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Computer Architecture Chapter 1 Introduction and Five Components of a Computer

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Title: Computer Architecture Chapter 1 Introduction and Five Components of a Computer


1
Computer ArchitectureChapter 1Introduction
and Five Components of a Computer
2
Introduction
  • This course is all about how computers work
  • But what do we mean by a computer?
  • Different types desktop, servers, embedded
    devices
  • Different uses automobiles, graphics, finance,
    genomics
  • Different manufacturers Intel, Apple, IBM,
    Microsoft, Sun
  • Different underlying technologies and different
    costs!
  • Best way to learn
  • Focus on a specific instance and learn how it
    works
  • While learning general principles and historical
    perspectives

3
Why learn this stuff?
  • You want to call yourself a computer scientist
  • You want to build software people use (need
    performance)
  • You need to make a purchasing decision or offer
    expert advice
  • Both Hardware and Software affect performance
  • Algorithm determines number of source-level
    statements
  • Language/Compiler/Architecture determine machine
    instructions (Chapter 2 and 3)
  • Processor/Memory determine how fast instructions
    are executed (Chapter 5, 6, and 7)
  • Assessing and Understanding Performance in
    Chapter 4

4
What is Computer Architecture?
Application
Operating
System
Compiler
Firmware
Instruction Set Architecture
I/O system
Instr. Set Proc.
Datapath Control
Digital Design
Circuit Design
Layout
  • Coordination of many levels of abstraction
  • One of the most important abstractions is the
    interface between the hardware and the
    lowest-level software
  • Because of its importance, it is given a special
    name the instruction set architecture, or simply
    architecture

5
Instruction Set Architecture
  • A very important abstraction
  • interface between hardware and low-level software
  • standardizes instructions, machine language bit
    patterns, etc.
  • advantage different implementations of the same
    architecture
  • disadvantage sometimes prevents using new
    innovationsTrue or False Binary compatibility
    is extraordinarily important?
  • Modern instruction set architectures
  • IA-32, PowerPC, MIPS, SPARC, ARM, and others

6
Historical Perspective
  • ENIAC built in World War II was the first general
    purpose computer
  • Used for computing artillery firing tables
  • 80 feet long by 8.5 feet high and several feet
    wide
  • Each of the twenty 10 digit registers was 2 feet
    long
  • Used 18,000 vacuum tubes
  • Performed 1900 additions per second
  • Since thenMoores Law transistor capacity
    doubles every 18-24 months

7
Levels of Representation
temp vk vk vk1 vk1 temp
High Level Language Program
Compiler
  • lw 15, 0(2)
  • lw 16, 4(2)
  • sw 16, 0(2)
  • sw 15, 4(2)

Assembly Language Program
Assembler
0000 1001 1100 0110 1010 1111 0101 1000 1010 1111
0101 1000 0000 1001 1100 0110 1100 0110 1010
1111 0101 1000 0000 1001 0101 1000 0000 1001
1100 0110 1010 1111
Machine Language Program
Machine Interpretation
Control Signal Specification
ALUOP03 lt InstReg911 MASK

8
The Big Picture
  • Since 1946 all computers have had 5 components

Processor
Input
Memory
Output
9
Example Organization
  • TI SuperSPARCtm TMS390Z50 in Sun SPARCstation20

MBus Module
SuperSPARC
Floating-point Unit
L2
CC
DRAM Controller
Integer Unit
MBus
MBus control M-S Adapter
L64852
Inst Cache
Ref MMU
Data Cache
STDIO
SBus
serial
kbd
SCSI
Store Buffer
SBus DMA
mouse
Ethernet
audio
RTC
Bus Interface
SBus Cards
Boot PROM
Floppy
10
The Instruction Set a Critical Interface
software
instruction set
hardware
11
Example ISAs (Instruction Set Architectures)
  • Digital Alpha (v1, v3) 1992-97
  • HP PA-RISC (v1.1, v2.0) 1986-96
  • Sun Sparc (v8, v9) 1987-95
  • SGI MIPS (MIPS I, II, III, IV, V) 1986-96
  • Intel (8086,80286,80386, 1978-96 80486,Pentium,
    MMX, ...)

12
MIPS R3000 Instruction Set Architecture (Summary)
Registers
  • Instruction Categories
  • Load/Store
  • Computational
  • Jump and Branch
  • Floating Point
  • coprocessor
  • Memory Management
  • Special

R0 - R31
PC
HI
LO
3 Instruction Formats all 32 bits wide
OP
rs
rd
sa
funct
rt
OP
rs
rt
immediate
jump target
OP
Q How many already familiar with MIPS ISA?
13
C Language Cab
Control
Compile
Memory
35
1
5
100
35
2
5
101
Assembly Language lw s1, 100(5)
lw s2, 101(5) add s3, s2, s1
sw s3, 102(5)
0
1
2
3
a (100(s5))
36
3
5
102
Datapath
b (101(s5))
Register
c (102(s5))
s5100
a
a
Adder
s5101
b
b
ab
s5102
ab
Assemble
Machine Language
I
35
1
5
100
I
35
2
5
101
R
0
1
2
3
I
36
3
5
102
14
Technology
Microprocessor Logic Density
DRAM chip capacity
DRAM Year Size 1980 64 Kb 1983 256
Kb 1986 1 Mb 1989 4 Mb 1992 16 Mb 1996 64
Mb 1999 256 Mb 2002 1 Gb
  • In 1985 the single-chip processor (32-bit) and
    the single-board computer emerged
  • ? workstations, personal computers,
    multiprocessors have been riding this wave since
  • In the 2002 timeframe, these may well look like
    mainframes

15
Technology ? dramatic change
  • Processor
  • logic capacity about 30 per year
  • clock rate about 20 per year
  • Memory
  • DRAM capacity about 60 per year (4x every 3
    years)
  • Memory speed about 10 per year
  • Cost per bit improves about 25 per year
  • Disk
  • capacity about 60 per year
  • Total use of data 100 per 9 months!
  • Network Bandwidth
  • Bandwidth increasing more than 100 per year!

16
Performance Trends
Supercomputers
Mainframes
Minicomputers
Log of Performance
Microprocessors
Y
ear
1995
1990
1970
1975
1980
1985
17
Processor Performance (SPEC)
performance now improves 60 per year (2x every
1.5 years)
RISC introduction
Did RISC win the technology battle and lose the
market war?
18
Why do Computer Architecture?
  • CHANGE
  • Its exciting!
  • It has never been more exciting!
  • It impacts every other aspect of electrical
    engineering and computer science

19
Computers in the News Sony Playstation 2000
  • (as reported in Microprocessor Report, Vol 13,
    No. 5)
  • Emotion Engine 6.2 GFLOPS, 75 million polygons
    per second
  • Graphics Synthesizer 2.4 Billion pixels per
    second
  • Claim Toy Story realism brought to games!

20
Its all about communication
Pentium III Chipset
Proc
Caches
Busses
adapters
Memory
Controllers
Disks Displays Keyboards
I/O Devices
Networks
21
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24
Where are we going??
?
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