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Certificate

This is to certify that this Puneet Shrimali has satisfactorily completed

their Entrepreneurship Project on their own, under my guidance and

supervision.

Their hard work, sincere effort and Keen interest regarding the project

have made it successful.

Dr. Pradeep Kumawat Mr. Jaipal Ji Sir.

Director Entrepreneurship Teacher


Acknowledgement

It is my pleasant duty to acknowledge my sincere gratitude

and heartful thanks to all those who encouraged, guided and helped

me in the completion of this report. I am very indebted to Mr.

Jaipal Ji Sir for giving me their kind consent to undertake my

project report and for directing and guiding my work and providing

me with all the necessary encouragement.

I shall be failing in my duties if I do not express my gratitude

to my family members and all friends for their moral support and

encouragement.

Puneet Shrimali
Computer

A computer is a machine that manipulates data according to a list of instructions.

The first devices that resemble modern computers date to the mid-20th
century (1940–1945), although the computer concept and various machines similar to
computers existed earlier. Early electronic computers were the size of a large room,
consuming as much power as several hundred modern personal computers (PC).[1]
Modern computers are based on tiny integrated circuits and are millions to billions of
times more capable while occupying a fraction of the space.[2] Today, simple computers
may be made small enough to fit into a wristwatch and be powered from a watch battery.
Personal computers, in various forms, are icons of the Information Age and are what
most people think of as "a computer"; however, the most common form of computer in
use today is the embedded computer. Embedded computers are small, simple devices that
are used to control other devices — for example, they may be found in machines ranging
from fighter aircraft to industrial robots, digital cameras, and children's toys.

The ability to store and execute lists of instructions called programs


makes computers extremely versatile and distinguishes them from calculators. The
Church–Turing thesis is a mathematical statement of this versatility: any computer with a
certain minimum capability is, in principle, capable of performing the same tasks that any
other computer can perform. Therefore, computers with capability and complexity
ranging from that of a personal digital assistant to a supercomputer are all able to perform
the same computational tasks given enough time and storage capacity.

Contents

 1 History of computing
 2 Stored program architecture
o 2.1 Programs
o 2.2 Example
 3 How computers work
o 3.1 Control unit
o 3.2 Arithmetic/logic unit (ALU)
o 3.3 Memory
o 3.4 Input/output (I/O)
o 3.5 Multitasking
o 3.6 Multiprocessing
o 3.7 Networking and the Internet
 4 Further topics
o 4.1 Hardware
o 4.2 Software
o 4.3 Programming languages
o 4.4 Professions and organizations
History of computing

The Jacquard loom was one of the first programmable devices.

It is difficult to identify any one device as the earliest computer, partly because
the term "computer" has been subject to varying interpretations over time. Originally, the
term "computer" referred to a person who performed numerical calculations (a human
computer), often with the aid of a mechanical calculating device.

The history of the modern computer begins with two separate technologies - that
of automated calculation and that of programmability.
Examples of early mechanical calculating devices included the abacus, the slide
rule and arguably the astrolabe and the Antikythera mechanism (which dates from about
150-100 BC). Hero of Alexandria (c. 10–70 AD) built a mechanical theater which
performed a play lasting 10 minutes and was operated by a complex system of ropes and
drums that might be considered to be a means of deciding which parts of the mechanism
performed which actions and when. This is the essence of programmability.

The "castle clock", an astronomical clock invented by Al-Jazari in 1206, is


considered to be the earliest programmable analog computer. It displayed the zodiac, the
solar and lunar orbits, a crescent moon-shaped pointer travelling across a gateway
causing automatic doors to open every hour, and five robotic musicians who play music
when struck by levers operated by a camshaft attached to a water wheel. The length of
day and night could be re-programmed every day in order to account for the changing
lengths of day and night throughout the year.

The end of the Middle Ages saw a re-invigoration of European mathematics and
engineering, and Wilhelm Schickard's 1623 device was the first of a number of
mechanical calculators constructed by European engineers. However, none of those
devices fit the modern definition of a computer because they could not be programmed.

In 1801, Joseph Marie Jacquard made an improvement to the textile loom that
used a series of punched paper cards as a template to allow his loom to weave intricate
patterns automatically. The resulting Jacquard loom was an important step in the
development of computers because the use of punched cards to define woven patterns can
be viewed as an early, albeit limited, form of programmability.

It was the fusion of automatic calculation with programmability that produced the
first recognizable computers. In 1837, Charles Babbage was the first to conceptualize and
design a fully programmable mechanical computer that he called "The Analytical
Engine".[7] Due to limited finances, and an inability to resist tinkering with the design,
Babbage never actually built his Analytical Engine.
Large-scale automated data processing of punched cards was performed for the
U.S. Census in 1890 by tabulating machines designed by Herman Hollerith and
manufactured by the Computing Tabulating Recording Corporation, which later became
IBM. By the end of the 19th century a number of technologies that would later prove
useful in the realization of practical computers had begun to appear: the punched card,
Boolean algebra, the vacuum tube (thermionic valve) and the teleprinter.

During the first half of the 20th century, many scientific computing needs were
met by increasingly sophisticated analog computers, which used a direct mechanical or
electrical model of the problem as a basis for computation. However, these were not
programmable and generally lacked the versatility and accuracy of modern digital
computers.

A succession of steadily more powerful and flexible computing devices were


constructed in the 1930s and 1940s, gradually adding the key features that are seen in
modern computers. The use of digital electronics (largely invented by Claude Shannon in
1937) and more flexible programmability were vitally important steps, but defining one
point along this road as "the first digital electronic computer" is difficult (Shannon 1940).
Notable achievements include:
EDSAC was one of the first computers to implement the stored program (von Neumann)
architecture.
 Konrad Zuse's electromechanical "Z machines". The Z3 (1941) was the first
working machine featuring binary arithmetic, including floating point arithmetic
and a measure of programmability. In 1998 the Z3 was proved to be Turing
complete, therefore being the world's first operational computer.
 The non-programmable Atanasoff–Berry Computer (1941) which used vacuum
tube based computation, binary numbers, and regenerative capacitor memory.
 The secret British Colossus computers (1943)[8], which had limited
programmability but demonstrated that a device using thousands of tubes could be
reasonably reliable and electronically reprogrammable. It was used for breaking
German wartime codes.
 The Harvard Mark I (1944), a large-scale electromechanical computer with
limited programmability.
 The U.S. Army’s Ballistics Research Laboratory ENIAC (1946), which used
decimal arithmetic and is sometimes called the first general purpose electronic
computer (since Konrad Zuse’s Z3 of 1941 used electromagnets instead of
electronics). Initially, however, ENIAC had an inflexible architecture which
essentially required rewiring to change its programming.

Several developers of ENIAC, recognizing its flaws, came up with a far more
flexible and elegant design, which came to be known as the "stored program architecture"
or von Neumann architecture. This design was first formally described by John von
Neumann in the paper First Draft of a Report on the EDVAC, distributed in 1945. A
number of projects to develop computers based on the stored-program architecture
commenced around this time, the first of these being completed in Great Britain. The first
to be demonstrated working was the Manchester Small-Scale Experimental Machine
(SSEM or "Baby"), while the EDSAC, completed a year after SSEM, was the first
practical implementation of the stored program design. Shortly thereafter, the machine
originally described by von Neumann's paper—EDVAC—was completed but did not see
full-time use for an additional two years.

Nearly all modern computers implement some form of the stored-program


architecture, making it the single trait by which the word "computer" is now defined.
While the technologies used in computers have changed dramatically since the first
electronic, general-purpose computers of the 1940s, most still use the von Neumann
architecture.

Microprocessors are miniaturized devices that often implement stored program CPUs.

Computers that used vacuum tubes as their electronic elements were in use
throughout the 1950s. Vacuum tube electronics were largely replaced in the 1960s by
transistor-based electronics, which are smaller, faster, cheaper to produce, require less
power, and are more reliable. In the 1970s, integrated circuit technology and the
subsequent creation of microprocessors, such as the Intel 4004, further decreased size and
cost and further increased speed and reliability of computers. By the 1980s, computers
became sufficiently small and cheap to replace simple mechanical controls in domestic
appliances such as washing machines. The 1980s also witnessed home computers and the
now ubiquitous personal computer. With the evolution of the Internet, personal
computers are becoming as common as the television and the telephone in the household.

Stored program architecture


The defining feature of modern computers which distinguishes them from all
other machines is that they can be programmed. That is to say that a list of instructions
(the program) can be given to the computer and it will store them and carry them out at
some time in the future.

In most cases, computer instructions are simple: add one number to another, move
some data from one location to another, send a message to some external device, etc.
These instructions are read from the computer's memory and are generally carried out
(executed) in the order they were given. However, there are usually specialized
instructions to tell the computer to jump ahead or backwards to some other place in the
program and to carry on executing from there. These are called "jump" instructions (or
branches). Furthermore, jump instructions may be made to happen conditionally so that
different sequences of instructions may be used depending on the result of some previous
calculation or some external event. Many computers directly support subroutines by
providing a type of jump that "remembers" the location it jumped from and another
instruction to return to the instruction following that jump instruction.

Program execution might be likened to reading a book. While a person will


normally read each word and line in sequence, they may at times jump back to an earlier
place in the text or skip sections that are not of interest. Similarly, a computer may
sometimes go back and repeat the instructions in some section of the program over and
over again until some internal condition is met. This is called the flow of control within
the program and it is what allows the computer to perform tasks repeatedly without
human intervention.

Comparatively, a person using a pocket calculator can perform a basic arithmetic


operation such as adding two numbers with just a few button presses. But to add together
all of the numbers from 1 to 1,000 would take thousands of button presses and a lot of
time—with a near certainty of making a mistake. On the other hand, a computer may be
programmed to do this with just a few simple instructions. For example:
Once told to run this program, the computer will perform the repetitive addition
task without further human intervention. It will almost never make a mistake and a
modern PC can complete the task in about a millionth of a second.

However, computers cannot "think" for themselves in the sense that they only
solve problems in exactly the way they are programmed to. An intelligent human faced
with the above addition task might soon realize that instead of actually adding up all the
numbers one can simply use the equation and arrive at the correct answer (500,500) with
little work. In other words, a computer programmed to add up the numbers one by one as
in the example above would do exactly that without regard to efficiency or alternative
solutions.

Programs

A 1970s punched card containing one line from a FORTRAN program. The card reads: "Z(1) = Y + W(1)"
and is labelled "PROJ039" for identification purposes.

In practical terms, a computer program may run from just a few instructions to
many millions of instructions, as in a program for a word processor or a web browser. A
typical modern computer can execute billions of instructions per second (gigahertz or
GHz) and rarely make a mistake over many years of operation. Large computer programs
comprising several million instructions may take teams of programmers years to write,
thus the probability of the entire program having been written without error is highly
unlikely.

Errors in computer programs are called "bugs". Bugs may be benign and not
affect the usefulness of the program, or have only subtle effects. But in some cases they
may cause the program to "hang" - become unresponsive to input such as mouse clicks or
keystrokes, or to completely fail or "crash". Otherwise benign bugs may sometimes may
be harnessed for malicious intent by an unscrupulous user writing an "exploit" - code
designed to take advantage of a bug and disrupt a program's proper execution. Bugs are
usually not the fault of the computer. Since computers merely execute the instructions
they are given, bugs are nearly always the result of programmer error or an oversight
made in the program's design.

In most computers, individual instructions are stored as machine code with each
instruction being given a unique number (its operation code or opcode for short). The
command to add two numbers together would have one opcode, the command to multiply
them would have a different opcode and so on. The simplest computers are able to
perform any of a handful of different instructions; the more complex computers have
several hundred to choose from—each with a unique numerical code. Since the
computer's memory is able to store numbers, it can also store the instruction codes. This
leads to the important fact that entire programs (which are just lists of instructions) can be
represented as lists of numbers and can themselves be manipulated inside the computer
just as if they were numeric data. The fundamental concept of storing programs in the
computer's memory alongside the data they operate on is the crux of the von Neumann,
or stored program, architecture. In some cases, a computer might store some or all of its
program in memory that is kept separate from the data it operates on. This is called the
Harvard architecture after the Harvard Mark I computer. Modern von Neumann
computers display some traits of the Harvard architecture in their designs, such as in CPU
caches.
While it is possible to write computer programs as long lists of numbers (machine
language) and this technique was used with many early computers, it is extremely tedious
to do so in practice, especially for complicated programs. Instead, each basic instruction
can be given a short name that is indicative of its function and easy to remember—a
mnemonic such as ADD, SUB, MULT or JUMP. These mnemonics are collectively
known as a computer's assembly language. Converting programs written in assembly
language into something the computer can actually understand (machine language) is
usually done by a computer program called an assembler. Machine languages and the
assembly languages that represent them (collectively termed low-level programming
languages) tend to be unique to a particular type of computer. For instance, an ARM
architecture computer (such as may be found in a PDA or a hand-held videogame) cannot
understand the machine language of an Intel Pentium or the AMD Athlon 64 computer
that might be in a PC.

Though considerably easier than in machine language, writing long programs in


assembly language is often difficult and error prone. Therefore, most complicated
programs are written in more abstract high-level programming languages that are able to
express the needs of the computer programmer more conveniently (and thereby help
reduce programmer error). High level languages are usually "compiled" into machine
language (or sometimes into assembly language and then into machine language) using
another computer program called a compiler.[14] Since high level languages are more
abstract than assembly language, it is possible to use different compilers to translate the
same high level language program into the machine language of many different types of
computer. This is part of the means by which software like video games may be made
available for different computer architectures such as personal computers and various
video game consoles.

The task of developing large software systems is an immense intellectual effort.


Producing software with an acceptably high reliability on a predictable schedule and
budget has proved historically to be a great challenge; the academic and professional
discipline of software engineering concentrates specifically on this problem.

Example

A traffic light showing red.

Suppose a computer is being employed to drive a traffic light. A simple stored program
might say:

1. Turn off all of the lights


2. Turn on the red light
3. Wait for sixty seconds
4. Turn off the red light
5. Turn on the green light
6. Wait for sixty seconds
7. Turn off the green light
8. Turn on the yellow light
9. Wait for two seconds
10. Turn off the yellow light
11. Jump to instruction number (2)

With this set of instructions, the computer would cycle the light continually
through red, green, yellow and back to red again until told to stop running the program.
However, suppose there is a simple on/off switch connected to the computer that
is intended to be used to make the light flash red while some maintenance operation is
being performed. The program might then instruct the computer to:

1. Turn off all of the lights


2. Turn on the red light
3. Wait for sixty seconds
4. Turn off the red light
5. Turn on the green light
6. Wait for sixty seconds
7. Turn off the green light
8. Turn on the yellow light
9. Wait for two seconds
10. Turn off the yellow light
11. If the maintenance switch is NOT turned on then jump to instruction number 2
12. Turn on the red light
13. Wait for one second
14. Turn off the red light
15. Wait for one second
16. Jump to instruction number 11

In this manner, the computer is either running the instructions from number (2) to (11)
over and over or its running the instructions from (11) down to (16) over and over,
depending on the position of the switch.

How computers work


A general purpose computer has four main sections: the arithmetic and logic unit
(ALU), the control unit, the memory, and the input and output devices (collectively
termed I/O). These parts are interconnected by busses, often made of groups of wires.

The control unit, ALU, registers, and basic I/O (and often other hardware closely
linked with these) are collectively known as a central processing unit (CPU). Early CPUs
were composed of many separate components but since the mid-1970s CPUs have
typically been constructed on a single integrated circuit called a microprocessor.

Control unit

The control unit (often called a control system or central controller) directs the
various components of a computer. It reads and interprets (decodes) instructions in the
program one by one. The control system decodes each instruction and turns it into a
series of control signals that operate the other parts of the computer. [16] Control systems in
advanced computers may change the order of some instructions so as to improve
performance.

A key component common to all CPUs is the program counter, a special memory
cell (a register) that keeps track of which location in memory the next instruction is to be
read from.

Diagram showing how a particular MIPS architecture instruction would be


decoded by the control system.

The control system's function is as follows—note that this is a simplified


description, and some of these steps may be performed concurrently or in a different
order depending on the type of CPU:
1. Read the code for the next instruction from the cell indicated by the program
counter.
2. Decode the numerical code for the instruction into a set of commands or signals
for each of the other systems.
3. Increment the program counter so it points to the next instruction.
4. Read whatever data the instruction requires from cells in memory (or perhaps
from an input device). The location of this required data is typically stored within
the instruction code.
5. Provide the necessary data to an ALU or register.
6. If the instruction requires an ALU or specialized hardware to complete, instruct
the hardware to perform the requested operation.
7. Write the result from the ALU back to a memory location or to a register or
perhaps an output device.
8. Jump back to step (1).

Since the program counter is (conceptually) just another set of memory cells, it
can be changed by calculations done in the ALU. Adding 100 to the program counter
would cause the next instruction to be read from a place 100 locations further down the
program. Instructions that modify the program counter are often known as "jumps" and
allow for loops (instructions that are repeated by the computer) and often conditional
instruction execution (both examples of control flow).

It is noticeable that the sequence of operations that the control unit goes through
to process an instruction is in itself like a short computer program - and indeed, in some
more complex CPU designs, there is another yet smaller computer called a
microsequencer that runs a microcode program that causes all of these events to happen.

Arithmetic/logic unit (ALU)


The set of arithmetic operations that a particular ALU supports may be limited to
adding and subtracting or might include multiplying or dividing, trigonometry functions
(sine, cosine, etc) and square roots. Some can only operate on whole numbers (integers)
whilst others use floating point to represent real numbers—albeit with limited precision.
However, any computer that is capable of performing just the simplest operations can be
programmed to break down the more complex operations into simple steps that it can
perform. Therefore, any computer can be programmed to perform any arithmetic
operation—although it will take more time to do so if its ALU does not directly support
the operation. An ALU may also compare numbers and return boolean truth values (true
or false) depending on whether one is equal to, greater than or less than the other ("is 64
greater than 65?").

Logic operations involve Boolean logic: AND, OR, XOR and NOT. These can be
useful both for creating complicated conditional statements and processing boolean logic.

Superscalar computers contain multiple ALUs so that they can process several
instructions at the same time. Graphics processors and computers with SIMD and MIMD
features often provide ALUs that can perform arithmetic on vectors and matrices.

Memory

Magnetic core memory was popular main memory for computers through the
1960s until it was completely replaced by semiconductor memory.
A computer's memory can be viewed as a list of cells into which numbers can be
placed or read. Each cell has a numbered "address" and can store a single number. The
computer can be instructed to "put the number 123 into the cell numbered 1357" or to
"add the number that is in cell 1357 to the number that is in cell 2468 and put the answer
into cell 1595". The information stored in memory may represent practically anything.
Letters, numbers, even computer instructions can be placed into memory with equal ease.
Since the CPU does not differentiate between different types of information, it is up to
the software to give significance to what the memory sees as nothing but a series of
numbers.

In almost all modern computers, each memory cell is set up to store binary
numbers in groups of eight bits (called a byte). Each byte is able to represent 256
different numbers; either from 0 to 255 or -128 to +127. To store larger numbers, several
consecutive bytes may be used (typically, two, four or eight). When negative numbers are
required, they are usually stored in two's complement notation. Other arrangements are
possible, but are usually not seen outside of specialized applications or historical
contexts. A computer can store any kind of information in memory as long as it can be
somehow represented in numerical form. Modern computers have billions or even
trillions of bytes of memory.

The CPU contains a special set of memory cells called registers that can be read
and written to much more rapidly than the main memory area. There are typically
between two and one hundred registers depending on the type of CPU. Registers are used
for the most frequently needed data items to avoid having to access main memory every
time data is needed. Since data is constantly being worked on, reducing the need to
access main memory (which is often slow compared to the ALU and control units)
greatly increases the computer's speed.

Computer main memory comes in two principal varieties: random access memory
or RAM and read-only memory or ROM. RAM can be read and written to anytime the
CPU commands it, but ROM is pre-loaded with data and software that never changes, so
the CPU can only read from it. ROM is typically used to store the computer's initial start-
up instructions. In general, the contents of RAM is erased when the power to the
computer is turned off while ROM retains its data indefinitely. In a PC , the ROM
contains a specialized program called the BIOS that orchestrates loading the computer's
operating system from the hard disk drive into RAM whenever the computer is turned on
or reset. In embedded computers, which frequently do not have disk drives, all of the
software required to perform the task may be stored in ROM. Software that is stored in
ROM is often called firmware because it is notionally more like hardware than software.
Flash memory blurs the distinction between ROM and RAM by retaining data when
turned off but being rewritable like RAM. However, flash memory is typically much
slower than conventional ROM and RAM so its use is restricted to applications where
high speeds are not required.

In more sophisticated computers there may be one or more RAM cache memories
which are slower than registers but faster than main memory. Generally computers with
this sort of cache are designed to move frequently needed data into the cache
automatically, often without the need for any intervention on the programmer's part.

Input/output (I/O)

Hard disks are common I/O devices used with computers.

I/O is the means by which a computer receives information from the outside
world and sends results back. Devices that provide input or output to the computer are
called peripherals. On a typical personal computer, peripherals include input devices like
the keyboard and mouse, and output devices such as the display and printer. Hard disk
drives, floppy disk drives and optical disc drives serve as both input and output devices.
Computer networking is another form of I/O. Often, I/O devices are complex computers
in their own right with their own CPU and memory. A graphics processing unit might
contain fifty or more tiny computers that perform the calculations necessary to display
3D graphics[citation needed]. Modern desktop computers contain many smaller computers that
assist the main CPU in performing I/O.

Multitasking

While a computer may be viewed as running one gigantic program stored


in its main memory, in some systems it is necessary to give the appearance of running
several programs simultaneously. This is achieved by having the computer switch rapidly
between running each program in turn. One means by which this is done is with a special
signal called an interrupt which can periodically cause the computer to stop executing
instructions where it was and do something else instead. By remembering where it was
executing prior to the interrupt, the computer can return to that task later. If several
programs are running "at the same time", then the interrupt generator might be causing
several hundred interrupts per second, causing a program switch each time. Since modern
computers typically execute instructions several orders of magnitude faster than human
perception, it may appear that many programs are running at the same time even though
only one is ever executing in any given instant. This method of multitasking is sometimes
termed "time-sharing" since each program is allocated a "slice" of time in turn.

Before the era of cheap computers, the principle use for multitasking was to allow many
people to share the same computer.

Seemingly, multitasking would cause a computer that is switching between several


programs to run more slowly - in direct proportion to the number of programs it is
running. However, most programs spend much of their time waiting for slow input/output
devices to complete their tasks. If a program is waiting for the user to click on the mouse
or press a key on the keyboard, then it will not take a "time slice" until the event it is
waiting for has occurred. This frees up time for other programs to execute so that many
programs may be run at the same time without unacceptable speed loss.

Networking and the Internet

Visualization of a portion of the routes on the Internet.


Computers have been used to coordinate information between multiple locations
since the 1950s. The U.S. military's SAGE system was the first large-scale example of
such a system, which led to a number of special-purpose commercial systems like Sabre.
In the 1970s, computer engineers at research institutions throughout the United States
began to link their computers together using telecommunications technology. This effort
was funded by ARPA (now DARPA), and the computer network that it produced was
called the ARPANET. The technologies that made the Arpanet possible spread and
evolved. In time, the network spread beyond academic and military institutions and
became known as the Internet. The emergence of networking involved a redefinition of
the nature and boundaries of the computer. Computer operating systems and applications
were modified to include the ability to define and access the resources of other computers
on the network, such as peripheral devices, stored information, and the like, as extensions
of the resources of an individual computer. Initially these facilities were available
primarily to people working in high-tech environments, but in the 1990s the spread of
applications like e-mail and the World Wide Web, combined with the development of
cheap, fast networking technologies like Ethernet and ADSL saw computer networking
become almost ubiquitous. In fact, the number of computers that are networked is
growing phenomenally. A very large proportion of personal computers regularly connect
to the Internet to communicate and receive information. "Wireless" networking, often
utilizing mobile phone networks, has meant networking is becoming increasingly
ubiquitous even in mobile computing environments.

Professions and organizations

As the use of computers has spread throughout society, there


are an increasing number of careers involving computers.
Following the theme of hardware, software and firmware, the
brains of people who work in the industry are sometimes
known irreverently as wetware or "meatware".

Electrical engineering, Electronics engineering, Computer


Hardware-related
engineering, Telecommunications engineering, Optical engineering,
Nanoscale engineering

Computer science, Human-computer interaction, Information


Software-related
technology, Software engineering, Scientific computing, Web design,
Desktop publishing
The need for computers to work well together and to be able to exchange information has
spawned the need for many standards organizations, clubs and societies of both a formal
and informal nature.

Professional Societies ACM, ACM Special Interest Groups, IET, IFIP

Free/Open source software Free Software Foundation, Mozilla Foundation,


groups Apache Software Foundation

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