Chapter 5: Computer Systems Organization Invitation to Computer Science, Java Version, Third Edition.

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Presentation transcript:

Chapter 5: Computer Systems Organization Invitation to Computer Science, Java Version, Third Edition

Invitation to Computer Science, Java Version, Third Edition 2 Objectives In this chapter, you will learn about The components of a computer system Putting all the pieces together—the Von Neumann architecture Non-Von Neumann architectures

Invitation to Computer Science, Java Version, Third Edition 3 Introduction Computer organization examines the computer as a collection of interacting “functional units” Functional units may be built out of the circuits already studied Higher level of abstraction assists in understanding by reducing complexity

Invitation to Computer Science, Java Version, Third Edition 4 The Components of a Computer System Von Neumann architecture has four functional units  Memory  Input/Output  Arithmetic/Logic unit  Control unit Sequential execution of instructions Stored program concept

Invitation to Computer Science, Java Version, Third Edition 5 Figure 5.2 Components of the Von Neumann Architecture

Invitation to Computer Science, Java Version, Third Edition 6 Memory and Cache Information stored and fetched from memory subsystem Random access memory maps addresses to memory locations Cache memory keeps values currently in use in faster memory to speed access times

Invitation to Computer Science, Java Version, Third Edition 7 Memory and Cache (continued) RAM (random access 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 2 N cells

Invitation to Computer Science, Java Version, Third Edition 8 Figure 5.3 Structure of Random Access Memory

Invitation to Computer Science, Java Version, Third Edition 9 Memory and Cache (continued) Parts of the memory subsystem  Fetch/store controller Fetch: Retrieve a value from memory Store: Store a value into memory  Memory address register (MAR)  Memory data register (MDR)  Memory cells with decoder(s) to select individual cells

Invitation to Computer Science, Java Version, Third Edition 10 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

Invitation to Computer Science, Java Version, Third Edition 11 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

Invitation to Computer Science, Java Version, Third Edition 12 Memory and Cache (continued) Memory register  Very fast memory location  Given a name, not an address  Serves some special purpose  Modern computers have dozens or hundreds of registers

Invitation to Computer Science, Java Version, Third Edition 13 Cache Memory Memory access is much slower than processing time Faster memory is too expensive to use for all memory cells Locality principle  Once a value is used, it is likely to be used again Small size, fast memory just for values currently in use speeds computing time

Invitation to Computer Science, Java Version, Third Edition 14 Input/Output and Mass Storage Communication with outside world and external data storage  Human interfaces: Monitor, keyboard, mouse  Archival storage: Not dependent on constant power External devices vary tremendously from each other

Invitation to Computer Science, Java Version, Third Edition 15 Input/Output and Mass Storage (continued) Volatile storage  Information disappears when the power is turned off  Example: RAM Nonvolatile storage  Information does not disappear when the power is turned off  Example: Mass storage devices such as disks and tapes

Invitation to Computer Science, Java Version, Third Edition 16 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

Invitation to Computer Science, Java Version, Third Edition 17 Input/Output and Mass Storage (continued) Direct access storage devices  Data stored on a spinning disk  Disk divided into concentric rings (sectors)  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

Invitation to Computer Science, Java Version, Third Edition 18 Figure 5.8 Overall Organization of a Typical Disk

Invitation to Computer Science, Java Version, Third Edition 19 Input/Output and Mass Storage (continued) I/O controller  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

Invitation to Computer Science, Java Version, Third Edition 20 Figure 5.9 Organization of an I/O Controller

Invitation to Computer Science, Java Version, Third Edition 21 The Arithmetic/Logic Unit Actual computations are performed Primitive operation circuits  Arithmetic (ADD)  Comparison (CE)  Logic (AND) Data inputs and results stored in registers Multiplexor selects desired output

Invitation to Computer Science, Java Version, Third Edition 22 The Arithmetic/Logic Unit (continued) ALU process  Values for operations copied into ALU’s input register locations  All circuits compute results for those inputs  Multiplexor selects the one desired result from all values  Result value copied to desired result register

Invitation to Computer Science, Java Version, Third Edition 23 Figure 5.12 Using a Multiplexor Circuit to Select the Proper ALU Result

Invitation to Computer Science, Java Version, Third Edition 24 The Control Unit Manages stored program execution Task  Fetch from memory the next instruction to be executed  Decode it: Determine what is to be done  Execute it: Issue appropriate command to ALU, memory, and I/O controllers

Invitation to Computer Science, Java Version, Third Edition 25 Machine Language Instructions Can be decoded and executed by control unit Parts of instructions  Operation code (op code) Unique unsigned-integer code assigned to each machine language operation  Address fields Memory addresses of the values on which operation will work

Invitation to Computer Science, Java Version, Third Edition 26 Figure 5.14 Typical Machine Language Instruction Format

Invitation to Computer Science, Java Version, Third Edition 27 Machine Language Instructions (continued) Operations of machine language  Data transfer operations Move values to and from memory and registers  Arithmetic/logic operations Perform ALU operations that produce numeric values

Invitation to Computer Science, Java Version, Third Edition 28 Machine Language Instructions (continued) Operations of machine language (continued)  Compare operations Compare two values and set an indicator on the basis of the results of the compare; set register bits  Branch operations Jump to a new memory address to continue processing

Invitation to Computer Science, Java Version, Third Edition 29 Control Unit Registers and Circuits Parts of control unit  Links to other subsystems  Instruction decoder circuit  Two special registers Program counter (PC)  Stores the memory address of the next instruction to be executed Instruction register (IR)  Stores the code for the current instruction

Invitation to Computer Science, Java Version, Third Edition 30 Figure 5.16 Organization of the Control Unit Registers and Circuits

Invitation to Computer Science, Java Version, Third Edition 31 Putting All the Pieces Together—the Von Neumann Architecture Subsystems connected by a bus  Bus: Wires that permit data transfer among them At this level, ignore the details of circuits that perform these tasks: Abstraction! Computer repeats fetch-decode-execute cycle indefinitely

Invitation to Computer Science, Java Version, Third Edition 32 Figure 5.18 The Organization of a Von Neumann Computer

Invitation to Computer Science, Java Version, Third Edition 33 Summary of Level 2 Focus on how to design and build computer systems Chapter 4  Binary codes  Transistors  Gates  Circuits

Invitation to Computer Science, Java Version, Third Edition 34 Summary of Level 2 (continued) Chapter 5  Von Neumann architecture  Shortcomings of the sequential model of computing  Parallel computers

Invitation to Computer Science, Java Version, Third Edition 35 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