0% found this document useful (0 votes)
15 views25 pages

Chapter 1 Types and Components of Computer System

The document provides an overview of computer systems, detailing the types and components of hardware and software. It categorizes hardware into internal and external components, while software is divided into application and system software, explaining their functions and examples. Additionally, it discusses the main components of a computer system, operating systems, user interfaces, and types of computers, emphasizing the roles of CPUs, memory, input/output devices, and storage solutions.

Uploaded by

Dozy Omondi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
15 views25 pages

Chapter 1 Types and Components of Computer System

The document provides an overview of computer systems, detailing the types and components of hardware and software. It categorizes hardware into internal and external components, while software is divided into application and system software, explaining their functions and examples. Additionally, it discusses the main components of a computer system, operating systems, user interfaces, and types of computers, emphasizing the roles of CPUs, memory, input/output devices, and storage solutions.

Uploaded by

Dozy Omondi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 25

ICT-INFORMATION COMMUNICATION TECHNOLOGY

CHAPTER 1- TYPES AND COMPONENTS OF A COMPUTER SYSTEM


HARDWARE AND SOFTWARE
HARDWARE
 Hardware is the general term for the physical components that make up a typical
Computer system.

Hardware falls into two categories:

 Internal –Those found inside the system unit ,examples include


 motherboard
 central processing unit (CPU)/processor
 random access memory (RAM)
 Read-only memory (ROM)
 Graphics card
 Sound card
 Network interface card(NIC)
 Internal storage devices (hard disk drive and solid-state drive).

 External –those found outside the system unit.


INPUT DEVICES
 Keyboard
 Mouse
 Camera
OUTPUT DEVICES
 Monitor
 Printer
 Plotter
INTERNAL HARDWARE DEVICES
SOFTWARE

-Software is the general term used for the programs that control the computer and process data.

Software falls into two categories:

 Applications software
 System software

Application software

-provides the services that the user requires to solve a given task.

For example:

1. Word processing

Word processing software are used to manipulate text documents, such as an essay or a report.
Text is entered using a keyboard and the software provides tools for copying, deleting and
various types of formatting.
Some of the functions include:

o creating, editing, saving and manipulating text


o copy and paste functions
o spell checkers and thesaurus
o importing photos/images into a structured page format
o Translation into other languages.

2. Spreadsheet

Spreadsheet software is used to organize and manipulate numerical data (in the form of integer,real,
date, and so on).

Numbers are organized on a grid of lettered columns and numbered rows. The grid itself is made
up of cells, and each cell is identified using a unique combination of columns and rows (for
example, B6).

Some of the functions include:

o Use of formulas to carry out calculations


o Ability to produce graphs
o Ability to do modelling and 'what if' calculations.

3. Database (management system)

Database software is used to organize, manipulate and analyze data.


A typical database is made up of one or more tables.
Tables consist of rows and columns. Each row is called a 'record' and each column is called a
'field'.

This provides the basic structure for the organization of the data within the database.

Some of the functions include:

o Ability to carry out queries on database data and produce a report (DBMS)
o Add, delete and modify data in a table.
4. Control and measurement software

Control and measuring software is designed to allow a computer or microprocessor to interface


with sensors so that it is possible to:

o Measure physical quantities in the real world (such as temperatures).


o Control applications (such as a chemical process) by comparing sensor data with stored
data and sending out signals to alter process parameters (for example, open a valve to add
acid and change the pH).

5. Apps and applets

Normally refers to the type of software that runs on mobile phones or tablets. They are usually
downloaded from an 'App Store' and range from games to sophisticated software such as phone
banking.

Common examples include:

o Video and music streaming

o GPS (global positioning systems which, together with satellite navigation, help you find
your way to a chosen location)
o Camera facilities (taking photos and storing/manipulating the images taken).

6. Video editing

Video editing software allows a user to manipulate videos to produce an edited video.

It enables the addition of titles, colour correction and altering/adding sound to the original video.
Essentially it includes:
o Rearranging, adding and/or removing sections of video clips and/or audio clips
o Applying colour correction, filters and other video enhancements
o Creating transitions between clips in the video footage.
7. Graphics editing

Photo editing software allows a user to manipulate digital photographs stored on a computer; for
example,

 Change brightness,

 Change contrast,

 Alter colour saturation or remove 'red eye'.

8. Audio editing

Audio editing software allows a user to edit, manipulate and generate audio data on a computer.
It allows the user to alter:
 Length of track
 Start/stop time of track
 Conversion between audio file formats
 Volume of track
 Fading in/out
 Combine multiple sound tracks
 Noise reduction
 To create another version of the sound track

9. Computer-aided design (CAD).

This is software used to help in the creation, manipulation, modification and analysis of a
drawing/design. It can be used to produce 2D or 3D diagrams which:
 Can be rotated to view the drawing from any angle
 Can produce full dimensions
 Can be used to estimate manufacturing costs of the final product
 Predict any structural problems.

System software
Programs that allow the hardware to run properly and allow the user to communicate with the
computer

For example:

 Compilers
 Linkers
 Device drivers
 Operating systems.
 utilities

Compiler

A compiler is a computer program that translates a program written in a high-level language


(HLL) into machine code so that it can be directly used by a computer to perform a required task.
The original program is called the source code and the code after compilation is called the object
code. Once a program is compiled, the machine code can be used again and again to perform the
same task without recompilation. Examples of high-level languages include Java, Python, Visual
Basic, Fortran, C++ and Algol.

Linkers

A linker is a computer program that takes one or more object files produced by a compiler and
combines them into a single program that can be run on a computer. For example, many
programming languages allow programmers to write different pieces of code, called modules,
separately. This simplifies the programming task since it allows the program to be broken up into
small, more manageable sub-tasks. However, at some point, it will be necessary to put all the
modules together to form the final program. This is the job of the linker.

Device driver

Is software that enables one or more hardware devices to communicate with the computer’s
operating system. Without drivers, a hardware device would be unable to work with the
computer.
All hardware devices connected to a computer have associated drivers

Examples of hardware devices that require drivers include printers, memory sticks, mouse, CD
drivers, and so on.

Operating systems (OS)

The operating system (OS) is essentially software running in the background of a computer
system. It manages many of the basic functions. Without the OS, most computers would be very
user-unfriendly and the majority of users would find it almost impossible to work with computers
on a day-to-day basis.

Operating systems allow:

• Input/output operations

• Users to communicate with the computer (for example, Windows)

• Error handling to take place

• The loading and running of programs to occur

• Managing of security (for example, user accounts, log on passwords).

Utilities
Utility programs are software that has been designed to carry out specific tasks on a computer.
Essentially, they are programs that help to manage, maintain and control computer resources.

Examples include:

• Antivirus

• Anti-spyware

• Backup of files

• Disk repair

• File management

• Security
• Screensavers

• Disk defragmenter.

Analogue and digital data

Computers can only understand data which is in binary form. This is often referred to as digital
data. However, data in the real world is actually analogue in nature.

Digital data is data that can only have discrete, discontinuous values.

Analogue data is physical data that is continuous, and not in discrete steps as with digital data.

If analogue data is being sent to a computer, it must first be converted into digital data; this is done
by hardware known as an analogue to digital converter (ADC). If the computer is controlling a
device (such as a motor) then the digital output from the computer needs to be converted into
analogue form. This is done by a digital to analogue converter (DAC).

MAIN COMPONENTS OF A COMPUTER SYSTEM

 The central processing unit (CPU)

 Internal hard disk drive or solid-state drive

 Random access memory (RAM)

 Read-only memory (ROM).

 Input, output and secondary storage devices


1. CPU

 Is the part of the computer that interprets and executes the commands from the computer
hardware and software.

 Due to modern manufacturing techniques, the CPU is now referred to as a microprocessor.

 Microprocessor- is a single integrated circuit which is at the heart of most PCs and is also
found in many household devices and equipment where some control or monitoring is
needed.

 The CPU/microprocessor is made up of:

A. Control unit (CU)-which controls the input and output devices;

B. Arithmetic and logic unit (ALU)-which carries out calculations and makes logical
decisions.

C. Registers- which are small memory locations.

2. Internal memory

a) Random access memory (RAM)

 Is an internal chip where data is temporarily stored when running applications.

 This memory can be written to and read from.

 Because its contents are lost when power to the computer is turned off, it is often
referred to as a volatile or temporary memory.

b) Read-only memory (ROM)

 Is a memory used to store information that needs to be permanent.

 It is often used to contain, for example, configuration data for a computer system.

 Chips used for ROM cannot be altered and can only be read from.
 One of the main advantages is that the information stored on the ROM chip is not
lost, even when power is turned off to the computer. They are often referred to as
non-volatile memories.

 ROM also contains some coding known as the boot file. This code tells the
computer what to do when it first starts up; it is often referred to as the BIOS (basic
input/output system). When the computer is turned on, the BIOS carries out a
hardware check to find out if all the devices are present and whether they are
functional. Then it loads the operating system into the RAM.

 The BIOS stores the date, time and system configuration in a non-volatile chip
called a CMOS (complementary metal oxide semiconductor) – this is usually
battery powered.

Main differences between RAM and ROM.

3. Input and output devices

Input devices are hardware that allows data to be entered into a computer.

They use either manual entry (such as a keyboard or a mouse) or direct data entry
(such as sensors or optical character readers).

An output device shows the computer’s output in a form that is understood by a


human.

Some devices can act as both input and output. For example,
 Touch screen,

 DVD writer/player.

The table below summarises the differences between input and output devices.

4. Backing storage.

 The main memories in a computer are RAM and ROM.


 Backing storage- are used to permanently store large amounts of data. This normally
takes the form of the internal hard disk drive (HDD) or solid-state drive (SSD).
 This is the computer’s main internal storage where the applications software, disk
operating system and files are stored.
 A key feature of a backing store is that it must store data permanently – that is, it must
be non-volatile. Unlike RAM and ROM,
 Backing storage is not directly addressable (that is, it cannot be read directly by the
CPU).
 The data access time for RAM and ROM is much shorter than it is for backing storage.
 Backing storage is considerably larger than RAM because it is considerably less
expensive per byte.
 Backing storage can either be fixed or removable.
 The advantage of removable backing storage is that it can be used as a backup in case
of data loss or corruption.
 Examples of removable storage include external hard disk drives (HDD), external solid-
state drive (SSD) and Blu-ray discs.

Comparison of internal memory and backing storage

OPERATING SYSTEM

 Software that enable computer systems to function and to allow users to communicate with
computer systems.

The general tasks for a typical operating system include:


 Control of the operation of the input, output and backing storage devices
 Supervising the loading, running and storage of applications programs
 Dealing with errors that occur in application programs
 Maintaining security of the whole computer system
 Maintaining a computer log (which details computer usage)
 Allowing communication between user and the computer system (user interface)

USER INTERFACES

Operating systems offer various types of user interface.

They include:

1. COMMAND LINE INTERFACE (CLI)


 Types commands to tell the computer what to do
o The user must know all the commands
o Must not make typing errors
 Used by technicians
 Can access everything on the computer system, GUI users can only access places
they have icons for

ADVANTAGES

 Knowing the correct commands, this can be much faster than any other interface
type.
 Uses much less RAM than any other interface type.
 Low resolution, cheap monitors can be used.
 CLI does not require Windows to run.

DISADVANTAGES
 Can be confusing
 Commands must be typed precisely, if there is a spelling error the command will
fail.
 If you mistype an instruction, it is often necessary to start all over again.
 Large number of commands need to be learned

2. GRAPHICAL USER INTERFACE (GUI)

 Uses graphics to stand for the complicated actions.


 Uses icons.
 Uses a mouse to select the icons.
 Screen divided into windows allows different things on each.
 WIMP - Windows Icons Menus Pointers.

ADVANTAGES
 Easy to use because requires little IT knowledge
 Easy to explore and find your way around the system
 Do not have to learn complicated commands
 Exchange data between different software
 Good help facilities provided with GUIs

DISADVANTAGES
 Larger amount of hard disk space than other interfaces.
 Significantly more memory (RAM) to run than other interface type.
 GUI use more processing power than other types of interfaces.
 GUI can be slow for experienced programmers to use, they find CLI much
faster.

DIALOGUE-BASED USER INTERFACE.

 Use the human voice to give commands to a computer system.


 An example of its use is in some luxury modern cars, where voice activation is used to
control devices such as the in-car entertainment system or satellite navigation system.
 This type of interface could also be used in the home; by using voice commands, it is
possible to switch on/off lights, operate electronic equipment and so on.
 In recent years, devices such as Amazon Alexa, Google Now, Apple Siri and Microsoft
Cortana have all been developed to interact with a human by recognising verbal commands.
These devices act as a personal assistant.
GESTURE-BASED USER INTERFACE.

 Gesture-based interfaces rely on human interaction by the moving of hands, head or


even the feet.

 This type of interface uses techniques known as computer vision and image
processing.

For example in a car rotating a finger clockwise near the radio will increase the
sound volume.

 Either a sensor or a camera is used to pick up the gesture and a signal is sent to an
on-board computer to carry out the required action. It eliminates the need for an
array of buttons and dials on the dashboard.

ADVANTAGES AND DISADVANTAGES OF DIALOGUE-BASED AND


GESTURE-BASED INTERFACES.
TYPES OF COMPUTERS
1. DESKTOP COMPUTERS
 Desktop usually refers to a general-purpose computer that is made up of separate monitor,
keyboard, mouse and processor unit. It is distinguished from, for example, a laptop
computer by the fact that it is made up of a number of separate components, which makes
them not very portable.

THE ADVANTAGES OF DESKTOP COMPUTERS OVER LAPTOP COMPUTERS ARE:


 Spare parts standardized resulting in low costs
 Desktop computers are easier, and less expensive, to upgrade or expand.
 The desktop tends to have a better specification.
 Power consumption is not critical because they usually plug straight into a wall socket.
 Larger casings allow a better dissipation of any heat build-up.
 Not easily damaged or stolen- Because they are usually fixed in one location.
 Internet access can be more stable- because a desktop computer is more likely to have a
wired internet connection.
DISADVANTAGES WHEN COMPARED TO LAPTOP COMPUTERS:
 They are not portable because they are made up of separate components.
 They tend to be more complicated because all the components need to be hooked up by
wiring, which also clutters up the desk space.
 Because they are not particularly portable, it is necessary to copy files on, for example, a
memory stick, when you want to do some work elsewhere.
THE MAIN USES OF DESKTOP COMPUTERS INCLUDE:
 Office and business work- e.g word processing, spreadsheets, finance software and
databases.
 Educational use- using interactive software to teach or learn from.
 Use as a gaming device- for example, chess, crossword puzzles and fantasy games, and so
on
 General entertainment- for example streaming of television programs.

2. MOBILE COMPUTERS
Mobile computers, are a group of computers which are considerably more portable than desktop
computers.

CATEGORIES OF MOBILE COMPUTERS:


 Laptop computers
 Smartphones
 Tablets
 Phablets.

A. LAPTOP / NOTEBOOK.
Refers to a type of computer where the monitor, keyboard, pointing device and processor
are all together in one single unit. Makings them extremely portable.

KEY FEATURES YOU WOULD EXPECT TO FIND IN A LAPTOP:


 Lightweight (to aid portability)
 Low power consumption hence long battery life.
 Low heat output.
ADVANTAGES
 Portability- they can be easy carried around.
 No trailing wires
 They take up much less desk space- so they can be used anywhere for example, in a
café.
 Take full advantage of Wi-Fi features.
 Can link into any multimedia system.
DISADVANTAGES
 Easy to steal due to their portable nature.
 Limited battery life hence need to carry charger
 Keyboard and pointing device awkward to use
 Not always possible to upgrade them.
 Heat dissipation is difficult due to laptop structure.
THE MAIN USES OF LAPTOP COMPUTERS INCLUDE:
 Office and business.
 Educational use.
 Used as a gaming device.
 General entertainment.
 Used in control and monitoring -because they can be operated anywhere using their
internal battery.

SMARTPHONES
 Allow normal phone calls to be made.
 Have operating system allowing them to run a number of computer applications.
 They allow users to send/receive emails, use a number of apps: camera, MP3/4 players and
so on.
 Smartphones can connect through Wi-Fi hot spots or by using 3G/4G/5G mobile phone
networks.
FEATURES OF SMARTPHONES INCLUDE:
 High-definition, anti-glare displays
 Front- and back-facing cameras
 Lower weight
 longer battery life than laptops
 Use Bluetooth for connection to printers and other devices.
 Make use of flash memory and cloud storage facilities to back up and data sources.
 They use a number of sensors.
Sensors in smartphones carry out the following functions:
1. Proximity sensors- to detect if the device is close to, for example the ear, which allows it to
block unintended ‘touches’.
2. Accelerometers, which detect movement and orientation of the device.
-for example, move the display from portrait to landscape to view videos, or allow it to be used
as a ‘steering wheel’ in-car racing games
3. Sophisticated speech recognitions systems (such as Siri) to enable the user to ask the device to
look for things.
 The use of OLED (Organic Light Emitting Diode) touch screen technology has made the
design of smartphone to be lighter and thinner.

ADVANTAGES OF SMARTPHONES:
 They are very small in size and lightweight – therefore they are very easy to carry.
 Can be used to make phone calls.
 Can connect to the internet while on the move.
 Can be used almost anywhere because they use Wi-Fi and mobile phone networks.
 They have apps such as maps that provide services not available on desktops or laptops.
 They have a reasonable battery life compared to laptops.

DISADVANTAGES OF SMARTPHONES:
 The small screens and keyboards make pages difficult to read.
 It is more difficult and slower when typing things
 Web browsing and photography can quickly drain the battery.
 Less Memory size compared to laptops and desktops
 Not all website features are compatible with smartphone operating systems.
 Can be lost or stolen easily due to their small size.
 The data transfer rate using mobile phone networks can be slower than with Wi-Fi
TABLETS
 Tablets use touch screen technology and do not have a conventional keyboard.
 The keyboard is virtual
 Internet access is usually through Wi-Fi or 3G/4G/5G mobile phone connectivity.
 Like smartphones, tablets are equipped with a series of sensors which include camera,
microphone, accelerometer and touch screen.
 The typical features of tablets are identical to those of a smartphone.

ADVANTAGES OF TABLETS COMPARED TO LAPTOPS:


 Very fast to switch on
 Fully portable – they are so lightweight that they can be carried anywhere
 Touch screen technology means they are simple to use and do not need any other input
devices
 Can use several apps such as built-in camera, MP3/4 players and so on.
 Not much heat – they use solid-state technology
 Longer battery life

DISADVANTAGES OF TABLETS COMPARED TO LAPTOPS:


 Expensive when compared to Laptops.
 Limited memory or storage.
 Can be expensive to run if mobile connectivity is frequently used.
 Typing on a touch screen can be slow and error-prone compared to a standard keyboard
 Laptops tend to support more types of file format than tablets.

PHABLETS
 Phablets is a hybrid between a tablet and a smartphone.
 They have much larger screens than a smartphone but are smaller than a tablet.
 All the features of a smartphone also apply to phablets together with the typical features of
a tablet.
THE MAIN USES OF SMARTPHONES, TABLETS AND PHABLETS INCLUDE:
 Entertainment –streaming Tv-shows and music videos.
 Gaming
 As a camera or video camera
 Internet use -online sales, social networks, using QR codes, and so on.
 Sending/receiving emails.
 Global positioning system -use of maps to navigate to a location.
 Calendar functions
 Telephone banking -sending and receiving money using the banking apps.
 Voice over Internet Protocol (VoIP) – telephone network using the internet which also
allows video calling
 Instant access to social networks -social contact with friends no matter where you are in the
world.
 Instant messaging- e.g whatapp
 Office and business management- rapid voice and video communication.
 Education use -using interactive software to teach or learn from.
 Remotely control devices -it is possible to remotely operate devices in the home, such as
microwave ovens, which contain embedded microprocessors by using internet-enabled
smartphones or tablets.
EMERGING TECHNOLOGIES

IMPACT OF EMERGING TECHNOLOGIES

1. ARTIFICIAL INTELLIGENCE (AI)


 Technology that focuses on creating a computer system that can closely mimic or simulate
human intelligence
AI can be used to:
 Enhance video games and computer tactics
 Help decision making steps in expert systems
 Make robots to imitate human behavior.
 Understand different human languages

Impact on everyday life:


 Can be used to accurately predict hazardous weather conditions and signal warnings
automatically
 Take over menial tasks for humans; increasing our leisure time
 Can be used for safer automated travel; cars that can drive and park by themselves
 Increases home safety by being able to tell the difference between owner & intruder; call
authorities automatically.
 Improved medical care as decision making skills and precision can be enhanced
 Robotic research is leading to improvements in technology to help amputees and people
with disabilities.
 Robots are used to help people carry out dangerous or unpleasant tasks – for example,
bomb disposal, welding of car bodies and entering nuclear disaster areas.

Negative impacts of AI

 Could lead to many job losses in areas such as manufacturing.


 Dependency on technology and the inability to carry out tasks done by robots, for example,
could be an issue in the future
 Loss of skills.
ASSIGNMENT

1. Find two news stories that have information about the use or development of Artificial
Intelligence.
2. Write a report on the news stories about the impact of the two examples of Artificial
Intelligence.

2. Extended reality (XR)


-refers to real and virtual combined environments.
The three most common examples at the moment are:
 Augmented reality (AR)
 Virtual reality (VR)
 Mixed reality (MR).
All these immersive technologies extend the reality we experience by either blending the virtual
and real worlds or by creating a fully immersive experience.
a) Augmented reality (AR)
The features of augmented reality include:
 Allow the user to experience the relationship between digital (virtual) and physical (real)
worlds
 Virtual information and objects are overlaid onto real-world situations
 The real world is enhanced with digital details, such as images, text and animation
 The user can experience the AR world through special goggles or via smartphone/phablet
screens
 The user is not isolated from the real world and is still able to interact and see what is going
on in front of them.
Impact of augmented reality:
 Safety and rescue operations -for example, it is possible to provide 3D images of an area
where a rescue mission is to take place, giving the team the opportunity to interact with the
environment and try out rescue procedures before doing the real thing.
 Entertainment -for example, AR takes users into a virtual environment where it is possible
to interact with their favorite characters.
 Shopping and retail – for example you can experience a virtual tour of a new car where you
can ‘sit’ in the interior and try out the driving experience before buying the car.
 Healthcare- doctors can make use of AR to have a better understanding of a patient’s body.
b) Virtual reality (VR)
The features of virtual reality include:
 The ability to take the user out of the real-world environment into a virtual (unreal) digital
environment
 In contrast to AR, the user is fully immersed in a simulated digital world
 Users must wear a VR headset or a head-mounted display which allows a 360° view of the virtual
world (this ‘fools’ the brain into believing they are walking on an ocean bed, walking in an alien
world or inside a volcano)
Impact of virtual reality:
 Military applications -for example, training to operate a new tank.
 Education -for example, looking inside an ancient building as part of a history lesson.
 Healthcare -for example, as a diagnostic tool to recommend treatment.
 Entertainment - games where gloves, goggles or helmets are worn to fully immerse players and
make it seem very real
 Fashion - see the clothes on people, check out the venue and so on before the actual day.
 Heritage - allowing users to walk around and close up to monuments like Stonehenge.
 Business - training courses and role-playing scenarios for staff)
 Engineering - seeing how new designs like bridges will look in an existing environment.
 Sport - a golfer trying to improve his swing can use this technology and get feedback to improve his
game
 Media - interactive special effects in movies.
 Scientific visualisation -for example, part of a molecular structure in chemistry, or a cell in biology.

You might also like