· BATCH
-> Jobs with similar needs are batched together and run through the computer as a group, by an operator or automatic job sequencer. Performance is increased by attempting to keep CPU and I/O devices busy at all times through buffering, off-line operation, spooling, and multiprogramming.
· TIME-SHARING
-> The first involved timesharing or timeslicing. The idea of multiprogramming was extended to allow for multiple terminals to be connected to the computer, with each in-use terminal being associated with one or more jobs on the computer. The operating system is responsible for switching between the jobs, now often called processes, in such a way that favored user interaction. If the context-switches occurred quickly enough, the user had the impression that he or she had direct access to the computer.
· REAL TIME
-> A real-time system is used when rigid time requirements have been placed on the operation of a processor or the flow of data thus it is often used as a control device in a dedicated application. Sensors bring data to the computer. A real-time system has well-defined, fixed time constraints. Processing must be done within the defined constraints, or the system will fail.
· NETWORK
-> Networked systems consist of multiple computers that are networked together, usually with a common operating system and shared resources. Users, however, are aware of the different computers that make up the system.
· DISTRIBUTED
-> A network, in the simplest terms, is a communication path between two or more systems. Distributed systems depend on networking for their functionality.
1. Client-Server Systems
2. Peer-to-Peer Systems
also consist of multiple computers but differ from networked systems in that the multiple computers are transparent to the user. Often there are redundant resources and a sharing of the workload among the different computers, but this is all transparent to the user.
· HANDHELD
-> Handheld systems include personal digital assistants (PDAs) or cellular telephones with connectivity to a network such as the Internet.
· TIME-SHARING
-> The first involved timesharing or timeslicing. The idea of multiprogramming was extended to allow for multiple terminals to be connected to the computer, with each in-use terminal being associated with one or more jobs on the computer. The operating system is responsible for switching between the jobs, now often called processes, in such a way that favored user interaction. If the context-switches occurred quickly enough, the user had the impression that he or she had direct access to the computer.
· REAL TIME
-> A real-time system is used when rigid time requirements have been placed on the operation of a processor or the flow of data thus it is often used as a control device in a dedicated application. Sensors bring data to the computer. A real-time system has well-defined, fixed time constraints. Processing must be done within the defined constraints, or the system will fail.
· NETWORK
-> Networked systems consist of multiple computers that are networked together, usually with a common operating system and shared resources. Users, however, are aware of the different computers that make up the system.
· DISTRIBUTED
-> A network, in the simplest terms, is a communication path between two or more systems. Distributed systems depend on networking for their functionality.
1. Client-Server Systems
2. Peer-to-Peer Systems
also consist of multiple computers but differ from networked systems in that the multiple computers are transparent to the user. Often there are redundant resources and a sharing of the workload among the different computers, but this is all transparent to the user.
· HANDHELD
-> Handheld systems include personal digital assistants (PDAs) or cellular telephones with connectivity to a network such as the Internet.
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