SlideShare una empresa de Scribd logo
1 de 198
Outcome 1 - Contents ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
1 Data Representation  1.1 Introduction ,[object Object],[object Object],[object Object],[object Object]
1 Data Representation  1.2.1 Decimal Numbers ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
1 Data Representation  1.2.1 BinaryNumbers Computers work in number base 2 which uses 2 symbols, 0 and 1 to represent a value. In computing systems, large numbers are expressed in terms of powers of 2 and use the following abbreviations: 2 1  has a decimal equivalent of 2  2 2  has a decimal equivalent of 4  2 3  has a decimal equivalent of 8  2 4  has a decimal equivalent of 16  2 5  has a decimal equivalent of 32  2 6  has a decimal equivalent of 64  2 7  has a decimal equivalent of 128  2 8  has a decimal equivalent of 256  2 9  has a decimal equivalent of 512  2 10  has a decimal equivalent of 1024 and is abbreviated to  1 kilo   2 20  has a decimal equivalent of 1,048,576 and is abbreviated to  1 Mega   2 30  has a decimal equivalent of 1,073,741,824 and is abbreviated to  1 Giga   2 40  has a decimal equivalent of 1,099,511,627,776 and is abbreviated to  1 Tera
1 Data Representation 1.2.2 Decimal to Binary ,[object Object],Giving 11101 ,[object Object],[object Object],[object Object],R1 0 2 R1 1 2 R1 3 2 R0 7 2 R1 14 2 29 2
1 Data Representation 1.2.3 Binary to Decimal ,[object Object],[object Object],=154 +0 +2 +0 +8 +16 +0 +0 128 0 1 0 1 1 0 0 1 1 2 4 8 16 32 64 128
1 Data Representation 1.2.4 Hexadecimal Long binary numbers can be difficult to read correctly. Computers have memory addresses of 2 or 4 bytes long which give addresses of 16 or 32 bits. Hexadecimal is base 16 and organises the bits into groups of four. The conversion between base 2 and base 16 is very simple.  Hex needs the digits 0-9 and letters A-F. E.g. 11010100010110010011001010010110 becomes 1101 0100 0101 1001 0011 0010 1001 0110 which in Hex is D459 3256
1 Data Representation 1.2.5 Why Binary ,[object Object],[object Object],[object Object],[object Object]
Data Representation 1.2.6 & 1.2.7 Integers ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Data Representation 1.2.8 Twos Complement ,[object Object],[object Object],[object Object],[object Object],OR 5 OR -5 0 +1 1 0 1 1 1 1 1 1 1 0 1 1 1 1 1 1 0 1 0 0 0 0 0
Data Representation 1.2.9 Real Numbers ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
1 Data Representation 1.3 Text ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Data Representation 1.4 Graphics Most displays use Raster graphics – same as TV. Displays store images as a matrix of pixels in the refresh buffer. Separate images now stored in  VRAM  (Video RAM). VRAM  represents the entire screen area and the term  bit map  is used to describe the one-to-one mapping of pixels in VRAM to pixels on the screen.
Data Representation 1.4.1 Bit-mapped Graphics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Data Representation 1.4.2 Calculating Memory Requirements ,[object Object],[object Object],[object Object],[object Object],No of bytes is  6,000,000 bytes / 1024 = 5859K = 5.7 MB 24 x 250,000 = 6,000,000 4 x 500 6 x 500 * Bit depth Total Pixels Pixels down Pixels Across
Data Representation 1.4.3 Arranging The Bytes ,[object Object],The image is saved as a series of bytes to a storage device, such as memory or disk.If we wish to review the image then it is a simple matter to transfer the image data back into the video memory as a direct copy. As this image is also in a bit mapped format, we can still move it to and from other storage devices without any translation.
Data Representation 1.4.4 Greyscale A rudimentary greyscale effect provides a ’black’, ’white’ and two levels of ’grey’. As this comprises four different values we need two bits to represent each pixel (00 for black, 01 for darker grey, 10 for lighter grey and 11 for white ). As each pixel now requires twice as many bits, we will require twice as much memory for a given screen size as a black and white image. We can provide more levels of grey by allocating more bits to each pixel. By the time we have eight bits (one byte) to one pixel we can represent 256 different intensities. Monochrome displays are often clearer, especially for text than colour display. The requirement to use colour for such items as colour pictures and user interface issues, dictates that colour displays are more likely to be purchased.
Data Representation 1.4.6 Compression ,[object Object],[object Object],[object Object]
Data Representation 1.4.5 Colour One colour can be represented by one byte giving 256 colours (GIF format). Monitors etc. have 3 primary (additive) colours, Red, Blue and Green.  Other colours obtained from adding light. We use 8 bits for Red, 8 for Blue and 8 for Green which give us 256 x 256 x256 colours – over 16 million. We need 3 bytes to describe RGB coded colours. Codes can be used by a programmer to describe colours in Hex code.
Data Representation 1.4.7 Vector Graphics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2 Computer Structure 2.1 An Introduction This unit on Computer Structure describes in detail the function of the component parts of a processor in the manipulation of data. This is extended to the methods of transferring data within a processor and between a processor and memory. The concept of a stored program is considered and the steps in the fetch-execute cycle to access and run programs. Memory types are considered, from registers to backing storage and how memory is defined and addressed.
2 Computer Structure 2.2 Computer Organisation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2 Computer Structure 2.2 Computer Organisation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2 Computer Structure 2.2. Calculating Machines- From Babbage to VLSI ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2 Computer Structure 2.2.1 A Two State Machine ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Input Processor Memory RAM & ROM Output Backing Storage CPU
2 Computer Structure  2.2.2.1 The structure of the CPU (a) Memory Processor Control unit ALU Registers, A, MAR, MDR, PC, SP Address bus – 1 way Data bus – 2 way Control Bus Internal buses
2 Computer Structure  2.2.2.1 The structure of the CPU (b) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2 Computer Structure  2.2.3 The stored program concept All computers based on same basic design, known as the  Von Neumann Architecture . Computers carry out tasks by executing machine instructions. A series of these instructions is called a  machine code program  held in main memory as a  stored program , a concept first proposed by John Von Neumann in 1945. Central Processing Unit (CPU) fetches, decodes and executes the machine instructions. By altering the stored program it is possible to have the computer carry out a different task.
2 Computer Structure  2.2.4 The fetch execute cycle To execute a machine code program it must first be loaded, together with any data that it needs, into main memory (RAM). Once loaded, it is accessible to the CPU which fetches one instruction at a time, decodes and executes it at electronic speed. Fetch, decode and execute are repeated until a program instruction to HALT is encountered. This is known as the  fetch-execute cycle .
2 Computer Structure  2.2.4.1 The fetch execute cycle in detail ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2 Computer Structure  2.2.4.3  The fetch phase ,[object Object],1. The contents of the PC are copied into the MAR; 2. The contents of memory at the location designated by the MAR are copied into the MDR; 3. The PC is incremented; 4. The contents of the MDR are copied into the IR. 2.2.4.4  The Execute phase 1. Decode the instruction in the IR; 2. Execute the instruction in the IR.
2 Computer Structure  2.2.8  Computer Components and Their Function The components of the CPU and the connections to devices that are external to it are shown.
2 Computer Structure  2.3  Memory Main memory (RAM and ROM)  stores programs and data while the computer is operating. ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2 Computer Structure  2.3.1 RAM ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2 Computer Structure   2.3.2 ROM ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2 Computer Structure   2.3.4 Cache Memory ,[object Object],[object Object]
2 Computer Structure   2.3.6 External Memory ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2 Computer Structure   2.4 Central Processing Unit Central Processing Unit.  The CPU coordinates and controls the activities of all other units in the computer system. It executes program instructions and manipulates data in accordance with the instructions. It uses a  standard  architecture composed of the following three components: Arithmetic and logic unit (ALU); Control unit; Registers. All three components work together to form the processor.
2 Computer Structure   2.4.1  Architecture of the microprocessor We will now study the internal architecture of the  microprocessor (CPU)  itself. Because of the  stored program concept , we must consider the relationship between the CPU and memory.  This is a diagram of a fairly typical microprocessor design, showing the internal structure of the CPU and its relationship to the memory of the computer.
2 Computer Structure  2.4.2 Accessing Memory  The  CPU  has to access memory both for instructions and to receive and transmit data from or to memory. Memory Address Register (MAR)  - specifies the address in memory for the next read or write operation from or to memory; The  Memory Data Register (MDR)  or  Memory Buffer Register (MBR)  - contains the data to be written to memory or receives the data read from memory. ,[object Object],[object Object]
2 Computer Structure  2.4.2 Accessing Memory (2) To read data from memory ,  CPU places the address of the memory location into the MAR and activates the memory-read control line of the system bus. This will cause the required data to be transmitted from memory via the data bus to the MDR; To write from the CPU to memory , the CPU places the data to be written in theMDR; the address of the memory location where they are to be written is placed in the MAR; and the memory-write control line is activated. The  MAR  and  MDR  registers have a large part to play in the fetch-execute cycle.
2 Computer Structure  2.4.3 Functions of Control Bus ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],2 Computer Structure  2.4.3.1 Getting the processors attention
2 Computer Structure  2.4.4 The Arithmetic Logic Unit ,[object Object],[object Object],[object Object],[object Object],[object Object]
2 Computer Structure  2.4.5 Registers ,[object Object],[object Object],[object Object],[object Object],[object Object]
2 Computer Structure  2.5 Buses ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Memory Processor Address Bus Data Bus Control Unit Control Bus
2 Computer Structure  2.5.1 Addressability ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
3 Computer Performance 3.2 Measuring Performance ,[object Object],[object Object],[object Object],[object Object],[object Object]
3 Computer Performance 3.2.1 The Clock ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
3 Computer Performance 3. 2 Measures of Processor Speed ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
3 Computer Performance 3.3.1 Data Bus Width ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
3 Computer Performance 3.3.2 Peripherals & System Performance ,[object Object],[object Object],[object Object],[object Object]
3 Computer Performance 3.3.2 Interfaces & Input/output Devices ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
3 Computer Performance 3.3 Memory & System Performance ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4 Peripherals 4.1 Introduction ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.1 Keyboards ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.2 Scanners ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.2 Scanners ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.3 Sound ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.3 Sound sampling ,[object Object],Sampler listens to sound repeatedly and stores a number representing the amplitude each time ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.3 Sound ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.4 Video ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.4 Video ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.5 Digital Camera ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.5 Digital Camera ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.6 Printers – Ink Jet Printer ,[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.6 Printers – Laser Printer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.2 – Input & Output Devices 4.2.7 Multiscan Monitor The CRT is the basis of most visual display technology. The screen is arranged as a series of lines of dots and each dot is made up of three small areas of red, green and blue called a triad.  The intensity of light shone on each triad determines the actual colour of the pixel. The picture is redrawn between 50 and 100 times a second.  This is the refresh rate. A monitor which operate at different refresh rates is known as a multiscan or multisync monitor.  The refresh rate is controlled by the video adapter. Screen  resolution  is quantified by the dot pitch, the distance between the dots on the screen.  Typically between 0.28 and 0.38mm, corresponding to 100 to 70 dpi.
4.3 Selecting hardware to match operational requirements ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.4 Buffers and Spoolers 4.4.1 Buffering ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.4 Buffers and Spoolers 4.4.2 Spooling When large amounts of data are to be sent to a peripheral device, or when the peripheral is shared across a network then spooling is a preferred method of compensating for the difference in speeds of the processor and the peripheral. Spooling  involves the input or output of data to a tape or a disk. This, for example, allows output to be queued from many different programs and sent to a printer by a  print spooler  (special operating system software). The print spooler stores the data in files and sends it to the printer when it is ready, using a  print queue .
4.5 – Storage Devices 4.5.1 Magnetic Magnetic storage devices include hard disks, floppy disks, Zip disks and magnetic tape.  They are called magnetic storage devices because their recording surfaces are coated with a material that responds to magnetic fields to enable data to be stored. Storage devices can be fixed or removable.  Removable storage  devices allow the user to disconnect the device and physically transport data from one computer to another.  Varieties of removable devices include the Iomega and Syquest hard disks and Jaz cartridges.
4.5 – Storage Devices 4.5.1.1 Magnetic Disk ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.5 – Storage Devices 4.5.1.1 Magnetic Disk ,[object Object],[object Object],[object Object],[object Object]
4.5 – Storage Devices 4.5.1.2 Magnetic Tape Storing data on tapes used to be the only solution to backing up hard disks of large capacity. Now, with large, removable magnetic disks and optical CR-RW technology, this is no longer the case. However, removable storage media is comparatively expensive, costs 10 times tape. Tape, therefore, still has the edge in this market. Tape is read and written on a tape drive. Data is written to tape in blocks with  inter-block gaps  between them. A single operation writes each block Data is stored on magnetic tape as magnetised regions on the surface of the tape induced by the magnetic recording head. To read data, the tape passes under the read/write head and the stored magnetised regions produce very small voltages in the head, leading to a current in the head coil. This current can be analysed to give a representation of the stored binary data.
4.5 – Storage Devices 4.5.1.2 Magnetic Tape Capacity Magnetic tapes have large capacities, reaching up to several gigabytes and come in a variety of sizes and formats. Since their introduction, tape drives have passed through many stages of improvement with extremely reliable Digital Audio Tape (44.1 kHz, 16-bit record and playback DAT) drives representing the current state of the art. A 4mm DAT tape can now store up to 24 Gbytes of data! Access Tapes are sequential access devices. Accessing data on tapes is therefore much slower than accessing data on disks. They are not suitable as storage media for applications where data needs be used regularly - where a disk is a more appropriate medium. Because tapes are so slow, they are generally used only for long-term storage and backup.
4.5 – Storage Devices 4.5.2 Optical Storage ,[object Object],A plastic disk is scanned using a laser.  It reflects off pits on the surface differently from lands (bumps) Re-writeable CD-ROM becoming more common. Capacity  – About 650Mb Speed  – from single (150KB/sec) to 32x (or even 40x).  The x refers to the times faster than CD Audio. Cost  – CD-ROM Drives fairly cheap. Access  – Always random
4.5 – Storage Devices 4.5.3Magneto Optical Storage ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
4.5 – Storage Devices 4.5.4 Solid State Storage Devices (SSSD) ,[object Object],[object Object],[object Object],[object Object],[object Object]
4.6 Interfacing (1) ,[object Object],[object Object],[object Object],[object Object],[object Object]
4.6 Interfacing (2) ,[object Object],[object Object],[object Object],[object Object]
5 Networking 5.1 Introduction ,[object Object],[object Object],[object Object]
5 Networking 5. 2   Networks ,[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2 Categorising Computer   Networks ,[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2.1 Local Area   Networks (LANs) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2.1 (LANs) - Hardware ,[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2.1.1 Sharing Resources on a LAN ,[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2.1.2 Sharing Services on a LAN ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2.2 Wide Area Networks - WANs ,[object Object],[object Object],[object Object]
5 Networking 5. 2.2.1 Metropolitan Area Networks - MANs ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2.2.2 Improved communications on a WAN ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2.2.2 Improved communications on a WAN -2 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2.2.3 Access to information on a WAN  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2.2.4 Teleworking ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2.2.4 Teleworking – advantages and disadvantages ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2.3 Intranets ,[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 2.4 Mainframe Networks ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 3 Network Operating Systems ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 3.1 Client-Server Network ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 3.1 Client-Server Network Services ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 3.1.1 Advantages of Client-Server Network ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 3.1.1 Disadvantages of Client-Server Network ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 3.2 Peer to Peer Networks ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 3.2 Advantages of Peer to Peer Networks ,[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 3.2 Disadvantages of Peer to Peer Networks ,[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 3.3 Stations and servers ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 3.3 Stations and servers - 2 ,[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 3.3 Stations and servers – Network Servers ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5. 4 Network Topology ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
5 Networking 5.4.1 Network Topology - Bus 4 Factors Affecting Performance 4.6. Network Topology - Bus Bus Topology- easy to expand and cheap to set up. e.g. Ethernet in school or college. Data Security  – data encryption methods used.  High collision rates requiring re-transmission Bandwidth  – available bandwidth shared amongst all stations accessing network.  Data compression used. Reliability  – fault in one station has no effect on rest.  Cable fault will lose all that section. Cost  – relatively cheap
5 Networking 5.4.2 Network Topology - Star Data Security  – higher security as data routed only to the computer that is to receive it.  No collisions. Reliability  – if a link fails then only that station is off the network.  Failure to central controller is fatal. Cost  – can be quite expensive due to high cost of cabling.  Popular in small self-contained networks as not too expensive (small office). All nodes connected to one central node that routes traffic to the appropriate place.
5 Networking 5.4.3 Network Topology - Ring Ring Topology Similar to Bus in many respects with similar security problems. Control system in charge of transmissions and stations guaranteed access to transmissions.  Collisions avoided by use of a token Additional expense for control s/w and system.  May have to wait turn to transmit. Network down to add station, but few if any crashes.
5 Networking 5.4.4 Network Topology - Mesh Mesh Topology Fault in one cable does not affect network. Multiple transmissions Lots of wiring Expensive Excellent performance
6 Using Networks 6.1 Introduction ,[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.2.1 Network Hardware – The Hub ,[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.2.2 Network Hardware – The Switch ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.2.3 Network Hardware – The Router ,[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.2.4 Network Hardware – Network Interface Card ,[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.3 Hardware & Software Factors ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.3 Hardware & Software Factors ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.3 Hardware & Software Factors ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.3 Hardware & Software Factors ,[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.3 Hardware & Software Factors ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.4 Technical Factors Affecting Communications The technical factors which have led to the growth   of computer networks have emerged in parallel with  t he economic factors which have driven the research   into networking technology.  As the economic demand   or networking technology has grown, the trend has   been for equipment prices to fall and performance to   increase.  Although still in its infancy, the development of   wireless networking is likely to follow the same pattern.
6 Using Networks 6.4.1 Cabling ,[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.4.2 Bandwidth ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.4.3 Wireless ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.1  Misuse of Networks – Social Issues ,[object Object],[object Object],[object Object]
6 Using Networks 6.5.1  Misuse of Networks – Social Issues ,[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.1  Misuse of Networks –Disconnection ,[object Object],[object Object]
6 Using Networks 6.5.1  Misuse of Networks – Social Isolation ,[object Object],[object Object]
6 Using Networks 6.5.2  Misuse of Networks – Ethical Issues ,[object Object],[object Object]
6 Using Networks 6.5.2  Misuse of Networks – Ethical Issues ,[object Object],[object Object]
6 Using Networks 6.5.2  Misuse of Networks – Ethical Issues ,[object Object],[object Object]
6 Using Networks 6.5.2  Misuse of Networks – Ethical Issues ,[object Object],[object Object]
6 Using Networks 6.5.3  Misuse of Networks – Network Etiquette ,[object Object],[object Object],[object Object]
6 Using Networks 6.5.3  Misuse of Networks – Network Etiquette Rules ,[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.3  Misuse of Networks – Network Etiquette 2 ,[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.3  Misuse of Networks – Network Etiquette ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.3  Misuse of Networks – Network Etiquette ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.3  Misuse of Networks – Network Etiquette ,[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.3  Misuse of Networks – Network Etiquette
6 Using Networks 6.5.4  Hacking ,[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.4  Hacking ,[object Object],[object Object]
6 Using Networks 6.5.4  Hacking ,[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.5  Viruses ,[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.6 Legal Protection ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.6 Legal Protection ,[object Object],[object Object],[object Object]
6 Using Networks 6.5.6 Legal Protection ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.6 Legal Protection ,[object Object],[object Object],[object Object]
6 Using Networks 6.5.6 Legal Protection ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
6 Using Networks 6.5.6 Legal Protection ,[object Object],[object Object],[object Object]
7 – Computer Software  7.1 Introduction ,[object Object],[object Object],[object Object],[object Object],[object Object]
7 – Computer Software  7.2 Systems Software ,[object Object],[object Object],[object Object],[object Object]
7 – Computer Software  7.2 Systems Software – Operating System ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
7 – Computer Software  7.2.1 Starting up ,[object Object],[object Object],[object Object],[object Object],[object Object]
7 – Computer Software  7.2.1.1 ROM Based Operating Systems ,[object Object]
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems
Computer Systems

Más contenido relacionado

La actualidad más candente

File systems versus a dbms
File systems versus a dbmsFile systems versus a dbms
File systems versus a dbmsRituBhargava7
 
Introduction to data structure ppt
Introduction to data structure pptIntroduction to data structure ppt
Introduction to data structure pptNalinNishant3
 
Introduction to Bus | Address, Data, Control Bus
Introduction to Bus | Address, Data, Control BusIntroduction to Bus | Address, Data, Control Bus
Introduction to Bus | Address, Data, Control BusHem Pokhrel
 
Flags registor of 8086 processor
Flags registor of 8086 processorFlags registor of 8086 processor
Flags registor of 8086 processorFazle Akash
 
Object oriented programming c++
Object oriented programming c++Object oriented programming c++
Object oriented programming c++Ankur Pandey
 
Operating system memory management
Operating system memory managementOperating system memory management
Operating system memory managementrprajat007
 
Multithreading
MultithreadingMultithreading
MultithreadingA B Shinde
 
Introduction to Operating Systems
Introduction to Operating SystemsIntroduction to Operating Systems
Introduction to Operating SystemsMukesh Chinta
 
Dealing with exceptions Computer Architecture part 2
Dealing with exceptions Computer Architecture part 2Dealing with exceptions Computer Architecture part 2
Dealing with exceptions Computer Architecture part 2Gaditek
 
Computer registers
Computer registersComputer registers
Computer registersDeepikaT13
 
Computer Systems Organization
Computer Systems OrganizationComputer Systems Organization
Computer Systems OrganizationLiEdo
 
Types of Programming Errors
Types of Programming ErrorsTypes of Programming Errors
Types of Programming ErrorsNeha Sharma
 
Bus and memory transfer
Bus and memory transferBus and memory transfer
Bus and memory transferAnil Pokhrel
 
Data Integration and Transformation in Data mining
Data Integration and Transformation in Data miningData Integration and Transformation in Data mining
Data Integration and Transformation in Data miningkavitha muneeshwaran
 
Memory Management in OS
Memory Management in OSMemory Management in OS
Memory Management in OSvampugani
 
Memory Management in OS
Memory Management in OSMemory Management in OS
Memory Management in OSKumar Pritam
 
Lecture 1 introduction to parallel and distributed computing
Lecture 1   introduction to parallel and distributed computingLecture 1   introduction to parallel and distributed computing
Lecture 1 introduction to parallel and distributed computingVajira Thambawita
 

La actualidad más candente (20)

File systems versus a dbms
File systems versus a dbmsFile systems versus a dbms
File systems versus a dbms
 
Introduction to data structure ppt
Introduction to data structure pptIntroduction to data structure ppt
Introduction to data structure ppt
 
The Stack And Recursion
The Stack And RecursionThe Stack And Recursion
The Stack And Recursion
 
Memory Hierarchy
Memory HierarchyMemory Hierarchy
Memory Hierarchy
 
Introduction to Bus | Address, Data, Control Bus
Introduction to Bus | Address, Data, Control BusIntroduction to Bus | Address, Data, Control Bus
Introduction to Bus | Address, Data, Control Bus
 
Flags registor of 8086 processor
Flags registor of 8086 processorFlags registor of 8086 processor
Flags registor of 8086 processor
 
Object oriented programming c++
Object oriented programming c++Object oriented programming c++
Object oriented programming c++
 
Operating system memory management
Operating system memory managementOperating system memory management
Operating system memory management
 
DBMS Unit 2 - Relational Model
DBMS Unit 2 - Relational ModelDBMS Unit 2 - Relational Model
DBMS Unit 2 - Relational Model
 
Multithreading
MultithreadingMultithreading
Multithreading
 
Introduction to Operating Systems
Introduction to Operating SystemsIntroduction to Operating Systems
Introduction to Operating Systems
 
Dealing with exceptions Computer Architecture part 2
Dealing with exceptions Computer Architecture part 2Dealing with exceptions Computer Architecture part 2
Dealing with exceptions Computer Architecture part 2
 
Computer registers
Computer registersComputer registers
Computer registers
 
Computer Systems Organization
Computer Systems OrganizationComputer Systems Organization
Computer Systems Organization
 
Types of Programming Errors
Types of Programming ErrorsTypes of Programming Errors
Types of Programming Errors
 
Bus and memory transfer
Bus and memory transferBus and memory transfer
Bus and memory transfer
 
Data Integration and Transformation in Data mining
Data Integration and Transformation in Data miningData Integration and Transformation in Data mining
Data Integration and Transformation in Data mining
 
Memory Management in OS
Memory Management in OSMemory Management in OS
Memory Management in OS
 
Memory Management in OS
Memory Management in OSMemory Management in OS
Memory Management in OS
 
Lecture 1 introduction to parallel and distributed computing
Lecture 1   introduction to parallel and distributed computingLecture 1   introduction to parallel and distributed computing
Lecture 1 introduction to parallel and distributed computing
 

Destacado

Unit 19 P1,P2,P3 presentation
Unit 19 P1,P2,P3 presentationUnit 19 P1,P2,P3 presentation
Unit 19 P1,P2,P3 presentationLana_Volkova
 
basics of computer system ppt
basics of computer system pptbasics of computer system ppt
basics of computer system pptSuaj
 
Computer Systems - Input, Process, Output
Computer Systems - Input, Process, OutputComputer Systems - Input, Process, Output
Computer Systems - Input, Process, Outputcorb201
 
Computer Systems
Computer SystemsComputer Systems
Computer Systemscorb201
 
Types and components of computer system
Types and components of computer systemTypes and components of computer system
Types and components of computer systemmkhisalg
 
Components of a computer system
Components of a computer systemComponents of a computer system
Components of a computer systemlistergc
 
Computer System
Computer SystemComputer System
Computer Systemhajjaz
 
Overview of computer system
Overview of computer systemOverview of computer system
Overview of computer systemrozanadiana
 
Chapter1 introduction to computer systems
Chapter1 introduction to computer systemsChapter1 introduction to computer systems
Chapter1 introduction to computer systemsMuhammad Waqas
 
Introduction to Computers
Introduction to ComputersIntroduction to Computers
Introduction to ComputersSamudin Kassan
 
Socket programming
Socket programmingSocket programming
Socket programmingDinesh Karan
 
Input devices and types
Input devices and typesInput devices and types
Input devices and typesFaizan Atteeq
 
Central Processing Unit User View
Central Processing Unit User ViewCentral Processing Unit User View
Central Processing Unit User ViewAnuj Modi
 
History sources archaeology primary & secondary sources
History sources archaeology primary & secondary sourcesHistory sources archaeology primary & secondary sources
History sources archaeology primary & secondary sourcesMsCCostello
 
Types of mobile operating systems
Types of mobile operating systemsTypes of mobile operating systems
Types of mobile operating systemsDivya korrapati
 

Destacado (20)

Unit 19 P1,P2,P3 presentation
Unit 19 P1,P2,P3 presentationUnit 19 P1,P2,P3 presentation
Unit 19 P1,P2,P3 presentation
 
basics of computer system ppt
basics of computer system pptbasics of computer system ppt
basics of computer system ppt
 
Computer Systems - Input, Process, Output
Computer Systems - Input, Process, OutputComputer Systems - Input, Process, Output
Computer Systems - Input, Process, Output
 
Computer Systems
Computer SystemsComputer Systems
Computer Systems
 
Types and components of computer system
Types and components of computer systemTypes and components of computer system
Types and components of computer system
 
Components of a computer system
Components of a computer systemComponents of a computer system
Components of a computer system
 
computer system
computer system computer system
computer system
 
Computer System
Computer SystemComputer System
Computer System
 
Overview of computer system
Overview of computer systemOverview of computer system
Overview of computer system
 
Chapter1 introduction to computer systems
Chapter1 introduction to computer systemsChapter1 introduction to computer systems
Chapter1 introduction to computer systems
 
Computer presentation
Computer presentationComputer presentation
Computer presentation
 
Introduction to Computers
Introduction to ComputersIntroduction to Computers
Introduction to Computers
 
Socket programming
Socket programmingSocket programming
Socket programming
 
2do. class, Peripheral Device
2do. class, Peripheral Device2do. class, Peripheral Device
2do. class, Peripheral Device
 
The nature of history and historical research
The nature of history and historical researchThe nature of history and historical research
The nature of history and historical research
 
Input devices and types
Input devices and typesInput devices and types
Input devices and types
 
Central Processing Unit User View
Central Processing Unit User ViewCentral Processing Unit User View
Central Processing Unit User View
 
Sources of History
Sources of HistorySources of History
Sources of History
 
History sources archaeology primary & secondary sources
History sources archaeology primary & secondary sourcesHistory sources archaeology primary & secondary sources
History sources archaeology primary & secondary sources
 
Types of mobile operating systems
Types of mobile operating systemsTypes of mobile operating systems
Types of mobile operating systems
 

Similar a Computer Systems

Topic 1 Data Representation
Topic 1 Data RepresentationTopic 1 Data Representation
Topic 1 Data Representationekul
 
Topic 1 Data Representation
Topic 1 Data RepresentationTopic 1 Data Representation
Topic 1 Data RepresentationKyle
 
Data Representation in Computers
Data Representation in ComputersData Representation in Computers
Data Representation in ComputersSajitha Pathirana
 
Computer data representation (integers, floating-point numbers, text, images,...
Computer data representation (integers, floating-point numbers, text, images,...Computer data representation (integers, floating-point numbers, text, images,...
Computer data representation (integers, floating-point numbers, text, images,...ArtemKovera
 
Computer Systems Data Representation
Computer Systems   Data RepresentationComputer Systems   Data Representation
Computer Systems Data Representationiarthur
 
Network Slides
Network SlidesNetwork Slides
Network Slidesiarthur
 
1.1.1 binary systems By Zak
1.1.1 binary systems By Zak1.1.1 binary systems By Zak
1.1.1 binary systems By ZakTabsheer Hasan
 
[1] Data Representation
[1] Data Representation[1] Data Representation
[1] Data RepresentationMr McAlpine
 
Chapter 2Hardware2.1 The System Unit2.2 Data and P
Chapter 2Hardware2.1 The System Unit2.2 Data and PChapter 2Hardware2.1 The System Unit2.2 Data and P
Chapter 2Hardware2.1 The System Unit2.2 Data and PEstelaJeffery653
 
Data representation in a computer
Data representation in a computerData representation in a computer
Data representation in a computerGirmachew Tilahun
 
Int Cs Rev
Int Cs RevInt Cs Rev
Int Cs RevnorthVU
 
Int 2 data representation 2010
Int 2 data representation 2010Int 2 data representation 2010
Int 2 data representation 2010iarthur
 
Software development slides
Software development slidesSoftware development slides
Software development slidesiarthur
 
Chapter 3-Data Representation in Computers.ppt
Chapter 3-Data Representation in Computers.pptChapter 3-Data Representation in Computers.ppt
Chapter 3-Data Representation in Computers.pptKalGetachew2
 
CST-20363-Session 1-In the Bitginning
CST-20363-Session 1-In the BitginningCST-20363-Session 1-In the Bitginning
CST-20363-Session 1-In the Bitginningoudesign
 
2nd Quarter CSS Week 1.pptx
2nd Quarter CSS Week 1.pptx2nd Quarter CSS Week 1.pptx
2nd Quarter CSS Week 1.pptxJOSEKARLOSMPABLO
 

Similar a Computer Systems (20)

Topic 1 Data Representation
Topic 1 Data RepresentationTopic 1 Data Representation
Topic 1 Data Representation
 
Topic 1 Data Representation
Topic 1 Data RepresentationTopic 1 Data Representation
Topic 1 Data Representation
 
Data Representation in Computers
Data Representation in ComputersData Representation in Computers
Data Representation in Computers
 
Computer data representation (integers, floating-point numbers, text, images,...
Computer data representation (integers, floating-point numbers, text, images,...Computer data representation (integers, floating-point numbers, text, images,...
Computer data representation (integers, floating-point numbers, text, images,...
 
Number system
Number system Number system
Number system
 
Computer Systems Data Representation
Computer Systems   Data RepresentationComputer Systems   Data Representation
Computer Systems Data Representation
 
Network Slides
Network SlidesNetwork Slides
Network Slides
 
1.1.1 binary systems By Zak
1.1.1 binary systems By Zak1.1.1 binary systems By Zak
1.1.1 binary systems By Zak
 
[1] Data Representation
[1] Data Representation[1] Data Representation
[1] Data Representation
 
Chapter 2Hardware2.1 The System Unit2.2 Data and P
Chapter 2Hardware2.1 The System Unit2.2 Data and PChapter 2Hardware2.1 The System Unit2.2 Data and P
Chapter 2Hardware2.1 The System Unit2.2 Data and P
 
Data representation in a computer
Data representation in a computerData representation in a computer
Data representation in a computer
 
Int Cs Rev
Int Cs RevInt Cs Rev
Int Cs Rev
 
Int 2 data representation 2010
Int 2 data representation 2010Int 2 data representation 2010
Int 2 data representation 2010
 
Software development slides
Software development slidesSoftware development slides
Software development slides
 
Chapter 3-Data Representation in Computers.ppt
Chapter 3-Data Representation in Computers.pptChapter 3-Data Representation in Computers.ppt
Chapter 3-Data Representation in Computers.ppt
 
CST-20363-Session 1-In the Bitginning
CST-20363-Session 1-In the BitginningCST-20363-Session 1-In the Bitginning
CST-20363-Session 1-In the Bitginning
 
2nd Quarter CSS Week 1.pptx
2nd Quarter CSS Week 1.pptx2nd Quarter CSS Week 1.pptx
2nd Quarter CSS Week 1.pptx
 
Chapter 2
Chapter 2Chapter 2
Chapter 2
 
W 9 numbering system
W 9 numbering systemW 9 numbering system
W 9 numbering system
 
W 9 numbering system
W 9 numbering systemW 9 numbering system
W 9 numbering system
 

Último

Empowering Africa's Next Generation: The AI Leadership Blueprint
Empowering Africa's Next Generation: The AI Leadership BlueprintEmpowering Africa's Next Generation: The AI Leadership Blueprint
Empowering Africa's Next Generation: The AI Leadership BlueprintMahmoud Rabie
 
Computer 10: Lesson 10 - Online Crimes and Hazards
Computer 10: Lesson 10 - Online Crimes and HazardsComputer 10: Lesson 10 - Online Crimes and Hazards
Computer 10: Lesson 10 - Online Crimes and HazardsSeth Reyes
 
IaC & GitOps in a Nutshell - a FridayInANuthshell Episode.pdf
IaC & GitOps in a Nutshell - a FridayInANuthshell Episode.pdfIaC & GitOps in a Nutshell - a FridayInANuthshell Episode.pdf
IaC & GitOps in a Nutshell - a FridayInANuthshell Episode.pdfDaniel Santiago Silva Capera
 
COMPUTER 10 Lesson 8 - Building a Website
COMPUTER 10 Lesson 8 - Building a WebsiteCOMPUTER 10 Lesson 8 - Building a Website
COMPUTER 10 Lesson 8 - Building a Websitedgelyza
 
OpenShift Commons Paris - Choose Your Own Observability Adventure
OpenShift Commons Paris - Choose Your Own Observability AdventureOpenShift Commons Paris - Choose Your Own Observability Adventure
OpenShift Commons Paris - Choose Your Own Observability AdventureEric D. Schabell
 
UiPath Platform: The Backend Engine Powering Your Automation - Session 1
UiPath Platform: The Backend Engine Powering Your Automation - Session 1UiPath Platform: The Backend Engine Powering Your Automation - Session 1
UiPath Platform: The Backend Engine Powering Your Automation - Session 1DianaGray10
 
UiPath Studio Web workshop series - Day 6
UiPath Studio Web workshop series - Day 6UiPath Studio Web workshop series - Day 6
UiPath Studio Web workshop series - Day 6DianaGray10
 
UiPath Solutions Management Preview - Northern CA Chapter - March 22.pdf
UiPath Solutions Management Preview - Northern CA Chapter - March 22.pdfUiPath Solutions Management Preview - Northern CA Chapter - March 22.pdf
UiPath Solutions Management Preview - Northern CA Chapter - March 22.pdfDianaGray10
 
Videogame localization & technology_ how to enhance the power of translation.pdf
Videogame localization & technology_ how to enhance the power of translation.pdfVideogame localization & technology_ how to enhance the power of translation.pdf
Videogame localization & technology_ how to enhance the power of translation.pdfinfogdgmi
 
IESVE Software for Florida Code Compliance Using ASHRAE 90.1-2019
IESVE Software for Florida Code Compliance Using ASHRAE 90.1-2019IESVE Software for Florida Code Compliance Using ASHRAE 90.1-2019
IESVE Software for Florida Code Compliance Using ASHRAE 90.1-2019IES VE
 
Linked Data in Production: Moving Beyond Ontologies
Linked Data in Production: Moving Beyond OntologiesLinked Data in Production: Moving Beyond Ontologies
Linked Data in Production: Moving Beyond OntologiesDavid Newbury
 
activity_diagram_combine_v4_20190827.pdfactivity_diagram_combine_v4_20190827.pdf
activity_diagram_combine_v4_20190827.pdfactivity_diagram_combine_v4_20190827.pdfactivity_diagram_combine_v4_20190827.pdfactivity_diagram_combine_v4_20190827.pdf
activity_diagram_combine_v4_20190827.pdfactivity_diagram_combine_v4_20190827.pdfJamie (Taka) Wang
 
COMPUTER 10: Lesson 7 - File Storage and Online Collaboration
COMPUTER 10: Lesson 7 - File Storage and Online CollaborationCOMPUTER 10: Lesson 7 - File Storage and Online Collaboration
COMPUTER 10: Lesson 7 - File Storage and Online Collaborationbruanjhuli
 
Cybersecurity Workshop #1.pptx
Cybersecurity Workshop #1.pptxCybersecurity Workshop #1.pptx
Cybersecurity Workshop #1.pptxGDSC PJATK
 
Crea il tuo assistente AI con lo Stregatto (open source python framework)
Crea il tuo assistente AI con lo Stregatto (open source python framework)Crea il tuo assistente AI con lo Stregatto (open source python framework)
Crea il tuo assistente AI con lo Stregatto (open source python framework)Commit University
 
Connector Corner: Extending LLM automation use cases with UiPath GenAI connec...
Connector Corner: Extending LLM automation use cases with UiPath GenAI connec...Connector Corner: Extending LLM automation use cases with UiPath GenAI connec...
Connector Corner: Extending LLM automation use cases with UiPath GenAI connec...DianaGray10
 
NIST Cybersecurity Framework (CSF) 2.0 Workshop
NIST Cybersecurity Framework (CSF) 2.0 WorkshopNIST Cybersecurity Framework (CSF) 2.0 Workshop
NIST Cybersecurity Framework (CSF) 2.0 WorkshopBachir Benyammi
 
The Data Metaverse: Unpacking the Roles, Use Cases, and Tech Trends in Data a...
The Data Metaverse: Unpacking the Roles, Use Cases, and Tech Trends in Data a...The Data Metaverse: Unpacking the Roles, Use Cases, and Tech Trends in Data a...
The Data Metaverse: Unpacking the Roles, Use Cases, and Tech Trends in Data a...Aggregage
 
Comparing Sidecar-less Service Mesh from Cilium and Istio
Comparing Sidecar-less Service Mesh from Cilium and IstioComparing Sidecar-less Service Mesh from Cilium and Istio
Comparing Sidecar-less Service Mesh from Cilium and IstioChristian Posta
 
AI Fame Rush Review – Virtual Influencer Creation In Just Minutes
AI Fame Rush Review – Virtual Influencer Creation In Just MinutesAI Fame Rush Review – Virtual Influencer Creation In Just Minutes
AI Fame Rush Review – Virtual Influencer Creation In Just MinutesMd Hossain Ali
 

Último (20)

Empowering Africa's Next Generation: The AI Leadership Blueprint
Empowering Africa's Next Generation: The AI Leadership BlueprintEmpowering Africa's Next Generation: The AI Leadership Blueprint
Empowering Africa's Next Generation: The AI Leadership Blueprint
 
Computer 10: Lesson 10 - Online Crimes and Hazards
Computer 10: Lesson 10 - Online Crimes and HazardsComputer 10: Lesson 10 - Online Crimes and Hazards
Computer 10: Lesson 10 - Online Crimes and Hazards
 
IaC & GitOps in a Nutshell - a FridayInANuthshell Episode.pdf
IaC & GitOps in a Nutshell - a FridayInANuthshell Episode.pdfIaC & GitOps in a Nutshell - a FridayInANuthshell Episode.pdf
IaC & GitOps in a Nutshell - a FridayInANuthshell Episode.pdf
 
COMPUTER 10 Lesson 8 - Building a Website
COMPUTER 10 Lesson 8 - Building a WebsiteCOMPUTER 10 Lesson 8 - Building a Website
COMPUTER 10 Lesson 8 - Building a Website
 
OpenShift Commons Paris - Choose Your Own Observability Adventure
OpenShift Commons Paris - Choose Your Own Observability AdventureOpenShift Commons Paris - Choose Your Own Observability Adventure
OpenShift Commons Paris - Choose Your Own Observability Adventure
 
UiPath Platform: The Backend Engine Powering Your Automation - Session 1
UiPath Platform: The Backend Engine Powering Your Automation - Session 1UiPath Platform: The Backend Engine Powering Your Automation - Session 1
UiPath Platform: The Backend Engine Powering Your Automation - Session 1
 
UiPath Studio Web workshop series - Day 6
UiPath Studio Web workshop series - Day 6UiPath Studio Web workshop series - Day 6
UiPath Studio Web workshop series - Day 6
 
UiPath Solutions Management Preview - Northern CA Chapter - March 22.pdf
UiPath Solutions Management Preview - Northern CA Chapter - March 22.pdfUiPath Solutions Management Preview - Northern CA Chapter - March 22.pdf
UiPath Solutions Management Preview - Northern CA Chapter - March 22.pdf
 
Videogame localization & technology_ how to enhance the power of translation.pdf
Videogame localization & technology_ how to enhance the power of translation.pdfVideogame localization & technology_ how to enhance the power of translation.pdf
Videogame localization & technology_ how to enhance the power of translation.pdf
 
IESVE Software for Florida Code Compliance Using ASHRAE 90.1-2019
IESVE Software for Florida Code Compliance Using ASHRAE 90.1-2019IESVE Software for Florida Code Compliance Using ASHRAE 90.1-2019
IESVE Software for Florida Code Compliance Using ASHRAE 90.1-2019
 
Linked Data in Production: Moving Beyond Ontologies
Linked Data in Production: Moving Beyond OntologiesLinked Data in Production: Moving Beyond Ontologies
Linked Data in Production: Moving Beyond Ontologies
 
activity_diagram_combine_v4_20190827.pdfactivity_diagram_combine_v4_20190827.pdf
activity_diagram_combine_v4_20190827.pdfactivity_diagram_combine_v4_20190827.pdfactivity_diagram_combine_v4_20190827.pdfactivity_diagram_combine_v4_20190827.pdf
activity_diagram_combine_v4_20190827.pdfactivity_diagram_combine_v4_20190827.pdf
 
COMPUTER 10: Lesson 7 - File Storage and Online Collaboration
COMPUTER 10: Lesson 7 - File Storage and Online CollaborationCOMPUTER 10: Lesson 7 - File Storage and Online Collaboration
COMPUTER 10: Lesson 7 - File Storage and Online Collaboration
 
Cybersecurity Workshop #1.pptx
Cybersecurity Workshop #1.pptxCybersecurity Workshop #1.pptx
Cybersecurity Workshop #1.pptx
 
Crea il tuo assistente AI con lo Stregatto (open source python framework)
Crea il tuo assistente AI con lo Stregatto (open source python framework)Crea il tuo assistente AI con lo Stregatto (open source python framework)
Crea il tuo assistente AI con lo Stregatto (open source python framework)
 
Connector Corner: Extending LLM automation use cases with UiPath GenAI connec...
Connector Corner: Extending LLM automation use cases with UiPath GenAI connec...Connector Corner: Extending LLM automation use cases with UiPath GenAI connec...
Connector Corner: Extending LLM automation use cases with UiPath GenAI connec...
 
NIST Cybersecurity Framework (CSF) 2.0 Workshop
NIST Cybersecurity Framework (CSF) 2.0 WorkshopNIST Cybersecurity Framework (CSF) 2.0 Workshop
NIST Cybersecurity Framework (CSF) 2.0 Workshop
 
The Data Metaverse: Unpacking the Roles, Use Cases, and Tech Trends in Data a...
The Data Metaverse: Unpacking the Roles, Use Cases, and Tech Trends in Data a...The Data Metaverse: Unpacking the Roles, Use Cases, and Tech Trends in Data a...
The Data Metaverse: Unpacking the Roles, Use Cases, and Tech Trends in Data a...
 
Comparing Sidecar-less Service Mesh from Cilium and Istio
Comparing Sidecar-less Service Mesh from Cilium and IstioComparing Sidecar-less Service Mesh from Cilium and Istio
Comparing Sidecar-less Service Mesh from Cilium and Istio
 
AI Fame Rush Review – Virtual Influencer Creation In Just Minutes
AI Fame Rush Review – Virtual Influencer Creation In Just MinutesAI Fame Rush Review – Virtual Influencer Creation In Just Minutes
AI Fame Rush Review – Virtual Influencer Creation In Just Minutes
 

Computer Systems

  • 1.
  • 2.
  • 3.
  • 4. 1 Data Representation 1.2.1 BinaryNumbers Computers work in number base 2 which uses 2 symbols, 0 and 1 to represent a value. In computing systems, large numbers are expressed in terms of powers of 2 and use the following abbreviations: 2 1 has a decimal equivalent of 2 2 2 has a decimal equivalent of 4 2 3 has a decimal equivalent of 8 2 4 has a decimal equivalent of 16 2 5 has a decimal equivalent of 32 2 6 has a decimal equivalent of 64 2 7 has a decimal equivalent of 128 2 8 has a decimal equivalent of 256 2 9 has a decimal equivalent of 512 2 10 has a decimal equivalent of 1024 and is abbreviated to 1 kilo 2 20 has a decimal equivalent of 1,048,576 and is abbreviated to 1 Mega 2 30 has a decimal equivalent of 1,073,741,824 and is abbreviated to 1 Giga 2 40 has a decimal equivalent of 1,099,511,627,776 and is abbreviated to 1 Tera
  • 5.
  • 6.
  • 7. 1 Data Representation 1.2.4 Hexadecimal Long binary numbers can be difficult to read correctly. Computers have memory addresses of 2 or 4 bytes long which give addresses of 16 or 32 bits. Hexadecimal is base 16 and organises the bits into groups of four. The conversion between base 2 and base 16 is very simple. Hex needs the digits 0-9 and letters A-F. E.g. 11010100010110010011001010010110 becomes 1101 0100 0101 1001 0011 0010 1001 0110 which in Hex is D459 3256
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13. Data Representation 1.4 Graphics Most displays use Raster graphics – same as TV. Displays store images as a matrix of pixels in the refresh buffer. Separate images now stored in VRAM (Video RAM). VRAM represents the entire screen area and the term bit map is used to describe the one-to-one mapping of pixels in VRAM to pixels on the screen.
  • 14.
  • 15.
  • 16.
  • 17. Data Representation 1.4.4 Greyscale A rudimentary greyscale effect provides a ’black’, ’white’ and two levels of ’grey’. As this comprises four different values we need two bits to represent each pixel (00 for black, 01 for darker grey, 10 for lighter grey and 11 for white ). As each pixel now requires twice as many bits, we will require twice as much memory for a given screen size as a black and white image. We can provide more levels of grey by allocating more bits to each pixel. By the time we have eight bits (one byte) to one pixel we can represent 256 different intensities. Monochrome displays are often clearer, especially for text than colour display. The requirement to use colour for such items as colour pictures and user interface issues, dictates that colour displays are more likely to be purchased.
  • 18.
  • 19. Data Representation 1.4.5 Colour One colour can be represented by one byte giving 256 colours (GIF format). Monitors etc. have 3 primary (additive) colours, Red, Blue and Green. Other colours obtained from adding light. We use 8 bits for Red, 8 for Blue and 8 for Green which give us 256 x 256 x256 colours – over 16 million. We need 3 bytes to describe RGB coded colours. Codes can be used by a programmer to describe colours in Hex code.
  • 20.
  • 21. 2 Computer Structure 2.1 An Introduction This unit on Computer Structure describes in detail the function of the component parts of a processor in the manipulation of data. This is extended to the methods of transferring data within a processor and between a processor and memory. The concept of a stored program is considered and the steps in the fetch-execute cycle to access and run programs. Memory types are considered, from registers to backing storage and how memory is defined and addressed.
  • 22.
  • 23.
  • 24.
  • 25.
  • 26. 2 Computer Structure 2.2.2.1 The structure of the CPU (a) Memory Processor Control unit ALU Registers, A, MAR, MDR, PC, SP Address bus – 1 way Data bus – 2 way Control Bus Internal buses
  • 27.
  • 28. 2 Computer Structure 2.2.3 The stored program concept All computers based on same basic design, known as the Von Neumann Architecture . Computers carry out tasks by executing machine instructions. A series of these instructions is called a machine code program held in main memory as a stored program , a concept first proposed by John Von Neumann in 1945. Central Processing Unit (CPU) fetches, decodes and executes the machine instructions. By altering the stored program it is possible to have the computer carry out a different task.
  • 29. 2 Computer Structure 2.2.4 The fetch execute cycle To execute a machine code program it must first be loaded, together with any data that it needs, into main memory (RAM). Once loaded, it is accessible to the CPU which fetches one instruction at a time, decodes and executes it at electronic speed. Fetch, decode and execute are repeated until a program instruction to HALT is encountered. This is known as the fetch-execute cycle .
  • 30.
  • 31.
  • 32. 2 Computer Structure 2.2.8 Computer Components and Their Function The components of the CPU and the connections to devices that are external to it are shown.
  • 33.
  • 34.
  • 35.
  • 36.
  • 37.
  • 38. 2 Computer Structure 2.4 Central Processing Unit Central Processing Unit. The CPU coordinates and controls the activities of all other units in the computer system. It executes program instructions and manipulates data in accordance with the instructions. It uses a standard architecture composed of the following three components: Arithmetic and logic unit (ALU); Control unit; Registers. All three components work together to form the processor.
  • 39. 2 Computer Structure 2.4.1 Architecture of the microprocessor We will now study the internal architecture of the microprocessor (CPU) itself. Because of the stored program concept , we must consider the relationship between the CPU and memory. This is a diagram of a fairly typical microprocessor design, showing the internal structure of the CPU and its relationship to the memory of the computer.
  • 40.
  • 41. 2 Computer Structure 2.4.2 Accessing Memory (2) To read data from memory , CPU places the address of the memory location into the MAR and activates the memory-read control line of the system bus. This will cause the required data to be transmitted from memory via the data bus to the MDR; To write from the CPU to memory , the CPU places the data to be written in theMDR; the address of the memory location where they are to be written is placed in the MAR; and the memory-write control line is activated. The MAR and MDR registers have a large part to play in the fetch-execute cycle.
  • 42.
  • 43.
  • 44.
  • 45.
  • 46.
  • 47.
  • 48.
  • 49.
  • 50.
  • 51.
  • 52.
  • 53.
  • 54.
  • 55.
  • 56.
  • 57.
  • 58.
  • 59.
  • 60.
  • 61.
  • 62.
  • 63.
  • 64.
  • 65.
  • 66.
  • 67.
  • 68. 4.2 – Input & Output Devices 4.2.7 Multiscan Monitor The CRT is the basis of most visual display technology. The screen is arranged as a series of lines of dots and each dot is made up of three small areas of red, green and blue called a triad. The intensity of light shone on each triad determines the actual colour of the pixel. The picture is redrawn between 50 and 100 times a second. This is the refresh rate. A monitor which operate at different refresh rates is known as a multiscan or multisync monitor. The refresh rate is controlled by the video adapter. Screen resolution is quantified by the dot pitch, the distance between the dots on the screen. Typically between 0.28 and 0.38mm, corresponding to 100 to 70 dpi.
  • 69.
  • 70.
  • 71. 4.4 Buffers and Spoolers 4.4.2 Spooling When large amounts of data are to be sent to a peripheral device, or when the peripheral is shared across a network then spooling is a preferred method of compensating for the difference in speeds of the processor and the peripheral. Spooling involves the input or output of data to a tape or a disk. This, for example, allows output to be queued from many different programs and sent to a printer by a print spooler (special operating system software). The print spooler stores the data in files and sends it to the printer when it is ready, using a print queue .
  • 72. 4.5 – Storage Devices 4.5.1 Magnetic Magnetic storage devices include hard disks, floppy disks, Zip disks and magnetic tape. They are called magnetic storage devices because their recording surfaces are coated with a material that responds to magnetic fields to enable data to be stored. Storage devices can be fixed or removable. Removable storage devices allow the user to disconnect the device and physically transport data from one computer to another. Varieties of removable devices include the Iomega and Syquest hard disks and Jaz cartridges.
  • 73.
  • 74.
  • 75. 4.5 – Storage Devices 4.5.1.2 Magnetic Tape Storing data on tapes used to be the only solution to backing up hard disks of large capacity. Now, with large, removable magnetic disks and optical CR-RW technology, this is no longer the case. However, removable storage media is comparatively expensive, costs 10 times tape. Tape, therefore, still has the edge in this market. Tape is read and written on a tape drive. Data is written to tape in blocks with inter-block gaps between them. A single operation writes each block Data is stored on magnetic tape as magnetised regions on the surface of the tape induced by the magnetic recording head. To read data, the tape passes under the read/write head and the stored magnetised regions produce very small voltages in the head, leading to a current in the head coil. This current can be analysed to give a representation of the stored binary data.
  • 76. 4.5 – Storage Devices 4.5.1.2 Magnetic Tape Capacity Magnetic tapes have large capacities, reaching up to several gigabytes and come in a variety of sizes and formats. Since their introduction, tape drives have passed through many stages of improvement with extremely reliable Digital Audio Tape (44.1 kHz, 16-bit record and playback DAT) drives representing the current state of the art. A 4mm DAT tape can now store up to 24 Gbytes of data! Access Tapes are sequential access devices. Accessing data on tapes is therefore much slower than accessing data on disks. They are not suitable as storage media for applications where data needs be used regularly - where a disk is a more appropriate medium. Because tapes are so slow, they are generally used only for long-term storage and backup.
  • 77.
  • 78.
  • 79.
  • 80.
  • 81.
  • 82.
  • 83.
  • 84.
  • 85.
  • 86.
  • 87.
  • 88.
  • 89.
  • 90.
  • 91.
  • 92.
  • 93.
  • 94.
  • 95.
  • 96.
  • 97.
  • 98.
  • 99.
  • 100.
  • 101.
  • 102.
  • 103.
  • 104.
  • 105.
  • 106.
  • 107.
  • 108.
  • 109.
  • 110. 5 Networking 5.4.1 Network Topology - Bus 4 Factors Affecting Performance 4.6. Network Topology - Bus Bus Topology- easy to expand and cheap to set up. e.g. Ethernet in school or college. Data Security – data encryption methods used. High collision rates requiring re-transmission Bandwidth – available bandwidth shared amongst all stations accessing network. Data compression used. Reliability – fault in one station has no effect on rest. Cable fault will lose all that section. Cost – relatively cheap
  • 111. 5 Networking 5.4.2 Network Topology - Star Data Security – higher security as data routed only to the computer that is to receive it. No collisions. Reliability – if a link fails then only that station is off the network. Failure to central controller is fatal. Cost – can be quite expensive due to high cost of cabling. Popular in small self-contained networks as not too expensive (small office). All nodes connected to one central node that routes traffic to the appropriate place.
  • 112. 5 Networking 5.4.3 Network Topology - Ring Ring Topology Similar to Bus in many respects with similar security problems. Control system in charge of transmissions and stations guaranteed access to transmissions. Collisions avoided by use of a token Additional expense for control s/w and system. May have to wait turn to transmit. Network down to add station, but few if any crashes.
  • 113. 5 Networking 5.4.4 Network Topology - Mesh Mesh Topology Fault in one cable does not affect network. Multiple transmissions Lots of wiring Expensive Excellent performance
  • 114.
  • 115.
  • 116.
  • 117.
  • 118.
  • 119.
  • 120.
  • 121.
  • 122.
  • 123.
  • 124. 6 Using Networks 6.4 Technical Factors Affecting Communications The technical factors which have led to the growth of computer networks have emerged in parallel with t he economic factors which have driven the research into networking technology. As the economic demand or networking technology has grown, the trend has been for equipment prices to fall and performance to increase. Although still in its infancy, the development of wireless networking is likely to follow the same pattern.
  • 125.
  • 126.
  • 127.
  • 128.
  • 129.
  • 130.
  • 131.
  • 132.
  • 133.
  • 134.
  • 135.
  • 136.
  • 137.
  • 138.
  • 139.
  • 140.
  • 141.
  • 142. 6 Using Networks 6.5.3 Misuse of Networks – Network Etiquette
  • 143.
  • 144.
  • 145.
  • 146.
  • 147.
  • 148.
  • 149.
  • 150.
  • 151.
  • 152.
  • 153.
  • 154.
  • 155.
  • 156.
  • 157.