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TECHNOLOGICAL UNIVERSITY OF THE PHILIPPINES


VISAYAS
Capt. Sabi St., City of Talisay, Negros Occidental

College of Engineering Technology


Office of the Program Coordinator

LEARNING MODULE

……

COMP 112: Introduction to


Computing Environment

DEPARTMENT: COMPUTER ENGINEERING TECHNOLOGY

PREPARED BY:

JONATHAN L. MANDIA

2020

This module is a property of Technological University of the Philippines Visayas and intended
for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
1

VISION

The Technological University of the Philippines shall be the premier state university
with recognized excellence in engineering and technology at par with leading universities in
the ASEAN region.

MISSION

The University shall provide higher and advanced vocational, technical, industrial,
technological and professional education and training in industries and technology, and in
practical arts leading to certificates, diplomas and degrees.
It shall provide progressive leadership in applied research, developmental studies in
technical, industrial, and technological fields and production using indigenous materials; effect
technology transfer in the countryside; and assist in the development of small-and-medium
scale industries in identified growth center. (Reference: P.D. No. 1518, Section 2)

QUALITY POLICY

The Technological University of the Philippines shall commit to provide quality higher
and advanced technological education; conduct relevant research and extension projects;
continually improve its value to customers through enhancement of personnel competence and
effective quality management system compliant to statutory and regulatory requirements; and
adhere to its core values.

CORE VALUES

T - Transparent and participatory governance


U - Unity in the pursuit of TUP mission, goals, and objectives
P - Professionalism in the discharge of quality service
I - Integrity and commitment to maintain the good name of the University
A - Accountability for individual and organizational quality performance
N - Nationalism through tangible contribution to the rapid economic growth of the
country
S - Shared responsibility, hard work, and resourcefulness in compliance to the mandates
of the university

This module is a property of Technological University of the Philippines Visayas and intended
for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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TABLE OF CONTENTS

Page Numbers
TUP Vision, Mission, Quality Policy, and Core Values 1
Table of Contents 2
Course Description 3
Course Outcomes 3
General Guidelines/Class Rules 3
Grading System 4
Learning Guide (Week No. 1) 5
Topic/s 5
Expected Competencies 5
Content/Technical Information 5
Progress Check 15
References 15
Learning Guide (Week No. 2-3) 16
Topic/s 16
Expected Competencies 16
Content/Technical Information 16
Progress Check 25
References 25
Learning Guide (Week No. 4) 26
Topic/s 26
Expected Competencies 26
Content/Technical Information 26
Progress Check 34
References 34

List of References 35-36


About the Author/s 35

COURSE DESCRIPTION

This module is a property of Technological University of the Philippines Visayas and intended
for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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This subject aims to introduce with the students the role of computers in society. Topics
includes evolution of computer systems; development of digital systems, hardware, operating
systems and software. It also talks about the internet, overview of database, distributive; real
time systems; careers and ethics of computer professionals with emphasis on the principles,
underlying concepts and emerging technologies of computer technology.

COURSE OUTCOMES

At the end of this course the student can be able to understand and apply to following:

✔ An ability to apply knowledge of math, science and engineering.


✔ An ability to identify, formulate and solve engineering problems.
✔ An understanding of the impact of engineering solutions in global and societal
context.
✔ An ability to use the techniques, skills and modern engineering tools necessary for
engineering practice.
✔ An ability to design a system, component, or process to meet desired needs with
realistic constraints.
✔ A recognition of the need for and ability to engage in lifelong learning.

GENERAL GUIDELINES/CLASS RULES

1. Make-up exams and quizzes will only be given with prior approval of the professor and
under exceptional circumstances. For excused absences during the exam, the university
policy will be followed.

2. Students are not allowed to leave the classroom once the class has started, unless
extremely necessary. Students who leave the classroom without any valid reason will
be marked absent.

3. Students are expected to comply strictly with the university’s rule on dress code, class
tardiness and attendance.

4. Cell phones or any e-gadgets must be turned off or put in a silent mode during class
hours.

5. Late homework or projects will not be accepted. Students are expected to maintain
complete honesty and integrity in their academic work. Acts of academic dishonesty,
such as cheating, plagiarism, or inappropriately using the work of others to satisfy
course requirements, will not be tolerated and may result in failure of the affected
assignments and/or failure of this class.

This module is a property of Technological University of the Philippines Visayas and intended
for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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GRADING SYSTEM

The student will be graded according to the following:

Average of examinations - 30%


Average of weekly assessment - 70%

Prelim Grade: (Average of Weekly Assessments from Week 1 to 4) X 0.70 + (MTE x 0.30)
Midterm Grade: (Average of Weekly Assessments from Week 5 to 10) X 0.70 + (MTE x .0.30)
End term Grade: (Average of Weekly Assessments from Week 11 to 14) X 0.70 + (ETE x .0.40)
Final Grade: (Prelim Grade + Midterm Grade + End term Grade) / 3

The passing grade for this course is 5.0.

This module is a property of Technological University of the Philippines Visayas and intended
for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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LEARNING GUIDE

Week No.: __1__

TOPIC/S:

✔ Computer Basics
✔ History of Computer
✔ Generation of Computers
✔ Computer Applications
✔ Computer Cycle
✔ Classification of Computers

EXPECTED COMPETENCIES:

Upon completing this Learning Module, you will be able to:

✔ To know the basic concepts of data, information and file.


✔ History of computer and its generation.
✔ Features of computer/Advantages and Disadvantages of computer
✔ Computer processing cycle
✔ Classification of computers

CONTENT/TECHNICAL INFORMATION:

Introduction

The computer nowadays had made a great impact not only for the end-user but also on
out daily routine. The computer helped the human to make their job or task more efficient and
accurate. Every generation of computers has its advanced technology embedded on them which
drastically increase the speed in terms of processing of data. On this generation, computers
were able to address the solutions on different entities of the society such as hospitals,
businesses, schools, e-commerce, leisure, entertainment, sports, games, astronomy, and
weather forecast.

Computer provide different benefits such speed, efficiency, reliability, and


accurateness. These are the components that drives the computer to improve the efficacy of the
end-user to achieve his/her goal on his task.

On this module we will discuss and apply the concepts of computer and apply the
features of the computer. This module will greatly introduce you to understand the principles
of basic computing and evolve into analytical engine invented by Charles Babbage.

This module is a property of Technological University of the Philippines Visayas and intended
for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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History of computer

The earliest known tool for use in computation is the Sumerian abacus, and it was
thought to have been invented in Babylon c. 2700–2300 BC. Its original style of usage was by
lines drawn in sand with pebbles. Abaci, of a more modern design, are still used as calculation
tools today. This was the first known computer and most advanced system of calculation known
to date - preceding Greek methods by 2,000 years.

In c. 1050–771 BC, the south-pointing chariot was invented in ancient China. It was
the first known geared mechanism to use a differential gear, which was later used in analog
computers. The Chinese also invented a more sophisticated abacus from around the 2nd
century BC known as the Chinese abacus.

In the 5th century BC in ancient India, the grammarian Pāṇini formulated


the grammar of Sanskrit in 3959 rules known as the Ashtadhyayi which was highly
systematized and technical. Panini used metarules, transformations and recursions.

In the 3rd century BC, Archimedes used the mechanical principle of balance
(see Archimedes Palimpsest Mathematical content) to calculate mathematical problems, such
as the number of grains of sand in the universe (The sand reckoner), which also required a
recursive notation for numbers (e.g., the myriad myriad).

Around 200 BC the development of gears had made it possible to create devices in
which the positions of wheels would correspond to positions of astronomical objects. By about
100 AD Hero of Alexandria had described an odometer-like device that could be driven
automatically and could effectively count in digital form. But it was not until the 1600s that
mechanical devices for digital computation appear to have actually been built.

The Antikythera mechanism is believed to be the earliest known mechanical analog


computer. It was designed to calculate astronomical positions. It was discovered in 1901 in
the Antikythera wreck off the Greek island of Antikythera, between Kythera and Crete, and
has been dated to circa 100 BC.

Mechanical analog computer devices appeared again a thousand years later in


the medieval Islamic world and were developed by Muslim astronomers, such as the
mechanical geared astrolabe by Abū Rayhān al-Bīrūnī, and the torquetum by Jabir ibn
Aflah. According to Simon Singh, Muslim mathematicians also made important advances
in cryptography, such as the development of cryptanalysis and frequency
analysis by Alkindus. Programmable machines were also invented by Muslim engineers, such
as the automatic flute player by the Banū Mūsā brothers, and Al-Jazari's humanoid robots
and castle clock, which is considered to be the first programmable analog computer.

During the Middle Ages, several European philosophers made attempts to produce
analog computer devices. Influenced by the Arabs and Scholasticism, Majorcan
philosopher Ramon Llull (1232–1315) devoted a great part of his life to defining and designing
several logical machines that, by combining simple and undeniable philosophical truths, could

This module is a property of Technological University of the Philippines Visayas and intended
for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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produce all possible knowledge. These machines were never actually built, as they were more
of a thought experiment to produce new knowledge in systematic ways; although they could
make simple logical operations, they still needed a human being for the interpretation of results.
Moreover, they lacked a versatile architecture, each machine serving only very concrete
purposes. In spite of this, Llull's work had a strong influence on Gottfried Leibniz (early 18th
century), who developed his ideas further, and built several calculating tools using them.

Indeed, when John Napier discovered logarithms for computational purposes in the
early 17th century, there followed a period of considerable progress by inventors and scientists
in making calculating tools. The apex of this early era of formal computing can be seen in
the difference engine and its successor the analytical engine (which was never completely
constructed but was designed in detail), both by Charles Babbage. The analytical engine
combined concepts from his work and that of others to create a device that if constructed as
designed would have possessed many properties of a modern electronic computer. These
properties include features such as an internal "scratch memory" equivalent to RAM, multiple
forms of output including a bell, a graph-plotter, and simple printer, and a programmable input-
output "hard" memory of punch cards which it could modify as well as read. The key
advancement which Babbage's devices possessed beyond those created before his was that each
component of the device was independent of the rest of the machine, much like the components
of a modern electronic computer. This was a fundamental shift in thought; previous
computational devices served only a single purpose, but had to be at best disassembled and
reconfigured to solve a new problem. Babbage's devices could be reprogramed to solve new
problems by the entry of new data, and act upon previous calculations within the same series
of instructions. Ada Lovelace took this concept one step further, by creating a program for the
analytical engine to calculate Bernoulli numbers, a complex calculation requiring a recursive
algorithm. This is considered to be the first example of a true computer program, a series of
instructions that act upon data not known in full until the program is run. Following Babbage,
although unaware of his earlier work, Percy Ludgate in 1909 published the 2nd of the only two
designs for mechanical analytical engines in history.

Several examples of analog computation survived into recent times. A planimeter is a


device which does integrals, using distance as the analog quantity. Until the
1980s, HVAC systems used air both as the analog quantity and the controlling element. Unlike
modern digital computers, analog computers are not very flexible, and need to be reconfigured
(i.e., reprogrammed) manually to switch them from working on one problem to another. Analog
computers had an advantage over early digital computers in that they could be used to solve
complex problems using behavioral analogues while the earliest attempts at digital computers
were quite limited.

Since computers were rare in this era, the solutions were often hard-coded into paper
forms such as nomograms, which could then produce analog solutions to these problems, such
as the distribution of pressures and temperatures in a heating system.

This module is a property of Technological University of the Philippines Visayas and intended
for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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Generation of Computers

Computers are known for its efficiency and accurateness based on its generations of
components. Each generations has its own features which enable the potential of the user’s
efficacy. The following are the generations of computer that influences the human daily
routine.

1st Generation Computers

This generation uses wired circuits where vacuum tubes connected to it. These vacuum
tubes generate excessive amount of heat to the circuit that is why this component should
maintain its coolness which may a lot of cooling materials such as fan.

This generation also utilized punch cards as the main source of data storage. This punch
cards contains digital data represented by the presence or absence of hole in predefined
positions. Herman Hollerith earliest punch card awarded three (3) patents in 1889 for
electromechanical tabulating machine. These patents described both paper tape and rectangular
cards as possible recording media. IBM’s 12-row/80-column punch card is widely known card
and dominate the industry when it comes to data processing in mid-20th century.

Vacuum Tube A 12-row/80-column IBM punched card from the


mid-twentieth century

In addition to the 1st generation, they use binary codes or so called machine language.
They invented Electronic Numerical Integrator and Computer (ENIAC), this machine
consists of 18,000 vacuum tubes, 70,000 resistors, and 5 million soldering joints. This
machine can occupy a space equal to a small warehouse.

Electronic Numerical Integrator and Computer (ENIAC)


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for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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Lastly, this generation also used a machine called Electronic Discrete Variable
Automatic Computer (EDVAC). This machine invented by Von Neumann were it has a Central
Processing Unit (CPU) that allows all computer functions to be coordinated through a single
source.

Electronic Numerical Integrator and Computer (ENIAC)

2nd Generation Computer

This is the era where transistor have been developed. Transistors is a semiconductor
device used to amplify or switch electronic signals and electrical power. It is composed of
semiconductor material usually with at least three terminals for connection to an external
circuit. This electronic component is small in size and increased reliability. It is faster and more
energy-efficient that their predecessors.

The 2nd generation used assembly language also called as low-level language. This
language has very strong correspondence between the instructions in the language and the
architecture’s machine code instructions.

Transistors

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for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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3rd Generation Computer

The period of third generation was from 1965-1971. The computers of third generation
used Integrated Circuits (ICs) in place of transistors. A single IC has many transistors, resistors,
and capacitors along with the associated circuitry.

The IC was invented by Jack Kilby. This development made computers smaller in size,
reliable, and efficient. In this generation remote processing, time-sharing, multiprogramming
operating system were used. High-level languages (FORTRAN-II TO IV, COBOL, PASCAL
PL/1, BASIC, ALGOL-68 etc.) were used during this generation.

Integrated Circuits

4th Generation Computer

The period of fourth generation was from 1971-1980. Computers of fourth generation
used Very Large Scale Integrated (VLSI) circuits. VLSI circuits having about 5000 transistors
and other circuit elements with their associated circuits on a single chip made it possible to
have microcomputers of fourth generation.

Fourth generation computers became more powerful, compact, reliable, and affordable.
As a result, it gave rise to Personal Computer (PC) revolution. In this generation, time sharing,
real time networks, distributed operating system were used. All the high-level languages like
C, C++, DBASE etc., were used in this generation.

Processors

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for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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5th Generation Computer

The period of fifth generation is 1980-till date. In the fifth generation, VLSI technology
became ULSI (Ultra Large Scale Integration) technology, resulting in the production of
microprocessor chips having ten million electronic components.

This generation is based on parallel processing hardware and AI (Artificial


Intelligence) software. AI is an emerging branch in computer science, which interprets the
means and method of making computers think like human beings. All the high-level languages
like C and C++, Java, .Net etc., are used in this generation.

AI (Artificial Intelligence) software includes the following areas of applications:

● Robotics
● Neural Networks
● Game Playing
● Development of expert systems to make decisions in real-life situations
● Natural language understanding and generation
● Machine learning capabilities

Computer Applications

An application, or application program, is a software program that runs on your


computer. Web browsers, e-mail programs, word processors, games, and utilities are all
applications. The word "application" is used because each program has a specific application
for the user. For example, a word processor can help a student create a research paper, while a
video game can prevent the student from getting the paper done.

In addition, computer application has its own specific purpose depending on the nature
of task that the user used. This application can lessen the workloads of every user on certain
institutions, establishments, organizations, or companies.

Areas of applications of computer application:

Business - Computers are used to store information, provide easy interface with customers,
and facilitate processing and presentation of data.

Mathematics and Science – Watson and Crick’s discovery of the structure of the DNA.

Engineering – Degree of miniaturization and integration have multiplied in-fold.

Medicine – More reliable hearts are being offered to those with heart problems.

Entertainment – Interactive games and virtual simulations, computer-generated effects.

This module is a property of Technological University of the Philippines Visayas and intended
for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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What is a computer?

As simple definition for this, computer is a device that accepts input, processes data,
stores data, and produces out, all according to a series of stored instructions.

Information Processing Cycle

Input – this is where the user will intend to make an entry of data to the computer in any
form of input devices such as:

● Keyboard
● Mouse
● Webcam
● Touch screen
● Microphone
● Video Cam
● Gaming Joystick
● Scanner
● OCR (Optical Character Recognizer)
● Tablet

Process – every instance of data comes in to the CPU will process them from machine
language to users data that produces results.

Output – this is where the user will make a results once it is done in real-time using any form
of output devices such as:

● Printers
● Monitor
● Speaker/Headset/Headphone
● LCD/LED Projector
● SmartTV

Storage – this is where the user will now make a sort saving there file into the different
storage devices such as:

● Hard Disc Drive (HDD)


● External Hard Disc Drive (EHDD)
● Solid State Drive (SSD)

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● Flash Drive/Flash Disc


● Floppy Drive
● CD/DVD Drive
● SD Card
● SmartPhones

Classification of Computers

Computers has its own classification according to their type and sizes. Here some
classifications of computer:

Type of computers

1. Analog computers - Analog computers are used to process continuous data. Analog
computers represent variables by physical quantities. Thus any computer which solve
problem by translating physical conditions such as flow, temperature, pressure, angular
position or voltage into related mechanical or electrical related circuits as an analog for
the physical phenomenon being investigated in general it is a computer which uses an
analog quantity and produces analog values as output. Thus an analog computer
measures continuously. Analog computers are very much speedy. They produce their
results very fast. But their results are approximately correct. All the analog computers
are special purpose computers.
2. Digital computers - Digital computer represents physical quantities with the help of
digits or numbers. These numbers are used to perform Arithmetic calculations and also
make logical decision to reach a conclusion, depending on, the data they receive from
the user.
3. Hybrid computers - Various specifically designed computers are with both digital and
analog characteristics combining the advantages of analog and digital computers when
working as a system. Hybrid computers are being used extensively in process control
system where it is necessary to have a close representation with the physical world. The
hybrid system provides the good precision that can be attained with analog computers
and the greater control that is possible with digital computers, plus the ability to accept
the input data in either form.

Classification according to their size

1. Super computers - Large scientific and research laboratories as well as the government
organizations have extra ordinary demand for processing data which required
tremendous processing speed, memory and other services which may not be provided
with any other category to meet their needs. Therefore very large computers used are
called Super Computers. These computers are extremely expensive and the speed is
measured in billions of instructions per seconds.
2. Main Frame computers - The most expensive, largest and the most quickest or speedy
computer are called mainframe computers. These computers are used in large
companies, factories, organizations etc. the mainframe computers are the most
expensive computers, they cost more than 20 million rupees. In this computers 150
users are able to work on one C.P.U. The mainframes are able to process 1 to 8 bits at
a time. They have several hundreds of megabytes of primary storage and operate at a
speed measured in Nano second.

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for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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3. Mini-computers - Mini computers are smaller than mainframes, both in size and other
facilities such as speed, storage capacity and other services. They are versatile that they
can be fitted where ever they are needed. Their speeds are rated between one and fifty
million instructions per second (MIPS). They have primary storage in hundred to three
hundred megabytes range with direct access storage device.
4. Micro-computers - These are the smallest range of computers. They were introduced
in the early 70’s having less storing space and processing speed. Micro-computers of
todays are equivalent to the mini computers of yesterday in terms of performing and
processing. They are also called “computer of a chip” because its entire circuitry is
contained in one tiny chip. The micro computers have a wide range of applications
including uses as portable computer that can be plugged into any wall.
5. Laptop computers - The smallest computer in size has been developed. This type of
small computers look like an office brief case and called “LAPTOP” computer. The
laptops are also termed as “PORTABLE COMPUTERS.” Due to the small size and
light weight, they become popular among the computer users. The businessmen found
laptop very useful, during traveling and when they are far away from their desktop
computers. A typical laptop computer has all the facilities available in microcomputer.
The smallest laptops are called “PALMTOP”.

Physical size of computers

1. Desktop computers - Desktop computers are designed for use at a desk or table. They
are typically larger and more powerful than other types of personal computers. Desktop
computers are made up of separate components. The main component, called the
system unit, is usually a rectangular case that sits on or underneath a desk. Other
components, such as the monitor, mouse, and keyboard, connect to the system unit.
2. Laptop computers - Laptop computers are lightweight mobile PCs with a thin screen.
They are often called notebook computers because of their small size. Laptops can
operate on batteries, so you can take them anywhere. Unlike desktops, laptops combine
the CPU, screen, and keyboard in a single case. The screen folds down onto the
keyboard when not in use.
3. Handheld computers - Handheld computers, also called personal digital assistants
(PDAs), are battery-powered computers small enough to carry almost anywhere.
Although not as powerful as desktops or laptops, handhelds are useful for scheduling
appointments, storing addresses and phone numbers, and playing games. Some have
more advanced capabilities, such as making telephone calls or accessing the Internet.
Instead of keyboards, handhelds have touch screens that you use with your finger or a
stylus (a pen-shaped pointing tool).
4. Tablet PCs - Tablet PCs are mobile PCs that combine features of laptops and
handhelds. Like laptops, they’re powerful and have a built-in screen. Like handhelds,
they allow you to write notes or draw pictures on the screen, usually with a tablet pen
instead of a stylus. They can also convert your handwriting into typed text. Some Tablet
PCs are “convertibles” with a screen that swivels and unfolds to reveal a keyboard
underneath.

This module is a property of Technological University of the Philippines Visayas and intended
for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.
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REFERENCES:

1. Shelly, G., & Vermaat, M. (2010). Discover Computers 2011 : Living in a Digital
World (2nd ed). Massachusetts, USA: Course Technology.
2. Parsons, June Jamrich and Oja, Dan. (2008). New perspectives on computer concepts
(10th ed.). Boston, Mass: Thomson/Course Technology.
3. Williams, Brian and Sawyer, Stacey. (2011). Using information technology (9th
edition). Career Education.
4. Wikipedia. (14 June 2020). History of Computing. Retrieved from
https://en.wikipedia.org/wiki/History_of_computing
5. Wikipedia. (14 June 2020). Punched Card. Retrieved from
https://en.wikipedia.org/wiki/Punched_card
6. TutorialPoint. (2020). Computer 3rd Generation. Retrieved from
https://www.tutorialspoint.com/computer_fundamentals/computer_third_generation.h
tm
7. TutorialPoint. (2020). Computer 4th Generation. Retrieved from
https://www.tutorialspoint.com/computer_fundamentals/computer_fourth_generation.
htm
8. VSkills. (2020). Classification of Computers. Retrieved from
https://www.vskills.in/certification/tutorial/it-support/classification-of-computers-2/

This module is a property of Technological University of the Philippines Visayas and intended
for EDUCATIONAL PURPOSES ONLY and is NOT FOR SALE NOR FOR REPRODUCTION.

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