Basic computer science topics :

Basic computer science topics :
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Computer science, or computing science, is the study of the theoretical foundations of information and computation and their implementation and application in computer systems. One well known subject classification system for computer science is the ACM Computing Classification System devised by the Association for Computing Machinery.
The following list of topics is provided as an overview of and introduction to computer science:
Contents
1 Branches of computer science
1.1 Mathematical foundations
1.2 Theory of computation
1.3 Algorithms and data structures
1.4 Programming languages and compilers
1.5 Concurrent, parallel, and distributed systems
1.6 Software engineering
1.7 Computer architecture
1.8 Communications and Security
1.9 Databases
1.10 Artificial intelligence
1.11 Computer graphics
1.12 Scientific computing
2 History of computer science
3 Vocations of computer science
4 Basic computer science concepts
5 People in computer science
6 See also
7 External links
Branches of computer science
Mathematical foundations
Mathematical logic - Boolean logic and other ways of modeling logical queries; the uses and limitations of formal proof methods
Number theory - Theory of proofs and heuristics for finding proofs in the simple domain of integers. Used in cryptography as well as a test domain in artificial intelligence.
Graph theory - Foundations for data structures and searching algorithms.
Game theory - useful in artificial intelligence and cybernetics.
Theory of computation
Main article:
Theory of computation
Automata theory - Different logical structures for solving problems.
Computability theory - What is calculable with the current models of computers. Proofs developed by Alan Turing and others provide insight into the possibilities of what may be computed and what may not.
Computational complexity theory - Fundamental bounds (especially time and storage space) on classes of computations.
Quantum computing theory -
Algorithms and data structures
Algorithms - Sequential and parallel computational procedures for solving a wide range of problems.
Data structures - The organization and manipulation of data.
Programming languages and compilers
Compiler theory - Theory of compiler design, based on Automata theory.
Programing language pragmatics - Taxonomy of programming languages, their strength and weaknesses. Various programming paradigms, such as object-oriented programming.
Programming language theory
Formal semantics - rigorous mathematical study of the meaning of programs.
Type theory - Formal analysis of the types of data, and the use of these types to understand properties of programs — especially program safety.
Concurrent, parallel, and distributed systems
Concurrency - The theory and practice of simultaneous computation; data safety in any multitasking or multithreaded environment.
Distributed computing - Computing using multiple computing devices over a network to accomplish a common objective or task and there by reducing the latency involved in single processor contributions for any task.
Parallel computing - Computing using multiple concurrent threads of execution.
Software engineering
Formal methods - Mathematical approaches for describing and reasoning about software designs.
Software engineering - The principles and practice of designing, developing, and testing programs, as well as proper engineering practices.
Reverse engineering - The application of the scientific method to the understanding of arbitrary existing software
Algorithm design - Using ideas from algorithm theory to creatively design solutions to real tasks
Computer programming - The practice of using a programming language to implement algorithms
Computer architecture
Computer architecture - The design, organization, optimization and verification of a computer system, mostly about CPUs and Memory subsystem (and the bus connecting them).
Operating systems - Systems for managing computer programs and providing the basis of a usable system.
Communications and Security
Networking - Algorithms and protocols for reliably communicating data across different shared or dedicated media, often including error correction.
Computer security
Cryptography - Applies results from complexity, probability and number theory to invent and break codes.
Databases
Relational databases -
Data mining - Study of algorithms for searching and processing information in documents and databases; closely related to information retrieval.
Artificial intelligence
Artificial intelligence - The implementation and study of systems that exhibit an autonomous intelligence or behaviour of their own.
Automated reasoning - Solving engines, such as used in Prolog, which produce steps to a result given a query on a fact and rule database.
Robotics - Algorithms for controlling the behavior of robots.
Computer vision - Algorithms for identifying three dimensional objects from a two dimensional picture.
Machine learning - Automated creation of a set of rules and axioms based on input.
Computer graphics
Computer graphics - Algorithms both for generating visual images synthetically, and for integrating or altering visual and spatial information sampled from the real world.
Image processing - Determining information from an image through computation.
Human computer interaction - The study and design of computer interfaces that people use.
Scientific computing
Numerical analysis - Approximate numerical solution of mathematical problems such as root-finding, integration, the solution of ordinary differential equations; the approximation of special functions.
Symbolic computation - Manipulation and solution of expressions in symbolic form, also known as Computer algebra.
Computational physics - Numerical simulations of large non-analytic systems
Computational chemistry - Computational modelling of theoretical chemistry in order to determine chemical structures and properties
Bioinformatics - The use of computer science to maintain, analyse, store biological data and to assist in solving biological problems such as Protein folding, function prediction and Phylogeny.
Computational neuroscience - Computational modelling of neurophysiology.
History of computer science
Main article:
History of computer science
Vocations of computer science
Programmer
Software developer
Software tester
Basic computer science concepts
Abstraction
Algorithm
Array
Automata
Big O notation
Class
Closure
Compiler
Computation
Computability
Computational complexity
Computer networking
Computer programming
Concurrency
Continuation
Control flow
Data structure
Data type
Database
Declarative programming
Finite state machine
Flowchart
Formal methods
Functional programming
Graph
Halting problem
Imperative programming
Information hiding
Inheritance
Invariant
Iteration
λ-calculus
List
Logic programming
Matrix (computer science)
Object
Object-oriented programming
Operating system
Parsing
π-calculus
Polymorphism
Procedural programming
Programming language design
Programming language semantics
Recursion
Regular expression
String
Subroutine
Systems programming
Tree Turing machine

COMPUTER HARD WARE

COMPUTER HARD WARE :
Computer hardware is the physical part of a computer, including the digital circuitry, as distinguished from the computer software that executes within the hardware. The hardware of a computer is infrequently changed, in comparison with software and data, which are "soft" in the sense that they are readily created, modified or erased on the computer. Firmware is a special type of software that rarely, if ever, needs to be changed and so is stored on hardware devices such as read-only memory (ROM) where it is not readily changed (and is, therefore, "firm" rather than just "soft").
Most computer hardware is not seen by normal users. It is in
embedded systems in automobiles, microwave ovens, electrocardiograph machines, compact disc players, and other devices. Personal computers, the computer hardware familiar to most people, form only a small minority of computers (about 0.2% of all new computers produced in 2003). See Market statistics.
Contents
1 Typical PC hardware
1.1 Motherboard
1.2 Power supply
1.3 Storage controllers
1.4 Video display controller
1.5 Removable media devices
1.6 Internal storage
1.7 Sound card
1.8 Networking
1.9 Other peripherals
1.9.1 Input
1.9.2 Output
2 See also

Typical PC hardware
A typical
Personal computer consists of a case or chassis in a tower shape (desktop) and the following parts:

Internals of typical personal computer

Typical Motherboard found in a computer

Inside a Custom Computer
Motherboard
The motherboard is the "heart" of the computer, through which all other components interface.
·
Central processing unit (CPU) - Performs most of the calculations which enable a computer to function, sometimes referred to as the "brain" of the computer.
o
Computer fan - Used to lower the temperature of the computer; a fan is almost always attached to the CPU, and the computer case will generally have several fans to maintain a constant airflow. Liquid cooling can also be used to cool a computer, though it focuses more on individual parts rather than the overall temperature inside the chassis.
·
Random Access Memory (RAM) - Fast-access memory that is cleared when the computer is powered-down. RAM attaches directly to the motherboard, and is used to store programs that are currently running.
·
Firmware is loaded from the Read only memory ROM run from the Basic Input-Output System (BIOS) or in newer systems Extensible Firmware Interface (EFI) compliant
· Internal
Buses - Connections to various internal components.
o
PCI
o
PCI-E
o
USB
o
HyperTransport
o
CSI (expected in 2008)
o
AGP (being phased out)
o
VLB (outdated)
o
ISA (outdated)
o
EISA (outdated)
o
MCA (outdated)
· External Bus Controllers - used to connect to external peripherals, such as printers and input devices. These ports may also be based upon expansion cards, attached to the internal buses.
o
parallel port
o
serial port
o
USB
o
firewire
o
SCSI (On Servers and older machines)
o
PS/2 (For mice and keyboards, being phased out and replaced by USB.)
Power supply
Main article:
Computer power supply
A case that holds a transformer, voltage control, and (usually) a cooling fan, and supplies power to run the rest of the computer.
Storage controllers
Controllers for
hard disk, CD-ROM and other drives like internal Zip and Jaz conventionally for a PC are IDE/ATA; the controllers sit directly on the motherboard (on-board) or on expansion cards, such as a Disk array controller. IDE is usually integrated, unlike SCSI which is found in most servers. The floppy drive interface is a legacy MFM interface which is now slowly disappearing. All these interfaces are gradually being phased out to be replaced by SATA and SAS.
[edit] Video display controller
Main article:
Graphics card
Produces the output for the
computer display. This will either be built into the motherboard or attached in its own separate slot (PCI, PCI-E or AGP), in the form of a Graphics Card.
Removable media devices
Main article:
Computer storage
·
CD - the most common type of removable media, inexpensive but has a short life-span.
o
CD-ROM Drive - a device used for reading data from a CD.
o
CD Writer - a device used for both reading and writing data to and from a CD.
·
DVD - a popular type of removable media that is the same dimensions as a CD but stores up to 6 times as much information. It is the most common way of transferring digital video.
o
DVD-ROM Drive - a device used for reading data from a DVD.
o
DVD Writer - a device used for both reading and writing data to and from a DVD.
o
DVD-RAM Drive - a device used for rapid writing and reading of data from a special type of DVD.
·
Blu-ray - a high-density optical disc format for the storage of digital information, including high-definition video. Currently a rival of HD DVD.
o
BD-ROM Drive - a device used for reading data from a Blu-ray disc.
o
BD Writer - a device used for both reading and writing data to and from a Blu-ray disc.
·
HD DVD - a high-density optical disc format and successor to the standard DVD. Currently a rival of Blu-ray
·
Floppy disk - an outdated storage device consisting of a thin disk of a flexible magnetic storage medium.
·
Zip drive - an outdated medium-capacity removable disk storage system, first introduced by Iomega in 1994.
·
USB flash drive - a flash memory data storage device integrated with a USB interface, typically small, lightweight, removable and rewritable.
·
Tape drive - a device that reads and writes data on a magnetic tape, usually used for long term storage.
Internal storage
Hardware that keeps data inside the computer for later use and remains persistent even when the computer has no power.
·
Hard disk - for medium-term storage of data.
·
Solid state drive - a device emulating a hard disk, but containing no moving parts.
·
Disk array controller - a device to manage several hard disks, to achieve performance or reliability improvement.
Sound card
Main article:
Sound card
Enables the computer to output sound to audio devices, as well as accept input from a
microphone. Most modern computers have sound cards built-in to the motherboard, though it is common for a user to install a separate sound card as an upgrade.
Networking
Main article:
Computer networks
Connects the computer to the
Internet and/or other computers.
·
Modem - for dial-up connections
·
Network card - for DSL/Cable internet, and/or connecting to other computers.
·
Direct Cable Connection - Use of a null modem, connecting two computers together using their serial ports or a Laplink Cable, connecting two computers together with their parallel ports.
Other peripherals
Main article:
Peripheral
In addition, hardware can include external components of a computer system. The following are either standard or very common.


Wheel mouse
Includes various
input and output devices, usually external to the computer system
Input
Main article:
Input
·
Text input devices
o
Keyboard - a device to input text and characters by depressing buttons (referred to as keys), similar to a typewriter. The most common English-language key layout is the QWERTY layout.
·
Pointing devices
o
Mouse - a pointing device that detects two dimensional motion relative to its supporting surface.
o
Trackball - a pointing device consisting of an exposed portruding ball housed in a socket that detects rotation about two axes.
·
Gaming devices
o
Joystick - a general control device that consists of a handheld stick that pivots around one end, to detect angles in two or three dimensions.
o
Gamepad - a general game controller held in the hand that relies on the digits (especially thumbs) to provide input.
o
Game controller - a specific type of controller specialized for certain gaming purposes.
·
Image, Video input devices
o
Image scanner - a device that provides input by analyzing images, printed text, handwriting, or an object.
o
Webcam - a low resolution video camera used to provide visual input that can be easily transferred over the internet.
Audio input devices
Microphone - an acoustic sensor that provides input by converting sound into an electrical signal
Output
Main article:
Output
Image, Video output devices
Printer - a peripheral device that produces a hard (usually paper) copy of a document.
Monitor - device that displays a video signal, similar to a television, to provide the user with information and an interface with which to interact.
Audio output devices
Speakers - a device that converts analog audio signals into the equivalent air vibrations in order to make audible sound.
Headset - a device similar in functionality to computer speakers used mainly to not disturb others nearby.

Computer Software

Computer software :

Computer software is a general term used to describe a collection of computer programs, procedures and documentation that perform some task on a computer system.[1] The term includes application software such as word processors which perform productive tasks for users, system software such as operating systems, which interface with hardware to provide the necessary services for application software, and middleware which controls and co-ordinates distributed systems.
Contents
1 Terminology
2 Relationship to computer hardware
3 Types
4 Program and library
5 Three layers
6 Creation
7 Operation
8 Quality and reliability
9 License
10 Patents
11 Ethics and rights for software users
12 See also
13 References
14 External links
Terminology
The term "software" is sometimes used in a broader context to describe any electronic media content which embodies expressions of ideas such as film, tapes, records, etc.[2]
Relationship to computer hardware
Main article: Computer hardware
Computer software is so called to contrast with computer hardware, which encompasses the physical interconnections and devices required to store and execute (or run) the software. In computers, software is loaded into RAM and executed in the central processing unit. At the lowest level, software consists of a machine language specific to an individual processor. A machine language consists of groups of binary values signifying processor instructions (object code), which change the state of the computer from its preceding state. Software is an ordered sequence of instructions for changing the state of the computer hardware in a particular sequence. It is usually written in high-level programming languages that are easier and more efficient for humans to use (closer to natural language) than machine language. High-level languages are compiled or interpreted into machine language object code. Software may also be written in an assembly language, essentially, a mnemonic representation of a machine language using a natural language alphabet. Assembly language must be assembled into object code via an assembler.
The term "software" was first used in this sense by John W. Tukey in 1958.[3] In computer science and software engineering, computer software is all computer programs. The theory that is the basis for most modern software was first proposed by Alan Turing in his 1935 essay Computable numbers with an application to the Entscheidungsproblem.[4]
Types
Practical computer systems divide software systems into three major classes: system software, programming software and application software, although the distinction is arbitrary, and often blurred.
· System software helps run the computer hardware and computer system. It includes operating systems, device drivers, diagnostic tools, servers, windowing systems, utilities and more. The purpose of systems software is to insulate the applications programmer as much as possible from the details of the particular computer complex being used, especially memory and other hardware features, and such as accessory devices as communications, printers, readers, displays, keyboards, etc.
· Programming software usually provides tools to assist a programmer in writing computer programs and software using different programming languages in a more convenient way. The tools include text editors, compilers, interpreters, linkers, debuggers, and so on. An Integrated development environment (IDE) merges those tools into a software bundle, and a programmer may not need to type multiple commands for compiling, interpreter, debugging, tracing, and etc., because the IDE usually has an advanced graphical user interface, or GUI.
· Application software allows end users to accomplish one or more specific (non-computer related) tasks. Typical applications include industrial automation, business software, educational software, medical software, databases, and computer games. Businesses are probably the biggest users of application software, but almost every field of human activity now uses some form of application software.
Program and library
A program may not be sufficiently complete for execution by a computer. In particular, it may require additional software from a software library in order to be complete. Such a library may include software components used by stand-alone programs, but which cannot work on their own. Thus, programs may include standard routines that are common to many programs, extracted from these libraries. Libraries may also include 'stand-alone' programs which are activated by some computer event and/or perform some function (e.g., of computer 'housekeeping') but do not return data to their calling program. Libraries may be called by one to many other programs; programs may call zero to many other programs.
Three layers


Starting in the 1980s, application software has been sold in mass-produced packages through retailers.
See also: Software architecture
Users often see things differently than programmers. People who use modern general purpose computers (as opposed to embedded systems, analog computers, supercomputers, etc.) usually see three layers of software performing a variety of tasks: platform, application, and user software.
Platform software
Platform includes the firmware, device drivers, an operating system, and typically a graphical user interface which, in total, allow a user to interact with the computer and its peripherals (associated equipment). Platform software often comes bundled with the computer. On a PC you will usually have the ability to change the platform software.
Application software
Application software or Applications are what most people think of when they think of software. Typical examples include office suites and video games. Application software is often purchased separately from computer hardware. Sometimes applications are bundled with the computer, but that does not change the fact that they run as independent applications. Applications are almost always independent programs from the operating system, though they are often tailored for specific platforms. Most users think of compilers, databases, and other "system software" as applications.
User-written software
User software tailors systems to meet the users specific needs. User software include spreadsheet templates, word processor macros, scientific simulations, and scripts for graphics and animations. Even email filters are a kind of user software. Users create this software themselves and often overlook how important it is. Depending on how competently the user-written software has been integrated into purchased application packages, many users may not be aware of the distinction between the purchased packages, and what has been added by fellow co-workers.
Creation

Operation
Computer software has to be "loaded" into the computer's storage (such as a hard drive, memory, or RAM). Once the software is loaded, the computer is able to execute the software. Computers operate by executing the computer program. This involves passing instructions from the application software, through the system software, to the hardware which ultimately receives the instruction as machine code. Each instruction causes the computer to carry out an operation -- moving data, carrying out a computation, or altering the control flow of instructions.
Data movement is typically from one place in memory to another. Sometimes it involves moving data between memory and registers which enable high-speed data access in the CPU. Moving data, especially large amounts of it, can be costly. So, this is sometimes avoided by using "pointers" to data instead. Computations include simple operations such as incrementing the value of a variable data element. More complex computations may involve many operations and data elements together.
Instructions may be performed sequentially, conditionally, or iteratively. Sequential instructions are those operations that are performed one after another. Conditional instructions are performed such that different sets of instructions execute depending on the value(s) of some data. In some languages this is known as an "if" statement. Iterative instructions are performed repetitively and may depend on some data value. This is sometimes called a "loop." Often, one instruction may "call" another set of instructions that are defined in some other program or module. When more than one computer processor is used, instructions may be executed simultaneously.
A simple example of the way software operates is what happens when a user selects an entry such as "Copy" from a menu. In this case, a conditional instruction is executed to copy text from data in a 'document' area residing in memory, perhaps to an intermediate storage area known as a 'clipboard' data area. If a different menu entry such as "Paste" is chosen, the software may execute the instructions to copy the text from the clipboard data area to a specific location in the same or another document in memory.
Depending on the application, even the example above could become complicated. The field of software engineering endeavors to manage the complexity of how software operates. This is especially true for software that operates in the context of a large or powerful computer system.
Currently, almost the only limitations on the use of computer software in applications is the ingenuity of the designer/programmer. Consequently, large areas of activities (such as playing grand master level chess) formerly assumed to be incapable of software simulation are now routinely programmed. The only area that has so far proved reasonably secure from software simulation is the realm of human art— especially, pleasing music and literature.[citation needed]
Kinds of software by operation: computer program as executable, source code or script, configuration.
Quality and reliability
Software reliability considers the errors, faults, and failures related to the creation and operation of software.
See Software auditing, Software quality, Software testing, and Software reliability.
License
Software license gives the user the right to use the software in the licensed environment, some software comes with the license when purchased off the shelf, or an OEM license when bundled with hardware. Other software comes with a free software licence, granting the recipient the rights to modify and redistribute the software. Software can also be in the form of freeware or shareware. See also License Management.
Patents
The issue of software patents is controversial. Some believe that they hinder software development, while others argue that software patents provide an important incentive to spur software innovation. See software patent debate.
Ethics and rights for software users
Being a new part of society, the idea of what rights users of software should have is not very developed. Some, such as the free software community, believe that software users should be free to modify and redistribute the software they use. They argue that these rights are necessary so that each individual can control their computer, and so that everyone can cooperate, if they choose, to work together as a community and control the direction that software progresses in. Others believe that software authors should have the power to say what rights the user will get.
The former philosophy is somewhat derived from the "hacker ethic" that was common in the 60s ,70s and mid 80s.
See also
Soft Portal :
· system software
· application software
· computer program
· Computing
· Software as a Service
· Origins of computer terms
· Software industry
· Custom Software
· Computer programming
· List of basic computer programming topics
· List of computer programming topics
· Programming language
· Software development process
· Software engineering
· Software license
· Proprietary software
· Free software
· Open source software
· Copyright infringement of software
· Freeware
· Shareware
· History of free software

Constellations





Celestial Sphere and Star AtlasWe will talk more about the celestial sphere and how to tell the positions of the stars in the sky. We will also introduce the constellations and the star atlas.
Celestial SphereWhen we look at the sky, it is difficult to tell how far the stars are. It seems that all the stars lie on a "flat" surface. A similar situation is watching television, the screen of the television represents the three dimensional world.
The sky "surrounds" us from all directions. We placed ourselves at the center of an imaginary sphere, the celestial sphere. Everything on the sky will appear on the celestial sphere.
As mentioned in the last chapter, the celestial sphere does not follow the rotation of the Earth. Thus, stars are fixed on the celestial sphere.
We need a coordinate system to tell the positions of the stars on the celestial sphere. It is very similar to the longitude and latitude on the Earth surface. The projection of the rotational axis of the Earth marks the north celestial pole and the south celestial pole. The celestial equator is just the projection of the Earth's equator.
The declination, similar to the latitude, runs from +90° or 90°N, at the north celestial pole, to -90° or 90°S at the south celestial pole.
The right ascension is different from the longitude. Instead of running from -180° to +180° like the longitude, the right ascension runs from 0 hour to 24 hours from west to east. Each hour has 60 minutes and each minute has 60 seconds, just like the clock. (Note: These minute and second are NOT equal to the arc minute and arc second introduced earlier. Do you know the differences?) The starting point of the right ascension is at the vernal equinox. Recall that vernal equinox is one of the two intersection points of the celestial equator and the ecliptic.
Remarks:
The celestial north does not equal to the magnetic north to which the compass points. (In fact, the difference between the directions of celestial and magnetic north depends on the position of the observer.)
Like a spinning top, the rotational axis of the Earth is not fixed in space. It will move in a circle with a period about 26000 years. We call this the precession. Therefore, the vernal equinox and the pole star will change in time. To be precise, we have to mention the time, for example, year 2000.0, when we talk about the celestial coordinate system. We will not go into the details.
ConstellationsThe ancient people used their imaginations to create patterns and stories of the stars. These patterns become the constellations. Each culture had its own constellations and stories. Before 1930, constellations were regions in the sky with only fuzzy boundaries. In that year, the International Astronomical Union put the scheme of constellations on a definite system. The sky was officially divided into 88 constellations with sharp boundaries, and each star is in one and only one constellation.
Some important constellations are, for example, the zodiac. Zodiac are the constellations that the ecliptic passes through. (Ophiuchus is not one of the zodiac, see
Chapter 2.) Note that it is around January when the Sun is in Sagittarius, and in the evening, we will see Taurus and Gemini, etc. They are called the winter constellations. Similarly, we will see other constellations in other seasons.
Star AtlasWhen we use an ordinary map, we do something like this:
But when we use a star map, we have to lie down and look up. Thus, the east and the west are "reversed."
There are many kinds of star atlas. The following is taken from the
Hong Kong Space Museum. This shows the whole sky visible at some particular time. Lines connecting the stars are drawn to make the constellations more "visible." A bigger dot does not represent a larger star, it represents a brighter star. We will talk about stellar brightness later.
Courtesy
Hong Kong Space Museum.
Just to let you have an idea of what a serious star atlas looks like, the most detailed star atlas on paper nowadays is similar to the atlas below. This figure covers the area bounded by the red circle in the above all sky map.




GLOBAL WARMING

The past 9 years has produced the warmest years due to global warming. In fact, every year from the first to the second warmest years, ranked within the warmest 25 years in the US. In 2006, the annual average temperature was 55 degrees Fahrenheit. Recent warm years point to a climate change being brought on by global warming. There have been more and more frequent droughts in the West in recent years. The last 30 years in particular have seen numerous droughts. These droughts have spawned wildfires that set new records in 2006 for number of fires and of acres burned. Further proof of global warming is seen in these destructive wildfires.The number of times it rains in a year has increased during the last 50 years due to global warming. What is more, global warming is causing storms to intensify. Storms which would have been ordinary thunderstorms in the past are morphing into raging tempests. Hurricanes have been rated higher in recent years as global warming affects their intensity.Difficulty in Predicting the Future of Global WarmingOcean currents can change the temperature of the land on which they strike. The earth's atmosphere is constantly in a cycle of evaporation and precipitation. The nature of this cycle will affect global warming. At the same time, all these variables will be affected by global warming in return.As ice melts in the Polar Regions, the ocean temperatures are affected. This is due to global warming. However, it also can perpetuate global warming by changing the evaporation rates of the sea. The courses and speeds of the oceans currents cannot be predicted with accuracy, but they will have an affect on global warming. While it is nearly impossible to predict the future of global warming with complete accuracy, it is good to explore the subject. It is important to estimate the damage that will be caused by global warming in order to make the concept of global warming more concrete.Reducing Global WarmingHouses give off a high percentage of a country's total carbon dioxide emissions. In the United States, the figure is about 38%. Since carbon dioxide is one of the greenhouse gases, houses contribute strongly to global warming. Buildings are also often built using recycled materials. Wood can be used from an older home that has been torn down. This will prevent the need to cut down other trees. Since the deforestation of the land contributes to global warming, this will help the situation.There are several organizations in the US that aid in the cause of stopping global warming by encouraging green building. One non-profit organization makes it their business to foster green building methods in both houses and commercial buildings. This group of people from the building industry is a part of the Green Building Initiative.Global Warming and Your HealthGlobal warming has caused intense heating up of the environment. In areas where people are not prepared for extreme heat, there have been devastating heat waves recently. There were heat flare-ups in Europe in 2003 which lasted as long as two weeks at a time. Temperatures soared upwards of 104 degrees Fahrenheit. Global warming can also affect the incidence of tropical disease. Mosquitoes have been found in places that were once too cold for them. High elevations, such as mountains were once free of disease-carrying mosquitoes.Often, people take dangerous risks during floods. They drive into water, thinking that they can make it across. When they do not, they can get swept away and drowned. There is no graver consequence of global warming than death, of course. If all people knew how much global warming can affect their health, they might be more prone to working on a solution.
Article Source: http://www.bestglobalwarmingarticles.com
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