Term
Machine Instruction Cycle |
|
Definition
Fetch, Decode, Execute, Store |
|
|
Term
|
Definition
Memory that holds information waiting to be used |
|
|
Term
|
Definition
Acts like RAM but is in secondary storage to handle overflow from the RAM |
|
|
Term
|
Definition
Graphics that don't pixelize no matter how stretched they are. They are just mathematical representations |
|
|
Term
|
Definition
Network which is small and normally restricted to one building, no external communication is required |
|
|
Term
|
Definition
A code for representing English characters as numbers (0-127) |
|
|
Term
|
Definition
Collection of programs which provides a user interface and allows for multi-tasking. |
|
|
Term
|
Definition
The process of using reflected light to read characters on a page. |
|
|
Term
|
Definition
One of the more common screens today, found in devices of all kind. |
|
|
Term
|
Definition
Temporary storage locations capable of holding just one word |
|
|
Term
|
Definition
Traditionally 8-bits, defined by the CPU. |
|
|
Term
|
Definition
Used to store currently executing programs and their data. Examples include RAM and ROM. |
|
|
Term
|
Definition
Access which is in an order and has to go one-by-one. |
|
|
Term
|
Definition
Used by most modern operating systems, crucial parts of a GUI OS |
|
|