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Friday, August 8, 2008

Understanding you Motherboard - External

The motherboard also has external connectors for devices such as keyboards mice and printers. We will take a quick look at these connectors and show which is which. Although it is difficult to plug pieces in the incorrect slot due to there shape and size differences, it helps to have the knowledge of what you are doing rather than just finding the one that fits.




Explanation....



1 - PS/2 Connectors


ATX boards have 2 PS/2 connectors, one for the mouse and one for the keyboard. They are the same size the same shape but a different colour. This is because the Mouse and keyboard connectors are not interchangeable. Plugging the keyboard in to the mouse connector and vice versa will make them both useless. The usual way for these to be plugged in is the mouse into the Green connector and the keyboard into the purple connector.


2 - USB (Universal Serial Bus) Ports


USB is getting more and more popular for external components. So much so that you can even buy external USB hard disks now. The big hype about USB as that you can change the devices on the USB without switching the power off the computer. If you have a mouse and a Scanner plugged into USB for example, and you wanted to play your new game on your USB controller, you could unplug your Scanner and plug in your game controller. The system would then recognise the change and let you use the controller straight away. You will normally get 2 USB ports with an option to add an extra 2 via a cable.


3 - Parallel Port


The parallel port is mainly used for scanners and printers, and is associated with LPT1. Parallel ports send data in parallel i.e. more than one bit at a time. If the channel is 8bits wide then a parallel port would send 8 bits at a time.


4 - Game Port


The Game port is really just a serial port normally found on a sound card. as the picture above has onboard sound in order to show you everything an ATX motherboard can have on it, the game port is above the sound connectors. Gamepads and joysticks plug into the game port. The game port is a female connector and larger than that of the standard COM port.


5 - Sound card Connectors


The Sound card that is built into the board has three connectors, these are Speaker out, this is your main output for your computer speakers, depending on your sound chip you may or may not need powered speakers. Check with the motherboard manual for this. Then you will have the Line in, Line in is for external sources of audio that you want to hear through your computer or possibly record, i.e. from your Hi-Fi. The last of the 3 is the Mic in port. This is for the Microphone. The Microphone can again be used to add sound to recording or just to play through your speakers as a karaoke system.


6 - Display Connector


This motherboard also has onboard graphics, if this is the case with your motherboard then you will have this connector on your motherboard. The Display connector is also female (meaning the pins will be on the end of the monitor cable.) If you have a standard graphics card then this connector will be on the back of your graphics card.


7 - COM (communications) Port


The COM port is used for peripherals such as mice and modems, becoming less popular now though as USB and PS/2 have taken over. Motherboards seem to only have the 1 COM port now in favour of more USB ports.

Understanding Your Motherboard - Internal

Understanding your motherboard is about pointing out what the bits of your motherboard actually do, if you are not used to building or upgrading your own machine you will want to know the ins and outs of the motherboard. The motherboard is a very important piece of equipment in your PC as it is connected to everything. Anything of major importance is plugged straight into the board. Some things on a motherboard are meant to be changed and altered to suit your own specifications, other things are strictly to be left alone unless fully qualified. We will try to give you a brief bit of history if there is any on each of these parts and some specifications.

I will start with the internal connecters and ports and then move on to the External ones. You can use the numbers on the image to jump straight to that section.




1. PCI Slot
2. AGP slot
3. North Bridge
4. CPU Socket
5. DIMM Slot
6. Battery
7. Molex Power connector
8. IDE Ports
9. S-ATA Ports
10. South Bridge
11. USB 2.0 Header
12. Firewire Header

Explanation...


1 - PCI (Peripheral Component Interconnect) slot

The PCI bus was developed by Intel, however This local bus is not only for Intel produced micro processors, you will find it very difficult to find a motherboard without a PCI slot on it. You will find that you will get a number of PCI slots from 1 up to about 6. The PCI bus runs at 33Mhz and normally 32bits. The PCI bus was the first one to fully support plug and play, where IRQ's and other resources are set up by the OS and there are no need to alter jumpers etc on the hardware. The PCI bus supports a wide range of peripherals from sound cards to DVD decoders and graphics accelerators. PCI is now the standard for internal peripherals except for graphics cards which have now moved over to the faster AGP port.

2 - AGP (Accelerated Graphics Port)

The AGP was designed specifically for video cards. AGP was really forced in to the computer world as graphics cards required more and more bandwidth. AGP provided not only a faster bus speed (66Mhz 1x - 133Mhz 2x - 266Mhz 4x effectively) but allowed fast access to the main memory allowing for greater storage space in the memory for textures etc. Unlike the ISA and PCI local buses the AGP is a port and not a bus, this is because it is not expandable, it only involves the two devices the graphics card and the CPU. AGP still uses 32bits but is based on the PCI 2.1 standard which allowed 66Mhz transfer rate instead of 33Mhz.

Not on Picture - ISA (Industry Standard Architecture) slot
The ISA slot is an old type of connector for internal peripherals such as modems and network cards. ISA is a system bus running a lot slower than the PCI and AGP bus speeds. ISA runs at only a 8Mhz maximum, although some systems do allow this to be overclocked to 12Mhz. Still very slow and as new motherboards are introduced the ISA slot is being left behind. It is hard to find components for the ISA bus now, if you are looking for ISA components then second hand stores are the best place to look, Network cards, sound cards and modems can still be found. ISA is a 16 bit bus, allowing for 16bits of data to be sent simultaneously.

3 - Chipset - North Bridge (with heatsink)

The Motherboards chipset can be described as what sets it apart from other boards in its category. Different chipsets contain different features and components. A chipset is a number of integrated circuits built onto the board to provide specific functions e.g. one part of the chipset may be an onboard component such as a modem or sound chip. Other parts may be used to control the CPU functions. Most chipsets are designed to work with only one "class" of CPU although now many older chipsets support more than one type of CPU such as socket 7 which supports the Pentium, Cyrix 686, Cyrix MII, AMD K6 and K6-2. There are certain restrictions though to what type of processor a chipset can handle because of the logic that the CPU uses to access the memory and its cache etc. Since these chips are working harder with each generation, motherboard manufacturers have started to put heatsinks on the main parts of the chipset to disperse some of the heat. For more information on chipsets see our What does a chipset do article.

4 - CPU (Central Processing Unit) socket

All the CPU "sockets look very similar, however they are different in the way they have different amount of pins and in different layouts. Because of this getting the right one is essential. A socket 7 CPU and a socket A CPU as well as a socket 370 CPU all look the same from above but will not fit in each others sockets. As well as sockets, Motherboards can also have CPU slots, slots look completely different to the image above of a CPU socket. If any of you own a N64 console or an older Sega Mega Drive you will no what a cartridge looks like. Slot CPU's are not much different to this.

5 - DIMM (Double Inline Memory Module) slots

These are by far the most common memory slots at the moment, the others are SIMMs (Single Inline Memory Module) and RIMM's (Rambus Inline Memory Module). DIMM's are used on virtually every board except for those on early P4 boards which predominantly use RIMM's. The standards for DIMM's are PC100 and PC133 and DDR266/33/400. PC100 is memory running at 100Mhz and PC100 at 133Mhz. DDR is Double Data Rate memory which effectively doubles the speed of the memory giving greater speeds i.e. 266/33/400 Mhz

6 - Motherboard Battery

The battery gives the board a small amount of power in order to store some vital data on your machine when the power is off. Data stored is that like the time and date so you don't have to reset them every time you boot the machine up. Motherboard batteries are usually long lasting Lithium batteries. Removing this can reset all the data on your machine including the BIOS settings, however not replacing this correctly can lead to irreparable damage to the motherboard. Only remove the battery if it is dead or if you can't have access any other way to resetting the data on your machine by use of the clear CMOS jumper or something similar.

7 - ATX Power connector

The standard ATX power connector, the cable for this will be coming from the PSU, a clip is normally provided to make sure you get them in the correct order. As a tip, don't try to push too hard if its stuck, check to see that it is in the correct way, I have seen plenty of power connectors where the pins have pushed out some of the connectors, these can be difficult to get back into place, so its best to be careful.


8 - IDE connector


The connector to which you will insert an IDE cable (supplied with motherboard) IDE cables connect devices such as hard disks, CD Drives and DVD Drives. The current 3 standards of IDE devices are ATA 33/66/100. the numbers specify the amount of data in Mb/s in a max burst situation. In reality there is not much chance of getting a sustain data rate of this magnitude. Both the connectors and devices are backwards compatible with each other, however they will only run at the slowest rated speed between them. All IDE cables will come with a red line down one side, this red line is to show which way it should be plugged in. The red line should always connect to pin one of the IDE port. Checking your motherboard documentation should show you which end is pin one. In some cases it will be written on the board itself.
In the case of ATA 66/100 there is a certain order that you plug devices in, the cable is colour coded to help you get them in the correct order.
• The Blue connector should be connected to the system board
• The Black connector should be connected to the master device
• The Grey Connector should be connected to the slave device


9 - Serial ATA Connector


Serial ATA or more commonly seen as S-ATA is a new way of connecting your Hard Drives to your PC. S-ATA drives have the capability of being faster than the IDE counterparts and also have smaller thinner cables which help with the airflow of the system. S-ATA hard disks are fast becoming the norm for hard drive technology. Make sure your next motherboard has S-ATA connectors on-board.
Not in Picture - Floppy Drive Connector
More simple than the IDE connector you only have to remember to get the red line to pin 1 of the connector and the red line to pin 1 on the floppy drive, This port is only to be used with floppy drives. You may not have a floppy controller on your motherboard as its slowly being phased out as more people are using writable CD's and DVDs to transfer data, to store data and to use as boot up discs.

10 - Chipset - South Bridge

When we talk about chipsets you mainly only ever hear about the North bridge. Even those into PC technology have a hard time naming the south bridges without looking them up. Names like Nforce 2 and KT600 are North bridges. The South Bridge does an important job as well. It handles things like the PCI bus, onboard Network and sound chips as well as the IDE and S-ATA buses.
Not on Picture - BIOS (Basic Input Output System) Chip
The BIOS holds the most important data for your machine, if configured incorrectly it could cause your computer not to boot correctly or not at all. The BIOS also informs the PC what the motherboard supports in terms off CPU etc. This is why when a new CPU is introduced that physically fits into a slot or socket you may need a BIOS update to support it. The main reason for this is that different CPU's use different logics and methods and so the BIOS has to understand certain instructions from the CPU to recognise it.

11 - USB 2.0 header

As well as having USB ports on the rear of the motherboard, motherboard manufacturers often add a couple of USB headers so you can connect optional cables for extra USB ports. These cables are often supplied and you only need to add them on if you need the extra connectivity. USB 2.0 replaced USB 1.1 as a much faster solution. It is backwards compatible meaning all USB 1.1 devices will work in these new USB 2.0 ports.


12 - Firewire header


Firewire is also known as IEEE 1394. It is basically a high performance serial bus for digital and audio equipment to exchange data. The technology preceded USB but yet is faster than any current USB port. Often used for transferring digital video to the PC straight from a digital camera. The FireWire header onboard means you can install a FireWire port on your machine. Again these cables are often supplied as an optional extra which you will need to check with the retailer to see if they are supplied with your board.

Motherboard

Motherboard Basics

The motherboard is the main part of your computer that everything else plugs into. Sometimes it is called the system board. A typical motherboard is a sheet of olive green or brown fiberglass with a myriad of thin gold lines on it and chips sticking off of it.

By itself, the motherboard is just an empty plate. Its the hardware that sits on it that does the work. On it sits the CPU, memory sockets, BIOS, etc. The little gold lines act like electronic roadways of information between each of these features.

These roads enable the different parts of the computer to communicate and perform the functions of your computer, all with the motherboard being the hub of the activity. Because of this "central-ness" in your PC's operation, the motherboard is a key ingredient to performance in your PC. All of your hardware is tied together though the circuitry of your motherboard, so the speed in which your motherboard handles and slings around information is key to any speed you will get out of your PC.

Minimally, a motherboard will include the CPU, a math coprocessor (usually included in the CPU nowdays), clock/timing circuitry, cache, RAM, BIOS, parellel and serial ports, and expansion slots. I will briefly touch on each component on the motherboard.


The CPU


The CPU is usually the most prominent chip on your motherboard. It will be imprinted with the type of CPU that it is, such as "AMD K6-2" or "Intel Pentium II" and it will have the chip manufacturer's logo on it. If you cannot see this, you'll probably see a CPU fan. On Socket 7 motherboards, the processor itself is barely visible. Instead you'll see a large fan which sits upon it. This fan is quite large and is screwed right on top of the CPU. Its job is to keep the CPU cool while the system is on.

Newer motherboards with Pentium II, III, or Athlon processors cannot hide the CPU under the fan. The processor, on these boards, is tall and sticks straight up off the board. You will see a CPU fan attached to one side of the processor. Today's CPU's get extremely hot while they are in operation.

The CPU is the computer's brain. It's job is to process information and sling information around to all of the various hardwares that need it. CPU's vary in sizes and speeds.

The above are the absolute basics. For more detailed info on the processor, go to the Processor section.


The BIOS

The BIOS is another very important part of your computer that makes its home on your motherboard. "BIOS" stands for Basic Input/Output System. It usually resides on a series of chips. These chips are typically the biggest chips on your motherboard other than the CPU and the chipset. Also, there is usually a big sticker on it that says BIOS. The sticker also says what kind of BIOS it is, such as Award or AMIBIOS, and what year it is.

If the CPU is the brain, the BIOS is the nervous system. It takes care of the behind-the-scenes stuff, much like our nervous system makes sure we breathe while we aren't thinking about it. BIOS handles the dirty work: how the floppy disks grab data or what happens when you press a key on your keyboard. You know...thegrunt work. It also kicks in when you turn on your computer, letting the computer know how many drives it has and where they are.

When you turn on your computer, the BIOS determines what hardware is installed. It finds out if the hardware is working and if any of the parts have their own BIOS. If it finds any BIOS type programming on any of the parts, it lets those parts take inventory before returning to its task. For example, most video cards have their own BIOS chip. So, the main BIOS turns control over to the video card until it is done, then resumes to check the rest of the computer.

All this happens behind the scenes every time you boot. You may notice the POST, or Power On Self Test, plus you'll also see your various lights flash. When your BIOS tests the hard drive, floppy drive, and keyboard, you'll see lights flash on them. Once all this is done, your BIOS loads up the operating system. It does this by looking for and reading your various boot up files such as Config.sys and Autoexec.bat. From there, your operating system takes over.

As you can see, BIOS is important. Every computer needs it. And like CPU's, it comes in versions. The versions are based on years though. The newer the BIOS, the newer and fancier parts it can handle. You can usually see what date yours is by looking at the sticker on the chip itself, but if you don't have a little sticker, you can go to the BIOS screen on your monitor. This is done sometimes by hitting F1 shortly after you power up your computer. Here it should tell you who made the BIOS and when.
Most of the time, you buy new BIOS by buying a new motherboard. It comes with it. It is usually hard to find BIOs chips otherwise and install them yourself. Most newer computers have upgradable BIOS where you pop in new BIOS software and it copies this data over to the chips. This is called "flashing" your bios.


Math Coprocessors


There is not too much to say about math coprocessors. It is basically a number cruncher or a real fast calculator. It cranks out fast answers to math problems, helping the CPU do its job faster because it doesn't have to think as hard. It can take care of the floating point calculations.

Coprocessors are optional in older computers. They just speed up math. Do you need one? Well, if you are running math intensive software such as CAD drawing or other software that plays with arrays, irrational numbers, or trigonometric functions, yeah, a coprocessor might be something worth having. Some might think spreadsheets could use a coprocessor, but really, these do not require much math since it is mostly addition and subtracting. For almost all typical business applications, like the word processor, there really isn't a point.

If you have a 486DX or a Pentium, you already have a coprocessor. They're built right in. All modern processors, or any processor you would most likely see in a decent computer, has the coprocessor built in. If you have an SX machine, you dont have one. With these CPU's you will have to get an external one that fits into a separate slot on the motherboard. If you have such a setup, you'll find that the coprocessor is almost as large as the CPU. It is probably the most noticeable chip on the board other than the CPU.

In short, the math coprocessor is now a non-issue, since it is built-in to ALL computers made in the last few years.


DIP Switches and Jumpers


Dip switches and jumpers are your way of telling the computer what is installed on it. DIP switches are very small and are usually flipped with a pointed object such as a bent paper clip or a ballpoint pen.

Jumpers are small pins on the board with plastic or metal devices that go over the pins. This device is called a bridge. When the bridge is connected to any two pins, it completes the circuit between those pins, telling the computer what it need to know. Jumpers are much more common than switches, but they are harder to use. If asked to remove a bridge, always save it for later. A little trick is to leave the bridge hanging on one pin. The computer will think the bridge is gone, but its still there so that you don't lose it. Also, knowing the jumper settings for your device can be a chore. You must have the device's manual to do it.


Integrated Circuitry



Many times you'll have your I/O and video circuitry built right on to your motherboard.

Usually, I/O adapters on the motherboard are of the IDE/EIDE interface and they are marked HDD for hard drive and FDD for the floppy. You simply plug your data ribbons into these and you can bypass the need for a separate I/O card. The downside is that if you want to use a system other than that on the motherboard, you have to disable the circuitry on the board. For example, if you feel like using SCSI, then you'll have to disable the IDE on the board. For most users, using the IDE interface on the board works just fine. Some more expensive boards have SCSI adapters hard-wired onto the board.

Other motherboards have built in video circuitry. This is less common than the drive interface, but it happens. This allows you to bypass buying a separate video card and saves a slot. But, again, if you want to upgrade your video later on, you'll have to disable the video on the board and buy that fancy new card anyway.


The Rest


Other than the above , you have the battery, the keyboard connector, the expansion slots, and the Memory(SDRAM) slots.

The battery is pretty noticeable. It is a little cylinder just like your run of the mill Energizer, but shorter. Most batteries are small, round, and flat. These types fit into a small socket and are held in my a small metal tab. Its job is mainly to keep the system time and a few other settings when the computer's power is off. If you are asked what time it is or what kind of hard drive you have when you turn on your computer, you probably need a new battery.

The keyboard connector is self-explanatory, so let me explain.=) You plug your keyboard into it. The prongs on your keyboard wire's end will match up (hopefully) with the little holes on the connector on the motherboard. They come in large 5-pin setups or smaller PS/2's. This complicated setup is usually located next to the battery.

Expansion slots are explained in the Cards section of the site. They come in different types: ISA, PCI, and AGP.

Sunday, August 3, 2008

RAM----RANDOM ACCESS MEMORY

Random access memory (RAM) is the best known form of computer memory. RAM is considered "random access" because you can access any memory cell directly if you know the row and column that intersect at that cell.

The opposite of RAM is serial access memory (SAM).

SAM stores data as a series of memory cells that can only be accessed sequentially (like a cassette tape). If the data is not in the current location, each memory cell is checked until the needed data is found. SAM works very well for memory buffers, where the data is normally stored in the order in which it will be used (a good example is the texture buffer memory on a video card). RAM data, on the other hand, can be accessed in any order.


Similar to a microprocessor, a memory chip is an integrated circuit (IC) made of millions of transistors and capacitors. In the most common form of computer memory, dynamic random access memory (DRAM), a transistor and a capacitor are paired to create a memory cell, which represents a single bit of data. The capacitor holds the bit of information -- a 0 or a 1 (see How Bits and Bytes Work for information on bits). The transistor acts as a switch that lets the control circuitry on the memory chip read the capacitor or change its state.

A capacitor is like a small bucket that is able to store electrons. To store a 1 in the memory cell, the bucket is filled with electrons. To store a 0, it is emptied. The problem with the capacitor's bucket is that it has a leak. In a matter of a few milliseconds a full bucket becomes empty. Therefore, for dynamic memory to work, either the CPU or the memory controller has to come along and recharge all of the capacitors holding a 1 before they discharge. To do this, the memory controller reads the memory and then writes it right back. This refresh operation happens automatically thousands of times per second.

This refresh operation is where dynamic RAM gets its name. Dynamic RAM has to be dynamically refreshed all of the time or it forgets what it is holding. The downside of all of this refreshing is that it takes time and slows down the memory.
Memory cells are etched onto a silicon wafer in an array of columns (bitlines) and rows (wordlines). The intersection of a bitline and wordline constitutes the address of the memory cell.


DRAM works by sending a charge through the appropriate column (CAS) to activate the transistor at each bit in the column. When writing, the row lines contain the state the capacitor should take on. When reading, the sense-amplifier determines the level of charge in the capacitor. If it is more than 50 percent, it reads it as a 1; otherwise it reads it as a 0. The counter tracks the refresh sequence based on which rows have been accessed in what order. The length of time necessary to do all this is so short that it is expressed in nanoseconds (billionths of a second). A memory chip rating of 70ns means that it takes 70 nanoseconds to completely read and recharge each cell.

Memory cells alone would be worthless without some way to get information in and out of them. So the memory cells have a whole support infrastructure of other specialized circuits. These circuits perform functions such as:

• Identifying each row and column (row address select and column address select)
• Keeping track of the refresh sequence (counter)
• Reading and restoring the signal from a cell (sense amplifier)
• Telling a cell whether it should take a charge or not (write enable)

Other functions of the memory controller include a series of tasks that include identifying the type, speed and amount of memory and checking for errors.
Static RAM uses a completely different technology. In static RAM, a form of flip-flop holds each bit of memory (see How Boolean Logic Works for details on flip-flops). A flip-flop for a memory cell takes four or six transistors along with some wiring, but never has to be refreshed. This makes static RAM significantly faster than dynamic RAM. However, because it has more parts, a static memory cell takes up a lot more space on a chip than a dynamic memory cell. Therefore, you get less memory per chip, and that makes static RAM a lot more expensive.

So static RAM is fast and expensive, and dynamic RAM is less expensive and slower. So static RAM is used to create the CPU's speed-sensitive cache, while dynamic RAM forms the larger system RAM space.

Memory chips in desktop computers originally used a pin configuration called dual inline package (DIP). This pin configuration could be soldered into holes on the computer's motherboard or plugged into a socket that was soldered on the motherboard. This method worked fine when computers typically operated on a couple of megabytes or less of RAM, but as the need for memory grew, the number of chips needing space on the motherboard increased.

The solution was to place the memory chips, along with all of the support components, on a separate printed circuit board (PCB) that could then be plugged into a special connector (memory bank) on the motherboard. Most of these chips use a small outline J-lead (SOJ) pin configuration, but quite a few manufacturers use the thin small outline package (TSOP) configuration as well. The key difference between these newer pin types and the original DIP configuration is that SOJ and TSOP chips are surface-mounted to the PCB. In other words, the pins are soldered directly to the surface of the board, not inserted in holes or sockets.

Memory chips are normally only available as part of a card called a module. You've probably seen memory listed as 8x32 or 4x16. These numbers represent the number of the chips multiplied by the capacity of each individual chip, which is measured in megabits (Mb), or one million bits. Take the result and divide it by eight to get the number of megabytes on that module. For example, 4x32 means that the module has four 32-megabit chips. Multiply 4 by 32 and you get 128 megabits. Since we know that a byte has 8 bits, we need to divide our result of 128 by 8. Our result is 16 megabytes!

History & Evolution

The type of board and connector used for RAM in desktop computers has evolved over the past few years. The first types were proprietary, meaning that different computer manufacturers developed memory boards that would only work with their specific systems. Then came SIMM, which stands for single in-line memory module. This memory board used a 30-pin connector and was about 3.5 x .75 inches in size (about 9 x 2 cm). In most computers, you had to install SIMMs in pairs of equal capacity and speed. This is because the width of the bus is more than a single SIMM. For example, you would install two 8-megabyte (MB) SIMMs to get 16 megabytes total RAM. Each SIMM could send 8 bits of data at one time, while the system bus could handle 16 bits at a time. Later SIMM boards, slightly larger at 4.25 x 1 inch (about 11 x 2.5 cm), used a 72-pin connector for increased bandwidth and allowed for up to 256 MB of RAM.


From the top: SIMM, DIMM and SODIMM memory modules

As processors grew in speed and bandwidth capability, the industry adopted a new standard in dual in-line memory module (DIMM). With a whopping 168-pin or 184-pin connector and a size of 5.4 x 1 inch (about 14 x 2.5 cm), DIMMs range in capacity from 8 MB to 1 GB per module and can be installed singly instead of in pairs. Most PC memory modules and the modules for the Mac G5 systems operate at 2.5 volts, while older Mac G4 systems typically use 3.3 volts. Another standard, Rambus in-line memory module (RIMM), is comparable in size and pin configuration to DIMM but uses a special memory bus to greatly increase speed.

Many brands of notebook computers use proprietary memory modules, but several manufacturers use RAM based on the small outline dual in-line memory module (SODIMM) configuration. SODIMM cards are small, about 2 x 1 inch (5 x 2.5 cm), and have 144 or 200 pins. Capacity ranges from 16 MB to 1 GB per module. To conserve space, the Apple iMac desktop computer uses SODIMMs instead of the traditional DIMMs. Sub-notebook computers use even smaller DIMMs, known as MicroDIMMs, which have either 144 pins or 172 pins.

Most memory available today is highly reliable. Most systems simply have the memory controller check for errors at start-up and rely on that. Memory chips with built-in error-checking typically use a method known as parity to check for errors. Parity chips have an extra bit for every 8 bits of data. The way parity works is simple. Let's look at even parity first.

When the 8 bits in a byte receive data, the chip adds up the total number of 1s. If the total number of 1s is odd, the parity bit is set to 1. If the total is even, the parity bit is set to 0. When the data is read back out of the bits, the total is added up again and compared to the parity bit. If the total is odd and the parity bit is 1, then the data is assumed to be valid and is sent to the CPU. But if the total is odd and the parity bit is 0, the chip knows that there is an error somewhere in the 8 bits and dumps the data. Odd parity works the same way, but the parity bit is set to 1 when the total number of 1s in the byte are even.

The problem with parity is that it discovers errors but does nothing to correct them. If a byte of data does not match its parity bit, then the data are discarded and the system tries again. Computers in critical positions need a higher level of fault tolerance. High-end servers often have a form of error-checking known as error-correction code (ECC). Like parity, ECC uses additional bits to monitor the data in each byte. The difference is that ECC uses several bits for error checking -- how many depends on the width of the bus -- instead of one. ECC memory uses a special algorithm not only to detect single bit errors, but actually correct them as well. ECC memory will also detect instances when more than one bit of data in a byte fails. Such failures are very rare, and they are not correctable, even with ECC.

The majority of computers sold today use non0parity memory chips. These chips do not provide any type of built-in error checking, but instead rely on the memory controller for error detection.

The following are some common types of RAM:
• SRAM: Static random access memory uses multiple transistors, typically four to six, for each memory cell but doesn't have a capacitor in each cell. It is used primarily for cache.
• DRAM: Dynamic random access memory has memory cells with a paired transistor and capacitor requiring constant refreshing.
• FPM DRAM: Fast page mode dynamic random access memory was the original form of DRAM. It waits through the entire process of locating a bit of data by column and row and then reading the bit before it starts on the next bit. Maximum transfer rate to L2 cache is approximately 176 MBps.
• EDO DRAM: Extended data-out dynamic random access memory does not wait for all of the processing of the first bit before continuing to the next one. As soon as the address of the first bit is located, EDO DRAM begins looking for the next bit. It is about five percent faster than FPM. Maximum transfer rate to L2 cache is approximately 264 MBps.
• SDRAM: Synchronous dynamic random access memory takes advantage of the burst mode concept to greatly improve performance. It does this by staying on the row containing the requested bit and moving rapidly through the columns, reading each bit as it goes. The idea is that most of the time the data needed by the CPU will be in sequence. SDRAM is about five percent faster than EDO RAM and is the most common form in desktops today. Maximum transfer rate to L2 cache is approximately 528 MBps.
• DDR SDRAM: Double data rate synchronous dynamic RAM is just like SDRAM except that is has higher bandwidth, meaning greater speed. Maximum transfer rate to L2 cache is approximately 1,064 MBps (for DDR SDRAM 133 MHZ).
• RDRAM: Rambus dynamic random access memory is a radical departure from the previous DRAM architecture. Designed by Rambus, RDRAM uses a Rambus in-line memory module (RIMM), which is similar in size and pin configuration to a standard DIMM. What makes RDRAM so different is its use of a special high-speed data bus called the Rambus channel. RDRAM memory chips work in parallel to achieve a data rate of 800 MHz, or 1,600 MBps. Since they operate at such high speeds, they generate much more heat than other types of chips. To help dissipate the excess heat Rambus chips are fitted with a heat spreader, which looks like a long thin wafer. Just like there are smaller versions of DIMMs, there are also SO-RIMMs, designed for notebook computers.
• Credit Card Memory: Credit card memory is a proprietary self-contained DRAM memory module that plugs into a special slot for use in notebook computers.
• PCMCIA Memory Card: Another self-contained DRAM module for notebooks, cards of this type are not proprietary and should work with any notebook computer whose system bus matches the memory card's configuration.
• CMOS RAM: CMOS RAM is a term for the small amount of memory used by your computer and some other devices to remember things like hard disk settings -- see Why does my computer need a battery? for details. This memory uses a small battery to provide it with the power it needs to maintain the memory contents.
• VRAM: VideoRAM, also known as multiport dynamic random access memory (MPDRAM), is a type of RAM used specifically for video adapters or 3-D accelerators. The "multiport" part comes from the fact that VRAM normally has two independent access ports instead of one, allowing the CPU and graphics processor to access the RAM simultaneously. VRAM is located on the graphics card and comes in a variety of formats, many of which are proprietary. The amount of VRAM is a determining factor in the resolution and color depth of the display. VRAM is also used to hold graphics-specific information such as 3-D geometry data and texture maps. True multiport VRAM tends to be expensive, so today, many graphics cards use SGRAM (synchronous graphics RAM) instead. Performance is nearly the same, but SGRAM is cheaper.


How Much Do You Need?


It's been said that you can never have enough money, and the same holds true for RAM, especially if you do a lot of graphics-intensive work or gaming. Next to the CPU itself, RAM is the most important factor in computer performance. If you don't have enough, adding RAM can make more of a difference than getting a new CPU!
If your system responds slowly or accesses the hard drive constantly, then you need to add more RAM. If you are running Windows XP, Microsoft recommends 128MB as the minimum RAM requirement. At 64MB, you may experience frequent application problems. For optimal performance with standard desktop applications, 256MB is recommended. If you are running Windows 95/98, you need a bare minimum of 32 MB, and your computer will work much better with 64 MB. Windows NT/2000 needs at least 64 MB, and it will take everything you can throw at it, so you'll probably want 128 MB or more.
Linux works happily on a system with only 4 MB of RAM. If you plan to add X-Windows or do much serious work, however, you'll probably want 64 MB. Mac OS X systems should have a minimum of 128 MB, or for optimal performance, 512 MB.

The amount of RAM listed for each system above is estimated for normal usage -- accessing the Internet, word processing, standard home/office applications and light entertainment. If you do computer-aided design (CAD), 3-D modeling/animation or heavy data processing, or if you are a serious gamer, then you will most likely need more RAM. You may also need more RAM if your computer acts as a server of some sort (Web pages, database, application, FTP or network).

Another question is how much VRAM you want on your video card. Almost all cards that you can buy today have at least 16 MB of RAM. This is normally enough to operate in a typical office environment. You should probably invest in a 32-MB or better graphics card if you want to do any of the following:
• Play realistic games
• Capture and edit video
• Create 3-D graphics
• Work in a high-resolution, full-color environment
• Design full-color illustrations

When shopping for video cards, remember that your monitor and computer must be capable of supporting the card you choose.


How to Install RAM

Most of the time, installing RAM is a very simple and straightforward procedure. The key is to do your research. Here's what you need to know:
• How much RAM you have
• How much RAM you wish to add
• Form factor
• RAM type
• Tools needed
• Warranty
• Where it goes

RAM is usually sold in multiples of 16 megabytes: 16, 32, 64, 128, 256, 512, 1024 (which is the same as 1GB). This means that if you currently have a system with 64 MB RAM and you want at least 100 MB RAM total, then you will probably need to add another 64 MB module.

Once you know how much RAM you want, check to see what form factor (card type) you need to buy. You can find this in the manual that came with your computer, or you can contact the manufacturer. An important thing to realize is that your options will depend on the design of your computer. Most computers sold today for normal home/office use have DIMM slots. High-end systems are moving to RIMM technology, which will eventually take over in standard desktop computers as well. Since DIMM and RIMM slots look a lot alike, be very careful to make sure you know which type your computer uses. Putting the wrong type of card in a slot can cause damage to your system and ruin the card.

You will also need to know what type of RAM is required. Some computers require very specific types of RAM to operate. For example, your computer may only work with 60ns-70ns parity EDO RAM. Most computers are not quite that restrictive, but they do have limitations. For optimal performance, the RAM you add to your computer must also match the existing RAM in speed, parity and type. The most common type available today is SDRAM.

Additionally, some computers support Dual Channel RAM configuration either as an option or as a requirement. Dual Channel means that RAM modules are installed in matched pairs, so if there is a 512MB RAM card installed, there is another 512 MB card installed next to it. When Dual Channel is an optional configuration, installing RAM in matched pairs speeds up the performance of certain applications. When it's a requirement, as in computers with the Mac G5 chip(s), the computer will not function properly without matched pairs of RAM chips.

Definitions of Random Access Memory on the Web:
• The place in a computer where the operating system, application programs, and data in current use are kept so that they can be quickly reached by the computer's processor.

• The memory in a computer that can be overwritten with new information repeatedly. It is erased when the computer is turned off.

• the space in the computer on which information is temporarily stored while the computer is on.

• The memory that is used to run applications and perform other necessary tasks while the computer is on. When the computer is turned off, all information in RAM is lost. When PC's were first introduced, they could address as much as 640K RAM. With the advent of X86 architecture and DOS upgrades, this barrier was broken and increased to 32Meg (32,000K) of RAM. Microsoft's Windows NT has promised to break this barrier and be able to address up to 32Gigs (32,000,000K) of RAM.

• Term used to identify a computer's main memory. The “Random” here means that any part of the memory can be directly accessed.

• A memory chip that stores data that can be edited and changed. It requires a continuous electrical charge. The 02R scenes memories and other libraries are stored in RAM. An internal backup battery provides the continuous charge. Contrast with ROM.

• The programmable area of the computer's memory that can be read from and written to (changed). All RAM locations are equally accessible at any time in any order. The components of RAM are erased when the computer is turned off.

• The working memory of the computer into which application programs can be loaded and executed.

• In computers, the main system memory, usually consisting of volatile memory (memory that loses its data when power is removed) solid-state chips. (Inglis & Luther, 1996)

• That part of a computer's memory which can both read (find and display) and write (record) information, and which can be updated or amended by the user; the largest part of a computer's memory, used to house and execute active program code.

• Memory modules on the motherboard containing microchips used to temporarily hold data and programs while the CPU processes both. Information in RAM is lost when the PC is turned off.

• Technology – computers – Digital bit recording devices

• A physical device for storing data for access by a system's CPU. Called random access because the CPU can access data anywhere on the memory at any time, rather than having to store and retrieve data sequentially. Data stored in RAM is usually only stored temporarily for use by the CPU, although some types of RAM will store data indefinitely. Common types of RAM include EDO, FPM, SDRAM, DDR and DDR2, among others.

• The main working memory of a computer in which program instructions and data are stored where they are directly accessible to the central processing unit (CPU). Often called read/write memory to distinguish from read-only memory.

• Data is streamed from the CD or DVD into the RAM so the console can use it to display objects in the game. It is called RAM, because it is always being "accessed" by the console to store important data for the game. Without RAM, today's games would be extremely slow.

• Data that can be read, changed or erased when called up from a computer's internal storage. When a computer has a lot of RAM (storage space for data), it is considered more powerful and can support faster, more visually true, and more complex software.

• In computers, semiconductor based memory that can be read or written by a microprocessor or other hardware devices.

• A temporary storage location in which the central processing unit (CPU) stores and executes its processes.

• The "conscious memory" of the computer. This is the memory the computer uses while it is running any program. This is specified in Megabytes (millions of characters), and 32 Megabytes should be considered a minimum for any computer. High-end computers intended for serious engineering problems (mechanical design, custom integrated circuit design) or large database handlers may need thousands of megabytes (Gigabytes) to meet performance goals. ...

• A memory device to which data can be written and read. It is normally volatile so data is lost when power is removed.

• The most common form of computer memory in which the CPU stores data that is currently in use. RAM is usually volatile memory, meaning that when the computer is turned off, crashes, or loses power it is lost. More RAM means faster processing.

• is a chip that connects to your motherboard. It loads and stores instructions from the operating system, Software, Games etc until the processor has the time to execute its next set of instructions. RAM is volatile and can only store information inside its self whilst there is power running through it. When talking about ram these common words come up 64MB 128MB 256MB 512MB these are storage capabilities 512MB being the industry standard at the present time.

• The semiconductor component of computers that store instructions and data currently being used.

• The amount of active digital storage in your computer, RAM must be relatively high to allow work with photographs.

• Computer storage in which the access time for an item of data is independent of the location of the data previously accessed.

• random-access memory: the most common computer memory which can be used by programs to perform necessary tasks while the computer is on; an integrated circuit memory chip allows information to be stored or accessed in any order and all storage locations are equally accessible


• Random Access Memory or RAM is a type of computer storage whose contents can be accessed in any order. This is in contrast to sequential memory devices such as magnetic tapes, discs and drums, in which the mechanical movement of the storage medium forces the computer to access data in a fixed order. It is usually implied that RAM can be both written to and read from, in contrast to Read-Only Memory or ROM. ...

File System

FAT----File Allocation Table

The FAT file system is a simple file system originally designed for small disks and simple folder structures. The FAT file system is named for its method of organization, the file allocation table, which resides at the beginning of the volume. To protect the volume, two copies of the table are kept, in case one becomes damaged.

In addition, the file allocation tables and the root folder must be stored in a fixed location so that the files needed to start the system can be correctly located. A volume formatted with the FAT file system is allocated in clusters. The default cluster size is determined by the size of the volume. For the FAT file system, the cluster number must fit in 16 bits and must be a power of two.



Differences between FAT12, FAT16, FAT32


• FAT12 file system contains 1.5 bytes per cluster within the file allocation table.
• FAT16 file system contains 2 bytes per cluster within the file allocation table.
• FAT32 file system includes 4 bytes per cluster within the file allocation table.


System Cluster limit:

FAT12 The count of data clusters is less than 4087 clusters.
FAT16 The count of data clusters is between 4087 and 65526 clusters, inclusive.
FAT32 The count of data clusters is between 65526 and 268,435,456 clusters.



NTFS Partition Boot Sector



When you format an NTFS volume, the format program allocates the first 16 sectors for the boot sector and the bootstrap code.

On NTFS volumes, the data fields that follow the BPB form an extended BPB. The data in these fields enables Ntldr (NT loader program) to find the master file table (MFT) during startup. On NTFS volumes, the MFT is not located in a predefined sector, as on FAT16 and FAT32 volumes. For this reason, the MFT can be moved if there is a bad sector in its normal location. However, if the data is corrupted, the MFT cannot be located, and Windows NT/2000 assumes that the volume has not been formatted.


The following example illustrates the boot sector of an NTFS volume formatted while running Windows 2000. The printout is formatted in three sections:

• Bytes 0x00– 0x0A are the jump instruction and the OEM ID (shown in bold print).
• Bytes 0x0B–0x53 are the BPB and the extended BPB.
• The remaining code is the bootstrap code and the end of sector marker (shown in bold print).



NTFS Master File Table (MFT)



Each file on an NTFS volume is represented by a record in a special file called the master file table (MFT). NTFS reserves the first 16 records of the table for special information. The first record of this table describes the master file table itself, followed by a MFT mirror record. If the first MFT record is corrupted, NTFS reads the second record to find the MFT mirror file, whose first record is identical to the first record of the MFT. The locations of the data segments for both the MFT and MFT mirror file are recorded in the boot sector. A duplicate of the boot sector is located at the logical center of the disk.

The third record of the MFT is the log file, used for file recovery. The log file is discussed in detail later in this chapter. The seventeenth and following records of the master file table are for each file and directory (also viewed as a file by NTFS) on the volume.

This design makes file access very fast. Consider, for example, the FAT file system, which uses a file allocation table to list the names and addresses of each file. FAT directory entries contain an index into the file allocation table. When you want to view a file, FAT first reads the file allocation table and assures that it exists. Then FAT retrieves the file by searching the chain of allocation units assigned to the file. With NTFS, as soon as you look up the file, it's there for you to use.

Basics of HARD DISK DRIVE

Hard Disk Drive Basics

Each disk consists of platters, rings on each side of each platter called tracks, and sections within each track called sectors. A sector is the smallest physical storage unit on a disk, almost always 512 bytes in size.



The cylinder/head/sector notation scheme described in this section is slowly being eliminated. All new disks use some kind of translation factor to make their actual hardware layout appear as something else, mostly to work with MS-DOS and Windows 95.
Tracks and Cylinders On hard disks, the data are stored on the disk in thin, concentric bands called tracks. There can be more than a thousand tracks on a 3½ inch hard disk.


Tracks are a logical rather than physical structure, and are established when the disk is low-level formatted. Track numbers start at 0, and track 0 is the outermost track of the disk. The highest numbered track is next to the spindle. If the disk geometry is being translated, the highest numbered track would typically be 1023. Next figure shows track 0, a track in the middle of the disk, and track 1023.

A cylinder consists of the set of tracks that are at the same head position on the disk. In a figure below, cylinder 0 is the four tracks at the outermost edge of the sides of the platters. If the disk has 1024 cylinders (which would be numbered 0-1023), cylinder 1023 consists of all of the tracks at the innermost edge of each side.

Most disks used in personal computers today rotate at a constant angular velocity. The tracks near the outside of the disk are less densely populated with data than the tracks near the center of the disk. Thus, a fixed amount of data can be read in a constant period of time, even though the speed of the disk surface is faster on the tracks located further away from the center of the disk.

Modern disks reserve one side of one platter for track positioning information, which is written to the disk at the factory during disk assembly. It is not available to the operating system. The disk controller uses this information to fine tune the head locations when the heads move to another location on the disk. When a side contains the track position information, that side cannot be used for data. Thus, a disk assembly containing two platters has three sides that are available for data.
Sectors and Clusters.

Each track is divided into sections called sectors. A sector is the smallest physcial storage unit on the disk. The data size of a sector is always a power
of two, and is almost always 512 bytes.

Each track has the same number of sectors, which means that the sectors are packed much closer together on tracks near the center of the disk. Next
figure shows sectors on a track. You can see that sectors closer to the spindle are closer together than those on the outside edge of the disk. The disk
controller uses the sector identification information stored in the area immediately before the data in the sector to determine where the sector itself begins.

As a file is written to the disk, the file system allocates the appropriate number of clusters to store the file's data. For example, if each cluster is 512 bytes and the file is 800 bytes, two clusters are allocated for the file. Later, if you update the file to, for example, twice its size (1600 bytes), another two clusters are allocated.

If contiguous clusters (clusters that are next to each other on the disk) are not available, the data are written elsewhere on the disk, and the file is considered to be fragmented. Fragmentation is a problem when the file system must search several different locations to find all the pieces of the file you want to read. The search causes a delay before the file is retrieved. A larger cluster size reduces the potential for fragmentation, but increases the likelihood that clusters will have unused space.

Using clusters larger than one sector reduces fragmentation, and reduces the amount of disk space needed to store the information about the used and unused areas on the disk.


Master Boot Record (MBR)


The Master Boot Record, created when you create the first partition on the hard disk, is probably the most important data structure on the disk. It is the first sector on every disk. The location is always track (cylinder) 0, side (head) 0, and sector 1.


The Master Boot Record contains the Partition Table for the disk and a small amount of executable code. On x86-based computers, the executable code examines the Partition Table, and identifies the system partition. The Master Boot Record then finds the system partition's starting location on the disk, and loads an copy of its Partition Boot Sector into memory. The Master Boot Record then transfers execution to executable code in the Partition Boot Sector.


Note
Although there is a Master Boot Record on every hard disk, the executable code in the sector is used only if the disk is connected to an x86-based computer and the disk contains the system partition.


Viruses Can Infect the Master Boot Record Many destructive viruses damage the Master Boot Record and make it impossible to start the computer from the hard disk. Because the code in the Master Boot Record executes before any operating system is started, no operating system can detect or recover from corruption of the Master Boot Record. You can åêí åù use, for example, the DiskProbe program on Windows NT Workstation Resource Kit CD to display the Master Boot Record, and compare it to the Master Boot Record shown above. There are also utilities on the Microsoft Windows Resource Kits that enable you to save and restore the Master Boot Record.


Partition Table


The information about primary partitions and an extended partition is contained in the Partition Table, a 64-byte data structure located in the same sector as the Master Boot Record (cylinder 0, head 0, sector 1). The Partition Table conforms to a standard layout that is independent of the operating system. Each Partition Table entry is 16 bytes long, making a maximum of four entries available. Each entry starts at a predetermined offset from the beginning of the sector, as follows:
• Partition 1 0x01BE (446)
5
• Partition 2 0x01CE (462)
• Partition 3 0x01DE (478)
• Partition 4 0x01EE (494)
The last two bytes in the sector are a signature word for the sector and are always 0x55AA.


Logical Drives and Extended Partitions


When more than four logical disks are required on a single physical disk, the first partition should be a primary partition. The second partition can be created as an extended partition, which can contain all the remaining unpartitioned space on the disk.


Note

A primary partition is one that can be used as the system partition. If the disk does not contain a system partition, you can configure the entire disk as a single, extended partition.

Some computers create an EISA configuration partition as the first partition on the hard disk.

Windows NT detects an extended partition because the System ID byte in the Partition Table entry is set to 5. There can be only one extended partition on a hard disk.

Within the extended partition, you can create any number of logical drives. As a practical matter, the number of available drive letters is the limiting factor in the number of logical drives that you can define.

When you have an extended partition on the hard disk, the entry for that partition in the Partition Table (at the end of the Master Boot Record) points to the first disk sector in the extended partition. The first sector of each logical drive in an extended partition also has a Partition Table, which is the last 66 bytes of the sector. (The last two bytes of the sector are the end-of-sector marker.

These are the entries in an extended Partition Table:
• The first entry is for the current logical drive.
• The second entry contains information about the next logical drive in the extended partition.
• Entries three and four are all zeroes.


This format repeats for every logical drive. The last logical drive has only its own partition entry listed. The entries for partitions 2-4 are all zeroes.

The Partition Table entry is the only information on the first side of the first cylinder of each logical drive in the extended partition. The entry for partition 1 in each Partition Table contains the starting address for data on the current logical drive. And the entry for partition 2 is the address of the sector that contains the Partition Table for the next logical drive.


The use of the Relative Sector and Total Sectors fields for logical drives in an extended partition is different than for primary partitions. For the partition 1 entry of each logical drive, the Relative Sectors field is the sector from the beginning of the logical drive that contains the Partition Boot Sector. The Total Sectors field is the number of sectors from the Partition Boot Sector to the end of the logical drive.

For the partition 2 entry, the Relative Sectors field is the offset from the beginning of the extended partition to the sector containing the Partition Table
for the logical drive defined in the Partition 2 entry. The Total Sectors field is the total size of the logical drive defined in the Partition 2 entry.


Note

If a logical drive is part of a volume set, the Partition Boot Sector is at the beginning of the first member of the volume set. Other members of the volume set have data where the Partition Boot Sector would normally be located.