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Chapter 01

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0% found this document useful (0 votes)
2 views28 pages

Chapter 01

Uploaded by

ryanstark6969420
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

COMPUTER ORGANIZATION AND 5th

Edition
The Hardware/Software Interface
DESIGN

Chapter 1
Computer Abstractions
and Technology
§1.1 Introduction
The Computer Revolution
■ Progress in computer technology
■ Underpinned by Moore’s Law
■ Makes novel applications feasible
■ Computers in automobiles
■ Cell phones
■ Human genome project
■ World Wide Web
■ Search Engines
■ Computers are pervasive

Chapter 1 — Computer Abstractions and Technology — 2


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

Chapter 1 — Computer Abstractions and Technology — 3


Classes of Computers
■ 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

Chapter 1 — Computer Abstractions and Technology — 4


The PostPC Era

Chapter 1 — Computer Abstractions and Technology — 5


The PostPC Era
■ 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
Chapter 1 — Computer Abstractions and Technology — 6
What You Will Learn
■ How programs are translated into the
machine language
■ And 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

Chapter 1 — Computer Abstractions and Technology — 7


Understanding Performance
■ Algorithm
■ Determines number of operations executed
■ Programming language, compiler, architecture
■ Determine number of machine instructions executed
per operation
■ Processor and memory system
■ Determine how fast instructions are executed
■ I/O system (including OS)
■ Determines how fast I/O operations are executed

Chapter 1 — Computer Abstractions and Technology — 8


§1.2 Eight Great Ideas in Computer Architecture
Eight Great Ideas
■ 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

Chapter 1 — Computer Abstractions and Technology — 9


§1.3 Below Your Program
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

Chapter 1 — Computer Abstractions and Technology — 10


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

Chapter 1 — Computer Abstractions and Technology — 11


§1.4 Under the Covers
Components of a Computer
The BIG Picture ■ 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

Chapter 1 — Computer Abstractions and Technology — 12


Abstractions
The BIG Picture

■ Abstraction helps us deal with complexity


■ Hide lower-level detail
■ Instruction set architecture (ISA)
■ The hardware/software interface
■ Application binary interface
■ The ISA plus system software interface
■ Implementation
■ The details underlying and interface

Chapter 1 — Computer Abstractions and Technology — 13


§1.6 Performance
Defining Performance
■ Which airplane has the best performance?

Chapter 1 — Computer Abstractions and Technology — 14


Response Time and Throughput
■ Response time
■ How long it takes to do a task
■ Throughput
■ Total work done per unit time
■ e.g., tasks/transactions/… per hour
■ How are response time and throughput affected
by
■ Replacing the processor with a faster version?
■ Adding more processors?
■ We’ll focus on response time for now…

Chapter 1 — Computer Abstractions and Technology — 15


Relative Performance
■ Define Performance = 1/Execution Time
■ “X is n time faster than Y”

■ Example: time taken to run a program


■ 10s on A, 15s on B
■ Execution TimeB / Execution TimeA
= 15s / 10s = 1.5
■ So A is 1.5 times faster than B
Chapter 1 — Computer Abstractions and Technology — 16
Measuring Execution Time
■ Elapsed time
■ Total response time, including all aspects
■ Processing, I/O, OS overhead, idle time
■ Determines system performance
■ CPU time
■ Time spent processing a given job
■ Discounts I/O time, other jobs’ shares
■ Comprises user CPU time and system CPU
time
■ Different programs are affected differently by
CPU and system performance

Chapter 1 — Computer Abstractions and Technology — 17


CPU Clocking
■ Operation of digital hardware governed by a
constant-rate clock
Clock period

Clock (cycles)

Data transfer
and computation
Update state

■ Clock period: duration of a clock cycle


■ e.g., 250ps = 0.25ns = 250×10–12s
■ Clock frequency (rate): cycles per second
■ e.g., 4.0GHz = 4000MHz = 4.0×109Hz
Chapter 1 — Computer Abstractions and Technology — 18
CPU Time

■ Performance improved by
■ Reducing number of clock cycles
■ Increasing clock rate
■ Hardware designer must often trade off clock
rate against cycle count

Chapter 1 — Computer Abstractions and Technology — 19


CPU Time Example
■ Computer A: 2GHz clock, 10s CPU time
■ Designing Computer B
■ Aim for 6s CPU time
■ Can do faster clock, but causes 1.2 × clock cycles
■ How fast must Computer B clock be?

Chapter 1 — Computer Abstractions and Technology — 20


Instruction Count and CPI

■ Instruction Count for a program


■ Determined by program, ISA and compiler
■ Average cycles per instruction
■ Determined by CPU hardware
■ If different instructions have different CPI
■ Average CPI affected by instruction mix

Chapter 1 — Computer Abstractions and Technology — 21


CPI Example
■ Computer A: Cycle Time = 250ps, CPI = 2.0
■ Computer B: Cycle Time = 500ps, CPI = 1.2
■ Same ISA
■ Which is faster, and by how much?

A is faster…

…by this much

Chapter 1 — Computer Abstractions and Technology — 22


CPI in More Detail
■ If different instruction classes take different
numbers of cycles

■ Weighted average CPI

Relative frequency

Chapter 1 — Computer Abstractions and Technology — 23


CPI Example
■ Alternative compiled code sequences using
instructions in classes A, B, C
Class A B C
CPI for class 1 2 3
IC in sequence 1 2 1 2
IC in sequence 2 4 1 1

■ Sequence 1: IC = 5 ■ Sequence 2: IC = 6
■ Clock Cycles ■ Clock Cycles
= 2×1 + 1×2 + 2×3 = 4×1 + 1×2 + 1×3
= 10 =9
■ Avg. CPI = 10/5 = 2.0 ■ Avg. CPI = 9/6 = 1.5
Chapter 1 — Computer Abstractions and Technology — 24
Performance Summary
The BIG Picture

■ Performance depends on
■ Algorithm: affects IC, possibly CPI
■ Programming language: affects IC, CPI
■ Compiler: affects IC, CPI
■ Instruction set architecture: affects IC, CPI, Tc

Chapter 1 — Computer Abstractions and Technology — 25


§1.10 Fallacies and Pitfalls
Pitfall: Amdahl’s Law
■ Improving an aspect of a computer and
expecting a proportional improvement in
overall performance

■ Example: multiply accounts for 80s/100s


■ How much improvement in multiply performance to
get 5× overall?
■ Can’t be done!

■ Corollary: make the common case fast


Chapter 1 — Computer Abstractions and Technology — 26
Pitfall: MIPS as a Performance Metric
■ MIPS: Millions of Instructions Per Second
■ Doesn’t account for
■ Differences in ISAs between computers
■ Differences in complexity between instructions

■ CPI varies between programs on a given CPU


Chapter 1 — Computer Abstractions and Technology — 27
§1.9 Concluding Remarks
Concluding Remarks
■ Cost/performance is improving
■ Due to underlying technology development
■ Hierarchical layers of abstraction
■ In both hardware and software
■ Instruction set architecture
■ The hardware/software interface
■ Execution time: the best performance
measure
■ Power is a limiting factor
■ Use parallelism to improve performance

Chapter 1 — Computer Abstractions and Technology — 28

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