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How Computers Work · Unit 2 · Lesson 6 · 電腦概論 單元二 第六課

What Does a Processor Do All Day?處理器整天在忙什麼?

Step through a tiny processor in 3D as it fetches an instruction, decodes it, and executes it, again and again. Arrange four instructions to make it add 3 and 4, then predict what each instruction will do.
在 3D 裡一步一步看一顆小處理器怎麼拿指令、看懂、照做,然後一再重複。自己排四條指令讓它算出 3+4,再猜猜每一條指令會做什麼。

Big idea · 一句話看懂

A processor does the same three small steps over and over: fetch an instruction from memory, decode it, and execute it. Each step is tiny. A processor is powerful only because it repeats this loop billions of times a second.
處理器一直重複同樣三個小步驟:從記憶體拿一條指令、看懂它、照著做。每一步都很小。處理器厲害的地方,只在於它每秒能把這個迴圈重複幾十億次。

3D Model · 3D 模型

A Processor with Five Instructions 只有五種指令的處理器

On the left is memory: eight numbered cells holding a program and some numbers. On the right is the inside of a processor: a counter that keeps its place, a box for the instruction it is looking at, a box called A for the number it is holding, and an adder. Press Step to do one small step, and read what happened. Press Run to let it go by itself.
左邊是記憶體:八個有編號的格子,放著一個程式和幾個數。右邊是處理器的裡面:一個記住「做到哪裡」的計數器、一個放「正在看的指令」的格子、一個叫 A 的格子(放它手上的那個數),還有一個加法器。按「下一步」走一個小步驟,讀讀右邊寫了什麼;按「執行」讓它自己一直跑。

Press Step below · 按下面的「下一步」 Drag to turn · 拖曳旋轉 Scroll or pinch to zoom · 滾輪/雙指縮放

This 3D model needs WebGL, which this browser does not support. The registers, the memory list, and the Step button below still work, and so do the reading and the games.
這個瀏覽器不支援 WebGL,無法顯示 3D 模型;下面的暫存器、記憶體清單和「下一步」按鈕照樣能用,課文和小遊戲也都能用。

  • Blue cell: holds an instruction
    藍色的格子:放的是指令
  • Dark cell: holds a number
    深色的格子:放的是數
  • Green board: inside the processor (counter, instruction, A, adder)
    綠色的板子:處理器的裡面(計數器、指令、A、加法器)
  • Teal ball: something being copied from one place to another
    青色小球:正在從一個地方抄到另一個地方的東西

A teaching model. This processor and its five instructions are our own invention; no real processor uses this exact set. A real processor has many more instructions and much more memory, and every instruction is stored as a pattern of bits, not as a word like LOAD. The model is slowed down enormously so that you can read each step. What is real is the loop itself: fetch, decode, execute, and move on to the next instruction.
這是教學用的示意模型。這顆處理器和它的五種指令是我們自己設計的,沒有哪一顆真的處理器用的是這一套。真的處理器指令多得多、記憶體也大得多,而且每條指令是存成一串位元,不是像 LOAD 這樣的字。模型被放慢了非常非常多倍,好讓你讀得到每一步。真實的是這個迴圈本身:拿、看懂、照做,再換下一條。

Model and code are drawn and programmed by My Culture Connect. The simulator is tested in tools/computers/test/cpu.test.mjs, and its ADD uses the adder from Lesson 4.
模型與程式由人師教育協會自行繪製、撰寫。模擬器有自動測試(tools/computers/test/cpu.test.mjs),其中的 ADD 用的就是第四課的加法器。

Reading · 英文閱讀

6

Unit 6: What Does a Processor Do All Day?

In Lesson 5 you found the processor, a small square hiding under a big cooler, and you learned that it carries out the instructions of programs. But what does that actually look like? The answer is surprisingly plain. A processor does the same three small steps, over and over, for as long as the power is on. It fetches an instruction, decodes it, and executes it.

在第五課,你找到了處理器,一片躲在大散熱器底下的小方塊,也知道它負責執行程式的指令。可是「執行指令」到底是什麼樣子?答案出乎意料地平淡。只要有電,處理器就一直重複同樣三個小步驟:拿一條指令、看懂它、照著做。

A program is a list of instructions kept in memory. The processor has a small counter that holds the place of the next instruction. To fetch, the processor looks at the counter and copies the instruction at that place out of memory. In the model, the counter starts at 0, so the first instruction comes from cell 0.

程式是一串放在記憶體裡的指令。處理器有一個小小的計數器,記著下一條指令在哪裡。要「拿」指令的時候,處理器看一下計數器,把那個位置的指令從記憶體抄出來。在模型裡,計數器從 0 開始,所以第一條指令來自第 0 格。

Next the processor decodes the instruction, which means working out what it is asking for. Our model understands only five instructions. LOAD copies a number from memory into the processor. ADD adds a number from memory to it, using an adder like the one in Lesson 4. STORE copies the result back into memory. Then the processor executes the instruction: it does that one small thing and nothing more.

接著處理器要「看懂」這條指令,也就是弄清楚它在要求什麼。我們的模型只懂五種指令。LOAD 把記憶體裡的一個數抄進處理器;ADD 把記憶體裡的一個數加上去,用的是像第四課那樣的加法器;STORE 把結果抄回記憶體。然後處理器「照著做」:就做那一件小事,不多做別的。

After that, the counter goes up by one, and the three steps begin again with the next instruction. Adding 3 and 4 takes four instructions. The fourth kind of instruction, JUMP, is different. It changes the counter itself, so the processor goes back and repeats instructions it has already done. That is how a program only a few lines long can keep a processor busy all day. The fifth, STOP, ends the program.

做完之後,計數器加一,三個步驟又從下一條指令重新開始。把 3 和 4 加起來要四條指令。第四種指令 JUMP 不一樣:它改的是計數器本身,所以處理器會回頭,把做過的指令再做一次。就是因為這樣,一個只有幾行的程式,可以讓處理器忙上一整天。第五種指令 STOP 讓程式結束。

Each step is tiny, so the power of a processor comes from speed. A clock inside it sets the pace. Clock speed is measured in gigahertz, which means billions of cycles per second: a 3.2-gigahertz processor goes through 3.2 billion cycles every second. A cycle is not exactly one instruction. Some instructions take several cycles, and sometimes several instructions finish in one. Many processors also contain more than one core, so the work can be shared among them.

每一步都很小,所以處理器的本事來自「快」。它裡面有一個時脈在打拍子。時脈的快慢用 GHz(吉赫)來表示,意思是每秒幾十億個週期:一顆 3.2 GHz 的處理器,每秒走過 32 億個週期。一個週期不等於剛好一條指令:有的指令要好幾個週期,有時候一個週期可以做完好幾條。很多處理器裡面還不只一個核心,工作可以分給它們一起做。

Keeping the program in the same memory as the numbers was one of the great ideas in computing. In 1945 the mathematician John von Neumann described a stored-program computer in a widely read report. On June 21, 1948, at the University of Manchester in England, a machine nicknamed the Baby ran the first program ever stored in the memory of an electronic computer. It was seventeen instructions long. With a stored program, the same processor, doing the same three steps, can become a calculator, a game, or a music player. You only have to load a different program.

把程式和數放在同一個記憶體裡,是電腦史上很了不起的一個想法。1945 年,數學家約翰・馮紐曼(John von Neumann)在一份流傳很廣的報告裡,描述了這種「儲存程式」的電腦。1948 年 6 月 21 日,在英國的曼徹斯特大學,一台綽號叫「Baby」的機器,跑出了史上第一個存在電子電腦記憶體裡的程式,一共十七條指令。有了儲存的程式,同一顆處理器、做同樣三個步驟,就可以變成計算機、遊戲機或音樂播放器,只要換一個程式載進去就行了。
Read aloud · 課文朗讀

Questions · 閱讀理解

What three steps does a processor repeat?

It fetches an instruction from memory, decodes it (works out what it asks for), and executes it (does it). Then it moves on to the next instruction.

What does the counter do, and how does a JUMP instruction change it?

The counter holds the place of the next instruction, and it normally goes up by one after each instruction. A JUMP sets the counter to a different place, so the processor can go back and repeat instructions.

A 3.2-gigahertz processor goes through 3.2 billion cycles every second. Does that mean it carries out exactly 3.2 billion instructions every second? Why or why not?

No. A cycle is not exactly one instruction. Some instructions take several cycles, and sometimes several instructions finish in a single cycle.

Words & Phrases · 生字及片語

fetch(v.)去拿來;擷取Could you fetch my glasses from the kitchen?你可以幫我去廚房把眼鏡拿來嗎?decode(v.)解碼;看懂The spy needed a key to decode the message.那個間諜需要一把鑰匙才能把訊息解碼。execute(v.)執行The team executed the plan perfectly.這個團隊完美地執行了計畫。instruction(n.)指令;指示Read each instruction carefully before you begin.開始之前,先把每一條指示仔細讀一遍。counter(n.)計數器The counter on the gate shows how many people have entered.門上的計數器顯示有多少人進來過。cycle(n.)週期;循環The washing machine takes forty minutes for one cycle.這台洗衣機洗一個行程要四十分鐘。repeat(v.)重複Please repeat the last sentence more slowly.請把最後一句話慢一點再說一次。core(n.)核心This processor has eight cores.這顆處理器有八個核心。

Quick Check · 小測驗

1. In what order does a processor work on an instruction?

2. What does the counter hold?

3. In the model, which instruction copies the number in A back into memory?

4. What does one gigahertz mean?

5. According to the reading, what happened at the University of Manchester on June 21, 1948?

Try It in the Model · 在模型裡試試

Four things to watch 四件值得看的事

Then step through by hand and say each step out loud before you press: fetch, decode, or execute?
接著自己一步一步按,每按之前先說出這一步是什麼:拿、看懂,還是照做?

Fetch拿指令

The counter points the way · 計數器指路

Watch the first small step in slow motion. Which cell does the instruction come from, and why that one?
用慢動作看第一個小步驟。指令是從哪一格來的?為什麼是那一格?

Execute an ADD執行一次 ADD

3 + 4 inside the adder · 加法器裡的 3+4

A already holds 3. Watch the number 4 travel from memory to the adder, and the answer come back to A.
A 已經是 3 了。看 4 這個數從記憶體跑到加法器,答案再回到 A。

Jump back and repeat跳回去再做一次

Four instructions, forever · 四條指令,沒完沒了

This program has no STOP. Watch cell 6 while the counter keeps jumping back to 0.
這個程式沒有 STOP。看著第 6 格,同時注意計數器一直跳回 0。

A whole program完整的一個程式

Four instructions, twelve small steps · 四條指令,十二個小步驟

Run 3 + 4 from start to finish at full speed. Where does the answer end up?
用最快的速度把 3+4 從頭跑到尾。答案最後放在哪裡?

Try It · 動手試試

Write a Program 自己排一個程式

Cells 5 and 6 hold 3 and 4. Choose four instructions, in order, so that cell 7 ends up holding their sum. Press Run, and the list shows what each instruction did to A. If something goes wrong, the message tells you what.
第 5 格和第 6 格放著 3 和 4。照順序選四條指令,讓第 7 格最後放的是它們的和。按「執行」,右邊會列出每一條指令讓 A 變成什麼;出了問題,訊息會告訴你是哪裡不對。

Your program, cells 0 to 3 · 你的程式(第 0 到 3 格)

  1. 0
  2. 1
  3. 2
  4. 3

Numbers, cells 5 to 7 · 數(第 5 到 7 格)

  • 53
  • 64
  • 70

    • A number has to be in A before you can add to it. Which instruction puts it there?要先有一個數在 A 裡面,才能往上加。哪一條指令會把數放進去?
    • Try leaving out STOP, or ending with JUMP 0, and read what happens.試試看不放 STOP,或者最後放 JUMP 0,讀讀會發生什麼事。
    • The processor does exactly what the list says, in order, even when the list is wrong.處理器會照清單一條一條做,一字不差,就算清單是錯的也一樣。

    Game · 小遊戲

    What Happens Next? 猜下一步

    Eight questions. You are told what is in A, in the counter, and in one memory cell, and you are given one instruction. Choose what the answer will be after the processor executes it. The game counts how many you get right on the first try.
    一共八題。題目告訴你 A、計數器和某一格記憶體現在是多少,再給你一條指令。選出處理器執行完之後的結果。遊戲會記下你第一次就答對幾題。

    Right on the first try · 第一次就答對 0 / 0

    Stories Behind the Loop · 這個迴圈的故事

    A report, a Baby, a clock, and a cell that could be anything 一份報告、一個 Baby、一個時脈、一格什麼都可能是的記憶體

    Four short stories about programs and the processors that run them.
    關於程式、以及執行程式的處理器的四個小故事。

    1945 · von Neumann

    The program moves into memory程式搬進記憶體

    The earliest electronic computers were set up for each new job by hand, with plugboards, punched cards, and paper tape. In 1945 the mathematician John von Neumann wrote the First Draft of a Report on the EDVAC. This widely circulated paper outlined a stored-program computer, in which programming information is kept electronically, just like the data. The model on this page works that way: instructions and numbers sit side by side in the same eight cells.
    最早的電子電腦,每換一件工作就要動手重新設定:插接線板、打孔卡、紙帶。1945 年,數學家馮紐曼寫了〈EDVAC 報告初稿〉。這份流傳很廣的文件,勾勒出「儲存程式電腦」的架構:程式和資料一樣,用電子的方式存起來。這一頁的模型就是這樣運作的:指令和數並排放在同樣那八個格子裡。

    June 21, 1948 · Manchester

    Seventeen instructions十七條指令

    At the University of Manchester, Frederic Williams, Tom Kilburn, and Geoff Toothill built a small machine to test a new kind of memory. Its official name was the Small-Scale Experimental Machine, but it is better known as the Manchester Baby. Its first program was written by Kilburn and was seventeen instructions long. It ran on June 21, 1948. The Computer History Museum calls it the first program in history to run on a digital, electronic, stored-program computer.
    在曼徹斯特大學,威廉斯(Frederic Williams)、基爾本(Tom Kilburn)和圖希爾(Geoff Toothill)做了一台小機器,用來測試一種新的記憶體。它的正式名稱是「小型實驗機」,但大家比較常叫它「曼徹斯特 Baby」。它的第一個程式是基爾本寫的,一共十七條指令,在 1948 年 6 月 21 日執行。電腦歷史博物館說,這是史上第一個在數位、電子、儲存程式的電腦上執行的程式。

    GHz · 時脈

    What the clock number means時脈那個數字是什麼意思

    The speed printed on a processor’s box is its clock speed. One gigahertz is one billion cycles per second, so 3.2 GHz is 3.2 billion cycles every second. During each cycle, billions of transistors inside the processor open and close. Older processors were measured in megahertz, or millions of cycles per second. Intel points out that clock speed is only one thing to look at: the number of cores matters, too.
    處理器包裝盒上印的那個速度,是它的時脈頻率。1 GHz 是每秒十億個週期,所以 3.2 GHz 就是每秒 32 億個週期。每一個週期裡,處理器裡面有幾十億個電晶體在開和關。比較早的處理器是用 MHz 來算的,也就是每秒幾百萬個週期。英特爾提醒,時脈只是該看的其中一項,核心的數目也很重要。

    0 … 7

    Is this cell an instruction or a number?這一格是指令還是數?

    In Lesson 2 you learned that bits do not say what they are. The same is true here. The processor never checks whether a cell is “meant” to be an instruction. Whatever the counter points to, it tries to obey. In the model, if the counter reaches a cell with a number or nothing in it, the processor has to stop. Try it in the activity above by leaving out STOP. Keeping the counter away from the data is the programmer’s job.
    第二課說過,位元自己不會說它是什麼。這裡也是一樣。處理器從來不會檢查某一格「本來是不是」指令:計數器指到哪一格,它就想照那一格做。在模型裡,如果計數器走到一格放的是數、或什麼都沒有,處理器就只好停下來。在上面的活動裡故意不放 STOP,就能看到這件事。不讓計數器闖進資料裡,是寫程式的人的責任。

    Myth vs. Fact · 常見迷思

    Four things people get wrong 四個常見的誤會

    ✗ Myth · 迷思A processor does big, complicated things in one go.處理器一次就能做很大、很複雜的事。

    ✓ Fact · 事實Each instruction is tiny: copy one number, add two numbers, change the counter. Big jobs are long lists of tiny steps, done very fast.每條指令都很小:抄一個數、把兩個數加起來、改一下計數器。大事情是一長串的小步驟,只是做得非常快。

    ✗ Myth · 迷思A 3 GHz processor carries out exactly 3 billion instructions a second.3 GHz 的處理器每秒剛好執行 30 億條指令。

    ✓ Fact · 事實Gigahertz counts clock cycles, not instructions. Some instructions take several cycles, and sometimes several instructions finish in one cycle.GHz 數的是時脈的週期,不是指令。有的指令要好幾個週期,有時候一個週期可以做完好幾條。

    ✗ Myth · 迷思The processor understands the program it is running.處理器懂它正在跑的程式是在做什麼。

    ✓ Fact · 事實It has no idea whether it is running a game or doing your homework. It only fetches the next instruction and does what that one instruction says.它完全不知道自己是在跑遊戲還是在算你的作業。它只是拿下一條指令,照那一條說的做。

    ✗ Myth · 迷思A program always runs from the first line to the last, once.程式一定是從第一行跑到最後一行,跑一次就結束。

    ✓ Fact · 事實A jump can send the processor back to repeat instructions, thousands or millions of times. Most of what a processor does all day is repeating.跳躍指令可以把處理器送回去,把同樣幾條指令重複幾千次、幾百萬次。處理器整天在做的,大部分就是重複。

    Remember It · 記憶口訣

    The processor in a sentence 一句話記住處理器

    Fetch, decode, execute拿、看懂、照做

    Three small steps, over and over.
    三個小步驟,一再重複。

    The counter keeps the place計數器記住做到哪裡

    It goes up by one after each instruction.
    每做完一條指令,它就加一。

    A jump makes a loop跳回去就是迴圈

    Change the counter, and the processor repeats.
    把計數器改掉,處理器就重來一遍。

    Giga means billionG 就是十億

    1 GHz is one billion clock cycles a second.
    1 GHz 是每秒十億個時脈週期。

    Before You Start · 動手之前

    A few reminders 幾個提醒

    • In Activity Monitor or Task Manager, only look. Do not quit or end anything in the list: some of those programs keep the computer running.在「活動監視器」或「工作管理員」裡只要看就好,不要結束清單裡的任何東西:有些程式是讓電腦正常運作用的。
    • Use a school or family computer only with permission, and do not change its settings.用學校或家裡的電腦要先得到同意,也不要更改設定。
    • The Count forever program never stops by itself. In the model that is harmless: press Pause or Reset.「一直加一」那個程式不會自己停。在模型裡這沒有關係:按「暫停」或「重來」就好。
    • Look away from the screen every 20 minutes and let your eyes rest.每看 20 分鐘螢幕,就把視線移開,讓眼睛休息一下。

    Classroom Activity 1 · 課堂活動一

    The Human Processor 人體處理器

    You need · 準備材料

    • Eight sheets of paper numbered 0 to 7, taped in a row on the board: the memory八張紙,編號 0 到 7,在黑板上貼成一排:這是記憶體
    • Cards for the program: LOAD 5, ADD 6, STORE 7, STOP, and the numbers 3, 4, and 0程式用的卡片:LOAD 5、ADD 6、STORE 7、STOP,以及數字 3、4、0
    • Two small whiteboards: one for the counter, one for A兩塊小白板:一塊當計數器,一塊當 A

    Steps · 步驟

    1. Put the four instruction cards on sheets 0 to 3, and the numbers 3, 4, and 0 on sheets 5, 6, and 7. One student holds the counter, which starts at 0. Another holds A.把四張指令卡放在第 0 到 3 張紙上,把 3、4、0 放在第 5、6、7 張紙上。一位同學拿計數器(從 0 開始),另一位拿 A。
    2. A third student is the processor. Fetch: read the counter, walk to that sheet, and read the card aloud.第三位同學當處理器。拿:看一下計數器,走到那一張紙前面,把卡片大聲唸出來。
    3. Decode: say in your own words what the card asks for. Execute: do exactly that, and nothing else. Then the counter student adds one.看懂:用自己的話說出這張卡片要做什麼。照做:就做那一件事,不多做別的。然後拿計數器的同學把數字加一。
    4. Repeat until you reach STOP. Then swap ADD 6 and LOAD 5 and run it again. What ends up on sheet 7 this time, and why?一直重複到 STOP 為止。接著把 ADD 6 和 LOAD 5 的位置對調,再跑一次。這次第 7 張紙上是什麼?為什麼?

    With the two cards swapped, sheet 7 ends up with 3, not 7. The processor student did nothing wrong. The order of the instructions was wrong, and the processor obeyed it anyway. In Taiwan’s junior high Information Technology curriculum, this lesson matches the topic “System platforms”: 資 S-IV-2, whose notes list the CPU and memory.
    兩張卡片對調之後,第 7 張紙上會是 3,不是 7。當處理器的同學並沒有做錯:錯的是指令的順序,而處理器照樣照著做了。對照十二年國教國中「資訊科技」的學習內容,這一課對應「系統平台」主題:資 S-IV-2 系統平台之組成架構與基本運作原理(附錄的說明列有 CPU、記憶體)。

    Classroom Activity 2 · 課堂活動二

    Check It on Your Own Computer 在自己的電腦上驗證

    You need · 準備材料

    • A Windows or Mac computer一台 Windows 或 Mac 電腦
    • Paper and a pencil紙和鉛筆

    Steps · 步驟

    1. On a Mac, open the Activity Monitor app and click CPU. On Windows, open Task Manager and select the Performance tab.Mac:打開「活動監視器」(Activity Monitor),按 CPU。Windows:打開「工作管理員」(Task Manager),選 Performance(效能)分頁。
    2. With nothing much running, read how busy the processor is. On a Mac, look at the Idle percentage at the bottom of the window. Write the number down.在沒開什麼程式的時候,看看處理器有多忙。Mac 上看視窗最下面的「閒置」(Idle)百分比。把數字寫下來。
    3. Now open several apps or a video, and watch the numbers change. Close them and watch again.接著打開幾個 App 或一段影片,看數字怎麼變。把它們關掉,再看一次。
    4. Find how many cores your processor has. On Windows, the Performance tab lists the cores. On a Mac, choose Window > CPU History to see a graph of recent processor activity.找出你的處理器有幾個核心。Windows 的 Performance 分頁會列出核心數;Mac 選「視窗」>「CPU 記錄」(CPU History),可以看到處理器最近活動的圖。

    Apple’s guide says that most of the time, the processor uses only a small percentage of its processing power. So what does a processor do all day? Much of the time it is waiting for something to do. When you ask for something that needs heavy calculation, it gets busy. The names of menus differ a little between versions of Windows and macOS.
    Apple 的說明寫道,大部分的時候,處理器只用到它運算能力的一小部分。所以處理器整天在忙什麼?很多時候,它其實在等事情做;等你要它做需要大量計算的事,它才忙起來。不同版本的 Windows 和 macOS,選單的名稱會略有不同。

    Go Further · 延伸閱讀

    The adder, many cores, and what comes next 加法器、很多核心,以及下一課

    Sources · 資料出處

    Names, dates, and facts on this page were checked against these sources (October 2026); the model’s processor is our own design, and its simulator is tested · 本頁的人名、年代與事實依下列資料查證(2026 年 10 月);模型裡的處理器是我們自己設計的,模擬器有測試

    1. The control unit of a CPU selects and retrieves instructions from the main memory in proper sequence and interprets them; the arithmetic-logic unit does the arithmetic and logicCPU 的控制單元依序從主記憶體選出並取回指令、加以解讀;算術邏輯單元負責算術與邏輯運算Encyclopaedia Britannica, “central processing unit” ↗
    2. A microprocessor can “interpret and execute program instructions”微處理器能解讀並執行程式的指令Encyclopaedia Britannica, “microprocessor” ↗
    3. Clock speed is expressed in gigahertz, billions of cycles per second; a 3.2 GHz CPU executes 3.2 billion cycles per second; during each cycle, billions of transistors open and close; sometimes multiple instructions are completed in one cycle, and one instruction may take multiple cycles; older CPUs were measured in megahertz; the number of cores matters, too時脈頻率用 GHz 表示,即每秒幾十億個週期;3.2 GHz 的 CPU 每秒 32 億個週期;每個週期有幾十億個電晶體開關;有時一個週期完成多條指令,有時一條指令要多個週期;較早的 CPU 用 MHz;核心數也很重要Intel, “CPU Speed: What Is CPU Clock Speed?” ↗
    4. In 1945 John von Neumann wrote the First Draft of a Report on the EDVAC, a widely circulated paper outlining a stored-program computer, which removed the need for plugboards, punched cards, and paper1945 年馮紐曼寫了〈EDVAC 報告初稿〉,這份流傳很廣的文件勾勒出儲存程式電腦的架構,不必再用接線板、打孔卡與紙帶來設定程式Computer History Museum, Timeline of Computer History, 1945 ↗
    5. The Manchester “Baby” (Small-Scale Experimental Machine), built by Williams, Kilburn, and Toothill to test a new memory; its first program, seventeen instructions written by Kilburn, ran on June 21, 1948: the first program to run on a digital, electronic, stored-program computer曼徹斯特 Baby(小型實驗機)由威廉斯、基爾本、圖希爾建造,用來測試新的記憶體;第一個程式由基爾本撰寫,共十七條指令,1948 年 6 月 21 日執行,是第一個在數位、電子、儲存程式電腦上執行的程式Computer History Museum, Timeline of Computer History, 1948 ↗
    6. “Most of the time, the processor on your Mac uses only a small percentage of its processing power”; in Activity Monitor, click CPU, and choose Window > CPU History「大部分的時候,Mac 的處理器只用到它運算能力的一小部分」;在活動監視器按 CPU,並選「視窗」>「CPU 記錄」Apple Support, “View CPU activity in Activity Monitor on Mac” ↗
    7. “Open Task Manager, then select the Performance tab to see how many cores and logical processors” a Windows device has打開工作管理員,選 Performance 分頁,就能看到處理器有幾個核心與邏輯處理器Microsoft Support, “Find out how many cores a processor on a Windows device has” ↗
    8. Taiwan terms: program counter 程式計數器, register 暫存器, instruction 指令, clock rate 時脈頻率, CPU 中央處理單元台灣用語:program counter 程式計數器、register 暫存器、instruction 指令、clock rate 時脈頻率(高中以下資訊名詞)、CPU 中央處理單元國家教育研究院《樂詞網》 ↗
    9. 資 S-IV-2, how system platforms are built and basically work (p. 10); the notes list the operating system, CPU, memory, and input and output (p. 43)資 S-IV-2 系統平台之組成架構與基本運作原理(第 10 頁);附錄三的說明:「系統軟硬體架構與運作原理:作業系統、CPU、記憶體、輸入輸出」(第 43 頁)教育部《十二年國民基本教育課程綱要 國民中學暨普通型高級中等學校 科技領域》(2018) ↗
    10. The model’s processor: eight cells, five instructions, three small steps for each instruction; the 3 + 4 program takes four instructions and twelve small steps; the counting program never stops; 3.2 × 1,000,000,000 = 3,200,000,000模型裡的處理器:八格記憶體、五種指令、每條指令三個小步驟;3+4 的程式是四條指令、十二個小步驟;一直加一的程式永遠不會停;3.2 × 1,000,000,000=3,200,000,000Our own design, checked by tools/computers/test/cpu.test.mjs ↗