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System Architecture

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In von Neumann machine, all data between memory and I/O must go through ALU ... 2 = monochrome, up to 16 million. greater number requires more memory for each pixel ... – PowerPoint PPT presentation

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Title: System Architecture


1
System Architecture
  • Channels
  • Busses
  • Memory hierarchies
  • Cache design
  • Peripherals
  • Disk structures
  • Displays
  • Parallel machines

2
Channel Architecture (Independent I/O)
  • In von Neumann machine, all data between memory
    and I/O must go through ALU
  • ALU not doing useful computation while this
    happens
  • von Neumann bottleneck
  • add data channels to independently control I/O
    traffic
  • channel just simple computer
  • CPU tells channel operation to perform and memory
    address of data
  • essentially, sends an instruction to the channel
  • CPU continues executing while I/O
  • channel tells CPU when its finished
  • interrupt
  • same idea on smaller systems
  • DMA - direct memory access, controller on each
    interface card

3
Channel Architecture (continued)
4
Bus Architectures
  • Channel architecture expensive and relatively
    inflexible
  • Smaller, cheaper machines needed more
    flexibility, leads to bus architecture
  • easy expansion

5
Bus Architectures (continued)
  • Bus is simply a set of communication paths
  • control
  • data sometimes
  • address multiplexed
  • Plug devices (memory, I/O, etc.) into bus

6
Bus Architectures (continued)
  • Inexpensive versions use CPU to control bus
  • Expensive (and faster) versions use multiple
    busses or bus master connections, freeing CPU

7
Bus Architectures (continued)
  • I/O devices typically look like memory addresses
    (memory-mapped I/O)
  • Some bus architectures have separate I/O
    instructions
  • Busses can be proprietary (Nubus, Unibus) or
    standard (VME, PCI)

8
Memory Hierarchies
  • Match memory speeds to CPU speeds as closely as
    possible
  • Problem is memory speed grows more slowly than
    CPU speed
  • CPU speed increases 50 per year
  • memory speed grows at 7 per year
  • note memory capacity grows at 60 per year
  • quadruples every 3 years
  • This means designers want to use more memory to
    overcome the speed difference

9
Memory Hierarchies (continued)
  • Use larger main memories and design memory
    hierarchies
  • As move lower in pyramid, get slower access and
    larger capacity

Registers
Memory cache
Main memory
Disk cache
Disk
Tape /optical
10
Memory Hierarchies (continued)
  • Registers
  • built into CPU chip
  • balanced speed with CPU
  • short distance to access
  • Cache
  • smaller, faster memory interposed between CPU and
    main memory

Main Memory
Cache
CPU
word
block
11
Cache Design
  • Idea based on principle of locality of reference
  • reference one location, high probability that
    next reference will be close to same address
  • Caches and main memory use different types of
    memory
  • DRAM for main memory
  • SRAM for cache
  • DRAM has 4 - 8 times SRAM capacity
  • SRAM is 8 - 16 times faster and more expensive
    than DRAM

12
Cache Design (continued)
  • Issues in cache design
  • where can a block be placed in the cache?
  • block placement
  • how is a block found if its in the cache?
  • block identification
  • which block should be replaced on a miss?
  • block replacement
  • what happens on a write?
  • write strategy

13
Cache Design(continued)
  • Block placement policies
  • all policies involve conflict
  • direct mapped
  • each main memory block can only appear in one
    possible place in the cache
  • full associative mapping
  • any block can appear in any place in the cache
  • set associative mapping
  • each block can appear in only a small set of
    locations in the cache

14
Direct Mapped Cache
Offset
Block
Tag
Cache
Main memory
15
Full Associative Cache
Tag
Offset
Cache
Main memory
16
Set Associative Cache
Offset
Block
Tag
Cache
Main memory
17
Cache Design (continued)
  • Block identification uses the tag field in all
    cases
  • Block replacement
  • least recently used
  • first in, first out
  • replace oldest block in cache
  • random
  • data from actual traces show little difference
    between LRU and random
  • both better than FIFO
  • miss rate data

18
Cache Design (continued)
  • Write strategy
  • writes constitute about 15 of cache accesses
  • write through
  • write to cache and corresponding main memory
    block
  • easier to implement
  • main memory always has the correct value
  • write back
  • write to cache only copy any cache blocks
    written to when they are replaced
  • faster multiple writes to same block only cause
    one write to main memory
  • Block size typically 16 bytes or 32 bytes
  • Another technique is to use separate instruction
    and data caches
  • Or use two caches
  • eg, I 486 has 8KB first level cache on CPU chip,
    add second level on computer board

19
Peripherals
  • Peripherals are anything added to the system
    beyond the CPU and the main memory hierarchy
  • Pointing devices
  • mouse, trackball, tablet, touch screen, joystick
  • Printers
  • Communication devices
  • local area networks
  • Displays
  • Long term storage devices
  • magnetic disks
  • optical disks
  • magnetic tape

20
Magnetic Disk Structures
  • Recording density doubles every three years
  • Cost per megabyte about 1 of DRAM and declining
    rapidly
  • in 1991, forecast was 8/MB by 1995 and 1/MB by
    2000
  • actual cost in 1995 was about 0.25/MB, in early
    1999 about 0.1/MB, and in mid-2000 about 0.01/MB

21
Magnetic Disk Structures (continued)
  • Disks are organized into
  • surfaces and platters
  • 1 - 10 platters
  • 2 - 14 in diameter
  • tracks
  • 500 - 2000 per surface
  • sectors
  • 32 - 64 per track
  • typically 512 bytes for small systems, larger
    (4096) for big systems
  • smallest portion that can be read or written
  • cylinders
  • Heads fly over surface of disk

22
Magnetic Disk Structures (continued)
  • Accessing data depends on total of
  • seek time (about 10 ms for fast disk)
  • latency
  • 8 ms at 3600 rpm
  • 6 ms at 5400 rpm
  • 4 ms at 7200 rpm
  • data layout on disk can significantly affect
    performance
  • consecutive sectors, down cylinders
  • Disk caching now common
  • hardware caches on drives to speed
    controller/memory transfers
  • software caches in memory
  • read several sectors in a row

23
Computer Display Devices
  • All modern computer displays are raster scan
    devices
  • individual dots (pixels) are on or off
  • color displays use three pixels (RGB) to produce
    color
  • Parameters are
  • resolution
  • 640 H x 480 V up to 1600 H x 1200 V
  • note 4 to 3 aspect ratio
  • number of colors or gray levels
  • 2 monochrome, up to 16 million
  • greater number requires more memory for each
    pixel
  • eg, 8 bits of memory for each of RGB gives
    256x256x256 colors
  • scan rate
  • how often screen is painted (60 Hz - 72 Hz)
  • interlaced or non-interlaced

24
Computer Display Devices (continued)
  • Image to be displayed is transferred to frame
    buffer, which paints it repetitively on the
    screen
  • use of color map, or color lookup table, reduces
    amount of memory required in the frame buffer
  • to avoid being seen by user, changes to frame
    buffer
  • take place during vertical retrace of beam
  • involve two frame buffers display from one while
    change second, then switch buffers
  • Graphics accelerators are special chips that
    perform common graphics operations in hardware
  • window creation, block moves
  • scrolling
  • graphics primitives
  • Flat panel displays (LCD displays) are a future
    hot item

25
Parallel Machines
  • If speed improvements to a single processor
    arent good enough, use several processors
  • major questions are
  • organization
  • scalability
  • Four major categories of computer
  • SISD single instruction, single data
  • SIMD single instruction, multiple data
  • MISD multiple instruction, single data
  • MIMD multiple instruction, multiple data

26
Parallel Machines (continued)
  • Early parallel computers were SIMD, current ones
    are mostly MIMD
  • SIMD good for massively parallel data sets,
    probably used for special purpose computers
    (array processors)
  • 64K 1-bit processors
  • MIMD applicable to wider range of problems, can
    be partitioned

27
Parallel Machines (continued)
  • One approach to a parallel computer is a single
    shared memory architecture
  • independent processors can access single central
    memory
  • called multiprocessors or symmetric
    multiprocessors
  • typically for small number of processors (32)
  • because faster processors need greater memory
    bandwidth
  • connection by bus, ring, or crossbar switch
  • advantages are
  • similar to uniprocessor model of computation
  • easier to program
  • lower latency for communication
  • disadvantages
  • adequate performance requires hardware support
    for memory sharing

28
Parallel Machines (continued)
  • Another approach is a distributed shared memory
    architecture
  • each machine has local memory, but organized as a
    single address space
  • communication simple (memory loads/stores)
  • but possibly longer latency
  • typically for 64 - 1K processors

29
Parallel Machines (continued)
  • Final approach is multicomputers
  • each machine has local memory, but address space
    is private
  • use message passing to communicate, request
    memory from another processor
  • communication made explicit
  • typical interconnection pattern
  • hypercube 2N nodes, each connects to N
    neighbors
  • note hypercube can operate as SIMD or MIMD
  • multistage switch
  • slower memory access than shared memory (factor
    of 10)
  • typically for 256 - 4K processors
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