1958 Integrated Circuits
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Arithmetic and Logic Unit (ALU)
Computer Arithmetic: Arithmetic and Logic Unit (ALU) Arithmetic & Logic Unit (ALU) • Part of the computer that actually performs arithmetic and logical operations on data • All of the other elements of the computer system are there mainly to bring data into the ALU for it to process and then to take the results back out • Based on the use of simple digital logic devices that can store binary digits and perform simple Boolean logic operations ALU Inputs and Outputs Integer Representations • In the binary number system arbitrary numbers can be represented with: – The digits zero and one – The minus sign (for negative numbers) – The period, or radix point (for numbers with a fractional component) – For purposes of computer storage and processing we do not have the benefit of special symbols for the minus sign and radix point – Only binary digits (0,1) may be used to represent numbers Integer Representations • There are 4 commonly known (1 not common) integer representations. • All have been used at various times for various reasons. 1. Unsigned 2. Sign Magnitude 3. One’s Complement 4. Two’s Complement 5. Biased (not commonly known) 1. Unsigned • The standard binary encoding already given. • Only positive value. • Range: 0 to ((2 to the power of N bits) – 1) • Example: 4 bits; (2ˆ4)-1 = 16-1 = values 0 to 15 Semester II 2014/2015 8 1. Unsigned (Cont’d.) Semester II 2014/2015 9 2. Sign-Magnitude • All of these alternatives involve treating the There are several alternative most significant (leftmost) bit in the word as conventions used to -
FUNDAMENTALS of COMPUTING (2019-20) COURSE CODE: 5023 502800CH (Grade 7 for ½ High School Credit) 502900CH (Grade 8 for ½ High School Credit)
EXPLORING COMPUTER SCIENCE NEW NAME: FUNDAMENTALS OF COMPUTING (2019-20) COURSE CODE: 5023 502800CH (grade 7 for ½ high school credit) 502900CH (grade 8 for ½ high school credit) COURSE DESCRIPTION: Fundamentals of Computing is designed to introduce students to the field of computer science through an exploration of engaging and accessible topics. Through creativity and innovation, students will use critical thinking and problem solving skills to implement projects that are relevant to students’ lives. They will create a variety of computing artifacts while collaborating in teams. Students will gain a fundamental understanding of the history and operation of computers, programming, and web design. Students will also be introduced to computing careers and will examine societal and ethical issues of computing. OBJECTIVE: Given the necessary equipment, software, supplies, and facilities, the student will be able to successfully complete the following core standards for courses that grant one unit of credit. RECOMMENDED GRADE LEVELS: 9-12 (Preference 9-10) COURSE CREDIT: 1 unit (120 hours) COMPUTER REQUIREMENTS: One computer per student with Internet access RESOURCES: See attached Resource List A. SAFETY Effective professionals know the academic subject matter, including safety as required for proficiency within their area. They will use this knowledge as needed in their role. The following accountability criteria are considered essential for students in any program of study. 1. Review school safety policies and procedures. 2. Review classroom safety rules and procedures. 3. Review safety procedures for using equipment in the classroom. 4. Identify major causes of work-related accidents in office environments. 5. Demonstrate safety skills in an office/work environment. -
The Central Processing Unit(CPU). the Brain of Any Computer System Is the CPU
Computer Fundamentals 1'stage Lec. (8 ) College of Computer Technology Dept.Information Networks The central processing unit(CPU). The brain of any computer system is the CPU. It controls the functioning of the other units and process the data. The CPU is sometimes called the processor, or in the personal computer field called “microprocessor”. It is a single integrated circuit that contains all the electronics needed to execute a program. The processor calculates (add, multiplies and so on), performs logical operations (compares numbers and make decisions), and controls the transfer of data among devices. The processor acts as the controller of all actions or services provided by the system. Processor actions are synchronized to its clock input. A clock signal consists of clock cycles. The time to complete a clock cycle is called the clock period. Normally, we use the clock frequency, which is the inverse of the clock period, to specify the clock. The clock frequency is measured in Hertz, which represents one cycle/second. Hertz is abbreviated as Hz. Usually, we use mega Hertz (MHz) and giga Hertz (GHz) as in 1.8 GHz Pentium. The processor can be thought of as executing the following cycle forever: 1. Fetch an instruction from the memory, 2. Decode the instruction (i.e., determine the instruction type), 3. Execute the instruction (i.e., perform the action specified by the instruction). Execution of an instruction involves fetching any required operands, performing the specified operation, and writing the results back. This process is often referred to as the fetch- execute cycle, or simply the execution cycle. -
45-Year CPU Evolution: One Law and Two Equations
45-year CPU evolution: one law and two equations Daniel Etiemble LRI-CNRS University Paris Sud Orsay, France [email protected] Abstract— Moore’s law and two equations allow to explain the a) IC is the instruction count. main trends of CPU evolution since MOS technologies have been b) CPI is the clock cycles per instruction and IPC = 1/CPI is the used to implement microprocessors. Instruction count per clock cycle. c) Tc is the clock cycle time and F=1/Tc is the clock frequency. Keywords—Moore’s law, execution time, CM0S power dissipation. The Power dissipation of CMOS circuits is the second I. INTRODUCTION equation (2). CMOS power dissipation is decomposed into static and dynamic powers. For dynamic power, Vdd is the power A new era started when MOS technologies were used to supply, F is the clock frequency, ΣCi is the sum of gate and build microprocessors. After pMOS (Intel 4004 in 1971) and interconnection capacitances and α is the average percentage of nMOS (Intel 8080 in 1974), CMOS became quickly the leading switching capacitances: α is the activity factor of the overall technology, used by Intel since 1985 with 80386 CPU. circuit MOS technologies obey an empirical law, stated in 1965 and 2 Pd = Pdstatic + α x ΣCi x Vdd x F (2) known as Moore’s law: the number of transistors integrated on a chip doubles every N months. Fig. 1 presents the evolution for II. CONSEQUENCES OF MOORE LAW DRAM memories, processors (MPU) and three types of read- only memories [1]. The growth rate decreases with years, from A. -
Top 10 Reasons to Major in Computing
Top 10 Reasons to Major in Computing 1. Computing is part of everything we do! Computing and computer technology are part of just about everything that touches our lives from the cars we drive, to the movies we watch, to the ways businesses and governments deal with us. Understanding different dimensions of computing is part of the necessary skill set for an educated person in the 21st century. Whether you want to be a scientist, develop the latest killer application, or just know what it really means when someone says “the computer made a mistake”, studying computing will provide you with valuable knowledge. 2. Expertise in computing enables you to solve complex, challenging problems. Computing is a discipline that offers rewarding and challenging possibilities for a wide range of people regardless of their range of interests. Computing requires and develops capabilities in solving deep, multidimensional problems requiring imagination and sensitivity to a variety of concerns. 3. Computing enables you to make a positive difference in the world. Computing drives innovation in the sciences (human genome project, AIDS vaccine research, environmental monitoring and protection just to mention a few), and also in engineering, business, entertainment and education. If you want to make a positive difference in the world, study computing. 4. Computing offers many types of lucrative careers. Computing jobs are among the highest paid and have the highest job satisfaction. Computing is very often associated with innovation, and developments in computing tend to drive it. This, in turn, is the key to national competitiveness. The possibilities for future developments are expected to be even greater than they have been in the past. -
Computer Monitor and Television Recycling
Computer Monitor and Television Recycling What is the problem? Televisions and computer monitors can no longer be discarded in the normal household containers or commercial dumpsters, effective April 10, 2001. Televisions and computer monitors may contain picture tubes called cathode ray tubes (CRT’s). CRT’s can contain lead, cadmium and/or mercury. When disposed of in a landfill, these metals contaminate soil and groundwater. Some larger television sets may contain as much as 15 pounds of lead. A typical 15‐inch CRT computer monitor contains 1.5 pounds of lead. The State Department of Toxic Substances Control has determined that televisions and computer monitors can no longer be disposed with typical household trash, or recycled with typical household recyclables. They are considered universal waste that needs to be disposed of through alternate ways. CRTs should be stored in a safe manner that prevents the CRT from being broken and the subsequent release of hazardous waste into the environment. Locations that will accept televisions, computers, and other electronic waste (e‐waste): If the product still works, trying to find someone that can still use it (donating) is the best option before properly disposing of an electronic product. Non‐profit organizations, foster homes, schools, and places like St. Vincent de Paul may be possible examples of places that will accept usable products. Or view the E‐waste Recycling List at http://www.mercedrecycles.com/pdf's/EwasteRecycling.pdf Where can businesses take computer monitors, televisions, and other electronics? Businesses located within Merced County must register as a Conditionally Exempt Small Quantity Generator (CESQG) prior to the delivery of monitors and televisions to the Highway 59 Landfill. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
Open Dissertation Draft Revised Final.Pdf
The Pennsylvania State University The Graduate School ICT AND STEM EDUCATION AT THE COLONIAL BORDER: A POSTCOLONIAL COMPUTING PERSPECTIVE OF INDIGENOUS CULTURAL INTEGRATION INTO ICT AND STEM OUTREACH IN BRITISH COLUMBIA A Dissertation in Information Sciences and Technology by Richard Canevez © 2020 Richard Canevez Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy December 2020 ii The dissertation of Richard Canevez was reviewed and approved by the following: Carleen Maitland Associate Professor of Information Sciences and Technology Dissertation Advisor Chair of Committee Daniel Susser Assistant Professor of Information Sciences and Technology and Philosophy Lynette (Kvasny) Yarger Associate Professor of Information Sciences and Technology Craig Campbell Assistant Teaching Professor of Education (Lifelong Learning and Adult Education) Mary Beth Rosson Professor of Information Sciences and Technology Director of Graduate Programs iii ABSTRACT Information and communication technologies (ICTs) have achieved a global reach, particularly in social groups within the ‘Global North,’ such as those within the province of British Columbia (BC), Canada. It has produced the need for a computing workforce, and increasingly, diversity is becoming an integral aspect of that workforce. Today, educational outreach programs with ICT components that are extending education to Indigenous communities in BC are charting a new direction in crossing the cultural barrier in education by tailoring their curricula to distinct Indigenous cultures, commonly within broader science, technology, engineering, and mathematics (STEM) initiatives. These efforts require examination, as they integrate Indigenous cultural material and guidance into what has been a largely Euro-Western-centric domain of education. Postcolonial computing theory provides a lens through which this integration can be investigated, connecting technological development and education disciplines within the parallel goals of cross-cultural, cross-colonial humanitarian development. -
Comparing the Power and Performance of Intel's SCC to State
Comparing the Power and Performance of Intel’s SCC to State-of-the-Art CPUs and GPUs Ehsan Totoni, Babak Behzad, Swapnil Ghike, Josep Torrellas Department of Computer Science, University of Illinois at Urbana-Champaign, Urbana, IL 61801, USA E-mail: ftotoni2, bbehza2, ghike2, [email protected] Abstract—Power dissipation and energy consumption are be- A key architectural challenge now is how to support in- coming increasingly important architectural design constraints in creasing parallelism and scale performance, while being power different types of computers, from embedded systems to large- and energy efficient. There are multiple options on the table, scale supercomputers. To continue the scaling of performance, it is essential that we build parallel processor chips that make the namely “heavy-weight” multi-cores (such as general purpose best use of exponentially increasing numbers of transistors within processors), “light-weight” many-cores (such as Intel’s Single- the power and energy budgets. Intel SCC is an appealing option Chip Cloud Computer (SCC) [1]), low-power processors (such for future many-core architectures. In this paper, we use various as embedded processors), and SIMD-like highly-parallel archi- scalable applications to quantitatively compare and analyze tectures (such as General-Purpose Graphics Processing Units the performance, power consumption and energy efficiency of different cutting-edge platforms that differ in architectural build. (GPGPUs)). These platforms include the Intel Single-Chip Cloud Computer The Intel SCC [1] is a research chip made by Intel Labs (SCC) many-core, the Intel Core i7 general-purpose multi-core, to explore future many-core architectures. It has 48 Pentium the Intel Atom low-power processor, and the Nvidia ION2 (P54C) cores in 24 tiles of two cores each. -
Technology & Energy
This Unit: Technology & Energy • Technology basis • Fabrication (manufacturing) & cost • Transistors & wires CIS 501: Computer Architecture • Implications of transistor scaling (Moore’s Law) • Energy & power Unit 3: Technology & Energy Slides'developed'by'Milo'Mar0n'&'Amir'Roth'at'the'University'of'Pennsylvania'' with'sources'that'included'University'of'Wisconsin'slides' by'Mark'Hill,'Guri'Sohi,'Jim'Smith,'and'David'Wood' CIS 501: Comp. Arch. | Prof. Milo Martin | Technology & Energy 1 CIS 501: Comp. Arch. | Prof. Milo Martin | Technology & Energy 2 Readings Review: Simple Datapath • MA:FSPTCM • Section 1.1 (technology) + 4 • Section 9.1 (power & energy) Register Data Insn File PC s1 s2 d Mem • Paper Mem • G. Moore, “Cramming More Components onto Integrated Circuits” • How are instruction executed? • Fetch instruction (Program counter into instruction memory) • Read registers • Calculate values (adds, subtracts, address generation, etc.) • Access memory (optional) • Calculate next program counter (PC) • Repeat • Clock period = longest delay through datapath CIS 501: Comp. Arch. | Prof. Milo Martin | Technology & Energy 3 CIS 501: Comp. Arch. | Prof. Milo Martin | Technology & Energy 4 Recall: Processor Performance • Programs consist of simple operations (instructions) • Add two numbers, fetch data value from memory, etc. • Program runtime = “seconds per program” = (instructions/program) * (cycles/instruction) * (seconds/cycle) • Instructions per program: “dynamic instruction count” • Runtime count of instructions executed by the program • Determined by program, compiler, instruction set architecture (ISA) • Cycles per instruction: “CPI” (typical range: 2 to 0.5) • On average, how many cycles does an instruction take to execute? • Determined by program, compiler, ISA, micro-architecture Technology & Fabrication • Seconds per cycle: clock period, length of each cycle • Inverse metric: cycles per second (Hertz) or cycles per ns (Ghz) • Determined by micro-architecture, technology parameters • This unit: transistors & semiconductor technology CIS 501: Comp. -
Visual Programming: a Programming Tool for Increasing Mathematics Achivement
ARTICLES VISUAL PROGRAMMING: A PROGRAMMING TOOL FOR INCREASING MATHEMATICS ACHIVEMENT By CHERYL SWANIER * CHERYL D. SEALS ** ELODIE BILLIONNIERE *** * Associate Professor, Mathematics and Computer Science Department, Fort Valley State University ** Associate Professor, Computer Science and Software Engineering Department, Auburn University *** Doctoral Student, Computer Science and Engineering Department, Arizona State University ABSTRACT This paper aims to address the need of increasing student achievement in mathematics using a visual programming language such as Scratch. This visual programming language facilitates creating an environment where students in K-12 education can develop mathematical simulations while learning a visual programming language at the same time. Furthermore, the study of visual programming tools as a means to increase student achievement in mathematics could possibly generate interests within the computer-supported collaborative learning community. According to Jerome Bruner in Children Learn By Doing, "knowing how something is put together is worth a thousand facts about it. It permits you to go beyond it” (Bruner, 1984, p.183). Keywords : Achievement, Creativity, End User Programming, Mathematics Education, K-12, Learning, Scratch, Squeak, Visual Programming INTRODUCTION programming language as a tool to create Across the nation, math scores lag (Lewin, 2006). Students mathematical tutorials. Additionally, this paper provides a are performing lower than ever. Lewin reports, for “the modicum of information as it relates to the educational second time in a generation, education officials are value of visual programming to mathematical rethinking the teaching of math in American schools” achievement. Peppler and Kafai (2007) indicate “game (p.1). It is imperative that higher education, industry, and players program their own games and learn about K-12 collaborate to ascertain a viable solution to the software and interface design. -
Comparing SSD Forensics with HDD Forensics
St. Cloud State University theRepository at St. Cloud State Culminating Projects in Information Assurance Department of Information Systems 5-2020 Comparing SSD Forensics with HDD Forensics Varun Reddy Kondam [email protected] Follow this and additional works at: https://repository.stcloudstate.edu/msia_etds Recommended Citation Kondam, Varun Reddy, "Comparing SSD Forensics with HDD Forensics" (2020). Culminating Projects in Information Assurance. 105. https://repository.stcloudstate.edu/msia_etds/105 This Starred Paper is brought to you for free and open access by the Department of Information Systems at theRepository at St. Cloud State. It has been accepted for inclusion in Culminating Projects in Information Assurance by an authorized administrator of theRepository at St. Cloud State. For more information, please contact [email protected]. Comparing SSD Forensics with HDD Forensics By Varun Reddy Kondam A Starred Paper Submitted to the Graduate Faculty of St. Cloud State University in Partial Fulfillment of the Requirements for the Degree Master of Science in Information Assurance May 2020 Starred Paper Committee: Mark Schmidt, Chairperson Lynn Collen Sneh Kalia 2 Abstract The technological industry is growing at an unprecedented rate; to adequately evaluate this shift in the fast-paced industry, one would first need to deliberate on the differences between the Hard Disk Drive (HDD) and Solid-State Drive (SSD). HDD is a hard disk drive that was conventionally used to store data, whereas SSD is a more modern and compact substitute; SSDs comprises of flash memory technology, which is the modern-day method of storing data. Though the inception of data storage began with HDD, they proved to be less accessible and stored less data as compared to the present-day SSDs, which can easily store up to 1 Terabyte in a minuscule chip-size frame.