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