chapter 2 – The
Computer
Lesson 4 – Memory
Lesson Objectives:
• At the end of the lesson the students
can:
• Explain the memory of the computer.
• Differentiate processing and
networking.
memory
short term and long term
speed, capacity, compression
formats, access
Short-term Memory - RAM
• Random access memory (RAM)
– on silicon chips
– 100 nano-second access time
– usually volatile (lose information if power turned off)
– data transferred at around 100 Mbytes/sec
• Some non-volatile RAM used to store basic
set-up information
• Typical desktop computers:
64 to 256 Mbytes RAM
Long-term Memory - disks
• magnetic disks
– floppy disks store around 1.4 Mbytes
– hard disks typically 40 Gbytes to 100s of Gbytes
access time ~10ms, transfer rate 100kbytes/s
• optical disks
– use lasers to read and sometimes write
– more robust that magnetic media
– CD-ROM
- same technology as home audio, ~ 600 Gbytes
– DVD - for AV applications, or very large files
Blurring boundaries
• PDAs
– often use RAM for their main memory
• Flash-Memory
– used in PDAs, cameras etc.
– silicon based but persistent
– plug-in USB devices for data transfer
speed and capacity
• what do the numbers mean?
• some sizes (all uncompressed) …
– this book, text only ~ 320,000 words, 2Mb
– the Bible ~ 4.5 Mbytes
– scanned page ~ 128 Mbytes
• (11x8 inches, 1200 dpi, 8bit greyscale)
– digital photo ~ 10 Mbytes
• (2–4 mega pixels, 24 bit colour)
– video ~ 10 Mbytes per second
• (512x512, 12 bit colour, 25 frames per sec)
virtual memory
• Problem:
– running lots of programs + each program large
– not enough RAM
• Solution - Virtual memory :
– store some programs temporarily on disk
– makes RAM appear bigger
• But … swopping
– program on disk needs to run again
– copied from disk to RAM
– s l o w s t h i n g s d o w n
Compression
• reduce amount of storage required
• lossless
– recover exact text or image – e.g. GIF, ZIP
– look for commonalities:
• text: AAAAAAAAAABBBBBCCCCCCCC 10A5B8C
• video: compare successive frames and store change
• lossy
– recover something like original – e.g. JPEG, MP3
– exploit perception
• JPEG: lose rapid changes and some colour
• MP3: reduce accuracy of drowned out notes
Storage formats - text
• ASCII - 7-bit binary code for to each letter and
character
• UTF-8 - 8-bit encoding of 16 bit character set
• RTF (rich text format)
- text plus formatting and layout information
• SGML (standardized generalised markup language)
- documents regarded as structured objects
• XML (extended markup language)
- simpler version of SGML for web applications
Storage formats - media
• Images:
– many storage formats :
(PostScript, GIFF, JPEG, TIFF, PICT, etc.)
– plus different compression techniques
(to reduce their storage requirements)
• Audio/Video
– again lots of formats :
(QuickTime, MPEG, WAV, etc.)
– compression even more important
– also ‘streaming’ formats for network delivery
methods of access
• large information store
– long time to search => use index
– what you index -> what you can access
• simple index needs exact match
• forgiving systems:
– Xerox “do what I mean” (DWIM)
– SOUNDEX – McCloud ~ MacCleod
• access without structure …
– free text indexing (all the words in a document)
– needs lots of space!!
processing and networks
finite speed (but also Moore’s law)
limits of interaction
networked computing
Finite processing speed
• Designers tend to assume fast processors, and make
interfaces more and more complicated
• But problems occur, because processing cannot keep up
with all the tasks it needs to do
– cursor overshooting because system has buffered
keypresses
– icon wars - user clicks on icon, nothing happens, clicks on
another, then system responds and windows fly
everywhere
• Also problems if system is too fast - e.g. help screens
may scroll through text much too rapidly to be read
Moore’s law
• computers get faster and faster!
• 1965 …
– Gordon Moore, co-founder of Intel, noticed a pattern
– processor speed doubles every 18 months
– PC … 1987: 1.5 Mhz, 2002: 1.5 GHz
• similar pattern for memory
– but doubles every 12 months!!
– hard disk … 1991: 20Mbyte : 2002: 30 Gbyte
• baby born today
– record all sound and vision
– by 70 all life’s memories stored in a grain of dust!
/e3/online/moores-law/
the myth of the infinitely
fast machine
• implicit assumption … no delays
an infinitely fast machine
• what is good design for real machines?
• good example … the telephone :
– type keys too fast
– hear tones as numbers sent down the line
– actually an accident of implementation
– emulate in deisgn
Limitations on interactive
performance
Computation bound
– Computation takes ages, causing frustration for the user
Storage channel bound
– Bottleneck in transference of data from disk to memory
Graphics bound
– Common bottleneck: updating displays requires a lot of
effort - sometimes helped by adding a graphics co-
processor optimised to take on the burden
Network capacity
– Many computers networked - shared resources and files,
access to printers etc. - but interactive performance can be
reduced by slow network speed
Networked computing
Networks allow access to …
– large memory and processing
– other people (groupware, email)
– shared resources – esp. the web
Issues
– network delays – slow feedback
– conflicts - many people update data
– unpredictability

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Chapter 2 -Lesson 4

  • 1. chapter 2 – The Computer Lesson 4 – Memory
  • 2. Lesson Objectives: • At the end of the lesson the students can: • Explain the memory of the computer. • Differentiate processing and networking.
  • 3. memory short term and long term speed, capacity, compression formats, access
  • 4. Short-term Memory - RAM • Random access memory (RAM) – on silicon chips – 100 nano-second access time – usually volatile (lose information if power turned off) – data transferred at around 100 Mbytes/sec • Some non-volatile RAM used to store basic set-up information • Typical desktop computers: 64 to 256 Mbytes RAM
  • 5. Long-term Memory - disks • magnetic disks – floppy disks store around 1.4 Mbytes – hard disks typically 40 Gbytes to 100s of Gbytes access time ~10ms, transfer rate 100kbytes/s • optical disks – use lasers to read and sometimes write – more robust that magnetic media – CD-ROM - same technology as home audio, ~ 600 Gbytes – DVD - for AV applications, or very large files
  • 6. Blurring boundaries • PDAs – often use RAM for their main memory • Flash-Memory – used in PDAs, cameras etc. – silicon based but persistent – plug-in USB devices for data transfer
  • 7. speed and capacity • what do the numbers mean? • some sizes (all uncompressed) … – this book, text only ~ 320,000 words, 2Mb – the Bible ~ 4.5 Mbytes – scanned page ~ 128 Mbytes • (11x8 inches, 1200 dpi, 8bit greyscale) – digital photo ~ 10 Mbytes • (2–4 mega pixels, 24 bit colour) – video ~ 10 Mbytes per second • (512x512, 12 bit colour, 25 frames per sec)
  • 8. virtual memory • Problem: – running lots of programs + each program large – not enough RAM • Solution - Virtual memory : – store some programs temporarily on disk – makes RAM appear bigger • But … swopping – program on disk needs to run again – copied from disk to RAM – s l o w s t h i n g s d o w n
  • 9. Compression • reduce amount of storage required • lossless – recover exact text or image – e.g. GIF, ZIP – look for commonalities: • text: AAAAAAAAAABBBBBCCCCCCCC 10A5B8C • video: compare successive frames and store change • lossy – recover something like original – e.g. JPEG, MP3 – exploit perception • JPEG: lose rapid changes and some colour • MP3: reduce accuracy of drowned out notes
  • 10. Storage formats - text • ASCII - 7-bit binary code for to each letter and character • UTF-8 - 8-bit encoding of 16 bit character set • RTF (rich text format) - text plus formatting and layout information • SGML (standardized generalised markup language) - documents regarded as structured objects • XML (extended markup language) - simpler version of SGML for web applications
  • 11. Storage formats - media • Images: – many storage formats : (PostScript, GIFF, JPEG, TIFF, PICT, etc.) – plus different compression techniques (to reduce their storage requirements) • Audio/Video – again lots of formats : (QuickTime, MPEG, WAV, etc.) – compression even more important – also ‘streaming’ formats for network delivery
  • 12. methods of access • large information store – long time to search => use index – what you index -> what you can access • simple index needs exact match • forgiving systems: – Xerox “do what I mean” (DWIM) – SOUNDEX – McCloud ~ MacCleod • access without structure … – free text indexing (all the words in a document) – needs lots of space!!
  • 13. processing and networks finite speed (but also Moore’s law) limits of interaction networked computing
  • 14. Finite processing speed • Designers tend to assume fast processors, and make interfaces more and more complicated • But problems occur, because processing cannot keep up with all the tasks it needs to do – cursor overshooting because system has buffered keypresses – icon wars - user clicks on icon, nothing happens, clicks on another, then system responds and windows fly everywhere • Also problems if system is too fast - e.g. help screens may scroll through text much too rapidly to be read
  • 15. Moore’s law • computers get faster and faster! • 1965 … – Gordon Moore, co-founder of Intel, noticed a pattern – processor speed doubles every 18 months – PC … 1987: 1.5 Mhz, 2002: 1.5 GHz • similar pattern for memory – but doubles every 12 months!! – hard disk … 1991: 20Mbyte : 2002: 30 Gbyte • baby born today – record all sound and vision – by 70 all life’s memories stored in a grain of dust! /e3/online/moores-law/
  • 16. the myth of the infinitely fast machine • implicit assumption … no delays an infinitely fast machine • what is good design for real machines? • good example … the telephone : – type keys too fast – hear tones as numbers sent down the line – actually an accident of implementation – emulate in deisgn
  • 17. Limitations on interactive performance Computation bound – Computation takes ages, causing frustration for the user Storage channel bound – Bottleneck in transference of data from disk to memory Graphics bound – Common bottleneck: updating displays requires a lot of effort - sometimes helped by adding a graphics co- processor optimised to take on the burden Network capacity – Many computers networked - shared resources and files, access to printers etc. - but interactive performance can be reduced by slow network speed
  • 18. Networked computing Networks allow access to … – large memory and processing – other people (groupware, email) – shared resources – esp. the web Issues – network delays – slow feedback – conflicts - many people update data – unpredictability