Thursday, June 23, 2011

Vikram (actor)

Vikram (Tamil: விக்ரம்; born as John Kennedy Vinod Raj) is a National Film Award winning actor, voice actor and a playback singer. He made his debut in the 1990 film En Kadhal Kanmani, which was followed by a series of Tamil and Telugu films and supporting roles in few Malayalam films throughout the early decade. After the critical and commercial success of Sethu (1999) he has been part of numerous other commercially successful films and has earned major critical acclaim for many of his performances. During his years in the Indian film industry, he has won four Filmfare Awards as well as one National Film Award for Best Actor. He is called popularly as "Chiyaan" Vikram by his fans. He was awarded an Honorary Doctorate by People's University of Milan (Universita Popolare Degli Studi Di Milano) on 29 May 2011.[1][2]
While some of Vikram's best-known films, Dhill (2001), Gemini (2002), Dhool (2003), Saamy (2003), Anniyan (2005) and Kanthaswamy (2009)[3] remain some of Tamil cinema's biggest hits, performances in films like Sethu (1999), Kasi (2002), Pithamagan (2003), Anniyan (2005) and Raavanan (2010) have won him critical acclaims and awards, making Vikram one of the more successful actors of Tamil cinema, both critically and commercially. He established himself as one of leading contemporary actor in the film industry.

Biography

Vikram was born to Vinod Raj and Rajeshwari in Chennai 17 April 1966. His father was from Paramakudi, Ramanathapuram district. Vikram belong's to Devendra kula vellalar caste. Vikram did his schooling at Montfort School, Yercaud. While in school, his love of drama and pursuit of his dream were nurtured. With his parents wanting him to finish college after high school, he graduated in English from Loyola College, Chennai, and followed it up with an M.B.A. Vikram is a close friend of actor "Joseph Vijay".
His father is also a film actor. Vikram and his father starred together for the first time in the movie Kanthaswamy. His mother is a retired sub-collector. Vikram married Shylaja, from Kannur, Kerala, a psychology teacher in 1992. They have two children, a daughter named Akshita and a son named Dhruv.

Film career

Vikram at London's BFI Southbank red carpet for the premier of Raavan (2010).
Vikram started his career in 1990 with En Kadhal Kanmani. He then moved to Malayalam and acted in few movies in supporting roles. He then starred in the Amitabh Bachan-produced Tamil film Ullasam alongside Ajith Kumar. Still to taste success, he acted in the 1999 movie Sethu directed by first time director Bala which turned out to be a path-breaking effort in story telling and a huge blockbuster, in which his acting won him critical acclaims.[4] After a few films not making much impact, he acted in the 2001 movie Dhill directed by his friend S. Dharani which did well commercially. In 2002, he started with the Malayalam-remake Kasi, which won him the Filmfare Best Tamil Actor Award and did well at the box office. He then acted in Gemini produced by AVM Productions which became a blockbuster. Later that year he acted in Samurai and King.
In 2003, Vikram acted in Dhool, again under the direction of Dharani, which was a blockbuster. He then acted in the family drama Kadhal Sadugudu which did not do well in the box office; it was followed by Saamy, directed by Hari, where he played a policeman. The film, which was produced by K. Balachander and featured him opposite Trisha Krishnan, turned out to be another blockbuster in his career. Later that year he starred in Pithamagan, working once again with Bala. He starred as an emotionally challenged grave-digger who teams up with a chatty conman (Surya); his portrayal won him both the Filmfare Best Tamil Actor Award and the National Film Award for Best Actor. This film also did well at the box office. In 2004, he acted in Arul directed by Hari, which did match the success of Vikram and Hari's previous collaboration.
In 2004, it was announced that Vikram would act in Anniyan directed by S. Shankar which, released in 2005, was the most expensive film of the time. The film featured him as a character suffering from dissociative identity disorder with three distinct personae: a meek lawyer, a suave fashion model, and a psychotic serial killer. The film was both a critical and commercial success and earned him several accolades. His next film, a family drama Majaa was not well received. Later that year, he announced his next film Bheema which started filming in April 2006, but due to lack of funds the movie was delayed and released only in January 2008. Bheema became a commercial hit at the box office.[3]
In 2008, he began work on Kanthaswamy, directed by Susi Ganesan and produced by Kalaipuli S. Thanu, which released on 21 August 2009. Kanthaswamy featured Vikram as a vigilante dressed as an anthropomorphic rooster. Though the film received mixed reviews, it was a commercial success. Vikram's latest release was Mani Ratnam's bilingual feature which featured him opposite Aishwarya Rai- Raavanan in Tamil and Raavan in Hindi, which released simultaneously in June 2010. He played the role of Dev, the antagonist, in Hindi and the lead role of Veera in the Tamil version. The film was critically panned but Vikram's acting was lauded, hence the Tamil version received a better response than the Hindi version. Vikram has also signed up for Deiva Thirumagal with A. L. Vijay as director while a film with Suseenthiran is in discussion.

Wednesday, June 22, 2011

VIRUS - Vital Information of Resources Under Siege

A computer virus is a computer program that can copy itself and infect a computer. The term "virus" is also commonly but erroneously used to refer to other types of malware, including but not limited to adware and spyware programs that do not have the reproductive ability. A true virus can spread from one computer to another (in some form of executable code) when its host is taken to the target computer; for instance because a user sent it over a network or the Internet, or carried it on a removable medium such as a floppy disk, CD, DVD, or USB drive.
Viruses can increase their chances of spreading to other computers by infecting files on a network file system or a file system that is accessed by another computer.[3][4]
As stated above, the term "computer virus" is sometimes used as a catch-all phrase to include all types of malware, even those that do not have the reproductive ability. Malware includes computer viruses, computer worms, Trojan horses, most rootkits, spyware, dishonest adware and other malicious and unwanted software, including true viruses. Viruses are sometimes confused with worms and Trojan horses, which are technically different. A worm can exploit security vulnerabilities to spread itself automatically to other computers through networks, while a Trojan horse is a program that appears harmless but hides malicious functions. Worms and Trojan horses, like viruses, may harm a computer system's data or performance. Some viruses and other malware have symptoms noticeable to the computer user, but many are surreptitious or simply do nothing to call attention to themselves. Some viruses do nothing beyond reproducing themselves.

History

Academic work

The first academic work on the theory of computer viruses (although the term "computer virus" was not invented at that time) was done by John von Neumann in 1949 who held lectures at the University of Illinois about the "Theory and Organization of Complicated Automata". The work of von Neumann was later published as the "Theory of self-reproducing automata".[5] In his essay von Neumann postulated that a computer program could reproduce.
In 1972 Veith Risak published his article "Selbstreproduzierende Automaten mit minimaler Informationsübertragung" (Self-reproducing automata with minimal information exchange).[6] The article describes a fully functional virus written in assembler language for a SIEMENS 4004/35 computer system.
In 1980 Jürgen Kraus wrote his diplom thesis "Selbstreproduktion bei Programmen" (Self-reproduction of programs) at the University of Dortmund.[7] In his work Kraus postulated that computer programs can behave in a way similar to biological viruses.
In 1984 Fred Cohen from the University of Southern California wrote his paper "Computer Viruses - Theory and Experiments".[8] It was the first paper to explicitly call a self-reproducing program a "virus"; a term introduced by his mentor Leonard Adleman.
An article that describes "useful virus functionalities" was published by J. B. Gunn under the title "Use of virus functions to provide a virtual APL interpreter under user control" in 1984.[9]

Science Fiction

The Terminal Man, a science fiction novel by Michael Crichton (1972), told (as a sideline story) of a computer with telephone modem dialing capability, which had been programmed to randomly dial phone numbers until it hit a modem that is answered by another computer. It then attempted to program the answering computer with its own program, so that the second computer would also begin dialing random numbers, in search of yet another computer to program. The program is assumed to spread exponentially through susceptible computers.
The actual term 'virus' was first used in David Gerrold's 1972 novel, When HARLIE Was One. In that novel, a sentient computer named HARLIE writes viral software to retrieve damaging personal information from other computers to blackmail the man who wants to turn him off.

Virus programs

The Creeper virus was first detected on ARPANET, the forerunner of the Internet, in the early 1970s.[10] Creeper was an experimental self-replicating program written by Bob Thomas at BBN Technologies in 1971.[11] Creeper used the ARPANET to infect DEC PDP-10 computers running the TENEX operating system.[12] Creeper gained access via the ARPANET and copied itself to the remote system where the message, "I'm the creeper, catch me if you can!" was displayed. The Reaper program was created to delete Creeper.[13]
A program called "Elk Cloner" was the first computer virus to appear "in the wild" — that is, outside the single computer or lab where it was created.[14] Written in 1981 by Richard Skrenta, it attached itself to the Apple DOS 3.3 operating system and spread via floppy disk.[14][15] This virus, created as a practical joke when Skrenta was still in high school, was injected in a game on a floppy disk. On its 50th use the Elk Cloner virus would be activated, infecting the computer and displaying a short poem beginning "Elk Cloner: The program with a personality."
The first PC virus in the wild was a boot sector virus dubbed (c)Brain,[16] created in 1986 by the Farooq Alvi Brothers in Lahore, Pakistan, reportedly to deter piracy of the software they had written.[17]
Before computer networks became widespread, most viruses spread on removable media, particularly floppy disks. In the early days of the personal computer, many users regularly exchanged information and programs on floppies. Some viruses spread by infecting programs stored on these disks, while others installed themselves into the disk boot sector, ensuring that they would be run when the user booted the computer from the disk, usually inadvertently. PCs of the era would attempt to boot first from a floppy if one had been left in the drive. Until floppy disks fell out of use, this was the most successful infection strategy and boot sector viruses were the most common in the wild for many years.[1]
Traditional computer viruses emerged in the 1980s, driven by the spread of personal computers and the resultant increase in BBS, modem use, and software sharing. Bulletin board-driven software sharing contributed directly to the spread of Trojan horse programs, and viruses were written to infect popularly traded software. Shareware and bootleg software were equally common vectors for viruses on BBS's.[citation needed]
Macro viruses have become common since the mid-1990s. Most of these viruses are written in the scripting languages for Microsoft programs such as Word and Excel and spread throughout Microsoft Office by infecting documents and spreadsheets. Since Word and Excel were also available for Mac OS, most could also spread to Macintosh computers. Although most of these viruses did not have the ability to send infected email messages, those viruses which did take advantage of the Microsoft Outlook COM interface.[citation needed]
Some old versions of Microsoft Word allow macros to replicate themselves with additional blank lines. If two macro viruses simultaneously infect a document, the combination of the two, if also self-replicating, can appear as a "mating" of the two and would likely be detected as a virus unique from the "parents".[18]
A virus may also send a web address link as an instant message to all the contacts on an infected machine. If the recipient, thinking the link is from a friend (a trusted source) follows the link to the website, the virus hosted at the site may be able to infect this new computer and continue propagating.
Viruses that spread using cross-site scripting were first reported in 2002,[19] and were academically demonstrated in 2005.[20] There have been multiple instances of the cross-site scripting viruses in the wild, exploiting websites such as MySpace and Yahoo.

Infection strategies

In order to replicate itself, a virus must be permitted to execute code and write to memory. For this reason, many viruses attach themselves to executable files that may be part of legitimate programs. If a user attempts to launch an infected program, the virus' code may be executed simultaneously. Viruses can be divided into two types based on their behavior when they are executed. Nonresident viruses immediately search for other hosts that can be infected, infect those targets, and finally transfer control to the application program they infected. Resident viruses do not search for hosts when they are started. Instead, a resident virus loads itself into memory on execution and transfers control to the host program. The virus stays active in the background and infects new hosts when those files are accessed by other programs or the operating system itself.

Nonresident viruses

Nonresident viruses can be thought of as consisting of a finder module and a replication module. The finder module is responsible for finding new files to infect. For each new executable file the finder module encounters, it calls the replication module to infect that file.

Resident viruses

Resident viruses contain a replication module that is similar to the one that is employed by nonresident viruses. This module, however, is not called by a finder module. The virus loads the replication module into memory when it is executed instead and ensures that this module is executed each time the operating system is called to perform a certain operation. The replication module can be called, for example, each time the operating system executes a file. In this case the virus infects every suitable program that is executed on the computer.
Resident viruses are sometimes subdivided into a category of fast infectors and a category of slow infectors. Fast infectors are designed to infect as many files as possible. A fast infector, for instance, can infect every potential host file that is accessed. This poses a special problem when using anti-virus software, since a virus scanner will access every potential host file on a computer when it performs a system-wide scan. If the virus scanner fails to notice that such a virus is present in memory the virus can "piggy-back" on the virus scanner and in this way infect all files that are scanned. Fast infectors rely on their fast infection rate to spread. The disadvantage of this method is that infecting many files may make detection more likely, because the virus may slow down a computer or perform many suspicious actions that can be noticed by anti-virus software. Slow infectors, on the other hand, are designed to infect hosts infrequently. Some slow infectors, for instance, only infect files when they are copied. Slow infectors are designed to avoid detection by limiting their actions: they are less likely to slow down a computer noticeably and will, at most, infrequently trigger anti-virus software that detects suspicious behavior by programs. The slow infector approach, however, does not seem very successful.

Vectors and hosts 

Viruses have targeted various types of transmission media or hosts. This list is not exhaustive:
PDFs, like HTML, may link to malicious code. PDFs can also be infected with malicious code.
In operating systems that use file extensions to determine program associations (such as Microsoft Windows), the extensions may be hidden from the user by default. This makes it possible to create a file that is of a different type than it appears to the user. For example, an executable may be created named "picture.png.exe", in which the user sees only "picture.png" and therefore assumes that this file is an image and most likely is safe, yet when opened runs the executable on the client machine.
An additional method is to generate the virus code from parts of existing operating system files by using the CRC16/CRC32 data. The initial code can be quite small (tens of bytes) and unpack a fairly large virus. This is analogous to a biological "prion" in the way it works but is vulnerable to signature based detection. This attack has not yet been seen "in the wild".

Methods to avoid detection

In order to avoid detection by users, some viruses employ different kinds of deception. Some old viruses, especially on the MS-DOS platform, make sure that the "last modified" date of a host file stays the same when the file is infected by the virus. This approach does not fool anti-virus software, however, especially those which maintain and date Cyclic redundancy checks on file changes.
Some viruses can infect files without increasing their sizes or damaging the files. They accomplish this by overwriting unused areas of executable files. These are called cavity viruses. For example, the CIH virus, or Chernobyl Virus, infects Portable Executable files. Because those files have many empty gaps, the virus, which was 1 KB in length, did not add to the size of the file.
Some viruses try to avoid detection by killing the tasks associated with antivirus software before it can detect them.
As computers and operating systems grow larger and more complex, old hiding techniques need to be updated or replaced. Defending a computer against viruses may demand that a file system migrate towards detailed and explicit permission for every kind of file access.

Avoiding bait files and other undesirable hosts

A virus needs to infect hosts in order to spread further. In some cases, it might be a bad idea to infect a host program. For example, many anti-virus programs perform an integrity check of their own code. Infecting such programs will therefore increase the likelihood that the virus is detected. For this reason, some viruses are programmed not to infect programs that are known to be part of anti-virus software. Another type of host that viruses sometimes avoid are bait files. Bait files (or goat files) are files that are specially created by anti-virus software, or by anti-virus professionals themselves, to be infected by a virus. These files can be created for various reasons, all of which are related to the detection of the virus:
  • Anti-virus professionals can use bait files to take a sample of a virus (i.e. a copy of a program file that is infected by the virus). It is more practical to store and exchange a small, infected bait file, than to exchange a large application program that has been infected by the virus.
  • Anti-virus professionals can use bait files to study the behavior of a virus and evaluate detection methods. This is especially useful when the virus is polymorphic. In this case, the virus can be made to infect a large number of bait files. The infected files can be used to test whether a virus scanner detects all versions of the virus.
  • Some anti-virus software employs bait files that are accessed regularly. When these files are modified, the anti-virus software warns the user that a virus is probably active on the system.
Since bait files are used to detect the virus, or to make detection possible, a virus can benefit from not infecting them. Viruses typically do this by avoiding suspicious programs, such as small program files or programs that contain certain patterns of 'garbage instructions'.
A related strategy to make baiting difficult is sparse infection. Sometimes, sparse infectors do not infect a host file that would be a suitable candidate for infection in other circumstances. For example, a virus can decide on a random basis whether to infect a file or not, or a virus can only infect host files on particular days of the week.

Stealth

Some viruses try to trick antivirus software by intercepting its requests to the operating system. A virus can hide itself by intercepting the antivirus software’s request to read the file and passing the request to the virus, instead of the OS. The virus can then return an uninfected version of the file to the antivirus software, so that it seems that the file is "clean". Modern antivirus software employs various techniques to counter stealth mechanisms of viruses. The only completely reliable method to avoid stealth is to boot from a medium that is known to be clean.

Self-modification

Most modern antivirus programs try to find virus-patterns inside ordinary programs by scanning them for so-called virus signatures. A signature is a characteristic byte-pattern that is part of a certain virus or family of viruses. If a virus scanner finds such a pattern in a file, it notifies the user that the file is infected. The user can then delete, or (in some cases) "clean" or "heal" the infected file. Some viruses employ techniques that make detection by means of signatures difficult but probably not impossible. These viruses modify their code on each infection. That is, each infected file contains a different variant of the virus.

Encryption with a variable key

A more advanced method is the use of simple encryption to encipher the virus. In this case, the virus consists of a small decrypting module and an encrypted copy of the virus code. If the virus is encrypted with a different key for each infected file, the only part of the virus that remains constant is the decrypting module, which would (for example) be appended to the end. In this case, a virus scanner cannot directly detect the virus using signatures, but it can still detect the decrypting module, which still makes indirect detection of the virus possible. Since these would be symmetric keys, stored on the infected host, it is in fact entirely possible to decrypt the final virus, but this is probably not required, since self-modifying code is such a rarity that it may be reason for virus scanners to at least flag the file as suspicious.
An old, but compact, encryption involves XORing each byte in a virus with a constant, so that the exclusive-or operation had only to be repeated for decryption. It is suspicious for a code to modify itself, so the code to do the encryption/decryption may be part of the signature in many virus definitions.

Polymorphic code

Polymorphic code was the first technique that posed a serious threat to virus scanners. Just like regular encrypted viruses, a polymorphic virus infects files with an encrypted copy of itself, which is decoded by a decryption module. In the case of polymorphic viruses, however, this decryption module is also modified on each infection. A well-written polymorphic virus therefore has no parts which remain identical between infections, making it very difficult to detect directly using signatures. Antivirus software can detect it by decrypting the viruses using an emulator, or by statistical pattern analysis of the encrypted virus body. To enable polymorphic code, the virus has to have a polymorphic engine (also called mutating engine or mutation engine) somewhere in its encrypted body. See Polymorphic code for technical detail on how such engines operate.[21]
Some viruses employ polymorphic code in a way that constrains the mutation rate of the virus significantly. For example, a virus can be programmed to mutate only slightly over time, or it can be programmed to refrain from mutating when it infects a file on a computer that already contains copies of the virus. The advantage of using such slow polymorphic code is that it makes it more difficult for antivirus professionals to obtain representative samples of the virus, because bait files that are infected in one run will typically contain identical or similar samples of the virus. This will make it more likely that the detection by the virus scanner will be unreliable, and that some instances of the virus may be able to avoid detection.

Metamorphic code

To avoid being detected by emulation, some viruses rewrite themselves completely each time they are to infect new executables. Viruses that utilize this technique are said to be metamorphic. To enable metamorphism, a metamorphic engine is needed. A metamorphic virus is usually very large and complex. For example, W32/Simile consisted of over 14000 lines of Assembly language code, 90% of which is part of the metamorphic engine.[22][23]

Vulnerability and countermeasures

The vulnerability of operating systems to viruses

Just as genetic diversity in a population decreases the chance of a single disease wiping out a population, the diversity of software systems on a network similarly limits the destructive potential of viruses. This became a particular concern in the 1990s, when Microsoft gained market dominance in desktop operating systems and office suites. Microsoft software is targeted by virus writers due to their desktop dominance.
Although Windows is by far the most popular target operating system for virus writers, viruses also exist on other platforms. Any operating system that allows third-party programs to run can theoretically run viruses.
An Internet based experiment revealed that there were cases when people willingly pressed a particular button to download a virus. Security analyst Didier Stevens ran a half year advertising campaign on Google AdWords which said "Is your PC virus-free? Get it infected here!". The result was 409 clicks.[24][25]
As of 2006, there were relatively few security exploits targeting Mac OS X (with a Unix-based file system and kernel).[26] The number of viruses for the older Apple operating systems, known as Mac OS Classic, varies greatly from source to source, with Apple stating that there are only four known viruses, and independent sources stating there are as many as 63 viruses. Many Mac OS Classic viruses targeted the HyperCard authoring environment. The difference in virus vulnerability between Macs and Windows is a chief selling point, one that Apple uses in their Get a Mac advertising.[27] In January 2009, Symantec announced the discovery of a trojan that targets Macs.[28] This discovery did not gain much coverage until April 2009.[28]
While Linux, and Unix in general, has always natively blocked normal users from having access to make changes to the operating system environment, Windows users are generally not. This difference has continued partly due to the widespread use of administrator accounts in contemporary versions like XP. In 1997, when a virus for Linux was released – known as "Bliss" – leading antivirus vendors issued warnings that Unix-like systems could fall prey to viruses just like Windows.[29] The Bliss virus may be considered characteristic of viruses – as opposed to worms – on Unix systems. Bliss requires that the user run it explicitly, and it can only infect programs that the user has the access to modify. Unlike Windows users, most Unix users do not log in as an administrator user except to install or configure software; as a result, even if a user ran the virus, it could not harm their operating system. The Bliss virus never became widespread, and remains chiefly a research curiosity. Its creator later posted the source code to Usenet, allowing researchers to see how it worked.[30]

The role of software development

Because software is often designed with security features to prevent unauthorized use of system resources, many viruses must exploit software bugs in a system or application to spread. Software development strategies that produce large numbers of bugs will generally also produce potential exploits.

Anti-virus software and other preventive measures

Many users install anti-virus software that can detect and eliminate known viruses after the computer downloads or runs the executable. There are two common methods that an anti-virus software application uses to detect viruses. The first, and by far the most common method of virus detection is using a list of virus signature definitions. This works by examining the content of the computer's memory (its RAM, and boot sectors) and the files stored on fixed or removable drives (hard drives, floppy drives), and comparing those files against a database of known virus "signatures". The disadvantage of this detection method is that users are only protected from viruses that pre-date their last virus definition update. The second method is to use a heuristic algorithm to find viruses based on common behaviors. This method has the ability to detect novel viruses that anti-virus security firms have yet to create a signature for.
Some anti-virus programs are able to scan opened files in addition to sent and received email messages "on the fly" in a similar manner. This practice is known as "on-access scanning". Anti-virus software does not change the underlying capability of host software to transmit viruses. Users must update their software regularly to patch security holes. Anti-virus software also needs to be regularly updated in order to recognize the latest threats.
One may also minimize the damage done by viruses by making regular backups of data (and the operating systems) on different media, that are either kept unconnected to the system (most of the time), read-only or not accessible for other reasons, such as using different file systems. This way, if data is lost through a virus, one can start again using the backup (which should preferably be recent).
If a backup session on optical media like CD and DVD is closed, it becomes read-only and can no longer be affected by a virus (so long as a virus or infected file was not copied onto the CD/DVD). Likewise, an operating system on a bootable CD can be used to start the computer if the installed operating systems become unusable. Backups on removable media must be carefully inspected before restoration. The Gammima virus, for example, propagates via removable flash drives.[31][32]

Recovery methods

A number of recovery options exist after a computer has a virus. These actions depend on the virus. Some may be safely removed by functions available in most anti-virus software products. Others may require re-installation of damaged programs. It is necessary to know the characteristics of the virus involved to take the correct action, and anti-virus products will identify known viruses precisely before trying to "dis-infect" a computer; otherwise such action could itself cause a lot of damage. New viruses that anti-virus researchers have not yet studied therefore present an ongoing problem, which requires anti-virus packages to be updated frequently.

Virus removal

One possibility on Windows Me, Windows XP, Windows Vista and Windows 7 is a tool known as System Restore, which restores the registry and critical system files to a previous checkpoint. Often a virus will cause a system to hang, and a subsequent hard reboot will render a system restore point from the same day corrupt. Restore points from previous days should work provided the virus is not designed to corrupt the restore files or also exists in previous restore points.[33] Some viruses, however, disable System Restore and other important tools such as Task Manager and Command Prompt. An example of a virus that does this is CiaDoor. However, many such viruses can be removed by rebooting the computer, entering Windows safe mode, and then using system tools.
Administrators have the option to disable such tools from limited users for various reasons (for example, to reduce potential damage from and the spread of viruses). A virus can modify the registry to do the same even if the Administrator is controlling the computer; it blocks all users including the administrator from accessing the tools. The message "Task Manager has been disabled by your administrator" may be displayed, even to the administrator.[citation needed]
Users running a Microsoft operating system can access Microsoft's website to run a free scan, provided they have their 20-digit registration number. Many websites run by anti-virus software companies provide free online virus scanning, with limited cleaning facilities (the purpose of the sites is to sell anti-virus products). Some websites allow a single suspicious file to be checked by many antivirus programs in one operation.

Operating system reinstallation

Reinstalling the operating system is another approach to virus removal. It involves either reformatting the computer's hard drive and installing the OS and all programs from original media, or restoring the entire partition with a clean backup image. User data can be restored by booting from a Live CD, or putting the hard drive into another computer and booting from its operating system with great care not to infect the second computer by executing any infected programs on the original drive; and once the system has been restored precautions must be taken to avoid reinfection from a restored executable file.
These methods are simple to do, may be faster than disinfecting a computer, and are guaranteed to remove any malware. If the operating system and programs must be reinstalled from scratch, the time and effort to reinstall, reconfigure, and restore user preferences must be taken into account. Restoring from an image is much faster, totally safe, and restores the exact configuration to the state it was in when the image was made, with no further trouble.

Friday, March 4, 2011

Computer

A computer is an programmable machine designed to read and execute sequentially a list of instructions that make it perform arithmetical and logical operations on binary numbers. Conventionally a computer consists of some form of short or long term memory for data storage and a central processing unit, which functions as a control unit and contains the arithmetic logic unit. Peripherals (for example keyboard, mouse or graphics card) can be connected to allow a the computer to receive outside input and display output.
A computers processing unit executes series of instructions that make it read, manipulate and then store data. Test and jump instructions allow to move within the program space and therefore to execute different instructions as a function of the current state of the machine or its environment.
The computer can also respond to interrupts that make it execute specific sets of instructions and then return and continue what it was doing before the interruption.
The first electronic computers were developed in the mid-20th century (1940–1945). Originally, they were the size of a large room, consuming as much power as several hundred modern personal computers (PCs).[1]
Modern computers based on integrated circuits are millions to billions of times more capable than the early machines, and occupy a fraction of the space.[2] Simple computers are small enough to fit into mobile devices, and can be powered by a small battery. Personal computers in their various forms are icons of the Information Age and are what most people think of as "computers". However, the embedded computers found in many devices from MP3 players to fighter aircraft and from toys to industrial robots are the most numerous.

History of computing

The first use of the word "computer" was recorded in 1613, referring to a person who carried out calculations, or computations, and the word continued with the same meaning until the middle of the 20th century. From the end of the 19th century onwards, the word began to take on its more familiar meaning, describing a machine that carries out computations.[3]

Limited-function ancient computers


The Jacquard loom, on display at the Museum of Science and Industry in Manchester, England, was one of the first programmable devices.
The history of the modern computer begins with two separate technologies—automated calculation and programmability—but no single device can be identified as the earliest computer, partly because of the inconsistent application of that term. Examples of early mechanical calculating devices include the abacus, the slide rule and arguably the astrolabe and the Antikythera mechanism, an ancient astronomical computer built by the Greeks around 80 BC.[4] The Greek mathematician Hero of Alexandria (c. 10–70 AD) built a mechanical theater which performed a play lasting 10 minutes and was operated by a complex system of ropes and drums that might be considered to be a means of deciding which parts of the mechanism performed which actions and when.[5] This is the essence of programmability.
The "castle clock", an astronomical clock invented by Al-Jazari in 1206, is considered to be the earliest programmable analog computer.[6][verification needed] It displayed the zodiac, the solar and lunar orbits, a crescent moon-shaped pointer travelling across a gateway causing automatic doors to open every hour,[7][8] and five robotic musicians who played music when struck by levers operated by a camshaft attached to a water wheel. The length of day and night could be re-programmed to compensate for the changing lengths of day and night throughout the year.[6]
The Renaissance saw the invention of the mechanical calculator, a device that could provide solutions to all four arithmetic operations without relying on human intelligence. The mechanical calculator participated in the computer revolution in two different ways : Initially, it is in trying to develop more powerful and more flexible calculators that the computer was first theorized (Charles Babbage, Alan Turing) and then developed (ABC, Z3, ENIAC...), but also the microprocessor, which started the personal computer revolution, and which is now at the heart of all computers regardless of size or purpose, was invented serendipitously by Intel during the development of an electronic calculator, a direct descendant to the mechanical calculator.

First general-purpose computers

In 1801, Joseph Marie Jacquard made an improvement to the textile loom by introducing a series of punched paper cards as a template which allowed his loom to weave intricate patterns automatically. The resulting Jacquard loom was an important step in the development of computers because the use of punched cards to define woven patterns can be viewed as an early, albeit limited, form of programmability.

The Most Famous Image in the Early History of Computing[9]

This portrait of Jacquard was woven in silk on a Jacquard loom and required 24,000 punched cards to create (1839). It was only produced to order. Charles Babbage owned one of these portraits ; it inspired him in using perforated cards in his analytical engine[10]
It was the fusion of automatic calculation with programmability that produced the first recognizable computers. In 1837, Charles Babbage was the first to conceptualize and design a fully programmable mechanical computer, his analytical engine.[11] Limited finances and Babbage's inability to resist tinkering with the design meant that the device was never completed ; nevertheless his son, Henry Babbage, completed a simplified version of the analytical engine's computing unit (the mill) in 1888. He gave a successful demonstration of its use in computing tables in 1906. This machine was given to the Science museum in South Kensington in 1910.
In the late 1880s, Herman Hollerith invented the recording of data on a machine readable medium. Prior uses of machine readable media, above, had been for control, not data. "After some initial trials with paper tape, he settled on punched cards ..."[12] To process these punched cards he invented the tabulator, and the keypunch machines. These three inventions were the foundation of the modern information processing industry. Large-scale automated data processing of punched cards was performed for the 1890 United States Census by Hollerith's company, which later became the core of IBM. By the end of the 19th century a number of technologies that would later prove useful in the realization of practical computers had begun to appear: the punched card, Boolean algebra, the vacuum tube (thermionic valve) and the teleprinter.
During the first half of the 20th century, many scientific computing needs were met by increasingly sophisticated analog computers, which used a direct mechanical or electrical model of the problem as a basis for computation. However, these were not programmable and generally lacked the versatility and accuracy of modern digital computers.
Alan Turing is widely regarded to be the father of modern computer science. In 1936 Turing provided an influential formalisation of the concept of the algorithm and computation with the Turing machine, providing a blueprint for the electronic digital computer.[13] Of his role in the creation of the modern computer, Time magazine in naming Turing one of the 100 most influential people of the 20th century, states: "The fact remains that everyone who taps at a keyboard, opening a spreadsheet or a word-processing program, is working on an incarnation of a Turing machine".[13]

The Zuse Z3, 1941, considered the world's first working programmable, fully automatic computing machine.

The ENIAC, which became operational in 1946, is considered to be the first general-purpose electronic computer.

EDSAC was one of the first computers to implement the stored program (von Neumann) architecture.

Die of an Intel 80486DX2 microprocessor (actual size: 12×6.75 mm) in its packaging.
The Atanasoff–Berry Computer (ABC) was among the first electronic digital binary computing devices. Conceived in 1937 by Iowa State College physics professor John Atanasoff, and built with the assistance of graduate student Clifford Berry,[14] the machine was not programmable, being designed only to solve systems of linear equations. The computer did employ parallel computation. A 1973 court ruling in a patent dispute found that the patent for the 1946 ENIAC computer derived from the Atanasoff–Berry Computer.
The inventor of the program-controlled computer was Konrad Zuse, who built the first working computer in 1941 and later in 1955 the first computer based on magnetic storage.[15]
George Stibitz is internationally recognized as a father of the modern digital computer. While working at Bell Labs in November 1937, Stibitz invented and built a relay-based calculator he dubbed the "Model K" (for "kitchen table", on which he had assembled it), which was the first to use binary circuits to perform an arithmetic operation. Later models added greater sophistication including complex arithmetic and programmability.[16]
A succession of steadily more powerful and flexible computing devices were constructed in the 1930s and 1940s, gradually adding the key features that are seen in modern computers. The use of digital electronics (largely invented by Claude Shannon in 1937) and more flexible programmability were vitally important steps, but defining one point along this road as "the first digital electronic computer" is difficult.Shannon 1940 Notable achievements include.
  • Konrad Zuse's electromechanical "Z machines". The Z3 (1941) was the first working machine featuring binary arithmetic, including floating point arithmetic and a measure of programmability. In 1998 the Z3 was proved to be Turing complete, therefore being the world's first operational computer.[17]
  • The non-programmable Atanasoff–Berry Computer (commenced in 1937, completed in 1941) which used vacuum tube based computation, binary numbers, and regenerative capacitor memory. The use of regenerative memory allowed it to be much more compact than its peers (being approximately the size of a large desk or workbench), since intermediate results could be stored and then fed back into the same set of computation elements.
  • The secret British Colossus computers (1943),[18] which had limited programmability but demonstrated that a device using thousands of tubes could be reasonably reliable and electronically reprogrammable. It was used for breaking German wartime codes.
  • The Harvard Mark I (1944), a large-scale electromechanical computer with limited programmability.[19]
  • The U.S. Army's Ballistic Research Laboratory ENIAC (1946), which used decimal arithmetic and is sometimes called the first general purpose electronic computer (since Konrad Zuse's Z3 of 1941 used electromagnets instead of electronics). Initially, however, ENIAC had an inflexible architecture which essentially required rewiring to change its programming.

Stored-program architecture

Several developers of ENIAC, recognizing its flaws, came up with a far more flexible and elegant design, which came to be known as the "stored program architecture" or von Neumann architecture. This design was first formally described by John von Neumann in the paper First Draft of a Report on the EDVAC, distributed in 1945. A number of projects to develop computers based on the stored-program architecture commenced around this time, the first of these being completed in Great Britain. The first working prototype to be demonstrated was the Manchester Small-Scale Experimental Machine (SSEM or "Baby") in 1948. The Electronic Delay Storage Automatic Calculator (EDSAC), completed a year after the SSEM at Cambridge University, was the first practical, non-experimental implementation of the stored program design and was put to use immediately for research work at the university. Shortly thereafter, the machine originally described by von Neumann's paper—EDVAC—was completed but did not see full-time use for an additional two years.
Nearly all modern computers implement some form of the stored-program architecture, making it the single trait by which the word "computer" is now defined. While the technologies used in computers have changed dramatically since the first electronic, general-purpose computers of the 1940s, most still use the von Neumann architecture.
Beginning in the 1950s, Soviet scientists Sergei Sobolev and Nikolay Brusentsov conducted research on ternary computers, devices that operated on a base three numbering system of −1, 0, and 1 rather than the conventional binary numbering system upon which most computers are based. They designed the Setun, a functional ternary computer, at Moscow State University. The device was put into limited production in the Soviet Union, but supplanted by the more common binary architecture.

Semiconductors and microprocessors

Computers using vacuum tubes as their electronic elements were in use throughout the 1950s, but by the 1960s had been largely replaced by transistor-based machines, which were smaller, faster, cheaper to produce, required less power, and were more reliable. The first transistorised computer was demonstrated at the University of Manchester in 1953.[20] In the 1970s, integrated circuit technology and the subsequent creation of microprocessors, such as the Intel 4004, further decreased size and cost and further increased speed and reliability of computers. By the late 1970s, many products such as video recorders contained dedicated computers called microcontrollers, and they started to appear as a replacement to mechanical controls in domestic appliances such as washing machines. The 1980s witnessed home computers and the now ubiquitous personal computer. With the evolution of the Internet, personal computers are becoming as common as the television and the telephone in the household[citation needed].
Modern smartphones are fully programmable computers in their own right, and as of 2009 may well be the most common form of such computers in existence[citation needed].

Programs

The defining feature of modern computers which distinguishes them from all other machines is that they can be programmed. That is to say that some type of instructions (the program) can be given to the computer, and it will carry process them. While some computers may have strange concepts "instructions" and "output" (see quantum computing), modern computers based on the von Neumann architecture are often have machine code in the form of an imperative programming language.
In practical terms, a computer program may be just a few instructions or extend to many millions of instructions, as do the programs for word processors and web browsers for example. A typical modern computer can execute billions of instructions per second (gigaflops) and rarely makes a mistake over many years of operation. Large computer programs consisting of several million instructions may take teams of programmers years to write, and due to the complexity of the task almost certainly contain errors.

Stored program architecture


A 1970s punched card containing one line from a FORTRAN program. The card reads: "Z(1) = Y + W(1)" and is labelled "PROJ039" for identification purposes.
This section applies to most common RAM machine-based computers.
In most cases, computer instructions are simple: add one number to another, move some data from one location to another, send a message to some external device, etc. These instructions are read from the computer's memory and are generally carried out (executed) in the order they were given. However, there are usually specialized instructions to tell the computer to jump ahead or backwards to some other place in the program and to carry on executing from there. These are called "jump" instructions (or branches). Furthermore, jump instructions may be made to happen conditionally so that different sequences of instructions may be used depending on the result of some previous calculation or some external event. Many computers directly support subroutines by providing a type of jump that "remembers" the location it jumped from and another instruction to return to the instruction following that jump instruction.
Program execution might be likened to reading a book. While a person will normally read each word and line in sequence, they may at times jump back to an earlier place in the text or skip sections that are not of interest. Similarly, a computer may sometimes go back and repeat the instructions in some section of the program over and over again until some internal condition is met. This is called the flow of control within the program and it is what allows the computer to perform tasks repeatedly without human intervention.
Comparatively, a person using a pocket calculator can perform a basic arithmetic operation such as adding two numbers with just a few button presses. But to add together all of the numbers from 1 to 1,000 would take thousands of button presses and a lot of time—with a near certainty of making a mistake. On the other hand, a computer may be programmed to do this with just a few simple instructions. For example:
mov #0, sum     ; set sum to 0
      mov #1, num     ; set num to 1
loop: add num, sum    ; add num to sum
      add #1, num     ; add 1 to num
      cmp num, #1000  ; compare num to 1000
      ble loop        ; if num <= 1000, go back to 'loop'
      halt            ; end of program. stop running
Once told to run this program, the computer will perform the repetitive addition task without further human intervention. It will almost never make a mistake and a modern PC can complete the task in about a millionth of a second.[21]

Bugs

Errors in computer programs are called "bugs". Bugs may be benign and not affect the usefulness of the program, or have only subtle effects. But in some cases they may cause the program to "hang"—become unresponsive to input such as mouse clicks or keystrokes, or to completely fail or "crash". Otherwise benign bugs may sometimes be harnessed for malicious intent by an unscrupulous user writing an "exploit"—code designed to take advantage of a bug and disrupt a computer's proper execution. Bugs are usually not the fault of the computer. Since computers merely execute the instructions they are given, bugs are nearly always the result of programmer error or an oversight made in the program's design.[22]
When the term 'bugs' first came into computing use, bug referred to literally dead bugs shorting circuitry in valve/tube computers.[citation needed]

Machine code

In most computers, individual instructions are stored as machine code with each instruction being given a unique number (its operation code or opcode for short). The command to add two numbers together would have one opcode, the command to multiply them would have a different opcode and so on. The simplest computers are able to perform any of a handful of different instructions; the more complex computers have several hundred to choose from—each with a unique numerical code. Since the computer's memory is able to store numbers, it can also store the instruction codes. This leads to the important fact that entire programs (which are just lists of these instructions) can be represented as lists of numbers and can themselves be manipulated inside the computer in the same way as numeric data. The fundamental concept of storing programs in the computer's memory alongside the data they operate on is the crux of the von Neumann, or stored program, architecture. In some cases, a computer might store some or all of its program in memory that is kept separate from the data it operates on. This is called the Harvard architecture after the Harvard Mark I computer. Modern von Neumann computers display some traits of the Harvard architecture in their designs, such as in CPU caches.
While it is possible to write computer programs as long lists of numbers (machine language) and while this technique was used with many early computers,[23] it is extremely tedious and potentially error-prone to do so in practice, especially for complicated programs. Instead, each basic instruction can be given a short name that is indicative of its function and easy to remember—a mnemonic such as ADD, SUB, MULT or JUMP. These mnemonics are collectively known as a computer's assembly language. Converting programs written in assembly language into something the computer can actually understand (machine language) is usually done by a computer program called an assembler. Machine languages and the assembly languages that represent them (collectively termed low-level programming languages) tend to be unique to a particular type of computer. For instance, an ARM architecture computer (such as may be found in a PDA or a hand-held videogame) cannot understand the machine language of an Intel Pentium or the AMD Athlon 64 computer that might be in a PC.[24]

Higher-level languages and program design

Though considerably easier than in machine language, writing long programs in assembly language is often difficult and is also error prone. Therefore, most practical programs are written in more abstract high-level programming languages that are able to express the needs of the programmer more conveniently (and thereby help reduce programmer error). High level languages are usually "compiled" into machine language (or sometimes into assembly language and then into machine language) using another computer program called a compiler.[25] High level languages are less related to the workings of the target computer than assembly language, and more related to the language and structure of the problem(s) to be solved by the final program. It is therefore often possible to use different compilers to translate the same high level language program into the machine language of many different types of computer. This is part of the means by which software like video games may be made available for different computer architectures such as personal computers and various video game consoles.
The task of developing large software systems presents a significant intellectual challenge. Producing software with an acceptably high reliability within a predictable schedule and budget has historically been difficult; the academic and professional discipline of software engineering concentrates specifically on this challenge.

Function

A general purpose computer has four main components: the arithmetic logic unit (ALU), the control unit, the memory, and the input and output devices (collectively termed I/O). These parts are interconnected by busses, often made of groups of wires.
Inside each of these parts are thousands to trillions of small electrical circuits which can be turned off or on by means of an electronic switch. Each circuit represents a bit (binary digit) of information so that when the circuit is on it represents a "1", and when off it represents a "0" (in positive logic representation). The circuits are arranged in logic gates so that one or more of the circuits may control the state of one or more of the other circuits.
The control unit, ALU, registers, and basic I/O (and often other hardware closely linked with these) are collectively known as a central processing unit (CPU). Early CPUs were composed of many separate components but since the mid-1970s CPUs have typically been constructed on a single integrated circuit called a microprocessor.

Control unit


Diagram showing how a particular MIPS architecture instruction would be decoded by the control system.
The control unit (often called a control system or central controller) manages the computer's various components; it reads and interprets (decodes) the program instructions, transforming them into a series of control signals which activate other parts of the computer.[26] Control systems in advanced computers may change the order of some instructions so as to improve performance.
A key component common to all CPUs is the program counter, a special memory cell (a register) that keeps track of which location in memory the next instruction is to be read from.[27]
The control system's function is as follows—note that this is a simplified description, and some of these steps may be performed concurrently or in a different order depending on the type of CPU:
  1. Read the code for the next instruction from the cell indicated by the program counter.
  2. Decode the numerical code for the instruction into a set of commands or signals for each of the other systems.
  3. Increment the program counter so it points to the next instruction.
  4. Read whatever data the instruction requires from cells in memory (or perhaps from an input device). The location of this required data is typically stored within the instruction code.
  5. Provide the necessary data to an ALU or register.
  6. If the instruction requires an ALU or specialized hardware to complete, instruct the hardware to perform the requested operation.
  7. Write the result from the ALU back to a memory location or to a register or perhaps an output device.
  8. Jump back to step (1).
Since the program counter is (conceptually) just another set of memory cells, it can be changed by calculations done in the ALU. Adding 100 to the program counter would cause the next instruction to be read from a place 100 locations further down the program. Instructions that modify the program counter are often known as "jumps" and allow for loops (instructions that are repeated by the computer) and often conditional instruction execution (both examples of control flow).
It is noticeable that the sequence of operations that the control unit goes through to process an instruction is in itself like a short computer program—and indeed, in some more complex CPU designs, there is another yet smaller computer called a microsequencer that runs a microcode program that causes all of these events to happen.

Arithmetic/logic unit (ALU)

The ALU is capable of performing two classes of operations: arithmetic and logic.[28]
The set of arithmetic operations that a particular ALU supports may be limited to adding and subtracting or might include multiplying or dividing, trigonometry functions (sine, cosine, etc.) and square roots. Some can only operate on whole numbers (integers) whilst others use floating point to represent real numbers—albeit with limited precision. However, any computer that is capable of performing just the simplest operations can be programmed to break down the more complex operations into simple steps that it can perform. Therefore, any computer can be programmed to perform any arithmetic operation—although it will take more time to do so if its ALU does not directly support the operation. An ALU may also compare numbers and return boolean truth values (true or false) depending on whether one is equal to, greater than or less than the other ("is 64 greater than 65?").
Logic operations involve Boolean logic: AND, OR, XOR and NOT. These can be useful both for creating complicated conditional statements and processing boolean logic.
Superscalar computers may contain multiple ALUs so that they can process several instructions at the same time.[29] Graphics processors and computers with SIMD and MIMD features often provide ALUs that can perform arithmetic on vectors and matrices.

Memory


Magnetic core memory was the computer memory of choice throughout the 1960s, until it was replaced by semiconductor memory.
A computer's memory can be viewed as a list of cells into which numbers can be placed or read. Each cell has a numbered "address" and can store a single number. The computer can be instructed to "put the number 123 into the cell numbered 1357" or to "add the number that is in cell 1357 to the number that is in cell 2468 and put the answer into cell 1595". The information stored in memory may represent practically anything. Letters, numbers, even computer instructions can be placed into memory with equal ease. Since the CPU does not differentiate between different types of information, it is the software's responsibility to give significance to what the memory sees as nothing but a series of numbers.
In almost all modern computers, each memory cell is set up to store binary numbers in groups of eight bits (called a byte). Each byte is able to represent 256 different numbers (2^8 = 256); either from 0 to 255 or −128 to +127. To store larger numbers, several consecutive bytes may be used (typically, two, four or eight). When negative numbers are required, they are usually stored in two's complement notation. Other arrangements are possible, but are usually not seen outside of specialized applications or historical contexts. A computer can store any kind of information in memory if it can be represented numerically. Modern computers have billions or even trillions of bytes of memory.
The CPU contains a special set of memory cells called registers that can be read and written to much more rapidly than the main memory area. There are typically between two and one hundred registers depending on the type of CPU. Registers are used for the most frequently needed data items to avoid having to access main memory every time data is needed. As data is constantly being worked on, reducing the need to access main memory (which is often slow compared to the ALU and control units) greatly increases the computer's speed.
Computer main memory comes in two principal varieties: random-access memory or RAM and read-only memory or ROM. RAM can be read and written to anytime the CPU commands it, but ROM is pre-loaded with data and software that never changes, so the CPU can only read from it. ROM is typically used to store the computer's initial start-up instructions. In general, the contents of RAM are erased when the power to the computer is turned off, but ROM retains its data indefinitely. In a PC, the ROM contains a specialized program called the BIOS that orchestrates loading the computer's operating system from the hard disk drive into RAM whenever the computer is turned on or reset. In embedded computers, which frequently do not have disk drives, all of the required software may be stored in ROM. Software stored in ROM is often called firmware, because it is notionally more like hardware than software. Flash memory blurs the distinction between ROM and RAM, as it retains its data when turned off but is also rewritable. It is typically much slower than conventional ROM and RAM however, so its use is restricted to applications where high speed is unnecessary.[30]
In more sophisticated computers there may be one or more RAM cache memories which are slower than registers but faster than main memory. Generally computers with this sort of cache are designed to move frequently needed data into the cache automatically, often without the need for any intervention on the programmer's part.

Input/output (I/O)


Hard disk drives are common storage devices used with computers.
I/O is the means by which a computer exchanges information with the outside world.[31] Devices that provide input or output to the computer are called peripherals.[32] On a typical personal computer, peripherals include input devices like the keyboard and mouse, and output devices such as the display and printer. Hard disk drives, floppy disk drives and optical disc drives serve as both input and output devices. Computer networking is another form of I/O.
Often, I/O devices are complex computers in their own right with their own CPU and memory. A graphics processing unit might contain fifty or more tiny computers that perform the calculations necessary to display 3D graphics[citation needed]. Modern desktop computers contain many smaller computers that assist the main CPU in performing I/O.

Multitasking

While a computer may be viewed as running one gigantic program stored in its main memory, in some systems it is necessary to give the appearance of running several programs simultaneously. This is achieved by multitasking i.e. having the computer switch rapidly between running each program in turn.[33]
One means by which this is done is with a special signal called an interrupt which can periodically cause the computer to stop executing instructions where it was and do something else instead. By remembering where it was executing prior to the interrupt, the computer can return to that task later. If several programs are running "at the same time", then the interrupt generator might be causing several hundred interrupts per second, causing a program switch each time. Since modern computers typically execute instructions several orders of magnitude faster than human perception, it may appear that many programs are running at the same time even though only one is ever executing in any given instant. This method of multitasking is sometimes termed "time-sharing" since each program is allocated a "slice" of time in turn.[34]
Before the era of cheap computers, the principal use for multitasking was to allow many people to share the same computer.
Seemingly, multitasking would cause a computer that is switching between several programs to run more slowly — in direct proportion to the number of programs it is running. However, most programs spend much of their time waiting for slow input/output devices to complete their tasks. If a program is waiting for the user to click on the mouse or press a key on the keyboard, then it will not take a "time slice" until the event it is waiting for has occurred. This frees up time for other programs to execute so that many programs may be run at the same time without unacceptable speed loss.

Multiprocessing


Cray designed many supercomputers that used multiprocessing heavily.
Some computers are designed to distribute their work across several CPUs in a multiprocessing configuration, a technique once employed only in large and powerful machines such as supercomputers, mainframe computers and servers. Multiprocessor and multi-core (multiple CPUs on a single integrated circuit) personal and laptop computers are now widely available, and are being increasingly used in lower-end markets as a result.
Supercomputers in particular often have highly unique architectures that differ significantly from the basic stored-program architecture and from general purpose computers.[35] They often feature thousands of CPUs, customized high-speed interconnects, and specialized computing hardware. Such designs tend to be useful only for specialized tasks due to the large scale of program organization required to successfully utilize most of the available resources at once. Supercomputers usually see usage in large-scale simulation, graphics rendering, and cryptography applications, as well as with other so-called "embarrassingly parallel" tasks.

Networking and the Internet


Visualization of a portion of the routes on the Internet.
Computers have been used to coordinate information between multiple locations since the 1950s. The U.S. military's SAGE system was the first large-scale example of such a system, which led to a number of special-purpose commercial systems like Sabre.[36]
In the 1970s, computer engineers at research institutions throughout the United States began to link their computers together using telecommunications technology. This effort was funded by ARPA (now DARPA), and the computer network that it produced was called the ARPANET.[37] The technologies that made the Arpanet possible spread and evolved.
In time, the network spread beyond academic and military institutions and became known as the Internet. The emergence of networking involved a redefinition of the nature and boundaries of the computer. Computer operating systems and applications were modified to include the ability to define and access the resources of other computers on the network, such as peripheral devices, stored information, and the like, as extensions of the resources of an individual computer. Initially these facilities were available primarily to people working in high-tech environments, but in the 1990s the spread of applications like e-mail and the World Wide Web, combined with the development of cheap, fast networking technologies like Ethernet and ADSL saw computer networking become almost ubiquitous. In fact, the number of computers that are networked is growing phenomenally. A very large proportion of personal computers regularly connect to the Internet to communicate and receive information. "Wireless" networking, often utilizing mobile phone networks, has meant networking is becoming increasingly ubiquitous even in mobile computing environments.

Misconceptions

A computer does not need to be electric, nor even have a processor, nor RAM, nor even hard disk. The minimal definition of a computer is anything that transforms information in a purposeful way.[citation needed] However the traditional definition of a computer is a device having memory, mass storage, processor (CPU), and Input & Output devices. [38] Anything less would be a simple processor.

Required technology

Computational systems as flexible as a personal computer can be built out of almost anything. For example, a computer can be made out of billiard balls (billiard ball computer); this is an unintuitive and pedagogical example that a computer can be made out of almost anything. More realistically, modern computers are made out of transistors made of photolithographed semiconductors.
Historically, computers evolved from mechanical computers and eventually from vacuum tubes to transistors.
There is active research to make computers out of many promising new types of technology, such as optical computing, DNA computers, neural computers, and quantum computers. Some of these can easily tackle problems that modern computers cannot (such as how quantum computers can break some modern encryption algorithms by quantum factoring).

Computer architecture paradigms

Some different paradigms of how to build a computer from the ground-up:
RAM machines
These are the types of computers with a CPU, computer memory, etc., which understand basic instructions in a machine language. The concept evolved from the Turing machine.
Brains
Brains are massively parallel processors made of neurons, wired in intricate patterns, that communicate via electricity and neurotransmitter chemicals.
Programming languages
Such as the lambda calculus, or modern programming languages, are virtual computers built on top of other computers.
Cellular automata
For example, the game of Life can create "gliders" and "loops" and other constructs that transmit information; this paradigm can be applied to DNA computing, chemical computing, etc.
Groups and committees
The linking of multiple computers (brains) is itself a computer
Logic gates are a common abstraction which can apply to most of the above digital or analog paradigms.
The ability to store and execute lists of instructions called programs makes computers extremely versatile, distinguishing them from calculators. The Church–Turing thesis is a mathematical statement of this versatility: any computer with a minimum capability (being Turing-complete) is, in principle, capable of performing the same tasks that any other computer can perform. Therefore any type of computer (netbook, supercomputer, cellular automaton, etc.) is able to perform the same computational tasks, given enough time and storage capacity.

Limited-function computers

Conversely, a computer which is limited in function (one that is not "Turing-complete") cannot simulate arbitrary things. For example, simple four-function calculators cannot simulate a real computer without human intervention. As a more complicated example, without the ability to program a gaming console, it can never accomplish what a programmable calculator from the 1990s could (given enough time); the system as a whole is not Turing-complete, even though it contains a Turing-complete component (the microprocessor). Living organisms (the body, not the brain) are also limited-function computers designed to make copies of themselves; they cannot be reprogrammed without genetic engineering.

Virtual computers

A "computer" is commonly considered to be a physical device. However, one can create a computer program which describes how to run a different computer, i.e. "simulating a computer in a computer". Not only is this a constructive proof of the Church-Turing thesis, but is also extremely common in all modern computers. For example, some programming languages use something called an interpreter, which is a simulated computer built on top of the basic computer; this allows programmers to write code (computer input) in a different language than the one understood by the base computer (the alternative is to use a compiler). Additionally, virtual machines are simulated computers which virtually replicate a physical computer in software, and are very commonly used by IT. Virtual machines are also a common technique used to create emulators, such game console emulators.

Further topics

Artificial intelligence

A computer will solve problems in exactly the way they are programmed to, without regard to efficiency nor alternative solutions nor possible shortcuts nor possible errors in the code. Computer programs which learn and adapt are part of the emerging field of artificial intelligence and machine learning.

Hardware

The term hardware covers all of those parts of a computer that are tangible objects. Circuits, displays, power supplies, cables, keyboards, printers and mice are all hardware.
History of computing hardware
First Generation (Mechanical/Electromechanical) Calculators Antikythera mechanism, Difference engine, Norden bombsight
Programmable Devices Jacquard loom, Analytical engine, Harvard Mark I, Z3
Second Generation (Vacuum Tubes) Calculators Atanasoff–Berry Computer, IBM 604, UNIVAC 60, UNIVAC 120
Programmable Devices Colossus, ENIAC, Manchester Small-Scale Experimental Machine, EDSAC, Manchester Mark 1, Ferranti Pegasus, Ferranti Mercury, CSIRAC, EDVAC, UNIVAC I, IBM 701, IBM 702, IBM 650, Z22
Third Generation (Discrete transistors and SSI, MSI, LSI Integrated circuits) Mainframes IBM 7090, IBM 7080, IBM System/360, BUNCH
Minicomputer PDP-8, PDP-11, IBM System/32, IBM System/36
Fourth Generation (VLSI integrated circuits) Minicomputer VAX, IBM System i
4-bit microcomputer Intel 4004, Intel 4040
8-bit microcomputer Intel 8008, Intel 8080, Motorola 6800, Motorola 6809, MOS Technology 6502, Zilog Z80
16-bit microcomputer Intel 8088, Zilog Z8000, WDC 65816/65802
32-bit microcomputer Intel 80386, Pentium, Motorola 68000, ARM architecture
64-bit microcomputer[39] Alpha, MIPS, PA-RISC, PowerPC, SPARC, x86-64
Embedded computer Intel 8048, Intel 8051
Personal computer Desktop computer, Home computer, Laptop computer, Personal digital assistant (PDA), Portable computer, Tablet PC, Wearable computer
Theoretical/experimental Quantum computer, Chemical computer, DNA computing, Optical computer, Spintronics based computer
Other Hardware Topics
Peripheral device (Input/output) Input Mouse, Keyboard, Joystick, Image scanner, Webcam, Graphics tablet, Microphone
Output Monitor, Printer, Loudspeaker
Both Floppy disk drive, Hard disk drive, Optical disc drive, Teleprinter
Computer busses Short range RS-232, SCSI, PCI, USB
Long range (Computer networking) Ethernet, ATM, FDDI

Software

Software refers to parts of the computer which do not have a material form, such as programs, data, protocols, etc. When software is stored in hardware that cannot easily be modified (such as BIOS ROM in an IBM PC compatible), it is sometimes called "firmware" to indicate that it falls into an uncertain area somewhere between hardware and software.
Computer software
Operating system Unix and BSD UNIX System V, IBM AIX, HP-UX, Solaris (SunOS), IRIX, List of BSD operating systems
GNU/Linux List of Linux distributions, Comparison of Linux distributions
Microsoft Windows Windows 95, Windows 98, Windows NT, Windows 2000, Windows XP, Windows Vista, Windows 7
DOS 86-DOS (QDOS), PC-DOS, MS-DOS, DR-DOS, FreeDOS
Mac OS Mac OS classic, Mac OS X
Embedded and real-time List of embedded operating systems
Experimental Amoeba, Oberon/Bluebottle, Plan 9 from Bell Labs
Library Multimedia DirectX, OpenGL, OpenAL
Programming library C standard library, Standard Template Library
Data Protocol TCP/IP, Kermit, FTP, HTTP, SMTP
File format HTML, XML, JPEG, MPEG, PNG
User interface Graphical user interface (WIMP) Microsoft Windows, GNOME, KDE, QNX Photon, CDE, GEM, Aqua
Text-based user interface Command-line interface, Text user interface
Application Office suite Word processing, Desktop publishing, Presentation program, Database management system, Scheduling & Time management, Spreadsheet, Accounting software
Internet Access Browser, E-mail client, Web server, Mail transfer agent, Instant messaging
Design and manufacturing Computer-aided design, Computer-aided manufacturing, Plant management, Robotic manufacturing, Supply chain management
Graphics Raster graphics editor, Vector graphics editor, 3D modeler, Animation editor, 3D computer graphics, Video editing, Image processing
Audio Digital audio editor, Audio playback, Mixing, Audio synthesis, Computer music
Software engineering Compiler, Assembler, Interpreter, Debugger, Text editor, Integrated development environment, Software performance analysis, Revision control, Software configuration management
Educational Edutainment, Educational game, Serious game, Flight simulator
Games Strategy, Arcade, Puzzle, Simulation, First-person shooter, Platform, Massively multiplayer, Interactive fiction
Misc Artificial intelligence, Antivirus software, Malware scanner, Installer/Package management systems, File manager

Programming languages

Programming languages provide various ways of specifying programs for computers to run. Unlike natural languages, programming languages are designed to permit no ambiguity and to be concise. They are purely written languages and are often difficult to read aloud. They are generally either translated into machine code by a compiler or an assembler before being run, or translated directly at run time by an interpreter. Sometimes programs are executed by a hybrid method of the two techniques. There are thousands of different programming languages—some intended to be general purpose, others useful only for highly specialized applications.
Programming languages
Lists of programming languages Timeline of programming languages, List of programming languages by category, Generational list of programming languages, List of programming languages, Non-English-based programming languages
Commonly used Assembly languages ARM, MIPS, x86
Commonly used high-level programming languages Ada, BASIC, C, C++, C#, COBOL, Fortran, Java, Lisp, Pascal, Object Pascal
Commonly used Scripting languages Bourne script, JavaScript, Python, Ruby, PHP, Perl

Professions and organizations

As the use of computers has spread throughout society, there are an increasing number of careers involving computers.
Computer-related professions
Hardware-related Electrical engineering, Electronic engineering, Computer engineering, Telecommunications engineering, Optical engineering, Nanoengineering
Software-related Computer science, Desktop publishing, Human–computer interaction, Information technology, Information systems, Computational science, Software engineering, Video game industry, Web design
The need for computers to work well together and to be able to exchange information has spawned the need for many standards organizations, clubs and societies of both a formal and informal nature.
Organizations
Standards groups ANSI, IEC, IEEE, IETF, ISO, W3C
Professional Societies ACM, AIS, IET, IFIP, BCS
Free/Open source software groups Free Software Foundation, Mozilla Foundation, Apache Software Foundation