[PRELIMS] CS003 Computer Architecture

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Last updated 1:31 AM on 8/25/26
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295 Terms

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Number Systems
Decimal, Binary, Octal, and Hexadecimal are the major number systems discussed in the module.
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Decimal Number System
A base-10 positional number system using the digits 0–9.
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Binary Number System
A base-2 number system using only 0 and 1.
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Octal Number System
A base-8 positional number system using the digits 0–7.
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Hexadecimal Number System
A base-16 positional number system using 0–9 and A–F.
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Bit
A single binary digit, either 0 or 1.
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Least Significant Bit (LSB)
The rightmost digit in a binary number.
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Most Significant Bit (MSB)
The leftmost digit in a binary number.
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Positional Value System
A number system where the value of a digit depends on its position.
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Byte
A unit consisting of 8 bits.
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Kilobyte (KB)
1024 bytes.
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Megabyte (MB)
1024 KB.
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Gigabyte (GB)
1024 MB.
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Terabyte (TB)
1024 GB.
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Petabyte (PB)
1024 TB.
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Exabyte (EB)
1024 PB.
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Zettabyte (ZB)
1024 EB.
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Yottabyte (YB)
1024 ZB.
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Character Encoding
Methods used to represent characters and symbols using numeric or binary codes.
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Alphanumeric Codes
Codes used to represent letters, digits, punctuation marks, mathematical operators, and special symbols.
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ASCII - American Standard Code for Information Interchange

a widely used alphanumeric code.

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ASCII Bit Size
ASCII is described in the module as a 7-bit code with 128 possible codes.
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ISCII - Indian Script Code for Information Interchange;

developed to support Indian languages on computers.

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Unicode
An international coding system that provides a unique number for every character regardless of platform, program, or language.
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Data Representation
The form in which data is stored, processed, and transmitted.
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Representing Text
Representing each character using a unique fixed-length sequence of bits.
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Pixel
A small picture element used to construct a digital image.
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Bitmap
A collection of encoded pixels representing an image.
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RGB Color Model
A color model using red, green, and blue light to represent a wide spectrum of colors.
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GIF - Graphic Interchange Format

; a compression method that reduces bitmap size by limiting colors assigned to a pixel to 256.

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JPEG - Joint Photographic Experts Group;

a commonly used method for compressing photographs.

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IEEE 754
The IEEE standard for floating-point arithmetic and the common representation of real numbers on computers.
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IEEE 754 Components
Sign, biased exponent, and normalized mantissa.
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Sign Bit
The IEEE 754 bit where 0 represents a positive number and 1 represents a negative number.
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Biased Exponent
The exponent stored after adding a bias to the actual exponent.
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Normalized Mantissa
The significant part of a floating-point number represented with only one 1 to the left of the binary point.
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Single Precision
IEEE 754 format using 1 sign bit, 8 exponent bits, and 23 mantissa bits with a bias of 127.
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Double Precision
IEEE 754 format using 1 sign bit, 11 exponent bits, and 52 mantissa bits with a bias of 1023.
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Single Precision Bias
The bias value of 127 used in IEEE 754 single precision.
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Double Precision Bias
The bias value of 1023 used in IEEE 754 double precision.
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Zero
A special IEEE 754 value represented with an exponent and mantissa of 0.
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Denormalized Number
A number with an all-zero exponent and a nonzero mantissa, without an assumed leading 1.
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Infinity
An IEEE 754 special value represented by an all-one exponent and all-zero mantissa.
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NaN
Not A Number; an IEEE 754 value used to represent an error or undefined value.
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Overflow
A condition where a value becomes too large to be represented.
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Underflow
A condition involving values too small to be represented accurately, resulting in loss of precision.
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Floating-Point Conversion Steps
Determine sign, convert whole and fractional parts to binary, normalize, determine biased exponent, obtain mantissa, and combine the fields.
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Computer Organization
The physical aspects of computer systems, such as circuit design, control signals, and memory types.
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Computer Architecture
The logical aspects of system implementation as seen by the programmer, such as instruction sets, formats, data types, and addressing modes.
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Principle of Equivalence of Hardware and Software
The principle that any task performed by software can also be performed by hardware and vice versa, assuming speed is not a concern.
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Computer Components
Processor, memory, and a mechanism for transferring data to and from the outside world.
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Processor
A component that interprets and executes programs.
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Memory
A component used to store data and programs.
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Input/Output Mechanism
A mechanism for transferring data to and from the outside world.
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Input Unit
The part of the computer consisting of devices that input data into the computer.
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Input Devices
Devices such as keyboard, mouse, scanner, digital camera, microphone, QR code reader, and RFID reader used to enter data.
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Memory Unit
The part of the computer responsible for storing programs and data.
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RAM

main memory where programs are stored during execution and which is erased when the computer is turned off.

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ROM

memory containing special instructions needed for the computer to operate.

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Cache Memory
A temporary memory that increases processor speed by recording and anticipating instructions.
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Secondary Storage
Storage provided by peripheral devices for storing large amounts of data more permanently.
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Processing Unit
The part of the computer responsible for processing data and instructions.
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CPU

the brain of the computer containing circuitry needed to process input, store data, and output results.

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ALU

performs arithmetic and logic operations and manipulation of numbers.

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Control Unit (CU)
The component that controls and coordinates the order and execution of program instructions.
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Output Unit
The part of the computer consisting of devices used to communicate data from the computer to users.
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Output Devices
Devices such as display screens, printers, and headphones used to communicate results to users.
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Capacity and Speed Measures
Kilo, Mega, Giga, Tera, Peta, Exa, Zetta, Yotta, Hertz, and Byte are measures discussed in the module.
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Kilo (K)
1 thousand; 10³ or 2¹⁰.
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Mega (M)
1 million; 10⁶ or 2²⁰.
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Giga (G)
1 billion; 10⁹ or 2³⁰.
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Tera (T)
1 trillion; 10¹² or 2⁴⁰.
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Peta (P)
1 quadrillion; 10¹⁵ or 2⁵⁰.
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Exa (E)
1 quintillion; 10¹⁸ or 2⁶⁰.
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Zetta (Z)
1 sextillion; 10²¹ or 2⁷⁰.
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Yotta (Y)
1 septillion; 10²⁴ or 2⁸⁰.
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Hertz
A measure of clock cycles per second or frequency.
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Byte
A unit of storage.
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Millisecond
One thousandth of a second.
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Microsecond
One millionth of a second.
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Nanosecond
One billionth of a second.
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Picosecond
One trillionth of a second.
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Femtosecond
One quadrillionth of a second.
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Attosecond
One quintillionth of a second.
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Zeptosecond
One sextillionth of a second.
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Yoctosecond
One septillionth of a second.
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Micron (Micrometer)
One millionth of a meter.
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Cycle Time
The reciprocal of clock frequency.
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System Bus
A bus that moves data within the computer.
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L1 Cache
Level 1 cache; smaller and generally faster than L2 cache.
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L2 Cache
Level 2 cache; larger and generally slower than L1 cache.
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ATA - Advanced Technology Attachment

; describes how the hard disk interfaces with other system components.

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Port
A connection that allows movement of data between a system and its external devices.
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Serial Port
A port that sends data as a series of pulses along one or two data lines.
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Parallel Port
A port that sends data as a single pulse along at least eight data lines.
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USB - Universal Serial Bus

; an intelligent serial interface that is self-configuring and supports plug-and-play.

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PCI - Peripheral Component Interface

; a dedicated I/O bus that can augment system buses.

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Refresh Rate
The number of times per second that an image on a monitor is repainted.
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Dot Pitch
A measure that indicates how clear the image on a monitor is.
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Video Card
A component containing memory and programs that support the monitor.