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Unit 20 .event driven programming
solutions

Computer
is a machine capable of various types of automatic processing of information or
data processing. A computer can provide up numerous attributes, including data
storage, data processing, computation on a large scale, industrial design,
graphic imaging, virtual reality, entertainment and culture. In the past, the
term has been applied to people responsible for some calculation. In general,
computer means for a physical system that performs some type of computation.
There is also a strict mathematical concept used in the theory of computation.
It was assumed that personal computers and laptops are icons of the Information
Age [1], and this is what many people consider as "computer".
However, currently the most common form of computer in use are embedded
systems, small devices used to control other devices such as robots, digital
cameras or toys. John Napier (1550-1617), Scottish inventor of logarithms, also
invented Napier's bones, which were multiplication tables written to bat, thus
avoiding the memorization of multiplication tables. The first machine was
actually built by Wilhelm Schickard, being able to add, subtract, multiply and
divide. This machine was lost during the Thirty Years' War, and recently found
some documentation on it. For many years nothing was known about this machine,
therefore, attributed to Blaise Pascal (1623-1662) the construction of the
first calculating machine, which was only additions and subtractions. The
machine Pascal was created in order to help his father to compute taxes in
Rouen, France. The project Pascal was greatly enhanced by the German
mathematician Gottfried Wilhelm Leibniz (1646-1726), who also invented
calculus, which dreamed that one day in the future, all reasoning could be
replaced by a simple turn of a lever. All of these machines, however, were far
from being a general purpose computer, because they were not programmable. This
means that the entry was made only of numbers but no instructions about what to
do with the numbers. The origin of the idea of â€‹â€‹programming a machine is
the need for the weaving machines produce different color patterns. Thus, in
the eighteenth century created a way to represent the patterns on punched paper
cards that were dealt with manually. In 1801, Joseph Marie Jacquard (1752-1834)
invented a mechanical loom, with an automatic card reader. The idea Jacquard
crossed the English Channel, where inspired Charles Babbage (1792-1871), a
professor of mathematics at Cambridge, to develop a machine to "weave
numbers", a calculating machine where the how to calculate could be
controlled by cards. It all started with trying to develop a machine capable of
calculating polynomials through differences, the differential calculator. While
calculating your projected differential, the idea Jacquard made Babbage
imagined a new and more complex machine, the calculator analytical, extremely
similar to the current computer. Its main part would be a set of toothed
wheels, mill, forming an adder accurately fifty digits. The instructions were
read from punched cards. The cards would be read in an input device and stored
for future reference in a bank a thousand registrars. Each of the registers
would be able to store a number of fifty digits that could be placed there by
means of cards from the result of the calculations of the mill. Besides all
that, Babbage envisioned the first printing machine that would print the
results of the calculations contained in the registers. Babbage succeeded, for
a time, funding for your research, but failed to complete his machine in time
promised and did not receive more money. Today, parts of your vehicle can be
seen at the British Museum, who also built a full version, using the techniques
available at the time. Along with Babbage, worked the young Ada Augusta,
daughter of the poet Lord Byron, Lady Lovelace and known as Ada Lovelace. Ada
was the first programmer in history, designing and explaining the application
of Babbage, programs for machine nonexistent. Ada invented the concepts of
subroutine, a sequence of instructions that can be used multiple times, loop,
an instruction that allows the repetition of a sequence of cards, and the
conditional jump, a jump that allows card if a condition is met.

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