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Computer & Network Technology

Chamila Fernando
BSc(Eng) Hons,MBA,MIEEE
Lecture 1: Introduction







Overview
History of Computers
Application Areas
Types of Computers
Computer Configurations
Computers as Information Processors

Lecture 1: Introduction

2
Lecture 1: Introduction
 Basic Machine Hardware Architecture





CPU
Memory/Storage
Main Memory
Input/Output Devices

 Basic Machine Software






Flowcharts
Languages
Operating Systems
System Utilities
Applications

 What’s in Computer & Network Technology..?
Lecture 1: Introduction

3
Overview of Part 1
 Number system: how is information




represented in a computer.
Boolean Algebra: the basis for logic design and
manipulation of information.
Logic gates: what are the gates used, and how
circuits can be made from gates.
Function simplification: to reduce the size of
design, increase speed, etc.

Lecture 1: Introduction

4
Overview of Part 1
 Combinational circuits: simple circuit design
without memory.






Sequential circuits: circuit design with memory.
Disk: storage techniques.
Bus: internal communication.
I/O: devices, technology, etc.

Lecture 1: Introduction

5
History of Computers
 Abacus invented in Babylonia in 3000BC
 Adding machine by Blaise Pascal (1642)
 Difference engine and the analytical engine by Charles
Babbage (1842)

 IBM first electromechanical computer (using relays)
designed by Howard Aiken (1937) was based on
punched cards.
 used to calculate tables of mathematical functions

Lecture 1: Introduction

6
History of Computers
 1st Generation Computers (1940s to early 1950s) – based
on vacuum tubes technology.

 1943 – ENIAC: first fully electronic computer, designed by John

Mauchly
 1944 – Mark I: Howard Aiken
 1946 – EDVAC: first stored program computers, designed by John
von Neumann

 2nd Generation Computers (late 50s to early 60s) – based
on transistors technology.

 more reliable, less expensive, low heat dissipation
 IBM 7000 series, DEC PDP-1

Lecture 1: Introduction

7
History of Computers
 3rd Generation Computers (late 60s to early 80s) –
integrated circuits (IC).

 IBM 360 series, DEC PDP-8
 IC – many transistors packed into single container
 low prices, high packing density

 4th Generation Computers (present day) LSI/VLSI
 small size, low-cost, large memory, ultra-fast PCs to

supercomputers

 5th Generation Computers (future)
 massively parallel, large knowledge bases, intelligent
 Japan, Europe and US advanced research programs
Lecture 1: Introduction

8
History of Computers
 Web sites
 History of Computers

(http://www.comp.nus.edu.sg/~sf100/c1f7.htm)

 ACM Timeline of Computing History

(http://www.computer.org/computer/timeline)

 The Virtual Museum of Computing

(http://www.comlab.ox.ac.uk/archive/other/museums/computin
g.html)

 IEEE Annals of the History of Computing

(http://www.computer.org/annals/)

 and others (surf the web)

Lecture 1: Introduction

9
Application Areas
 Scientific: weather forecasting, simulation, spaceprogram.

 one of the earliest application areas.
 heavy computation but small amount of data.

 Commercial: accounting, banking, inventory, sales.
 changes nature of business – information is money.
 high data throughput, simple calculations.

 Manufacturing: numerical control, CAD/CAM, integration.
 graphics, interfacing, device-drivers, networks.

Lecture 1: Introduction

10
Application Areas
 Real-time & Control System: air-traffic control,
aircraft,nuclear power station.

 real time, very fast, safety-critical.

 Educational & Recreational
 CAI software, multi-media, games, Internet, World Wide Web.

 Telecommunication
 Network, SCV, Singapore One.

Lecture 1: Introduction

11
Types of Computers
 Supercomputers:
 very fast (Gflops) but expensive machine($10m), vector or parallel

processors, used in scientific applications and simulations.

 Mainframes:
 fast (>10mips) but expensive ($1m), high-throughput, used in

large commercial organisations, support many concurrent users
interactively.

 Mini-computers:
 fast but affordable ($200k), used in medium-sized organisations

(e.g. SoC), support multiple users.

Lecture 1: Introduction

12
Types of Computers
 Workstations:
 affordable ($20k) and fast single-user systems (20 riscs mips),

good graphics capabilities, engineering, network-based
computing.

 Micro/Personal/Home Computers:
 cheap and affordable ($3k), transportable, home use, good for

games and as educational tool, word processing, suitable for
small enterprise.

Lecture 1: Introduction

13
Computer Configurations
 Stand-alone computer system

 Modem connection

Lecture 1: Introduction

14
Computer Configurations
 Terminals-host connections

Lecture 1: Introduction

15
Computer Configurations
 Network of computers

Lecture 1: Introduction

16
Computers as Information Processors
Driver

Example: An automobile
augments our power of
locomotion.

A computer is a device
capable of solving problems
according to designed
program. It simply augments
our power of storage and
speed of calculation.

Lecture 1: Introduction

Programmer
17
Computers as Information Processors
 Unlike previous inventions, computers are special because
they are general-purpose.
general-purpose

 Could be used to perform a variety of tasks.

 Computer = Hardware + Software.
Software
 Hardware: physical components for computation/processing;

should be simple, fast, reliable.

 Software: set of instructions to perform tasks to specifications;

should be flexible, user-friendly, sophisticated.

Lecture 1: Introduction

18
Computer as Information Processors
Computer are Information Processors
Raw
data

Computer
system

Processed
information

Data Units:
1 bit (binary digit): one of two values (0 or 1)
1 byte: 8-bits
1 word: 1, 2, or 4 bytes, or more (depends on ALU)

Lecture 1: Introduction

19
Basic Machine Hardware Architecture
 Main Components:
 CPU (Central Processing Unit: controls devices and processes

data).
 Memory: stores programs and intermediate data.
Memory
 Input Devices: accept data from outside world.
Devices
 Output Devices: presents data to the outside world.
Devices

 An analogy with Human Information Processors:
 CPU – brain’s reasoning powers
 Memory – brain’s memory
 Input Devices – eyes, ears, sensory sub-system
 Output Devices – mouth, hands, facial and body expressions
Lecture 1: Introduction

20
Basic Machine Hardware Architecture
Headphone
(Output)
Monitor
(Output)

Hardware box
(contains
processor, memory,
buses etc.)

Mouse and Keyboard (Input)
Lecture 1: Introduction

21
Basic Machine Hardware Architecture
Network card and
CRT card
Motherboard
(Printed Circuit
Board)
Floppy disk
drive and
Hard disk
drive

Cage for
mounting drives

Slots for RAM chips
Processor

© above picture: Patterson and Hennessy
Lecture 1: Introduction

22
Hardware – CPU
 CPU = control unit + ALU + registers
 Control Unit : monitors and directs sequences of
instructions

 Execution Cycle (repeated):
 fetch (next instruction)
 decode
 execute

Lecture 1: Introduction

23
Hardware – CPU
 ALU: performs simple arithmetic and logical operations.
 Examples: Add, subtract, and, or, invert, increment etc.

A

select

B
R = A op B
ALU

n-bits operations

R

Lecture 1: Introduction

24
Hardware – CPU
 Registers: temporary results + status information
 ACC (accumulator) – current data
 PC (program counter) – points to next instruction
 IR (instruction register) – current instruction
 MA (memory address) – address to read/write
 MB (memory buffer) – data to read/write

Lecture 1: Introduction

25
Hardware – Memory/Storage
 Purpose: to store program and data.
 Desirable Traits: fast access, large capacity, economical,
non-volatile.

 However, most memory devices do not have all these
traits.

Lecture 1: Introduction

26
Hardware – Memory/Storage
 Solution: hierarchical combination
Fast, expensive
(small numbers),
volatile
registers
main memory
disk storage
magnetic tapes

Lecture 1: Introduction

Slow, cheap
(large numbers),
non-volatile

27
Hardware – Main Memory
 Fast BUT volatile (need power to maintain data)
 Logical structure – table of memory cells/units.
addresses
M
A
R
M
B
R

address

8 bits or more
0
1
2
3

memory
cells

data
2m-3
2m-2
2m-1

Lecture 1: Introduction

28
Hardware – Main Memory
 Memory cells may be grouped into pages (say 512
consecutive words per page).

 Units
 1 KBytes = 1024 (or 210) bytes
 1 MBytes = 1024 Kbytes (or 220 bytes)
 1 GBytes = 1024 Mbytes (or 230 bytes)

Lecture 1: Introduction

29
Hardware – Input/Output Devices
 Input devices: read/accept data (into computer)
devices
 obsolete: card reader, paper tape reader
 present: keyboard, mouse, light-pen, optical char reader
 future: voice and vision recognition.

 Output devices: write/display data (to users)
devices
 obsolete: card & paper punch, teletype
 present: VDU (visual display unit), printers, plotters, graphics

display, sound

 future: voice synthesis.

Lecture 1: Introduction

30
Basic Machine Software
 Software is the key to making computers general purpose.
 Software are often built hierarchically, with layers of
software providing successive higher-level of abstractions.

 This structure is reflected by the following onion layer
view of software.

Lecture 1: Introduction

31
Basic Machine Software

Hardware
Operating system
System utilities
Applications/User programs

Lecture 1: Introduction

32
Software – Flowcharts
 The sequence of instructions of a software/program can
be graphically specified using flowcharts.
flowcharts

 The flowchart technique maybe a little outdated but could
still be used in a clear manner for simple problems.

 As an example, the procedure to find the roots of a

quadratic equation, ax2 + bx + c = 0, can be written using
the following equation:

roots = (−b ± b 2 − 4ac ) / 2a

Lecture 1: Introduction

33
Software – Flowcharts
 This procedure can be coded in the following flowchart:
Read
a,b,c

roots = (−b ± b 2 − 4ac ) / 2a

a=0?

yes

Write

not quadratic

no
d:=b2 - 4ac

=

Write

real root

Lecture 1: Introduction

d>0
d=0
d<0
>
Write

real roots

<

Write

complex roots

34
Software – Languages
 All programs will have to be coded in some programming
language – usually text-based.

 The native language of machine is called machine
language.
language

 This consists of a set of primitive instructions, coded in
numbers.

 An example is "0310 0412 0512". But can you understand
what it does?

Lecture 1: Introduction

35
Software – Languages
 Possible to use more human-readable mnemonic
instructions.

 These are know as assembly language instructions.
Mnem onic

Descript ion

ADD 10

AC:= AC+ C(10)

SUB 12

AC:= AC-C(12)

STO 12

C(12)= AC

 Normally, assembly language has a 1-to-1
correspondence with machine language.
Lecture 1: Introduction

36
Software – Languages
 Assembly language is still very primitive.
 Higher-level Languages, like Pascal, C, Fortran, which are a
Languages
little closer to English language have been developed.

Lecture 1: Introduction

37
Software – Languages
 An example Pascal program to find roots of quadratic
equation:

read(a,b,c);
if a=0
then writeln ("not a quadratic equation")
else
begin
d := sqr(b)-4*a*c;
if d>0 then writeln ("complex roots")
else if d=0 then writeln("single root =",-b/(2*a))
else writeln ("root1=",-b+sqrt(d)/(2*a),
"root2=", -b-sqrt(d)/(2*a));
end;

Lecture 1: Introduction

38
Software – Operating Systems
 Operating System (OS) is situated directly above

hardware. It controls and manages the available
hardware resources.

 Often, OS has special access privileges to certain
categories of instructions and certain hardware

 User programs have to go through OS for these privileges.

Lecture 1: Introduction

39
Software – Operating Systems
 Associated Functions/Tasks:
 boots up machine
 loads user program
 allocates main memory/storage space
 schedules concurrent user programs
 drivers to service various devices (terminals, printers, etc.)

Lecture 1: Introduction

40
Software – System Utilities
 Above the OS, there is a set of frequently executed

programs,called System Utilities. These utilities are often
Utilities
packaged with OS.
 Used by programmers/analyst to help develop applications.

 Some examples
 Editor: compose/edit user programs or data files
 Assembler: translates assembly to machine code
 Compiler: translates high-level language to assembler/machine

code

 Spooler: temporary stores print files for queuing

Lecture 1: Introduction

41
Software – System Utilities
 Some examples (continued)
 Mailer: forwards/receives mails between users
 DBMS (Data-Base Management System): centralised

management of data at a more abstract level than files

 Window Management System: multiple windows can appear on

single screen. These together with various graphical entities (e.g.
menus,panels, buttons) can be managed by WMS.

Lecture 1: Introduction

42
Software – Applications
 Word-Processors: compose/edit reports/articles
Word-Processors
 Accounting Package: keeps track of accounting
Package

transactions, produces daily/weekly/monthly (profit/loss)
reports

 Inventory System: keeps track of stock levels
System
 Personnel/Payroll System: staff records, monthly salary
System

CS1104-1

Lecture 1: Introduction

43
What’s in Computer & Network
Technology..?
Application (Netscape)

Software

Compiler
Assembler

Operating
System
(Windows XP)

Processor Memory I/O system
Datapath & Control

Hardware

CS1104-1

Instruction Set
Architecture

Computer Architecture

Digital Design
transistors

Lecture 1: Introduction

Digital Logic Design

44
Thank you

Lecture 1: Introduction

45

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Lecture 1

  • 1. Computer & Network Technology Chamila Fernando BSc(Eng) Hons,MBA,MIEEE
  • 2. Lecture 1: Introduction       Overview History of Computers Application Areas Types of Computers Computer Configurations Computers as Information Processors Lecture 1: Introduction 2
  • 3. Lecture 1: Introduction  Basic Machine Hardware Architecture     CPU Memory/Storage Main Memory Input/Output Devices  Basic Machine Software      Flowcharts Languages Operating Systems System Utilities Applications  What’s in Computer & Network Technology..? Lecture 1: Introduction 3
  • 4. Overview of Part 1  Number system: how is information    represented in a computer. Boolean Algebra: the basis for logic design and manipulation of information. Logic gates: what are the gates used, and how circuits can be made from gates. Function simplification: to reduce the size of design, increase speed, etc. Lecture 1: Introduction 4
  • 5. Overview of Part 1  Combinational circuits: simple circuit design without memory.     Sequential circuits: circuit design with memory. Disk: storage techniques. Bus: internal communication. I/O: devices, technology, etc. Lecture 1: Introduction 5
  • 6. History of Computers  Abacus invented in Babylonia in 3000BC  Adding machine by Blaise Pascal (1642)  Difference engine and the analytical engine by Charles Babbage (1842)  IBM first electromechanical computer (using relays) designed by Howard Aiken (1937) was based on punched cards.  used to calculate tables of mathematical functions Lecture 1: Introduction 6
  • 7. History of Computers  1st Generation Computers (1940s to early 1950s) – based on vacuum tubes technology.  1943 – ENIAC: first fully electronic computer, designed by John Mauchly  1944 – Mark I: Howard Aiken  1946 – EDVAC: first stored program computers, designed by John von Neumann  2nd Generation Computers (late 50s to early 60s) – based on transistors technology.  more reliable, less expensive, low heat dissipation  IBM 7000 series, DEC PDP-1 Lecture 1: Introduction 7
  • 8. History of Computers  3rd Generation Computers (late 60s to early 80s) – integrated circuits (IC).  IBM 360 series, DEC PDP-8  IC – many transistors packed into single container  low prices, high packing density  4th Generation Computers (present day) LSI/VLSI  small size, low-cost, large memory, ultra-fast PCs to supercomputers  5th Generation Computers (future)  massively parallel, large knowledge bases, intelligent  Japan, Europe and US advanced research programs Lecture 1: Introduction 8
  • 9. History of Computers  Web sites  History of Computers (http://www.comp.nus.edu.sg/~sf100/c1f7.htm)  ACM Timeline of Computing History (http://www.computer.org/computer/timeline)  The Virtual Museum of Computing (http://www.comlab.ox.ac.uk/archive/other/museums/computin g.html)  IEEE Annals of the History of Computing (http://www.computer.org/annals/)  and others (surf the web) Lecture 1: Introduction 9
  • 10. Application Areas  Scientific: weather forecasting, simulation, spaceprogram.  one of the earliest application areas.  heavy computation but small amount of data.  Commercial: accounting, banking, inventory, sales.  changes nature of business – information is money.  high data throughput, simple calculations.  Manufacturing: numerical control, CAD/CAM, integration.  graphics, interfacing, device-drivers, networks. Lecture 1: Introduction 10
  • 11. Application Areas  Real-time & Control System: air-traffic control, aircraft,nuclear power station.  real time, very fast, safety-critical.  Educational & Recreational  CAI software, multi-media, games, Internet, World Wide Web.  Telecommunication  Network, SCV, Singapore One. Lecture 1: Introduction 11
  • 12. Types of Computers  Supercomputers:  very fast (Gflops) but expensive machine($10m), vector or parallel processors, used in scientific applications and simulations.  Mainframes:  fast (>10mips) but expensive ($1m), high-throughput, used in large commercial organisations, support many concurrent users interactively.  Mini-computers:  fast but affordable ($200k), used in medium-sized organisations (e.g. SoC), support multiple users. Lecture 1: Introduction 12
  • 13. Types of Computers  Workstations:  affordable ($20k) and fast single-user systems (20 riscs mips), good graphics capabilities, engineering, network-based computing.  Micro/Personal/Home Computers:  cheap and affordable ($3k), transportable, home use, good for games and as educational tool, word processing, suitable for small enterprise. Lecture 1: Introduction 13
  • 14. Computer Configurations  Stand-alone computer system  Modem connection Lecture 1: Introduction 14
  • 15. Computer Configurations  Terminals-host connections Lecture 1: Introduction 15
  • 16. Computer Configurations  Network of computers Lecture 1: Introduction 16
  • 17. Computers as Information Processors Driver Example: An automobile augments our power of locomotion. A computer is a device capable of solving problems according to designed program. It simply augments our power of storage and speed of calculation. Lecture 1: Introduction Programmer 17
  • 18. Computers as Information Processors  Unlike previous inventions, computers are special because they are general-purpose. general-purpose  Could be used to perform a variety of tasks.  Computer = Hardware + Software. Software  Hardware: physical components for computation/processing; should be simple, fast, reliable.  Software: set of instructions to perform tasks to specifications; should be flexible, user-friendly, sophisticated. Lecture 1: Introduction 18
  • 19. Computer as Information Processors Computer are Information Processors Raw data Computer system Processed information Data Units: 1 bit (binary digit): one of two values (0 or 1) 1 byte: 8-bits 1 word: 1, 2, or 4 bytes, or more (depends on ALU) Lecture 1: Introduction 19
  • 20. Basic Machine Hardware Architecture  Main Components:  CPU (Central Processing Unit: controls devices and processes data).  Memory: stores programs and intermediate data. Memory  Input Devices: accept data from outside world. Devices  Output Devices: presents data to the outside world. Devices  An analogy with Human Information Processors:  CPU – brain’s reasoning powers  Memory – brain’s memory  Input Devices – eyes, ears, sensory sub-system  Output Devices – mouth, hands, facial and body expressions Lecture 1: Introduction 20
  • 21. Basic Machine Hardware Architecture Headphone (Output) Monitor (Output) Hardware box (contains processor, memory, buses etc.) Mouse and Keyboard (Input) Lecture 1: Introduction 21
  • 22. Basic Machine Hardware Architecture Network card and CRT card Motherboard (Printed Circuit Board) Floppy disk drive and Hard disk drive Cage for mounting drives Slots for RAM chips Processor © above picture: Patterson and Hennessy Lecture 1: Introduction 22
  • 23. Hardware – CPU  CPU = control unit + ALU + registers  Control Unit : monitors and directs sequences of instructions  Execution Cycle (repeated):  fetch (next instruction)  decode  execute Lecture 1: Introduction 23
  • 24. Hardware – CPU  ALU: performs simple arithmetic and logical operations.  Examples: Add, subtract, and, or, invert, increment etc. A select B R = A op B ALU n-bits operations R Lecture 1: Introduction 24
  • 25. Hardware – CPU  Registers: temporary results + status information  ACC (accumulator) – current data  PC (program counter) – points to next instruction  IR (instruction register) – current instruction  MA (memory address) – address to read/write  MB (memory buffer) – data to read/write Lecture 1: Introduction 25
  • 26. Hardware – Memory/Storage  Purpose: to store program and data.  Desirable Traits: fast access, large capacity, economical, non-volatile.  However, most memory devices do not have all these traits. Lecture 1: Introduction 26
  • 27. Hardware – Memory/Storage  Solution: hierarchical combination Fast, expensive (small numbers), volatile registers main memory disk storage magnetic tapes Lecture 1: Introduction Slow, cheap (large numbers), non-volatile 27
  • 28. Hardware – Main Memory  Fast BUT volatile (need power to maintain data)  Logical structure – table of memory cells/units. addresses M A R M B R address 8 bits or more 0 1 2 3 memory cells data 2m-3 2m-2 2m-1 Lecture 1: Introduction 28
  • 29. Hardware – Main Memory  Memory cells may be grouped into pages (say 512 consecutive words per page).  Units  1 KBytes = 1024 (or 210) bytes  1 MBytes = 1024 Kbytes (or 220 bytes)  1 GBytes = 1024 Mbytes (or 230 bytes) Lecture 1: Introduction 29
  • 30. Hardware – Input/Output Devices  Input devices: read/accept data (into computer) devices  obsolete: card reader, paper tape reader  present: keyboard, mouse, light-pen, optical char reader  future: voice and vision recognition.  Output devices: write/display data (to users) devices  obsolete: card & paper punch, teletype  present: VDU (visual display unit), printers, plotters, graphics display, sound  future: voice synthesis. Lecture 1: Introduction 30
  • 31. Basic Machine Software  Software is the key to making computers general purpose.  Software are often built hierarchically, with layers of software providing successive higher-level of abstractions.  This structure is reflected by the following onion layer view of software. Lecture 1: Introduction 31
  • 32. Basic Machine Software Hardware Operating system System utilities Applications/User programs Lecture 1: Introduction 32
  • 33. Software – Flowcharts  The sequence of instructions of a software/program can be graphically specified using flowcharts. flowcharts  The flowchart technique maybe a little outdated but could still be used in a clear manner for simple problems.  As an example, the procedure to find the roots of a quadratic equation, ax2 + bx + c = 0, can be written using the following equation: roots = (−b ± b 2 − 4ac ) / 2a Lecture 1: Introduction 33
  • 34. Software – Flowcharts  This procedure can be coded in the following flowchart: Read a,b,c roots = (−b ± b 2 − 4ac ) / 2a a=0? yes Write not quadratic no d:=b2 - 4ac = Write real root Lecture 1: Introduction d>0 d=0 d<0 > Write real roots < Write complex roots 34
  • 35. Software – Languages  All programs will have to be coded in some programming language – usually text-based.  The native language of machine is called machine language. language  This consists of a set of primitive instructions, coded in numbers.  An example is "0310 0412 0512". But can you understand what it does? Lecture 1: Introduction 35
  • 36. Software – Languages  Possible to use more human-readable mnemonic instructions.  These are know as assembly language instructions. Mnem onic Descript ion ADD 10 AC:= AC+ C(10) SUB 12 AC:= AC-C(12) STO 12 C(12)= AC  Normally, assembly language has a 1-to-1 correspondence with machine language. Lecture 1: Introduction 36
  • 37. Software – Languages  Assembly language is still very primitive.  Higher-level Languages, like Pascal, C, Fortran, which are a Languages little closer to English language have been developed. Lecture 1: Introduction 37
  • 38. Software – Languages  An example Pascal program to find roots of quadratic equation: read(a,b,c); if a=0 then writeln ("not a quadratic equation") else begin d := sqr(b)-4*a*c; if d>0 then writeln ("complex roots") else if d=0 then writeln("single root =",-b/(2*a)) else writeln ("root1=",-b+sqrt(d)/(2*a), "root2=", -b-sqrt(d)/(2*a)); end; Lecture 1: Introduction 38
  • 39. Software – Operating Systems  Operating System (OS) is situated directly above hardware. It controls and manages the available hardware resources.  Often, OS has special access privileges to certain categories of instructions and certain hardware  User programs have to go through OS for these privileges. Lecture 1: Introduction 39
  • 40. Software – Operating Systems  Associated Functions/Tasks:  boots up machine  loads user program  allocates main memory/storage space  schedules concurrent user programs  drivers to service various devices (terminals, printers, etc.) Lecture 1: Introduction 40
  • 41. Software – System Utilities  Above the OS, there is a set of frequently executed programs,called System Utilities. These utilities are often Utilities packaged with OS.  Used by programmers/analyst to help develop applications.  Some examples  Editor: compose/edit user programs or data files  Assembler: translates assembly to machine code  Compiler: translates high-level language to assembler/machine code  Spooler: temporary stores print files for queuing Lecture 1: Introduction 41
  • 42. Software – System Utilities  Some examples (continued)  Mailer: forwards/receives mails between users  DBMS (Data-Base Management System): centralised management of data at a more abstract level than files  Window Management System: multiple windows can appear on single screen. These together with various graphical entities (e.g. menus,panels, buttons) can be managed by WMS. Lecture 1: Introduction 42
  • 43. Software – Applications  Word-Processors: compose/edit reports/articles Word-Processors  Accounting Package: keeps track of accounting Package transactions, produces daily/weekly/monthly (profit/loss) reports  Inventory System: keeps track of stock levels System  Personnel/Payroll System: staff records, monthly salary System CS1104-1 Lecture 1: Introduction 43
  • 44. What’s in Computer & Network Technology..? Application (Netscape) Software Compiler Assembler Operating System (Windows XP) Processor Memory I/O system Datapath & Control Hardware CS1104-1 Instruction Set Architecture Computer Architecture Digital Design transistors Lecture 1: Introduction Digital Logic Design 44
  • 45. Thank you Lecture 1: Introduction 45