ta’minlaydi.
Amal esa protsessor deb ataluvchi qurilmada bajariladi. Dastur ishlash natijasi
to`g`ridan – to`g`ri ekranda yoki
tashqi qurilma (chop qiluvchi mexanizm, grafik chizuvchi
qurilma, video qurilma va boshqalar) deb ataluvchi qurilmada ko`rilishi mumkin.
Odatda
kompyuterlar ikki qismdan:
Hardware (kompyuterni tashkil etuvchilari –
kompyuterning qattiq
qismlari) va
Software (kompyuterning dastur ta’minoti –
kompyuterning yumshoq qismlaridan)
tashkil topgan deyiladi.
In most cases, computer instructions are simple: add one number to another, move some
data from one location to another, send a message to some external device, etc. These
instructions are read from the computer's memory
and are generally carried out (executed
) in
the order they were given. However, there are usually specialized instructions to tell the
computer to jump ahead or backwards to some other place in the program and to carry on
executing from there. These are called "jump" instructions (or branches
). Furthermore, jump
instructions may be made to happen conditionally
so that different sequences of instructions may
be used depending on the result of some previous calculation or some external event. Many
computers directly support subroutines
by providing a type of jump that "remembers" the
location it jumped from and another instruction to return to the instruction following that jump
instruction.
Program execution might be likened to reading a book. While a person will normally read
each word and line in sequence, they may at times jump back to an earlier place in the text or
skip sections that are not of interest. Similarly, a computer may sometimes go back and repeat
the instructions in some section of the program over and over again until some internal
condition is met. This is called the flow of control
within the program and it is what allows the
computer to perform tasks repeatedly without human intervention.
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