how do you feel ?
jhh - kamu .. kamu ..
sbnrny km tu gmn c ?
sring nyamperin dluan trs tiba* ilang . km suru ak nyari km .
tpy km ilang lgy .
nd ak gg mau nyari km lgy .
skali* ak pgn nnggu ajj .
cumak nnggu mpe km kmbali lgy k ak .
jhh - kamu .. kamu ..
sbnrny km tu gmn c ?
sring nyamperin dluan trs tiba* ilang . km suru ak nyari km .
tpy km ilang lgy .
nd ak gg mau nyari km lgy .
skali* ak pgn nnggu ajj .
cumak nnggu mpe km kmbali lgy k ak .
Diposkan oleh m a y n a di 21:14 | 0 komentar
| * | EDSAC (Electronic Delayed Storage Automatic Computer), yang merupakan komputer dengan stored program yang pertama. Komputer ini dibuat oleh ahli matematika John von Neumann dan teamnya. Komputer ini dibuat semenjak pertengahan tahun 1940 dan dioperasikan pada tahun 1949 di Cambridge University, Inggris. |
| * | ACE (Automatic Calculating Engine) yang dibuat oleh Alan M Turing semenjak tahun 1945, komputer ini telah menerapkan penggunaan kartu plong sebagai media untuk input dan output-nya . |
| * | SEC (Simple Electric Computer) merupakan komputer yang menggunakan drum magnetik sebagai penyimpan memorinya. Komputer ini dibuat pada tahun 1950 di Electric Computer Laboratory of Birkbeck College, University of London. |
| * | LEO (Lyon Electronic Office), tahun 1951, merupakan komputer komersial pertama di Inggris. |
| * | EDVAC (Electronic Discrete Variable Automatic Computer), tahun 1952, merupakan komputer stored program pertama yang dibuat oleh Amerika. |
| * | PDP-1, yang diproduksi oleh DEC (Digital Equipment Corporation) yang dikenalkan pada tahun 1959, |
| * | PDP-5, merupakan komputer mini pertama, |
| * | UNIVAC III, |
| * | IBM 7070 |
Diposkan oleh m a y n a di 18:14 | 0 komentar
Diposkan oleh m a y n a di 18:05 | 0 komentar
SMP Negeri 1 Denpasar merupakan salah satu sekolah bertaraf internasional (SBI) . Sekolah yang terletak di Jalan Surapati No.2 ini adalah sekolah terbaik yang ada di Bali .
Saya telah bersekolah di SMP Negeri 1 Denpasar kurang lebih selama satu setengah tahun . Sejauh ini , Spensa (SMPN 1 Dps) sudah mengalami perkembangan yang cukup bagus . Dimulai dari renovasi aula sekolah , pembangunan perpustakaan dan UKS , renovasi ruang guru , serta renovasi kantin . Ruang kelasnya pun kini sudah dilengkapi fasilitas-fasilitas yang memadai seperti LCD, AC, dan kamera CCTV .
Kedisiplinan dan keamanan di Spensa cukup terjaga . Sekolahnya pun dipenuhi dengan tanaman-tanaman penyejuk . Kinerja guru-guru disini cukup memuaskan . Terbukti tidak sedikit guru yang pernah menjadi guru teladan . Tak hanya itu . Murid-muridnya pun berprestasi . Banyak siswa siswi yang menjuarai berbagai perlombaan dan olimpiade baik di bidang akademis maupun non akademis . Wajar saja, karena untuk dapat menjadi murid di sekolah ini pun kita harus melewati persaingan yang ketat . Tak heran jika SMPN 1 Denpasar menjadi sekolah favorit .
Namun, keunggulan-keunggulan tersebut juga tak luput dari ketidaksempurnaan . Misalnya saja, toilet sekolah . Toilet merupakan salah satu sarana terpenting . Sayangnya, toilet sekolah kita kebersihannya kurang terjaga . Tak jarang toilet sekolah menebarkan bau yang menyengat sehingga kita pun tak bisa nyaman menggunakan toilet di sekolah . Selain itu, halaman di spensa pun kurang luas . Murid-murid jadi tidak dapat bermain dengan leluasa karena halamannya sedikit demi sedikit mulai ditutupi dengan bangunan . Dan satu lagi contoh yang sangat penting yaitu kebersihan . Walaupun sudah mendapat larangan keras, siswa-siswi disini masih saja ada yang membuang sampah sembarangan serta mengotori tembok dan fasilitas sekolah . Tentu saja hal ini membuat lingkungan Spensa tak enak dipandang .
Saya harap, pihak sekolah mampu menindaklanjuti hal tersebut dengan baik . Karena, bagaimanapun sekolah merupakan rumah kedua kita . Sebisa mungkin kita harus menjaga sekolah kita tercinta ini agar seluruh warganya merasa nyaman berada di SMPN 1 Denpasar . BERSAMA KITA BISA !!
Diposkan oleh m a y n a di 20:19 | 1 komentar
Computer
A computer is a machine that manipulates data according to a list of instructions.
The first devices that resemble modern computers date to the mid-20th century (1940–1945), although the computer concept and various machines similar to computers existed earlier. Early electronic computers were the size of a large room, consuming as much power as several hundred modern personal computers(PC). Modern computers are based on tiny integrated circuits and are millions to billions of times more capable while occupying a fraction of the space. Today, simple computers may be made small enough to fit into a wristwatch and be powered from a watch battery. Personal computers, in various forms, are icons of the Information Age and are what most people think of as "a computer"; however, the most common form of computer in use today is the embedded computer. Embedded computers are small, simple devices that are used to control other devices — for example, they may be found in machines ranging from fighter aircraft to industrial robots, digital cameras, and children's toys.
The ability to store and execute lists of instructions called programs makes computers extremely versatile and distinguishes them from calculators. The Church–Turing thesis is a mathematical statement of this versatility: any computer with a certain minimum capability is, in principle, capable of performing the same tasks that any other computer can perform. Therefore, computers with capability and complexity ranging from that of a personal digital assistant to a supercomputer are all able to perform the same computational tasks given enough time and storage capacity.
History of computing
The Jacquard loom was one of the first programmable devices.
It is difficult to identify any one device as the earliest computer, partly because the term "computer" has been subject to varying interpretations over time. Originally, the term "computer" referred to a person who performed numerical calculations (a human computer), often with the aid of a mechanical calculating device.
The history of the modern computer begins with two separate technologies - that of automated calculation and that of programmability.
Examples of early mechanical calculating devices included the abacus, the slide rule and arguably the astrolabe and the Antikythera mechanism (which dates from about 150-100 BC). 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. 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. 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 and five robotic musicians who play music when struck by levers operated by a camshaft attached to a water wheel. The length of day and night could be re-programmed every day in order to account for the changing lengths of day and night throughout the year.
The end of the Middle Ages saw a re-invigoration of European mathematics and engineering, and Wilhelm Schickard's 1623 device was the first of a number of mechanical calculators constructed by European engineers. However, none of those devices fit the modern definition of a computer because they could not be programmed.
In 1801, Joseph Marie Jacquard made an improvement to the textile loom that used a series of punched paper cards as a template to allow 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.
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 that he called "The Analytical Engine". Due to limited finances, and an inability to resist tinkering with the design, Babbage never actually built his Analytical Engine.
Large-scale automated data processing of punched cards was performed for the U.S. Census in 1890 by tabulating machines designed by Herman Hollerith and manufactured by the Computing Tabulating Recording Corporation, which later became 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.
How computers work
A general purpose computer has four main sections: the arithmetic and 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.
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
The control unit (often called a control system or central controller) directs the various components of a computer. It reads and interprets (decodes) instructions in the program one by one. The control system decodes each instruction and turns it into a series of control signals that operate the other parts of the computer. 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.
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.
Diposkan oleh m a y n a di 01:18 | 0 komentar
ehh .
tau kh xan ?
bhwa pd tgl. 13 November 2008 , mrupakn hri brsjarah bagiku ??
knfa ??
krn si COCA mmanggil ku !
aarghh~ snang.ny !!
AYAS en mas tita [tipat tahu] sbg saksi nyata !
abs tu , pas ak mkan , kn ak mw ngliat dy .
ehh tnyata dy lgy ngliatin ak gt . :)
hhe . hepii !!!
tpy ak grogi wktu it .
jdiny ak ngliat k arah laen ajj smbil pura* nyariin org .
BEGO dh gw !!
Coca … Coca …
cumak km yg bs bkin ak pgn trbang !!
bnran dh !
Diposkan oleh m a y n a di 06:01 | 4 komentar
kau tau ??
sbtu ni sngguh mmbosankn .
dn kau tau satu hal lgy ??
tumben ak nulis blog s.PENDEK ini .
hhe . :)
Diposkan oleh m a y n a di 05:52 | 0 komentar
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