Computer program

A computer program is a collection of instructions[1] that performs a specific task when executed by a computer. A computer requires programs to function.

A computer program is usually written by a computer programmer in a programming language. From the program in its human-readable form of source code, a compiler can derive machine code—a form consisting of instructions that the computer can directly execute. Alternatively, a computer program may be executed with the aid of an interpreter.

A collection of computer programs, libraries, and related data are referred to as software. Computer programs may be categorized along functional lines, such as application software and system software. The underlying method used for some calculation or manipulation is known as an algorithm.

Hello World Brian Kernighan 1978
"hello, world" computer program by Brian Kernighan (1978)

History

Early programmable machines

The earliest programmable machines preceded the invention of the digital computer. In 1801, Joseph-Marie Jacquard devised a loom that would weave a pattern by following a series of perforated cards. Patterns could be woven and repeated by arranging the cards.[2]

Analytical Engine

Diagram for the computation of Bernoulli numbers
Lovelace's diagram from Note G, the first published computer algorithm

In 1837, Charles Babbage was inspired by Jacquard's loom to attempt to build the Analytical Engine.[2] The names of the components of the calculating device were borrowed from the textile industry. In the textile industry, yarn was brought from the store to be milled. The device would have had a "store"—memory to hold 1,000 numbers of 40 decimal digits each. Numbers from the "store" would then have then been transferred to the "mill" (analogous to the CPU of a modern machine), for processing. And a "thread" being the execution of programmed instructions by the device. It was programmed using two sets of perforated cards—one to direct the operation and the other for the input variables.[2] [3] However, after more than 17,000 pounds of the British government's money, the thousands of cogged wheels and gears never fully worked together.[4]

During a nine-month period in 1842–43, Ada Lovelace translated the memoir of Italian mathematician Luigi Menabrea. The memoir covered the Analytical Engine. The translation contained Note G which completely detailed a method for calculating Bernoulli numbers using the Analytical Engine. This note is recognized by some historians as the world's first written computer program.[5]

Universal Turing machine

In 1936, Alan Turing introduced the Universal Turing machine—a theoretical device that can model every computation that can be performed on a Turing complete computing machine.[6] It is a finite-state machine that has an infinitely long read/write tape. The machine can move the tape back and forth, changing its contents as it performs an algorithm. The machine starts in the initial state, goes through a sequence of steps, and halts when it encounters the halt state.[7] This machine is considered by some to be the origin of the stored-program computer—used by John von Neumann (1946) for the "Electronic Computing Instrument" that now bears the von Neumann architecture name.[8]

Early programmable computers

The Z3 computer, invented by Konrad Zuse (1941) in Germany, was a digital and programmable computer.[9] A digital computer uses electricity as the calculating component. The Z3 contained 2,400 relays to create the circuits. The circuits provided a binary, floating-point, nine-instruction computer. Programming the Z3 was through a specially designed keyboard and punched tape.

The Electronic Numerical Integrator And Computer (Fall 1945) was a Turing complete, general-purpose computer that used 17,468 vacuum tubes to create the circuits. At its core, it was a series of Pascalines wired together.[10] Its 40 units weighed 30 tons, occupied 1,800 square feet (167 m2), and consumed $650 per hour (in 1940s currency) in electricity when idle.[10] It had 20 base-10 accumulators. Programming the ENIAC took up to two months.[10] Three function tables were on wheels and needed to be rolled to fixed function panels. Function tables were connected to function panels using heavy black cables. Each function table had 728 rotating knobs. Programming the ENIAC also involved setting some of the 3,000 switches. Debugging a program took a week.[10] The programmers of the ENIAC were women who were known collectively as the "ENIAC girls."[11] The ENIAC featured parallel operations. Different sets of accumulators could simultaneously work on different algorithms. It used punched card machines for input and output, and it was controlled with a clock signal. It ran for eight years, calculating hydrogen bomb parameters, predicting weather patterns, and producing firing tables to aim artillery guns.

The Manchester Baby (June 1948) was a stored-program computer.[12] Programming transitioned away from moving cables and setting dials; instead, a computer program was stored in memory as numbers. Only three bits of memory were available to store each instruction, so it was limited to eight instructions. 32 switches were available for programming.

Later computers

Dg-nova3
Switches for manual input on a Data General Nova 3, manufactured in the mid-1970s

Computers manufactured until the 1970s had front-panel switches for programming. The computer program was written on paper for reference. An instruction was represented by a configuration of on/off settings. After setting the configuration, an execute button was pressed. This process was then repeated. Computer programs also were manually input via paper tape or punched cards. After the medium was loaded, the starting address was set via switches and the execute button pressed.[13]

In 1961, the Burroughs B5000 was built specifically to be programmed in the ALGOL 60 language. The hardware featured circuits to ease the compile phase.[14]

In 1964, the IBM System/360 was a line of six computers each having the same instruction set architecture. The Model 30 was the smallest and least expensive. Customers could upgrade and retain the same application software.[15] Each System/360 model featured multiprogramming. With operating system support, multiple programs could be in memory at once. When one was waiting for input/output, another could compute. Each model also could emulate other computers. Customers could upgrade to the System/360 and retain their IBM 7094 or IBM 1401 application software.[15]

Computer programming

Computer programming is the process of writing or editing source code. Editing source code involves testing, analyzing, refining, and sometimes coordinating with other programmers on a jointly developed program. A person who practices this skill is referred to as a computer programmer, software developer, and sometimes coder.

The sometimes lengthy process of computer programming is usually referred to as software development. The term software engineering is becoming popular as the process is seen as an engineering discipline.

Programming languages

Object-Oriented-Programming-Methods-And-Classes-with-Inheritance
A computer program written in the imperative programming style

Computer programs can be categorized by the programming language paradigm used to produce them. Two of the main paradigms are imperative and declarative.

Imperative languages

Imperative programming languages specify a sequential algorithm using declarations, expressions, and statements:[16]

  • A declaration couples a variable name to a datatype – for example: var x: integer;
  • An expression yields a value – for example: 2 + 2 yields 4
  • A statement might assign an expression to a variable or use the value of a variable to alter the program's control flow – for example: x := 2 + 2; if x = 4 then do_something();

One criticism of imperative languages is the side effect of an assignment statement on a class of variables called non-local variables.[17]

Declarative languages

Declarative programming languages describe what computation should be performed and not how to compute it. Declarative programs omit the control flow and are considered sets of instructions. Two broad categories of declarative languages are functional languages and logical languages. The principle behind functional languages (like Haskell) is to not allow side effects, which makes it easier to reason about programs like mathematical functions.[17] The principle behind logical languages (like Prolog) is to define the problem to be solved – the goal – and leave the detailed solution to the Prolog system itself.[18] The goal is defined by providing a list of subgoals. Then each subgoal is defined by further providing a list of its subgoals, etc. If a path of subgoals fails to find a solution, then that subgoal is backtracked and another path is systematically attempted.

Compilation and interpretation

A computer program in the form of a human-readable, computer programming language is called source code. Source code may be converted into an executable image by a compiler or executed immediately with the aid of an interpreter.

Compilers are used to translate source code from a programming language into either object code or machine code.[19] Object code needs further processing to become machine code, and machine code consists of the central processing unit's native instructions, ready for execution. Compiled computer programs are commonly referred to as executables, binary images, or simply as binaries – a reference to the binary file format used to store the executable code.

Interpreters are used to execute source code from a programming language line-by-line. The interpreter decodes each statement and performs its behavior. One advantage of interpreters is that they can easily be extended to an interactive session. The programmer is presented with a prompt, and individual lines of code are typed in and performed immediately.

The main disadvantage of interpreters is computer programs run slower than when compiled. Interpreting code is slower because the interpreter must decode each statement and then perform it. However, software development may be faster using an interpreter because testing is immediate when the compiling step is omitted. Another disadvantage of interpreters is an interpreter must be present on the executing computer. By contrast, compiled computer programs need no compiler present during execution.

Just in time compilers pre-compile computer programs just before execution. For example, the Java virtual machine Hotspot contains a Just In Time Compiler which selectively compiles Java bytecode into machine code - but only code which Hotspot predicts is likely to be used many times.

Either compiled or interpreted programs might be executed in a batch process without human interaction.

Scripting languages are often used to create batch processes. One common scripting language is Unix shell, and its executing environment is called the command-line interface.

No properties of a programming language require it to be exclusively compiled or exclusively interpreted. The categorization usually reflects the most popular method of language execution. For example, Java is thought of as an interpreted language and C a compiled language, despite the existence of Java compilers and C interpreters.

Storage and execution

Papertape3
In the 1950s, computer programs were stored on perforated paper tape

Typically, computer programs are stored in non-volatile memory until requested either directly or indirectly to be executed by the computer user. Upon such a request, the program is loaded into random-access memory, by a computer program called an operating system, where it can be accessed directly by the central processor. The central processor then executes ("runs") the program, instruction by instruction, until termination. A program in execution is called a process.[20] Termination is either by normal self-termination, by user intervention, or by error – software or hardware error.

Simultaneous execution

Many operating systems support multitasking which enables many computer programs to appear to run simultaneously on one computer. Operating systems may run multiple programs through process scheduling – a software mechanism to switch the CPU among processes often so users can interact with each program while it runs.[21] Within hardware, modern day multiprocessor computers or computers with multicore processors may run multiple programs.[22]

Self-modifying programs

A computer program in execution is normally treated as being different from the data the program operates on. However, in some cases, this distinction is blurred when a computer program modifies itself. The modified computer program is subsequently executed as part of the same program. Self-modifying code is possible for programs written in machine code, assembly language, Lisp, C, COBOL, PL/1, and Prolog.

Functional categories

Computer programs may be categorized along functional lines. The main functional categories are application software and system software. System software includes the operating system which couples computer hardware with application software.[23] The purpose of the operating system is to provide an environment in which application software executes in a convenient and efficient manner.[23] In addition to the operating system, system software includes embedded programs, boot programs, and micro programs. Application software designed for end users have a user interface. Application software not designed for the end user includes middleware, which couples one application with another. Application software also includes utility programs. The distinction between system software and application software is under debate.

Application software

Gcalctool-scientific
Example of an app: GCalctool, a software calculator

There are many types of application software:

Utility programs

Utility programs are application programs designed to aid system administrators and computer programmers.

Operating system

An operating system is a computer program that acts as an intermediary between a user of a computer and the computer hardware. [23]

In the 1950s, the programmer, who was also the operator, would write a program and run it.[13] After the program finished executing, the output may have been printed, or it may have been punched onto paper tape or cards for later processing.[13] More often than not the program did not work. [24] The programmer then looked at the console lights and fiddled with the console switches. If less fortunate, a memory printout was made for further study.[24] In the 1960s, programmers reduced the amount of wasted time by automating the operator's job.[24] A program called an operating system was kept in the computer at all times.[24]

Originally, operating systems were programmed in assembly; however, modern operating systems are typically written in C.

Boot program

A stored-program computer requires an initial computer program stored in its read-only memory to boot. The boot process is to identify and initialize all aspects of the system, from processor registers to device controllers to memory contents.[25] Following the initialization process, this initial computer program loads the operating system and sets the program counter to begin normal operations.

Embedded programs

USB flash drive
The microcontroller on the right of this USB flash drive is controlled with embedded firmware.

Independent of the host computer, a hardware device might have embedded firmware to control its operation. Firmware is used when the computer program is rarely or never expected to change, or when the program must not be lost when the power is off.[24]

Microcode programs

Microcode programs control some central processing units and some other hardware. This code moves data between the registers, buses, arithmetic logic units, and other functional units in the CPU. Unlike conventional programs, microcode is not usually written by, or even visible to, the end users of systems, and is usually provided by the manufacturer, and is considered internal to the device.

See also

References

  1. ^ Rochkind, Marc J. (2004). Advanced Unix Programming, Second Edition. Addison-Wesley. p. 1.1.2.
  2. ^ a b c McCartney, Scott (1999). ENIAC – The Triumphs and Tragedies of the World's First Computer. Walker and Company. p. 16. ISBN 978-0-8027-1348-3.
  3. ^ Bromley, Allan G. (1998). "Charles Babbage's Analytical Engine, 1838" (PDF). IEEE Annals of the History of Computing. 20 (4).
  4. ^ Tanenbaum, Andrew S. (1990). Structured Computer Organization, Third Edition. Prentice Hall. p. 15. ISBN 978-0-13-854662-5.
  5. ^ J. Fuegi; J. Francis (October–December 2003), "Lovelace & Babbage and the creation of the 1843 'notes'", Annals of the History of Computing, 25 (4): 16, 19, 25, doi:10.1109/MAHC.2003.1253887
  6. ^ Rosen, Kenneth H. (1991). Discrete Mathematics and Its Applications. McGraw-Hill, Inc. p. 654. ISBN 978-0-07-053744-6.
  7. ^ Linz, Peter (1990). An Introduction to Formal Languages and Automata. D. C. Heath and Company. p. 234. ISBN 978-0-669-17342-0.
  8. ^ Davis, Martin (2000), Engines of Logic: Mathematicians and the origin of the Computer (1st ed.), New York NY: W. W. Norton & Company, ISBN 978-0-393-32229-3, (pb.)
  9. ^ "History of Computing".
  10. ^ a b c d McCartney, Scott (1999). ENIAC – The Triumphs and Tragedies of the World's First Computer. Walker and Company. p. 102. ISBN 978-0-8027-1348-3.
  11. ^ Frink, Brenda D. (1 June 2011). "Researcher reveals how "Computer Geeks" replaced "Computer Girls"". Gender News. Stanford University. Archived from the original on 12 March 2015. Retrieved 22 October 2018.
  12. ^ Enticknap, Nicholas (Summer 1998), "Computing's Golden Jubilee", Resurrection (20), ISSN 0958-7403, retrieved 19 April 2008
  13. ^ a b c Silberschatz, Abraham (1994). Operating System Concepts, Fourth Edition. Addison-Wesley. p. 6. ISBN 978-0-201-50480-4.
  14. ^ Tanenbaum, Andrew S. (1990). Structured Computer Organization, Third Edition. Prentice Hall. p. 20. ISBN 978-0-13-854662-5.
  15. ^ a b Tanenbaum, Andrew S. (1990). Structured Computer Organization, Third Edition. Prentice Hall. p. 21. ISBN 978-0-13-854662-5.
  16. ^ Wilson, Leslie B. (1993). Comparative Programming Languages, Second Edition. Addison-Wesley. p. 75. ISBN 978-0-201-56885-1.
  17. ^ a b Wilson, Leslie B. (1993). Comparative Programming Languages, Second Edition. Addison-Wesley. p. 213. ISBN 978-0-201-56885-1.
  18. ^ Wilson, Leslie B. (1993). Comparative Programming Languages, Second Edition. Addison-Wesley. p. 244. ISBN 978-0-201-56885-1.
  19. ^ "What is a Compiler?". Retrieved 2012-01-10.
  20. ^ Silberschatz, Abraham (1994). Operating System Concepts, Fourth Edition. Addison-Wesley. p. 97. ISBN 978-0-201-50480-4.
  21. ^ Silberschatz, Abraham (1994). Operating System Concepts, Fourth Edition. Addison-Wesley. p. 100. ISBN 978-0-201-50480-4.
  22. ^ Akhter, Shameem (2006). Multi-Core Programming. Richard Bowles (Intel Press). pp. 11–13. ISBN 978-0-9764832-4-3.
  23. ^ a b c Silberschatz, Abraham (1994). Operating System Concepts, Fourth Edition. Addison-Wesley. p. 1. ISBN 978-0-201-50480-4.
  24. ^ a b c d e f Tanenbaum, Andrew S. (1990). Structured Computer Organization, Third Edition. Prentice Hall. p. 11. ISBN 978-0-13-854662-5.
  25. ^ Silberschatz, Abraham (1994). Operating System Concepts, Fourth Edition. Addison-Wesley. p. 30. ISBN 978-0-201-50480-4.

Further reading

  • Knuth, Donald E. (1997). The Art of Computer Programming, Volume 1, 3rd Edition. Boston: Addison-Wesley. ISBN 978-0-201-89683-1.
  • Knuth, Donald E. (1997). The Art of Computer Programming, Volume 2, 3rd Edition. Boston: Addison-Wesley. ISBN 978-0-201-89684-8.
  • Knuth, Donald E. (1997). The Art of Computer Programming, Volume 3, 3rd Edition. Boston: Addison-Wesley. ISBN 978-0-201-89685-5.
"Hello, World!" program

A "Hello, World!" program generally is a computer program that outputs or displays the message "Hello, World!". Because such a program is very simple in most programming languages, it is often used to illustrate the basic syntax of a programming language and is often the first program that those learning to code write.

Apache Axis

Apache Axis (Apache eXtensible Interaction System) is an open-source, XML based Web service framework. It consists of a Java and a C++ implementation of the SOAP server, and various utilities and APIs for generating and deploying Web service applications. Using Apache Axis, developers can create interoperable, distributed computing applications. Axis development takes place under the auspices of the Apache Software Foundation.

Audio codec

An audio codec is a codec (a device or computer program capable of encoding or decoding a digital data stream) that encodes or decodes audio.In software, an audio codec is a computer program implementing an algorithm that compresses and decompresses digital audio data according to a given audio file or streaming media audio coding format. The objective of the algorithm is to represent the high-fidelity audio signal with minimum number of bits while retaining quality. This can effectively reduce the storage space and the bandwidth required for transmission of the stored audio file. Most software codecs are implemented as libraries which interface to one or more multimedia players.

In hardware, audio codec refers to a single device that encodes analog audio as digital signals and decodes digital back into analog. In other words, it contains both an analog-to-digital converter (ADC) and digital-to-analog converter (DAC) running off the same clock signal. This is used in sound cards that support both audio in and out, for instance. Hardware audio codecs send and receive digital data using buses such as AC-Link, I²S, SPI, I²C, etc. Most commonly the digital data is linear PCM, and this is the only format that most codecs support, but some legacy codecs support other formats such as G.711 for telephony.

Daemon (computing)

In multitasking computer operating systems, a daemon ( or ) is a computer program that runs as a background process, rather than being under the direct control of an interactive user. Traditionally, the process names of a daemon end with the letter d, for clarification that the process is in fact a daemon, and for differentiation between a daemon and a normal computer program. For example, syslogd is the daemon that implements the system logging facility, and sshd is a daemon that serves incoming SSH connections.

In a Unix environment, the parent process of a daemon is often, but not always, the init process. A daemon is usually either created by a process forking a child process and then immediately exiting, thus causing init to adopt the child process, or by the init process directly launching the daemon. In addition, a daemon launched by forking and exiting typically must perform other operations, such as dissociating the process from any controlling terminal (tty). Such procedures are often implemented in various convenience routines such as daemon(3) in Unix.

Systems often start daemons at boot time which will respond to network requests, hardware activity, or other programs by performing some task. Daemons such as cron may also perform defined tasks at scheduled times.

Geany

Geany (IPA:ʒeːniː) is a lightweight GUI text editor using Scintilla and GTK+, including basic IDE features. It is designed to have short load times, with limited dependency on separate packages or external libraries on Linux. It has been ported to a wide range of operating systems, such as BSD, Linux, macOS, Solaris and Windows. The Windows port lacks an embedded terminal window; also missing from the Windows version are the external development tools present under Unix, unless installed separately by the user. Among the supported programming languages and markup languages are C, C++, C#, Java, JavaScript, PHP, HTML, LaTeX, CSS, Python, Perl, Ruby, Pascal, Haskell, Erlang, Vala and many others.In contrast to traditional Unix-based editors like Emacs or Vim, Geany more closely resembles programming editors common on Microsoft Windows such as Notepad++, which also uses Scintilla.It is free software licensed under the terms of the GNU GPL version 2 or later. In 2012, the version number was increased to 1.22 from 0.21 to reflect the maturity of the product, as requested by many users.

Hello

Hello is a salutation or greeting in the English language. It is first attested in writing from 1826.

Installation (computer programs)

Installation (or setup) of a computer program (including device drivers and plugins), is the act of making the program ready for execution. Because the process varies for each program and each computer, programs (including operating systems) often come with an installer, a specialized program responsible for doing whatever is needed (see below) for their installation. Installation may be part of a larger software deployment process.

Installation typically involves code (program) being copied/generated from the installation files to new files on the local computer for easier access by the operating system, creating necessary directories, registering environment variables, providing separate program for un-installation etc.. Because code is generally copied/generated in multiple locations, uninstallation usually involves more than just erasing the program folder. For example, registry files and other system code may need to be modified or deleted for a complete uninstallation.

Machine code

Machine code is a computer program written in machine language instructions that can be executed directly by a computer's central processing unit (CPU). Each instruction causes the CPU to perform a very specific task, such as a load, a store, a jump, or an ALU operation on one or more units of data in CPU registers or memory.

Machine code is a strictly numerical language which is intended to run as fast as possible, and may be regarded as the lowest-level representation of a compiled or assembled computer program or as a primitive and hardware-dependent programming language. While it is possible to write programs directly in machine code, it is tedious and error prone to manage individual bits and calculate numerical addresses and constants manually. For this reason, programs are very rarely written directly in machine code in modern contexts, but may be done for low level debugging, program patching, and assembly language disassembly.

The overwhelming majority of practical programs today are written in higher-level languages or assembly language. The source code is then translated to executable machine code by utilities such as compilers, assemblers, and linkers, with the important exception of interpreted programs, which are not translated into machine code. However, the interpreter itself, which may be seen as an executor or processor, performing the instructions of the source code, typically consists of directly executable machine code (generated from assembly or high-level language source code).

Machine code is by definition the lowest level of programming detail visible to the programmer, but internally many processors use microcode or optimise and transform machine code instructions into sequences of micro-ops. This is not generally considered to be a machine code per se.

Morpheus (software)

Morpheus was a file sharing and searching peer-to-peer client for Microsoft Windows, developed and distributed by the company StreamCast, that originally used the Opennap protocol, but later supported many different peer-to-peer protocols. On April 22, 2008, distributor StreamCast Networks filed for Chapter 7 bankruptcy after a long legal battle with music companies; all of their employees were laid off and the official download at www.morpheus.com stopped being available, though for a small period the website remained online. As of October 29, 2008, the official Morpheus website is offline, including all other websites owned by StreamCast Networks, specifically MusicCity.com, Streamcastnetworks.com and NeoNetwork.com.

Pseudocode

Pseudocode is an informal high-level description of the operating principle of a computer program or other algorithm.

It uses the structural conventions of a normal programming language, but is intended for human reading rather than machine reading. Pseudocode typically omits details that are essential for machine understanding of the algorithm, such as variable declarations, system-specific code and some subroutines. The programming language is augmented with natural language description details, where convenient, or with compact mathematical notation. The purpose of using pseudocode is that it is easier for people to understand than conventional programming language code, and that it is an efficient and environment-independent description of the key principles of an algorithm. It is commonly used in textbooks and scientific publications that are documenting various algorithms, and also in planning of computer program development, for sketching out the structure of the program before the actual coding takes place.

No standard for pseudocode syntax exists, as a program in pseudocode is not an executable program. Pseudocode resembles, but should not be confused with, skeleton programs which can be compiled without errors. Flowcharts, drakon-charts and Unified Modeling Language (UML) charts can be thought of as a graphical alternative to pseudocode, but are more spacious on paper. Languages such as HAGGIS bridge the gap between pseudocode and code written in programming languages. Its main use is to introduce students to high level languages through use of this hybrid language.

SIESTA (computer program)

SIESTA (Spanish Initiative for Electronic Simulations with Thousands of Atoms) is an original method and its computer program implementation, to perform efficient electronic structure calculations and ab initio molecular dynamics simulations of molecules and solids. SIESTA's efficiency stems from the use of strictly localized basis sets and from the implementation of linear-scaling algorithms which can be applied to suitable systems. A very important feature of the code is that its accuracy and cost can be tuned in a wide range, from quick exploratory calculations to highly accurate simulations matching the quality of other approaches, such as plane-wave and all-electron methods.

SIESTA's backronym is Spanish Initiative for Electronic Simulations with Thousands of Atoms.

Since 13 May 2016, with the 4.0 version announcement, SIESTA is released under the terms of the GPL open-source license. Source packages and access to the development versions can be obtained from the new development and distribution platform.

Self-replication

Self-replication is any behavior of a dynamical system that yields construction of an identical copy of itself. Biological cells, given suitable environments, reproduce by cell division. During cell division, DNA is replicated and can be transmitted to offspring during reproduction. Biological viruses can replicate, but only by commandeering the reproductive machinery of cells through a process of infection. Harmful prion proteins can replicate by converting normal proteins into rogue forms. Computer viruses reproduce using the hardware and software already present on computers. Self-replication in robotics has been an area of research and a subject of interest in science fiction. Any self-replicating mechanism which does not make a perfect copy (mutation) will experience genetic variation and will create variants of itself. These variants will be subject to natural selection, since some will be better at surviving in their current environment than others and will out-breed them.

Server (computing)

In computing, a server is a computer program or a device that provides functionality for other programs or devices, called "clients". This architecture is called the client–server model, and a single overall computation is distributed across multiple processes or devices. Servers can provide various functionalities, often called "services", such as sharing data or resources among multiple clients, or performing computation for a client. A single server can serve multiple clients, and a single client can use multiple servers. A client process may run on the same device or may connect over a network to a server on a different device. Typical servers are database servers, file servers, mail servers, print servers, web servers, game servers, and application servers.Client–server systems are today most frequently implemented by (and often identified with) the request–response model: a client sends a request to the server, which performs some action and sends a response back to the client, typically with a result or acknowledgement. Designating a computer as "server-class hardware" implies that it is specialized for running servers on it. This often implies that it is more powerful and reliable than standard personal computers, but alternatively, large computing clusters may be composed of many relatively simple, replaceable server components.

Software copyright

Software copyright is the extension of copyright law to machine-readable software. While many of the legal principles and policy debates concerning software copyright have close parallels in other domains of copyright law, there are a number of distinctive issues that arise with software. This article will primarily focus on topics particular to software.

Software copyright is used by Software Developers and proprietary software companies to prevent the unauthorized copying of their software. Free and open source licenses also rely on copyright law to enforce their terms. For instance, copyleft licenses impose a duty on licensees to share their modifications to the work with the user or copy owner under some circumstances. No such duty would apply had the software in question been in the public domain.

Software system

A software system is a system on intercommunicating components based on software forming part of a computer system (a combination of hardware and software). It "consists of a number of separate programs, configuration files, which are used to set up these programs, system documentation, which describes the structure of the system, and user documentation, which explains how to use the system".While a computer program is a set of instructions (source, or object code) a software system has many more components such as specification, test results, end-user documentation, maintenance records, etc.The term "software system" should be distinguished from the terms "computer program" and "software". The term computer program generally refers to a set of instructions (source, or object code) that perform a specific task. However, a software system generally refers to a more encompassing concept with many more components such as specification, test results, end-user documentation, maintenance records, etc.The use of the term software system is at times related to the application of systems theory approaches in the context of software engineering. A software system consists of several separate computer programs and associated configuration files, documentation, etc., that operate together. The concept is used in the study of large and complex software, because it focuses on the major components of software and their interactions. It is also related to the field of software architecture.

Software systems are an active area of research for groups interested in software engineering in particular and systems engineering in general. Academic journals like the Journal of Systems and Software (published by Elsevier) are dedicated to the subject.The ACM Software System Award is an annual award that honors people or an organization "for developing a software system that has had a lasting influence, reflected in contributions to concepts, in commercial acceptance, or both". It has been awarded by the Association for Computing Machinery (ACM) since 1983, with a cash prize sponsored by IBIBM Personal ComputerM.

Stellarium (software)

Stellarium is an open-source free-software planetarium, licensed under the terms of the GNU General Public License version 2, available for Linux, Windows, and macOS. A port Stellarium called Stellarium Mobile is available for Android, iOS, and Symbian as a paid version, being developed by Noctua Software. All versions use OpenGL to render a realistic projection of the night sky in real time.Stellarium was created by the French programmer Fabien Chéreau, who launched the project in the summer of 2001 (2001). Currently, Stellarium is being maintained and developed by Alexander Wolf, Georg Zotti, Marcos Cardinot, Guillaume Chéreau, Bogdan Marinov, Timothy Reaves, Ferdinand Majerech, and Jörg Müller. A number of other developers have contributed to the development of Stellarium, especially Robert Spearman, Johannes Gajdosik, Matthew Gates, Nigel Kerr, and Johan Meuris, the latter of whom is responsible for the artwork.Stellarium was featured on SourceForge in May 2006 as Project of the Month.

The Palace (computer program)

The Palace (or Palace Chat, Chat Palace, Palace) is a computer program to access graphical chat room servers, called palaces, in which users may interact with one another using graphical avatars overlaid on a graphical backdrop. The software concept was originally created by Jim Bumgardner and produced by Time Warner Interactive in 1994, and was first opened to the public in November 1995.

While there is no longer any official support for the original program, a new client has been developed and is actively maintained by Jameson Heesen. Many chat servers are still operating and can be found on the Palace Portal Live Directory. Palace clients and servers are available for Mac OS 9, Mac OS X, Linux, and Microsoft Windows.

Wireshark

Wireshark is a free and open-source packet analyzer. It is used for network troubleshooting, analysis, software and communications protocol development, and education. Originally named Ethereal, the project was renamed Wireshark in May 2006 due to trademark issues.Wireshark is cross-platform, using the Qt widget toolkit in current releases to implement its user interface, and using pcap to capture packets; it runs on Linux, macOS, BSD, Solaris, some other Unix-like operating systems, and Microsoft Windows. There is also a terminal-based (non-GUI) version called TShark. Wireshark, and the other programs distributed with it such as TShark, are free software, released under the terms of the GNU General Public License.

This page is based on a Wikipedia article written by authors (here).
Text is available under the CC BY-SA 3.0 license; additional terms may apply.
Images, videos and audio are available under their respective licenses.