When you use a computer to run a program, you are telling the computer what to do step-by-step. The computer needs to remember different pieces of information as it runs the program, and it stores this information in its memory. This memory is like a big box with lots of smaller boxes inside it.
The memory model is like a map that helps the computer keep track of all the different boxes inside its memory. Each box has an address that the computer can use to find it quickly. When the program needs to store or retrieve information from memory, it uses these addresses to tell the computer which box to use.
Now, imagine you are building a tower out of blocks. You have a big pile of blocks and you need to keep track of where each block goes. You might use a diagram or a picture to help you remember which blocks are where. The memory model is like that picture, but for the computer's memory instead of a tower of blocks.
When you write a program, you use variables to store information. For example, you might have a variable called "score" that keeps track of the player's score in a game. When you create a variable, the computer sets aside a box in its memory to hold the value of that variable. The memory model helps the computer keep track of where that box is and what value it holds.
Sometimes, programs need to use the same variable in different parts of the program. For example, the player's score might be updated in one part of the program, and then displayed on the screen in another part of the program. To make sure that all parts of the program are using the same value for the variable, the memory model uses something called "scopes".
A scope is like a fence around a part of the program. Variables that are created inside a scope can only be accessed from inside that scope. This helps prevent different parts of the program from accidentally changing the same variable in different ways at the same time.
In summary, the memory model is like a map that helps the computer remember where it has stored information. It uses addresses to locate specific boxes in its memory, and scopes to control which parts of the program can access which variables. Just like you use a picture to remember where you put your toys or block tower, a program uses memory model to remember where it stores its variables.