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Computers—the machines we think with

Chapter 10: 3: How Computers Work
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About This Book

A concise overview traces the development of electronic computing from early mechanical aids through modern electronic machines, explains core technical concepts such as analog versus digital, binary logic, and electronic components, and describes how computers operate. It surveys practical applications in science, industry, government, finance, communications, automation, and transportation, and considers emerging roles in control systems, translation, and design. The closing sections examine academic uses and prospects for future miniaturization, automation, and broader social and economic impacts.

3: How Computers Work

In the past decade or so, an amazing and confusing number of computing machines have developed. To those of us unfamiliar with the beast, many of them do not look at all like what we imagined computers to be; others are even more awesome than the wildest science-fiction writer could dream up. On the more complex, lights flash, tape reels spin dizzily, and printers clatter at mile-a-minute speeds. We are aware, or perhaps just take on faith, that the electronic marvel is doing its sums at so many thousand or million per second, cranking out mathematical proofs and processing data at a rate to make mere man seem like the dullest slowpoke. Just how computers do this is pretty much of a mystery unless we are of the breed that works with them. Actually, in spite of all the blurring speed and seeming magic, the basic steps of computer operation are quite simple and generally the same for all types of machines from the modestly priced electromechanical do-it-yourself model to STRETCH, MUSE, and other ten-million-dollar computers.

It might be well before we go farther to learn a few words in the lexicon of the computer, words that are becoming more and more a part of our everyday language. The following glossary is of course neither complete nor technical but it will be helpful in following through the mechanics of computer operation.

COMPUTER DICTIONARY

Access Time—Time required for computer to locate data and transfer it from one computer element to another.

Adder—Device for forming sums in the computer.

Address—Specific location of information in computer memory.

Analog Computer—A physical or electrical simulator which produces an analogy of the mathematical problem to be solved.

Arithmetic Unit—Unit that performs arithmetical and logical operations.

Binary Code—Representation of numbers or other information using only one and zero, to take advantage of open and closed circuits.

Bit—A binary digit, either one or zero; used to make binary numbers.

Block—Group of words handled as a unit, particularly with reference to input and output.

Buffer—Storage device to compensate for difference in input and operation rate.

Control Unit—Portion of the computer that controls arithmetic and logical operations and transfer of information.

Delay Line—Memory device to store and later reinsert information; uses physical, mechanical, or electrical techniques.

Digital Computer—A computer that uses discrete numbers to represent information.

Flip-Flop—A circuit or device which remains in either of two states until the application of a signal.

Gate—A circuit with more than one input, and an output dependent on these inputs. An AND gate’s output is energized only when all inputs are energized. An OR gate’s output is energized when one or more inputs are energized. There are also NOT-AND gates, EXCLUSIVE-OR gates, etc.

Logical Operation—A nonarithmetical operation, i.e., decision-making, data-sorting, searching, etc.

Magnetic Drum—Rotating cylinder storage device for memory unit; stores data in coded form.

Matrix—Circuitry for transformation of digital codes from one type to another; uses wires, diodes, relays, etc.

Memory Unit—That part of the computer that stores information in machine language, using electrical or magnetic techniques.

Microsecond—One millionth of a second.

Millisecond—One thousandth of a second.

Nanosecond—One billionth of a second.

Parallel Operation—Digital computer operation in which all digits are handled simultaneously.

Programming—Steps to be executed by computer to solve problem.

Random Access—A memory system that permits more nearly equal access time to all memory locations than does a nonrandom system. Magnetic core memory is a random type, compared with a tape reel memory.

Real Time—Computer operation simultaneous with input of information; e.g., control of a guided missile or of an assembly line.

Register—Storage device for small amount of information while, or until, it is needed.

Serial Operation—Digital computer operation in which all digits are handled serially.

Storage—Use of drums, tapes, cards, and so on to store data outside the computer proper.

The Computer’s Parts

Looking at computers from a distance, we are vaguely aware that they are given problems in the form of coded instructions and that through some electronic metamorphosis this problem turns into an answer that is produced at the readout end of the machine. There is an engineering technique called the “black box” concept, in which we are concerned only with input to this box and its output. We could extend this concept to “black-magic box” and apply it to the computer, but breaking the system down into its components is quite simple and much more informative.

There are five components that make up a computer: input, control, arithmetic (or logic) unit, memory, and output. As machine intelligence expert, Dr. W. Ross Ashby, points out, we can get no more out of a brain—mechanical or human—than we put into it. So we must have an input. The kind of input depends largely on the degree of sophistication of the machine we are considering.

With the abacus we set in the problem mechanically, with our fingers. Using a desk calculator we punch buttons: a more refined mechanical input. Punched cards or perforated tapes are much used input methods. As computers evolve rapidly, some of them can “read” for themselves and the input is visual. There are also computers that understand verbal commands.

Input should not be confused with the control portion of the computer’s anatomy. We feed in data, but we must also tell the computer what to do with the information. Shall it count the number of cards that fly through it, or shall it add the numbers shown on the cards, record the maximum and minimum, and print out an average? Control involves programming, a computer term that was among the first to be assimilated into ordinary language.

The arithmetic unit—that part of the computer that the pioneer Babbage called his “mill”—is the nuts and bolts end of the business. Here are the gears and shafts, the electromechanical relays, or the vacuum tubes, transistors, and magnetic cores that do the addition, multiplication, and other mathematical operations. Sometimes this is called the “logic” unit, since often it manipulates the ANDS, ORS, NORS, and other conjunctives in the logical algebra of Boole and his followers.

The memory unit is just that; a place where numbers, words, or other data are stored and ready to be called into use whenever needed. There are two broad types of memory, internal and external, and they parallel the kind of memory we use ourselves. While our brain can store many, many facts, it does have a practical limit. This is why we have phone books, logarithm tables, strings around fingers, and so on. The computer likewise has its external memory that may store thousands of times the capacity of its internal memory. Babbage’s machine could remember a thousand fifty-digit numbers; today’s large computers call on millions of bits of data.

Conversion of problem to machine program.

After we have dumped in the data and told the computer what to do with them, and the arithmetic and memory have collaborated, it remains only for the computer to display the result. This is the output of the computer, and it can take many forms. If we are using a simple analog computer such as a slide rule, the answer is found under the hairline on the slide. An electronic computer in a bank prints out the results of the day’s transactions in neat type at hundreds of lines a minute. The SAGE defense computer system displays an invading bomber and plots the correct course for interceptors on a scope; a computer in a playful mood might type out its next move—King to Q7 and checkmate.

With this sketchy over-all description to get us started, let us study each unit in a little more detail. It is interesting to compare these operations with those of our human computer, our brain, as we go along.

Remington Rand UNIVAC

A large computer, showing the different parts required.

Input

An early and still very popular method of getting data into the computer is the punched card. Jacquard’s clever way of weaving a pattern got into the computer business through Hollerith’s census counting machines. Today the ubiquitous IBM card can do these tasks of nose counting and weaving, and just about everything else in between. Jacquard used the punched holes to permit certain pins to slide through. Hollerith substituted the mercury electrical contact for the loom’s flying needles. Today there are many other ways of “reading” the cards. Metal base plate and springs, star wheels, even photoelectric cells are used to detect the presence or absence of the coded holes. A human who knows the code can visually extract the information; a blind man could do it by the touch system. So with the computer, there are many ways of transferring data.

Remington Rand UNIVAC

The Computer’s Basic Parts.

An obvious requirement of the punched card is that someone has to punch the holes in the first place. This is done with manually operated punches, power punches, and even automatic machines that handle more than a hundred cards a minute. Punched cards, which fall into the category called computer “software,” are cheap, flexible, and compatible with many types of equipment.

Particularly with mathematical computations and scientific research, another type of input has become popular, that of paper tape. This in effect strings many cards together and puts them on an easily handled roll. Thus a long series of data can be punched without changing cards, and is conveniently stored for repeated use. Remember the old player-piano rolls of music? These actually formed the input for one kind of computer, a musical machine that converted coded holes to musical sounds by means of pneumatic techniques. Later in this chapter we will discuss some modern pneumatic computers.

More efficient than paper is magnetic tape, the same kind we use in our home recording instruments. Anyone familiar with a tape recorder knows how easy it is to edit or change something on a tape reel. This is a big advantage over punched cards or paper tapes which are physically altered by the data stored on them and cannot be corrected. Besides this, magnetic tape can hold many more “bits” of information than paper and also lends itself to very rapid movement through the reading head of the computer. For example, standard computer tape holds seven tracks, each with hundreds of bits of information per inch. Since there are thousands of feet on a ten-inch reel, it is theoretically possible to pack 40 million bits on this handful of tape!

Since the computer usually can operate at a much higher rate of speed than we can put information onto tape, it is often the practice to have a “buffer” in the input section. This receiving station collects and stores information until it is full, then feeds it to the computer which gobbles it up with lightning speed. Keeping a fast computer continuously busy may require many different inputs.

Never satisfied, computer designers pondered the problem of all the lost time entailed in laboriously preparing cards or tapes for the ravenous electronic machine. The results of this brain-searching are interesting, and they are evident in computers that actually read man-talk. Computers used in the post office and elsewhere can optically read addresses as well as stamps; banks have computers that electrically read the coded magnetic ink numbers on our checks and process thousands of times as many as human workers once did. This optical reading input is not without its problems, of course. Many computers require a special type face to be used, and the post office found that its stamp recognizer was mistaking Christmas seals for foreign stamps. Improved read heads now can read hand-printed material and will one day master our widely differing human scrawls. This is of course a boon to the “programmer” of lengthy equations who now has to translate the whole problem into machine talk before the machine can accept it.

If a machine can read, why can’t it understand verbal input as well? Lazy computer engineers have pushed this idea, and the simplest input system of all is well on the way to success. Computers today can recognize numbers and a few words, and the Japanese have a typewriter that prints out the words spoken to it! These linguistic advances that electronic computers are making are great for everyone, except perhaps the glamorized programmer, a new breed of mathematical logician whose services have been demanded in the last few years.

Magnetic Tape - Paper Tape - IBM Card - Magnetic Ink Characters

Control

Before we feed the problem into the machine, or before we give it some “raw” data to process, we had better tell our computer what we want it to do. All the fantastic speed of our electrons will result in a meaningless merry-go-round, or perhaps a glorious machine-stalling short circuit unless the proper switches open and close at the right time. This is the job of the control unit of the computer, a unit that understands commands like “start,” “add,” “subtract,” “find the square root,” “file in Bin B,” “stop,” and so on. The key to all the computer’s parts working together in electronic harmony is its “clock.” This timekeeper in effect snaps its fingers in perfect cadence, and the switches jump at its bidding. Since the finger-snapping takes place at rates of millions of snaps a second, the programmer must be sure he has instructed the computer properly.

The ideal programmer is a rare type with a peculiarly keen brain that sometimes takes seemingly illogical steps to be logical. Programmers are likely to be men—or women, for there is no sex barrier in this new profession—who revel in symbolic logic and heuristic or “hunch” reasoning. Without a program, the computer is an impressively elaborate and frighteningly expensive contraption which cannot tell one number from another. The day may come when the mathematician can say to the machine, “Prove Fermat’s last theorem for me, please,” or the engineer simply wish aloud for a ceramic material that melts at 15,000° C. and weighs slightly less than Styrofoam. Even then the human programmer will not start drawing unemployment insurance, of course. If he is not receiving his Social Security pension by then he will simply shift to more creative work such as thinking up more problems for the machine to solve.

Just as there are many jobs for the computer, so there are many kinds of programs. On a very simple, special-purpose computer, the program may be “wired-in,” or fixed, so that the computer can do that particular job and no other. On a more flexible machine, the program may still be quite simple, perhaps no more than a card entered in a desk unit by an airline ticket agent to let the computer arrange a reservation for three tourist seats on American Airlines jet flight from Phoenix to Chicago at 8:20 a.m. four days from now. On a general-purpose machine, capable of many problems, the program may be unique, a one-of-a-kind highly complex set of instructions that will make the computer tax its huge memory and do all sorts of mental “nip-ups” before it reaches a solution.

A computer that understands about sixty commands has been compared to a Siamese elephant used for teak logging; the animal has about that many words in its vocabulary. Vocabulary is an indication of computer as well as human sophistication. The trend is constantly toward less-than-elephant size, and more-than-elephant vocabulary.

The programmer’s work can be divided into four basic phases: analysis of the problem; application or matching problem requirements with the capabilities of the right computer; flow charting the various operations using symbolic diagrams; and finally, coding or translating the flow chart into language the computer knows.

The flow chart to some extent parallels the way our own brains solve logic problems, or at least the way they ought to solve them. For example, a computer might be instructed to select the smallest of three keys. It would compare A and B, discard the larger, and then compare with C, finally selecting the proper one. This is of course such a ridiculously simple problem that few of us would bother to use the computer since it would take much longer to plot the flow chart than to select the key by simple visual inspection. But the logical principle is the same, even when the computer is to be told to analyze all the business transactions conducted by a large corporation during the year and advise a program for the next year which will show the most profit. From the symbolic flow chart, the programmer makes an operational flow chart, a detailed block diagram, and finally the program itself. Suitably coded in computer language, this program is ready for the computer’s control unit.

With a problem of complex nature, such as one involving the firing of a space vehicle, programmers soon learned they were spending hours, or even days, on a problem which the computer proceeded to zip through in minutes or seconds. It was something like working all year building an elaborate Fourth of July fireworks display, touching the match, and seeing the whole thing go up in spectacular smoke for a brief moment. Of course the end justifies the means in either case, and as soon as the computer has quit whirring, or the skyrockets faded out, the programmer gets back to work. But some short cuts were learned.

Even a program for a unique problem is likely to contain many “subroutines” just like those in other problems. These are used and re-used; some computers now have libraries of programs they can draw on much as we call on things learned last week or last year.

With his work completed, the programmer’s only worry is that an error might exist in it, an error that could raise havoc if not discovered. One false bit of logic in a business problem; a slight mathematical boner in a design for a manned missile, could be catastrophic since our technology is so complicated that the mistake might be learned only when disaster struck. So the programmer checks and rechecks his work until he is positive he has not erred.

How about the computer? It checks itself too; so thoroughly that there is no danger of it making a mistake. Computer designers have been very clever in this respect. One advanced technique is “majority rule” checking. Not long ago when the abacus was used even in banking, the Japanese were aware that a single accountant might make a false move and botch up the day’s tally. But if two operators worked the same problem and got the same answer, the laws of probability rule that the answer can be accepted. If the sums do not agree, though, which man is right? To check further, and save the time needed to go through the whole problem again, three abacuses, or abaci, are put through their paces. Now if two answers agree, chances are they are the right solution. If all three are different, the bank had better hire new clerks!

Remington Rand UNIVAC

A word picture “flow chart” of the logical operation of selecting the proper key.

Arithmetic or Logic

Now that our computer has the two necessary ingredients of input and control, the arithmetic or logic unit can get busy. Babbage called this the “mill,” and with all the whirring gears and clanking arms his engine boasted, the term must have been accurate. Today’s computer is much quieter since in electronic switches the only moving parts are the electrons themselves and these don’t make much of a racket. Such switches have another big advantage in that they open and close at a great rate, practically the speed of light. The fastest computers use switches that act in nanoseconds, or billionths of a second. In one nanosecond light itself travels only a foot.

The computer may be likened to someone counting on two of his fingers. Instead of the decimal or ten-base system, most computers use binary arithmetic, which has a base of two. But fingers that can be counted in billionth parts of a second can handle figures pretty fast, and the computer has learned some clever tricks that further speed things up. It can only add, but by adroit juggling it subtracts by using the complement of the desired number, a technique known to those familiar with an ordinary adding machine. There are also some tricks to multiplying that allow the computer again to simply add and come up with the answer.

With pencil and paper we can multiply 117 times 835 easily. Remember, though, that the computer can only add, and that it was once called a speedy imbecile. The most imbecilic computer might solve the problem by adding 117 to itself 835 times. A smarter model will reverse the procedure and handle only 117 numbers. The moron type of computer is a bit more clever and sets up the problem this way:

835
835
835
835
835
835
835
8350
83500
——
97695

A moment’s reflection will show that this is the same as adding 7 times 835, 10 times 835, and 100 times 835. And of course the computer arrives at the answer in about the time it takes us to start drawing the line under our multiplier.

The Bendix Corp., Computer Division

Assembly of printed-circuit component “packages” into computer.

Perhaps smarting under the unkind remarks about its mental ability, the computer has lately been trying some new approaches to the handling of complex arithmetical problems. Instead of adding long strings of numbers, it will take a guess at the result, do some smart checking, adjust its figures, and shortly arrive at the right solution. For nonarithmetical problems, the computer substitutes yes and no for 1 and 0 and blithely solves problems in logic at the same high rate of speed.

Memory

When we demonstrated our superiority earlier in multiplying instead of adding the numbers in the problem, we were drawing on our memory: recalling multiplication tables committed to memory when we were quite young. Babbage’s “store” in his difference engine, you will recall, could memorize a thousand fifty-digit numbers, a feat that would tax most of us. The grandchildren of the Babbage machine can call on as many as a billion bits of information stored on tape. As you watch the reels of tape spinning, halting abruptly, and spinning again so purposefully, remember that the computer is remembering. In addition to its large memory, incidentally, a computer may also have a smaller “scratch-pad” memory to save time.

Early machines used electromechanical relays or perhaps vacuum-tube “flip-flops” for memory. Punched-card files store data too. To speed up the access to information, designers tried the delay-line circuit, a device that kept information circulating in a mercury or other type of delay. Magnetic drums and discs are also used. Magnetic tape on reels is used more than any other memory system for many practical reasons. There is one serious handicap with the tape system, however. Information on it, as on the drum, disc, file card, or delay line, is serial, that is, it is arranged in sequence. To reach a certain needed bit of data might require running through an entire reel of tape. Even though the tape moves at very high speed, time is lost while the computer’s arithmetic unit waits. For this reason the designers of the most advanced computers have gone to “random access” instead of sequential memory for part of the machine.

Tiny cores of ferrite material which has the desired magnetic properties are threaded on wires. These become memory elements, as many as a hundred of them in an area the size of a postage stamp. Each core is at the intersection of two wires, one horizontal and one vertical. Each core thus has a unique “address” and because of the arrangement of the core matrix, any address can be reached in about the same amount of time as any other. Thus, instead of spinning the tape several hundred feet to reach address number 6,564, the computer simply closes the circuit of vertical row 65 and horizontal row 64, and there is the desired bit of information in the form of a magnetic field in the selected core.

Hot on the heels of the development of random-access core memories came that of thin metallic film devices and so-called cryogenic or supercold magnetic components that do the same job as the ferrite cores but take only a fraction of the space. Some of these advanced devices also lend themselves to volume production and thus pave the way for memories with more and more information-storage capability.

International Business Machines Corp.

Magnetic core plane, the computer’s memory.

In the realm of “blue-sky” devices, sometimes known as “journalistors,” are molecular block memories. These chunks of material will contain millions of bits of information in cubic inches of volume, and some way of three-dimensional scanning of the entire block will be developed. With such a high-volume memory, the computer of tomorrow will fit on a desk top instead of requiring rows and rows of tape-filled machines.

Today, tape offers the cheapest “per bit” storage, and it is necessary to use the external or peripheral type of information storage. This is not much of a problem except for the matter of space. Since most computers are electronic, all that is required to tie the memory units to the arithmetic unit is wire connections. Douglas Aircraft ties computers in its California and North Carolina plants with 2,400 miles of telephone hookup. Sometimes even wires are not necessary. In the Los Angeles area, North American Aviation has a number of plants separated by as many as forty miles. Each plant is quite capable of using the computers in the other locations, with a stream of digits beamed by microwave radio from one to the other. Information can be transferred in this manner at rates up to 65,000 bits per second.

Output

Once the computer has taken the input of information, been instructed what to do, and used its arithmetic and memory, it has done the bulk of the work on the problem. But it must now reverse the procedure that took place when information flowed into it and was translated into electrical impulses and magnetic currents. It could convey the answer to another machine that spoke its language, but man would find such information unintelligible. So the computer has an output section that translates back into earth language.

Babbage’s computer was to have printed out its answers on metal plates, and many computers today furnish punched cards or tape as an output. Others print the answers on sheets of paper, so rapidly that a page of this book would take little more than a second to produce! One of the greatest challenges of recent years is that of producing printing devices fast enough to exploit fully the terrific speeds of electronic computing machines. There would be little advantage in a computer that could add all the digits in all the phone books in the world in less than a minute if it took three weeks to print out the answer.

Impact printers, those that actually strike keys against paper, have been improved to the point where they print more than a thousand lines of type, each with 120 characters in it, per minute. But even this is not rapid enough in some instances, and completely new kinds of printers have been developed. One is the Charactron tube, a device combining a cathode-ray tube, something like the TV picture tube, with an interposed 64-character matrix about half an inch in diameter. Electrical impulses deflect the electron beam in the tube so that it passes through the proper matrix character and forms that image on the face of the tube. This image then is printed electrostatically on the treated paper rather than with a metal type face. With no moving parts except the paper, and of course the electrons themselves, the Charactron printer operates close to the speed of the computer itself, and produces 100,000 words a minute. This entire book could be printed out in about forty-five seconds in this manner.

Minneapolis-Honeywell,
Electronic Data Processing Division


A high-speed printer is the output of this computer. It prints 900 lines a minute.

There are many other kinds of outputs. Some are in the form of payroll checks, rushing from the printer at the rate of 10,000 an hour. Some are simply illuminated numbers and letters on the face of the computer. As mentioned earlier, the SAGE air defense computer displays the tracks of aircraft and missiles on large screens, each accurately tagged for speed, altitude, and classification. The computer may even speak its answer to us audibly.

General Electric engineers have programmed computers to play music, and come up with a clever giveaway record titled “Christmas Carols in 210 Time,” à la pipe-organ solo. Some more serious musical work is now being done in taking a musical input fed to a computer, programming it for special effects including the reverberant effect of a concert hall, and having that played as the output.

A more direct vocal output is the spoken word. Some computers have this capability now, with a modest vocabulary of their own and an extensive tape library to draw from. As an example, Gilfillan Radio has produced a computerized ground-control-approach system that studies the radar return of the aircraft being guided, and “tells” the pilot how to fly the landing. All the human operator does is monitor the show.

The system uses the relatively simple method of selecting the correct words from a previously tape-recorded human voice. More sophisticated systems will be capable of translating code from the computer directly into an audible output. One very obvious advantage of such an automatic landing system is that the computer is never subject to a bad day, nerves, or fright. It will talk the aircraft down calmly and dispassionately, albeit somewhat mechanically.

These then are the five basic parts of a computer or computer system: input, control, arithmetic-logic, memory, and output. Remember that this applies equally to simple and complex machines, and also to computers other than the more generally encountered electronic types. For while the electronic computer is regarded as the most advanced, it is not necessarily the final result of computer development. Let us consider some of the deviants, throwbacks, and mutations of the computer species.

Kearfott Division, General Precision, Inc.

The tiny black box is capable of the same functions as the larger plastic laboratory model pneumatic digital computer.

Packaging densities of more than 2,000 elements per cubic inch are expected.

Another Kind of Computer

We have discussed mechanical, electromechanical, electrical, and electronic computers. There are also those which make use of quite different media for their operation: hydraulics, air pressure, and even hot gases. The pneumatic is simplest to explain, and also has its precedent in the old player-piano mentioned earlier.

Just as an electric or electronic switch can be open or closed, so can a pneumatic valve. The analogy carries much further. Some of the basic electronic components used in computers are diodes, capacitors, inductors, and “flip-flop” circuits which we have talked of. Each of these, it turns out, can be approximated by pneumatic devices.

The pneumatic diode is the simplest component, being merely an orifice or opening through which gas is flowing at or above the speed of sound. Under these conditions, any disturbance in pressure “upstream” of the orifice will move “downstream” through the orifice, but any such happening downstream cannot move upstream. This is analogous to the way an electronic diode works in the computer, a one-way valve effect.

The electrical capacitor with its stored voltage charge plays an important part in computer circuitry. A plenum chamber, or box holding a volume of air, serves as a pneumatic capacitor. Similarly, the effect of an inductor, or coil, is achieved with a long pipe filled with moving air.

The only complicated element in our pneumatic computer building blocks is the flip-flop, or bistable element. A system of tubes, orifices, and balls makes a device that assumes one position upon the application of pneumatic force, and the other upon a successive application, similar to the electronic flip-flop. Pneumatic engineers use terms like “pressure drop” and “pneumatic buffering,” comparable to voltage drop and electrical buffering.

A good question at this point is just why computer designers are even considering pneumatic methods when electronic computers are doing such a fine job. There are several reasons that prompt groups like the Kearfott Division of General Precision Inc., AiResearch, IBM’s Swiss Laboratory, and the Army’s Diamond Ordnance Fuze Laboratory to develop the air-powered computers. One of these is radiation susceptibility. Diodes and transistors have an Achilles heel in that they cannot take much radiation. Thus in military applications, and in space work, electronic computers may be incapable of proper operation under exposure to fallout or cosmic rays. A pneumatic computer does not have this handicap.

High temperature is another bugaboo of the electronic computer. For operation above 100° C., for instance, it is necessary to use expensive silicon semiconductor elements. The cryogenic devices we talked of require extremely low temperatures and are thus also ruled out in hot environments. The pneumatic computer, on the other hand, can actually operate on the exhaust gases of a rocket with temperatures up to 2000° F. There may be something humanlike in this ability to operate on hot air, but there are more practical reasons like simplicity, light weight, and low cost.

The pneumatic computer, of course, has limitations of its own. The most serious is that of speed, and its top limit seems to be about 100 kilocycles a second. Although this sounds fast—a kilocycle being a thousand cycles, remember—it is tortoise-slow compared with the 50-megacycle speed of present electronic machines. But within its limitations the pneumatic machine can do an excellent job. Kearfott plans shrinking 3,000 pneumatic flip-flops and their power supply and all circuitry into a one-inch cube; and packing a medium-size general-purpose digital computer complete with memory into a case 5-1/2 inches square and an inch thick. Such a squeezing of components surely indicates compressed air as a logical power supply!

Going beyond the use of air as a medium, Army researchers have worked with “fluid” flip-flops capable of functioning at temperatures ranging from minus 100° to plus 7,000° F.! The limit is dictated only by the material used to contain the fluid, and would surely meet requirements for the most rigorous environment foreseeable.

The fluid flip-flop operates on a different principle from its pneumatic cousin, drawing on fluid dynamics to shift from one state to the other. Fluid dynamics permits the building of switches and amplifiers that simulate electronic counterparts adequately, and the Army’s Diamond Ordnance Fuze Laboratory has built such oscillators, shift registers, and full adders, the flesh and bones of the computer. Researchers believe components can be built cheaply and that ultimately a complete fluid computer can be assembled.

The X-15 is cited as an example of a good application for fluid-type computing devices. The hypersonic aircraft flies so fast it glows, and a big part of its problem is the cooling of a large amount of electronic equipment that generates additional heat to compound the difficulty. Missiles and space vehicles have similar requirements.

Tomorrow’s computer may use liquid helium or a white-hot plasma jet instead of electronics or gas as a medium. It may use a medium nobody has dreamed of yet, or one tried earlier and discarded. Regardless of what it uses, it will probably work on the same basic theory and principles we’ve outlined here. And try as we may, we will get no more out of it than we put in.

By Herbert Goldberg © 1961 Saturday Review

“Is this your trouble?”


It is the machines that make life complicated, at the
same time that they impose on it a high tempo.

—Carl Lotus Becker