Publicité

COMPUTER ORGANIZATION AND ARCHITECTURE

Ezhil22
22 Oct 2021
Publicité

Contenu connexe

Publicité

COMPUTER ORGANIZATION AND ARCHITECTURE

  1. 20CS001 – COMPUTER ORGANIZATION AND ARCHITECTURE COA PPT1 INTRODUCTION 1 Text Book: David A. Patterson and John L. Hennessey, “Computer Organization and Design: The Hardware / Software Interface”, Morgan Kaufman / Elsevier, ARM Edition, 2017.
  2. Architecture: An Overview Functional units of a Digital Computer – Translation from a High level language to Hardware Language – Technology – Performance – Power wall – Uniprocessor to multiprocessor - Instructions: Operations and Operands – Instruction Set: RISC and CISC - Representing Instructions - Logical Operations – ARM Addressing for 32-bit Immediate and more complex addressing modes. COA PPT1 INTRODUCTION 2
  3. The Computer Revolution  Progress in computer technology Computers in automobiles Cell phones World Wide Web Search Engines Computers are pervasive. COA PPT1 INTRODUCTION 3
  4. Classes of Computers  Personal computers General purpose, variety of software Subject to cost/performance tradeoff  Server computers Network based High capacity, performance, reliability Range from small servers to building sized COA PPT1 INTRODUCTION 4 MIPS
  5. Classes of Computers (Cont.)  Supercomputers High-end scientific and engineering calculations Highest capability but represent a small fraction of the overall computer market  Embedded computers Hidden as components of systems Stringent power/performance/cost constraints COA PPT1 INTRODUCTION 5 FLOPS / GFLOPS
  6. The PostPC Era COA PPT1 INTRODUCTION 6
  7. COA PPT1 INTRODUCTION 7
  8. The PostPC Era COA PPT1 INTRODUCTION 8  Personal Mobile Device (PMD) Battery operated Connects to the Internet Hundreds of dollars Smart phones, tablets, electronic glasses  Cloud computing Warehouse Scale Computers (WSC) Software as a Service (SaaS) Portion of software run on a PMD and a portion run in the Cloud Amazon and Google
  9. Functional Units COA PPT1 INTRODUCTION 9
  10. Few Parts of a Computer – An Overview COA PPT1 INTRODUCTION 10 Assemble the computer: https://www.youtube.com/watch?v=hWB2UHCT0dw
  11. Computer Working Principles COA PPT1 INTRODUCTION 11 I/O system Processor Compiler Operating System (Mac OSX) Application (ex: browser) Digital Design Circuit Design Instruction Set Architecture Datapath & Control transistors Memory Hardware Software Assembler
  12. What We Will Learn  How programs are translated into the machine language  How the hardware executes them The hardware/software interface What determines program performance And how it can be improved How hardware designers improve performance What is parallel processing COA PPT1 INTRODUCTION 12
  13. Eight Great Ideas COA PPT1 INTRODUCTION 13  Design for Moore’s Law  Use abstraction to simplify design  Make the common case fast  Performance via parallelism  Performance via pipelining  Performance via prediction  Hierarchy of memories  Dependability via redundancy
  14. 1. Design for Moore’s Law  Moore’s Law. It states that integrated circuit resources double every 18–24 months.  Computer Architects must anticipate where the technology will be when the design finishes rather than design for where it starts.  The resources available per chip can easily double or quadruple between the start and finish of the project. COA PPT1 INTRODUCTION 14
  15. 2. Use Abstraction to Simplify Design  A major productivity technique for hardware and software is to use abstractions to represent the design at different levels of representation.  lower-level details are hidden to offer a simpler model at higher levels. COA PPT1 INTRODUCTION 15
  16. 3. Make the Common Case Fast  Making the common case fast will tend to enhance performance better than optimizing the rare case. The common case is often simpler than the rare case and hence is often easier to enhance. COA PPT1 INTRODUCTION 16
  17. 4. Performance via Parallelism  Computer architects have offered designs that get more performance by performing operations in parallel. COA PPT1 INTRODUCTION 17
  18. 5. Performance via Pipelining  A particular pattern of parallelism performed in computer architecture is named as “pipelining”. Performance can be achieved by overlapping the execution of successive instructions. COA PPT1 INTRODUCTION 18
  19. 6. Performance via Prediction  In some cases it can be faster on average to guess and start working rather than wait until you know for sure. Assuming that the mechanism to recover from a misprediction is not too expensive and your prediction is relatively accurate COA PPT1 INTRODUCTION 19
  20. 7. Hierarchy of Memories  Programmers want memory to be fast, large, and cheap. Hierarchy of Memories, with the fastest, smallest , and most expensive memory per bit at the top of the hierarchy and the slowest, largest, and cheapest per bit at the bottom. COA PPT1 INTRODUCTION 20
  21. 8. Dependability via Redundancy  Computers need to be dependable. When any physical device fail, we make systems dependable by including redundant components that can take over when a failure occurs and to help detect failures. COA PPT1 INTRODUCTION 21
  22. Eight Great Ideas COA PPT1 INTRODUCTION 22  Design for Moore’s Law  Use abstraction to simplify design  Make the common case fast  Performance via parallelism  Performance via pipelining  Performance via prediction  Hierarchy of memories  Dependability via redundancy
  23. Below Your Program  Application software Written in high-level language System software Compiler: translates HLL code to machine code Operating System: service code Handling input/output Managing memory and storage Scheduling tasks & sharing resources Hardware Processor, memory, I/O controllers COA PPT1 INTRODUCTION 23
  24. Levels of Program Code  High-level language Level of abstraction closer to problem domain Provides for productivity and portability Assembly language Textual representation of instructions Hardware representation Binary digits (bits) Encoded instructions and data COA PPT1 INTRODUCTION 24
  25. Example A compiler enables a programmer to write this high-level language expression: A+B The compiler would compile it into this assembly language statement: add A,B COA PPT1 INTRODUCTION 25
  26. Components of a Computer COA PPT1 INTRODUCTION 26 Same components for all kinds of computer Desktop, server, embedded Input/output includes User-interface devices Display, keyboard, mouse Storage devices Hard disk, CD/DVD, flash Network adapters For communicating with other computers
  27. Components of a Computer COA PPT1 INTRODUCTION 27  Five Components  Input writes data to memory  Output reads data from memory  Processor get instruction and data from memory.  Control sends the signals that determine the operations of the datapath, memory, input, and output. Datapath performs operations on data.  Memory stores data
  28. Computer Hardware in detail…  Integrated circuit Also called a chip. A device combining dozens to millions of transistors.  Central Processor unit (CPU) Also called processor. The active part of the computer, which contains the datapath and control and which adds numbers, tests numbers, signals I/O devices to activate, and so on.  Datapath The component of the processor that performs arithmetic operations  Control The component of the processor that commands the datapath, memory, and I/O devices according to the instructions of the program.  Memory The storage area in which programs are kept when they are running and that contains the data needed by the running programs.  CMOS - Complementary Metal-Oxide Semiconductor - system settings, date, and time COA PPT1 INTRODUCTION 28
  29. Computer Hardware in detail…  Volatile memory: when it loses power, it forgets. (retains data only if it is receiving power)  Nonvolatile memory: A form of memory that retains data even in the absence of a power source and that is used to store programs between runs.  Main memory (primary memory): Memory used to hold programs while they are running (DRAM)  Dynamic Random Access Memory (DRAM) Memory built as an integrated circuit; it provides random access to any location. Access times are 50 nanoseconds and cost per gigabyte in 2012 was $5 to $10.  Cache memory A small, fast memory that acts as a buffer for a slower, larger memory.  Static Random Access Memory (SRAM) Also memory built as an integrated circuit, but faster and less dense than DRAM.  Secondary memory: Nonvolatile memory used to store programs and data between runs  Magnetic disk/Hard disk: form of nonvolatile secondary memory composed of rotating platters coated with a magnetic recording material. COA PPT1 INTRODUCTION 29
  30. Computer Hardware in detail…  Local area network (LAN): A network designed to carry data within a geographically confined area, typically within a single building. (1 to 40 gigabits)  Wide area network (WAN): A network extended over hundreds of kilometers that can span a continent. Backbone of the Internet, which supports the web - optical fibers. COA PPT1 INTRODUCTION 30
  31. Technologies for Building Processors and Memory COA PPT1 INTRODUCTION 31
  32.  Transistor An on/off switch controlled by an electric signal.  Integrated circuit (IC) combined dozens to hundreds of transistors into a single chip.  Very large-scale integrated (VLSI) circuit A device containing hundreds of thousands to millions of transistors.  Ultra large-scale integrated (ULSI) circuit COA PPT1 INTRODUCTION 32
  33. Growth of capacity per DRAM chip over time COA PPT1 INTRODUCTION 33
  34. The Chip manufacturing process COA PPT1 INTRODUCTION 34
Publicité