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Program (machine)

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A program is a set of instructions used to control the behavior of a machine. Examples of such programs include:

The execution of a program is a series of actions following the instructions it contains. Each instruction produces effects that alter the state of the machine according to its predefined meaning.

The automatic flute player, which was invented in the 9th century by the Musa brothers in Baghdad, a major centre of learning at the time, is the first known example of a programmable machine.

The work of the Banu Musa was influenced by their Hellenistic forebears, but it also makes significant improvements over Greek creation[4][5]s.

While some machines are called programmable, for example a programmable thermostat or a musical synthesizer, they are in fact just devices which allow their users to select among a fixed set of a variety of options, rather than being controlled by programs written in a language (be it textual, visual or otherwise).

References

  1. ^ Koetsier, Teun (2001), "On the prehistory of programmable machines: musical automata, looms, calculators", Mechanism and Machine Theory, 36 (5), Elsevier: 589–603, doi:10.1016/S0094-114X(01)00005-2.
  2. ^ Kapur, Ajay; Carnegie, Dale; Murphy, Jim; Long, Jason (2017). "Loudspeakers Optional: A history of non-loudspeaker-based electroacoustic music". Organised Sound. 22 (2). Cambridge University Press: 195–205. doi:10.1017/S1355771817000103. ISSN 1355-7718.
  3. ^ Professor Noel Sharkey, A 13th Century Programmable Robot (Archive), University of Sheffield, 2007
  4. ^ Koetsier, Teun (2001-05-01). "On the prehistory of programmable machines: musical automata, looms, calculators". Mechanism and Machine Theory. 36 (5): 589–603. doi:10.1016/S0094-114X(01)00005-2. ISSN 0094-114X.
  5. ^ Koetsier, Teun (2001-05-01). "On the prehistory of programmable machines: musical automata, looms, calculators". Mechanism and Machine Theory. 36 (5): 589–603. doi:10.1016/S0094-114X(01)00005-2. ISSN 0094-114X.