Transcript Chapter 5
Invitation to Computer Science
6th Edition
Chapter 5
Computer Systems
Organization
Objectives
In this chapter, you will learn about:
• The components of a computer system
• The Von Neumann architecture
• Non-Von Neumann architectures
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Introduction
• Computer organization
– Branch of computer science that studies computers
in terms of their major functional units and how they
work
– Computer organization examines the computer as a
collection of interacting “functional units”
– Functional units may be built out of the circuits
already studied
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Introduction
• Concept of abstraction
– Used throughout computer science
– Without it, it would be virtually impossible to study
computer design or any other large, complex system
– Higher level of abstraction assists in understanding
by reducing complexity
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Figure 5.1 The Concept of Abstraction
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The Components of a Computer
System
• Von Neumann architecture is based on the following
three characteristics
– four functional units
•
•
•
•
Memory
Input/Output
Arithmetic/Logic unit (ALU)
Control unit
– The stored program concept
– The sequential execution of instructions
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Figure 5.2 Components of the Von Neumann Architecture
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Memory and Cache
• Memory
– Functional unit of a computer that stores and
retrieves the instructions and the data being
executed
– Random access memory maps addresses to
memory locations
– Cache memory keeps values currently in use in
faster memory to speed access times
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Memory and Cache
• Random access (RAM)
–
–
–
–
–
Access technique used by computer memory
Memory made of addressable cells
Current standard cell size is 8 bits
All memory cells accessed in equal time
Memory address
• Unsigned binary number N long
• Address space is then 2N cells
• Read-only memory (ROM)
– Information is prerecorded during manufacture
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Memory and Cache (continued)
• With a cell size of 8 bits:
– The largest unsigned integer value that can be
stored in a single cell is 11111111 (255)
• [0 . . (2N – 1)]
– Range of addresses available on a computer
– decoder circuit
• When dealing with memory:
– Distinguish between an address and the contents
of that address
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Figure 5.5 Organization of Memory and the Decoding Logic
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Figure 5.4 Maximum Memory Sizes
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Memory and Cache (continued)
• Basic memory operations
– Fetching and storing
– Fetch: Retrieve a value from memory
– Store: Store a value into memory
• Memory registers
– Used to implement the fetch and store operations
• Memory Data Register (MDR)
– Contains data value being fetched or stored
• Memory Address Register (MAR)
– Holds the address of the cell to be fetched or stored
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Figure 5.3 Structure of Random Access Memory
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Memory and Cache (continued)
• Fetch operation
– The address of the desired memory cell is moved
into the MAR
– Fetch/store controller signals a fetch, accessing the
memory cell
– The value at the MAR’s location flows into the MDR
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Memory and Cache (continued)
• Store operation
– The address of the cell where the value should go is
placed in the MAR
– The new value is placed in the MDR
– Fetch/store controller signals a store, copying the
MDR’s value into the desired cell
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Memory and Cache (continued)
• Two-dimensional structure
– Memory organization
• Memory locations
– Stored in row major order
• Selection lines
– Row selection line
– Column selection line
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Figure 5.6 Two-Dimensional Memory Address Organization
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Figure 5.7
Overall RAM
Organization
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Memory and Cache (continued)
• Fetch/store controller
– Determines whether we put contents of a memory
cell into the MDR or put the contents of the MDR into
a memory cell
• Memory access time
– Typically about 5 to 10 nsec
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Memory and Cache (continued)
• Cache memory
– Principle of Locality: when the computer uses
something, it will probably use it again very soon,
and it will probably use the “neighbors” of this item
very soon
– Memory access is much slower than processing time
– Faster memory is too expensive to use for all
memory cells
– Small size, fast memory just for values currently in
use speeds computing time
– Hit rate, average access time
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Input/Output and Mass Storage
• Input/output (I/O) units
– Devices that allow a computer system to
communicate and interact with the outside world as
well as store information
• Human interfaces: Monitor, keyboard, mouse
• External devices vary tremendously from each
other
• Archival storage: Not dependent on constant power
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Input/Output and Mass Storage
(continued)
• Input/output devices come in two basic types
– Those that represent information in humanreadable form for human consumption
– Those that store information in machine-readable
form for access by a computer system, mass storage
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Input/Output and Mass Storage
• Volatile memory
– Information disappears when power is turned off
– Example: RAM
• Nonvolatile storage
– Information does not disappear when the power is
turned off
– Role of mass storage devices such as disks and
tapes
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Input/Output and Mass Storage
(continued)
• Mass storage devices
– Direct access storage device
• Hard drive, CD-ROM, DVD
• Uses its own addressing scheme to access data
– Sequential access storage device
• Tape drive
• Stores data sequentially
• Used for backup storage these days
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Input/Output and Mass Storage
(continued)
• Direct access storage devices
– Data stored on a spinning disk
– Disk divided into concentric rings (sectors, stores
information)
– Read/write head moves from one ring to another
while disk spins
– Access time depends on
• Time to move head to correct sector
• Time for sector to spin to data location
– Fixed number of sectors are placed in a concentric
circle on the surface of the disk, called a track
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One surface
Figure 5.8 Overall Organization of a Typical Disk
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Input/Output and Mass Storage
(continued)
• Seek time
– Time needed to position the read/write head over the
correct track
• Latency
– Time for the beginning of the desired sector to rotate
under the read/write head
• Transfer time
– Time for the entire sector to pass under the
read/write head and have its contents read into or
written from memory
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Input/Output and Mass Storage
(continued)
• Given:
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–
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Rotation speed = 7,200 rev/min=120 rev/sec = 8.33 msec/rev
Arm movement time = 0.02 msec to move to an adjacent track
On average, the read/write head must move about 300 tracks
Number of tracks/surface = 1,000
Number of sectors/track = 64
Number of bytes/sector = 1,024
• Seek time
– Best case = 0 msec;
– Worst case = 999*0.02=19.98 msec
– Average case = 300*0.02 = 6 msec
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Input/Output and Mass Storage
(continued)
• Given:
–
–
–
–
–
–
Rotation speed = 7,200 rev/min=120 rev/sec = 8.33 msec/rev
Arm movement time = 0.02 msec to move to an adjacent track
On average, the read/write head must move about 300 tracks
Number of tracks/surface = 1,000
Number of sectors/track = 64
Number of bytes/sector = 1,024
• Latency
– Best case = 0 msec;
– Worst case = 8.33 msec
– Average case = 4.17 msec
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Input/Output and Mass Storage
(continued)
• Given:
–
–
–
–
–
–
Rotation speed = 7,200 rev/min=120 rev/sec = 8.33 msec/rev
Arm movement time = 0.02 msec to move to an adjacent track
On average, the read/write head must move about 300 tracks
Number of tracks/surface = 1,000
Number of sectors/track = 64
Number of bytes/sector = 1,024
• Transfer time
– 1/64 * 8.33 msec = 4.17 msec
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Input/Output and Mass Storage
(continued)
Best
Worst
Average
Seek Time
0
19.88
6
Latency
0
8.33
4.17
Transfer
0.13
0.13
0.13
Total
0.13
28.44
10.3
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Input/Output and Mass Storage
(continued)
• Sequential access storage device (SASD)
– Does not require that all units of data be identifiable
via unique addresses
• Direct access storage devices
– Much faster at accessing individual pieces of
information
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Input/Output and Mass Storage
(continued)
• I/O controller
– Has small amount of memory (I/O buffer)
– I/O control and logic: ability to handle mechanical
functions of the I/O device
– Intermediary between central processor and I/O
devices
– Processor sends request and data, then goes on
with its work
– I/O controller interrupts processor when request is
complete
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Figure 5.9 Organization of an I/O Controller
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The Arithmetic/Logic Unit
• Subsystem that performs addition, subtraction, and
comparison for equality
• Components
– Registers, interconnections between components,
and the ALU circuitry
• Register
– Storage cell that holds the operands of an arithmetic
operation and holds its result
• Bus
– Path for electrical signals
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The Arithmetic/Logic Unit
• Registers are similar to RAM with following minor
differences
– They do not have a numeric memory address but
are accessed by a special register designator such
as A, X or R0
– They can be accessed much more quickly than
regular memory cells
– They are not used for general purpose storage but
for specific purposes such as holding the operands
for an upcoming arithmetic computations.
• A typical ALU has 16, 32 or 64 registers.
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Figure 5.10 Three-Register ALU Organization
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Figure 5.11 Multiregister
ALU Organization
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The Design Philosophy behind ALU
• The design philosophy behind an ALU is not to
have it perform only the correct operation.
• Instead, it is to have every ALU circuit “do its thing”
but then keep only the one desired answer.
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Figure 5.12 Using a Multiplexor Circuit to Select the
Proper ALU Result
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Figure 5.13 Overall ALU Organization
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The Control Unit
• Stored program
– The fundamental characteristics of the VON
Neumann architecture
– Sequence of machine language instructions stored
as binary values in memory
• Control unit
– Tasks: fetch, decode, and execute
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The Control Unit
• Fetch: get from memory the next instruction to be
executed
• Decode: determine what is to be done
• Execute: issue the appropriate command to the
ALU, memory or I/O controllers.
• These three steps are repeated over and over until
we reach the last instruction in the program,
typically something called HALT, STOP, or QUIT.
• To understand, control unit, first the characteristics
of machine language instructions need to be
learned
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Machine Language Instructions
• Instructions that can be decoded and executed by
the control unit of a computer
• Operation code field
– Unique unsigned integer code assigned to each
machine language operation recognized by the
hardware
• Address field(s)
– Memory addresses of values on which the operation
will work
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Figure 5.14 Typical Machine Language
Instruction Format
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Machine Language Instructions
(continued)
• Instruction set
– Set of all operations that can be executed by a
processor
• Classes of machine language instructions
–
–
–
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Data transfer
Arithmetic
Compare
Branch
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Machine Language Instructions
(continued)
• Data transfer instructions
– LOAD X – Load register R with the contents of
memory cell X.
– STORE X – Store the content of register R into
memory cell X.
– MOVE X, Y – Copy the contents of memory cell X
into memory cell Y
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Machine Language Instructions
(continued)
• Arithmetic/logic operations
– Perform ALU operations that produce numeric
values
•
•
•
•
•
•
•
Example:
ADD X, Y, Z (Three – address instruction)
CON(Z) = CON(X) + CON(Y)
ADD X, Y (Two – address instruction)
CON(Y) = CON(X) + CON(Y)
ADD X (One – address instruction)
R = CON(X) + R
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Machine Language Instructions
(continued)
• Compare operations
– Compare two values and set an indicator on the
basis of the results of the compare; set status
register (or we call condition register, special
register) bits
• Eg:
• COMPARE X, Y
– CON(X) > CON(Y) set GT = 1, EQ = 0, LT = 0
– CON(X) = CON(Y) set GT = 0, EQ = 1, LT = 0
– CON(X) < CON(Y) set GT = 0, EQ = 0, LT = 1
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Machine Language Instructions
(continued)
• Branch operations
– Jump to a new memory address to continue
processing
• Eg:
–
–
–
–
JUMP X (unconditionally)
JUMPGT X / JUMPEQ X / JUMPLT X
JUMPGE X / JUMPLE X
HALT
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Machine Language Instructions
(continued)
• Reduced instruction set computers or RISC
machines
– Include as little as 30–50 instructions
• Complex instruction set computers (CISC
machines)
– Include 300–500 very powerful instructions
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Control Unit Registers and Circuits
• Control unit depends on following two registers to
fetch and execute instructions:
• Program counter (PC)
– Holds the address of the next instruction to be
executed
• Instruction register (IR)
– Holds a copy of the instruction fetched from memory
• Instruction decoder
– Determines what instruction is in the IR
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Figure 5.16 Organization of the Control Unit Registers and
Circuits
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Figure 5.17 The Instruction Decoder
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Figure 5.15 Examples of
Simple Machine Language
Instruction Sequences
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Putting All the Pieces Together–the
Von Neumann Architecture
• Program execution phases
– Fetch, decode, and execute
• Von Neumann cycle
– The repetition of the fetch/decode/execute phase
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Figure 5.18 The Organization
of a Von Neumann Computer
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Figure 5.19 Instruction Set for Our Von Neumann Machine
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Non-Von Neumann Architectures
• Problems that computers are being asked to solve
– Have grown significantly in size and complexity
• Important limit on increased processor speed
– Inability to place gates close together on a chip (50100 nanometers)
• Slowing down
– Rate of increase in performance of newer machines
• Von Neumann bottleneck
– Inability of the sequential one-instruction-at-a-time
Von Neumann model to handle today’s large-scale
problems
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Figure 5.20 Graph of Processor Speeds, 1945 to the Present
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Non-Von Neumann Architectures
(continued)
• Parallel processing
– Building computers not with one processor, but with
tens, hundreds, or even thousands
• SIMD parallel processing (vectors)
– ALU is replicated many times
– Each ALU has its own local memory where it may
keep private data
• MIMD parallel processing (subtasks)
– All processors are replicated
– Every processor is capable of executing its own
separate program
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Figure 5.21 A SIMD Parallel Processing System
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Non-Von Neumann Architectures
(continued)
• Scalability
– It is possible to match the number of processors to
the size of the problem
• Massively parallel MIMD machines
– Have achieved solutions to large problems
thousands of times faster than is possible using a
single processor
• Grid computing
– Enables researchers to easily and transparently
access computer facilities without regard for their
location
– SETI@home project, analyze radio telescope data
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Summary of Level 2
• Chapter 4
– Looked at the basic building blocks of computers:
binary codes, transistors, gates, and circuits
• Chapter 5
– Examined the standard model for computer design,
called the Von Neumann architecture
• System software
– Intermediary between the user and the hardware
components of the Von Neumann machine
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Summary
• Computer organization
– Examines different subsystems of a computer:
memory, input/output, arithmetic/logic unit, and
control unit
• Machine language
– Gives codes for each primitive instruction the
computer can perform and its arguments
• Von Neumann machine
– Sequential execution of a stored program
• Parallel computers
– Improve speed by doing multiple tasks at one time
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• Email the group member information to
[email protected]
• Subject: Group
• Body: names of team members
• 2-4, individual
• Mar 27th
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