Paper 1 Flashcards
Embedded Systems (S)
Embedded Systems
- built inside a larger system
- usually dedicated systems
- single task, cheap, efficient, easier to design
- cheaper than providing a full personal computer system
- can be made much smaller than a personal computer
- allows for device to be automated / programmed
- specific, pre-defined function
- Do the same thing repeatedly
- Basic or no UI
- may respond to sensors
Examples
- Dishwasher
- MP3 player
- Washing machine
- Mobile phone
- Manufacturing equipment
- Tills
CPU (S)
CPU (central processing unit)
- brain of computer
- process all data instructions
- power depends on, clock speed, cache, number of cores.
- installed on motherboard
Control Unit (S)
Control Unit (CU)
- controls flow of data between registers in CPU
- controls flow of data in and out of CPU
- controls fetch-decode-execute by following fetch-execute cycle
Arithmetic Logic Unit (ALU) (S)
Arithmetic Logic Unit (ALU)
- performs arithmetic and logic operations
- contains accumulator register
Cache (S)
Cache
- very fast memory in the CPU, slower than registers but faster than RAM
- stores regularly used data and instructions, so it can be quickly accessed by CPU
- built into CPU so quicker accessed
- CPU checks cache first then RAM
- very low capacity and are expensive
Different levels Level One (L1) is quickest but has least capacity Level Three (L3) is slowest but has the most capacity
Program Counter (H)
Program Counter (PC) - holds memory address of instruction for each cycle
Accumulator (S)
Accumulator
- stores results of calculations in ALU
Memory Address Register (MAR) (S)
MAR
- holds address of next instruction to be accessed
Memory Data Register (MDR) (S)
MDR
- holds actual data or instruction, may have been fetched form memory or waiting to be written
Fetch Decode Execute Cycle (S)
Fetch Instruction
- copy memory address from program counter to MAR. Copy instruction stored at address to MDR.
- Increment program counter
Decode Instruction
- Instruction in MDR is decoded by CU
Execute Instruction
- instruction is performed
RAM (S)
RAM (high speed, volatile memory)
- random access memory, used as main memory
- volatile (temporary memory, require power to retain data)
- where all data, files and programs are stored while they are being used (data about programs currently in use)
- when computer boots, OS is copied from secondary storage to RAM
- when applications are opened, they are copied from secondary storage to RAM
- faster then secondary storage (HDD or SSD) so less time in ‘fetch’ stage of FDE cycle, but slower than cache
- More expensive per GB than HDD or SSD, this limits usage of RAM and the amount that can be installed
Virtual Memory (S)
Virtual Memory
- secondary storage used as RAM
- when RAM is full, data is moved to secondary storage that hasn’t been recently used
- file allocated on secondary storage for memory
- to read data CPU transfers data back to RAM slower transfers on secondary storage then on RAM
ROM (read only memory) (S)
ROM (read only memory)
- non - volatile (permanent memory), can only be read
- contains all instructions needed to boot up called BIOS (basic input output system)
- tells CPU to perform self checks and set up computer, test memory, hardware and OS are working.
- possible to ‘flash’ BIOS in ROM chip
Clock Speed (S)
Clock Speed
- number of instructions per second (Hz)
- amount of fetch decode execute cycles per second
- can be overclocked, but can overheat, crash or cause permanent damage to system.
- faster clock speed more instructions per second
Cache Size (S)
Cache Size
- larger cache, more space for frequently used instructions
- this means more storage for fast access, meaning faster fetching of instructions and so faster processing
- faster access to more data it needs to process
Number of Cores (S)
Number of Cores
- more cores allow more instructions to be processed at the same time
- can carry more instructions out at once, more programs can run at the same time
Character Sets (S)
- allow computers to understand letters, numbers and other characters
ASCII
- 8 bits long, 1 byte long (256 characters)
- extra 0 added to the end (right) to make 8bit (1 byte)
- One language (English alphabet, numbers, symbols and commands)
- letters are orders (A then B), symbols scattered in between
Unicode
- multiple bytes for each character
- covers all major languages
- first 256 characters identical to ASCII
Storing Sound (S)
Storing Sound
- recorded as analogue (pieces of continually changing data)
- must be encoded into binary (analogue to digital converters), called sampling
- broken down into thousands of samples per second, stored as binary data
Sample rate - measured in Hz, amount of samples per second
more samples = more detail = clear sound = more space needed
Bit Depth
- bits available for each sample
- file picks up quitter sounds, closer quality to original
higher bit depth = higher quality = more space needed
Duration
- Higher duration = longer audio = more space needed
Storing Images (S)
Storing Images
- Images stored as series of pixels in binary
- each pixel has specific colour, represented by a specific binary code
- contains metadata (structure of the file, size of grid, date etc)
- number of colours available related to number of bits the code has for each pixel, greater shades by increasing number of bits
- resolution, number of pixels
- higher resolution = more pixels = clearer image = more space needed
- Colour depths the number of bits used to sore the colour for each pixel
- Higher colour depth = more realistic colours = more space needed
Lossless Compression (S)
Lossless Compression
- Compresses data files without losing any of the information
- reversible, original data can be restored
- Not all files can be compressed in this way
- used on text and software files
- only slight reduction in file size
Lossy Compression (S)
Lossy Compression
- Does lose some of the information
- Used where this is acceptable (audio) (not text or software files)
- produces smaller files
- Poorer quality
- Commonly Used
- less bandwidth (download or upload)
- Greatly reduced file size
Units of Data Storage (S)
Units of Data Storage
- Bit
- Nibble - 4 Bits
- Byte - 8 Bits
- Kilobyte - 1,000 Bytes
- Megabyte - 1,000 KB
- Gigabyte - 1,000 MB
- Terabyte - 1,000 GB
- Petabyte - 1,000 TB
Binary (S)
Binary
- made up of 1s and 0s
- only two possibilities so this is a base two system
- Computer uses binary because the CPU contains transistors which are either on or off
Hexadecimal (S)
Hexadecimal
- 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F
- 16 possibilities so this is a base 16 system
- Binary strings are long and hard to work with, hexadecimal is shorter and easier to work with
- easily converted to binary as there is 1 hex digit per nibble
- less prone to error
Choosing Storage Media (S)
Choosing Storage Media
Capacity - How much data the storage can hold
Speed - How quickly data can be written and read back
- some situations such as a live website will need data to be accessible quickly
- In other situations, such as backup, it is acceptable for the process to take longer
Portability
- How easy it is to move the storage media form one device to another
- size and compatibility of the media
Durability
- The length of the time the storage media is expected to last
- How easily damaged the storage media is
Reliability
- How like the storage media is to fail and how likely errors are to occur
Cost
- How expensive the storage media and any required hardware is
Secondary Storage (S)
Secondary Storage
- non-volatile (retains data without power)
- storage devices that are not constantly connected to the computer
- Storage devices not directly accessible by the systems CPU
- used to back up data stored in primary storage
- useful when there is a need for larger capacity
- where all data is stored when not currently in use
Optical Storage (S)
Optical Storage (CDs, DVDs)
- low capacity and slow read/write and poor reliability compared to flash storage devices
- Data is read and written using laser beams
- Inexpensive, reliable, robust, relatively large capacity
Magnetic Tapes (S)
Magnetic Tape
- much greater storage capacity than HDDs and low cost per GB
- often used by large organisation’s to large amounts of data
- tape is read/written sequentially, from beginning to end or until stopped by computer means that tape is very slow when finding data stored on it but has fast read/write speeds once at correct place to begin
- reliable and cost effective
Solid State Storage (S)
Solid State Storage
- Data is stored within flash chips
- examples include USB drives and SSDs
- Flexible, faster access to data, can be used for portable devices, generally smaller in size, robust, easy to use
- no moving parts, significantly faster read/write speeds than HDDs, faster booting and opening times for programs and files
- shorter read/write life than HDDs
- silent compared to HDDs
Factors Which Affect Network Performance (S)
Bandwidth
- the amount of data that can be transmitted in a given time
- The larger the amount of available bandwidth, the more data can be transmitted in a period of time
- Bandwidth is shared too many devices can slow down the network, you can limit bandwidth for users
Type of Connection
- wired connections will be faster than wireless, doesn’t depend on signal quality or range or interference
- choice of hardware other than cables and network topology
Interference
- walls and other radio signals can interfere with wireless networks, electrical cables can interfere with wired networks
Number of Devices
- there will be less bandwidth if more devices, less bandwidth available to each user
Type of media being accessed
- large files consume more bandwidth, like HD video will take longer to transfer
Protocols (S)
Protocols
- HTTP, Hyper Text Transfer Protocol - Used by web browsers to access websites and communicate with servers
- HTTPS, Hyper Text Transfer Protocol (secure) - More secure version of HTTP. Encrypts all data
- FTP, File Transfer Protocol - used to access, edit and move files between devices on a network
- SMTP - Simple Mail Transfer Protocol - send emails
- IMAP - Internet Message Access Protocol - Receive emails. Holds email until you actually delete it, you only download a copy
- POP3, Post Office Protocol version 3 - Receive emails. holds email until you download it, at which point it is deleted from the server
- DNS, Domain Name System - Converts names to IP Addresses
- IP, Internet Protocol - Addresses packets, directing packets to their destination across a network
- TCP, Transmission Control Protocol - Provides reliable transmission, provides rules for how devices connect to network, in charge of splitting data packets and reassembling them once they reach destination. responsible for checking data is correctly sent and delivered
The Internet (S)
The Internet - A worldwide collection of computer networks
Hosting - A service which allows you to publish a website to the internet, business uses its servers to store files of another organisation
DNS ( Domain Name System) - A system for converting host names and web addresses into IP addresses
Web Server - A server configured to host websites
Web Client - A client accessing websites, usually over The internet