine, etc) and square roots. Some can only operate on whole numbers (integers) whilst
others use floating point to represent real numbers — albeit with limited precision.
However, any computer that is capable of performing just the simplest operations can be
programmed to break down the more complex operations into simple steps that it can
perform. Therefore, any computer can be programmed to perform any arithmetic
operation — although it will take more time to do so if its ALU does not directly support
the operation. An ALU may also compare numbers and return boolean truth values (true
or false) depending on whether one is equal to, greater than or less than the other ("is 64
greater than 65?").
Logic operations involve Boolean logic: AND, OR, XOR and NOT. These can be useful
both for creating complicated conditional statements and processing boolean logic.
Superscalar computers contain multiple ALUs so that they can process several
instructions at the same time. Graphics processors and computers with SIMD and MIMD
features often provide ALUs that can perform arithmetic on vectors and matrices.
Memory
A computer's memory can be viewed as a list of cells into which numbers can be placed
or read. Each cell has a numbered "address" and can store a single number. The computer
can be instructed to "put the number 123 into the cell numbered 1357" or to "add the
number that is in cell 1357 to the number that is in cell 2468 and put the answer into cell
1595". The information stored in memory may represent practically anything. Letters,
numbers, even computer instructions can be placed into memory with equal ease. Since
the CPU does not differentiate between different types of information, it is up to the
software to give significance to what the memory sees as nothing but a series of numbers.
In almost all modern computers, each memory cell is set up to store binary numbers in
groups of eight bits (called a byte). Each byte is able to represent 256 different numbers;
either from 0 to 255 or -128 to +127. To store larger numbers, several consecutive bytes
may be used (typically, two, four or eight). When negative numbers are required, they are
usually stored in two's complement notation. Other arrangements are possible, but are
usually not seen outside of specialized applications or historical contexts. A computer can
store any kind of information in memory as long as it can be somehow represented in
numerical form. Modern computers have billions or even trillions of bytes of memory.
The CPU contains a special set of memory cells called registers that can be read and
written to much more rapidly than the main memory area. There are typically between
two and one hundred registers depending on the type of CPU. Registers are used for the
most frequently needed data items to avoid having to access main memory every time
data is needed. Since data is constantly being worked on, reducing the need to access
main memory (which is often slow compared to the ALU and control units) greatly
increases the computer's speed.
Computer main memory comes in two principal varieties: random access memory or
RAM and read-only memory or ROM. RAM can be read and written to anytime the CPU
commands it, but ROM is pre-loaded with data and software that never changes, so the
CPU can only read from it. ROM is typically used to store the computer's initial start-up
instructions. In general, the contents of RAM is erased when the power to the computer is
turned off while ROM retains its data indefinitely. In a PC, the ROM contains a
specialized program called the BIOS that orchestrates loading the computer's operating
system from the hard disk drive into RAM whenever the computer is turned on or reset.
In embedded computers, which frequently do not have disk drives, all of the software
required to perform the task may be stored in ROM. Software that is stored in ROM is
often called firmware because it is notionally more like hardware than software. Flash
memory blurs the distinction between ROM and RAM by retaining data when turned off
but being rewritable like RAM. However, flash memory is typically much slower than
conventional ROM and RAM so its use is restricted to applications where high speeds are
not required.[13]
In more sophisticated computers there may be one or more RAM cache memories which
are slower than registers but 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)
I/O is the means by which a computer receives information from the outside world and
sends results back. 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. Modern desktop computers
contain many smaller computers that assist the main CPU in performing I/O.
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 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.
Multiprocessing
Some computers may divide their work between one or more separate CPUs, creating a
multiprocessing configuration. Traditionally, this technique was utilized only in large and
powerful computers such as supercomputers, mainframe computers and servers.
However, multiprocessor and multi-core (multiple CPUs on a single integrated circuit)
personal and laptop computers have become widely available and are beginning to see
increased usage in lower-end markets as a result.
Computers have been used to coordinate information in multiple locations since the
1950s, with the U.S. military's SAGE system 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.
Further topics
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.
Antikythera mechanism,
Calculators Difference Engine,
Norden bombsight
First Generation
(Mechanical/Electromechanical)
Jacquard loom,
Programmable Devices Analytical Engine,
Harvard Mark I, Z3
Atanasoff–Berry
Computer, IBM 604,
Calculators
UNIVAC 60, UNIVAC
120
Second Generation (Vacuum Tubes)
ENIAC, EDSAC,
EDVAC, UNIVAC I,
Programmable Devices
IBM 701, IBM 702, IBM
650, Z22
Quantum computer,
Chemical computer, DNA
Theoretical/experimental computing, Optical
computer, Spintronics
based computer
Computer busses
Long range (Computer
Ethernet, ATM, FDDI
networking)
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
Embedded and
List of embedded operating systems
real-time
Library
Programming
C standard library, Standard template library
library
User
interface Text user interface Command line interface, shells
Other
Internet Access Browser, E-mail client, Web server, Mail transfer agent,
Instant messaging
Computer-aided design, Computer-aided
Design and
manufacturing, Plant management, Robotic
manufacturing
manufacturing, Supply chain management
Programming languages
Commonly used
Assembly ARM, MIPS, x86
languages
Commonly used
High level BASIC, C, C++, C#, COBOL, Fortran, Java, Lisp, Pascal
languages
Commonly used
Bourne script, JavaScript, Python, Ruby, PHP, Perl
Scripting languages
As the use of computers has spread throughout society, there are an increasing number of
careers involving computers. Following the theme of hardware, software and firmware,
the brains of people who work in the industry are sometimes known irreverently as
wetware or "meatware".
Computer-related professions
Organizations
See also
Look up Computer in
Wiktionary, the free dictionary.
• Computability theory
• Computer science
• Computing
• Computers in fiction
• Computer security and Computer insecurity
• List of computer term etymologies
• Virtualization
Notes
1. ^ In 1946, ENIAC consumed an estimated 174
kW. By comparison, a typical personal computer may
use around 400 W; over four hundred times less. (Kempf
1961)