Program (machine)

A program is a set of data or instructions that controls the behavior of a machine. Examples include:

Mechanisms

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  • The automatic flute player, which was invented in the 9th century by the Banū Mūsā brothers in Baghdad, is the first known example of a programmable machine. The work of the Banu Musa was influenced by their Hellenistic forebears, but it also makes significant improvements over Greek creation.[1] The pinned-barrel mechanism, which allowed for programmable variations in the rhythm and melody of the music, was the key contribution given by the Banu Musa.[2]
  • In 1206, the Muslim inventor Ismail al-Jazari (in the Artuqid Sultnate) described a drum machine which may have been an example of a programmable automaton.[3]
  • Barrels, punched cards, and music rolls encoding music to be played by player pianos, fairground organs, barrel organs, and music boxes.
  • The sequence of punched cards used by a Jacquard loom to produce a given pattern within woven cloth. Invented in 1801, it used holes in punched cards to represent sewing loom arm movements in order to generate decorative patterns automatically.

Electronics

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Some programmable equipment and appliances only allow their users to select predefined options and/or set predefined parameters. The user is not required or allowed to write a computer program (textual, visual, or otherwise).

  • The "program" of a programmable thermostat consist of user-changeable parameters (mode, time, temperature) in the entries of a schedule.
  • The "program" or patch of a programmable music synthesizer adjusts parameters and switches that interconnect modules.
  • The "program" of many programmable integrated circuits is data that it permanently stores for retrieval (programmable ROM etc.), and/or govern operation (programmable logic device etc.).

Computers

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When a programmable computer, programmable calculator, or programmable logic controller executes a program, its processor follows the instructions or commands that the program contains. Each instruction produces effects that alter the state of the machine according to its predefined meaning.

See also

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References

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  1. ^ Koetsier, Teun (2001-05-01). "On the prehistory of programmable machines: musical automata, looms, calculators". Mechanism and Machine Theory. 36 (5): 589–603. doi:10.1016/S0094-114X(01)00005-2. ISSN 0094-114X.
  2. ^ Kapur, Ajay; Carnegie, Dale; Murphy, Jim; Long, Jason (2017). "Loudspeakers Optional: A history of non-loudspeaker-based electroacoustic music". Organised Sound. 22 (2). Cambridge University Press: 195–205. doi:10.1017/S1355771817000103. ISSN 1355-7718.
  3. ^ Professor Noel Sharkey, A 13th Century Programmable Robot (Archive), University of Sheffield, 2007