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Chapter 1
Introduction
Objectives
• Know the difference between computer
organization and computer architecture.
• Understand units of measurement common to
computer systems.
• Appreciate the evolution of computers.
• Understand the computer as a layered system.
• Be able to explain the von Neumann architecture
and the function of basic computer components.
1.1 Overview (1 of 2)
• Why study computer organization and
architecture?
– Design better programs, including system software
such as compilers, operating systems, and device
drivers.
– Optimize program behavior.
– Evaluate (benchmark) computer system
performance.
– Understand time, space, and price tradeoffs.
1.1 Overview (2 of 2)
• Computer organization
– Encompasses all physical aspects of computer systems
(e.g., circuit design, control signals, memory types).
– How does a computer work?
• Computer architecture
– Logical aspects of system implementation as seen by
the programmer (e.g., instruction sets, instruction
formats, data types, addressing modes).
– How do I design a computer?
1.2 Computer Systems (1 of 2)
• There is no clear distinction between matters
related to computer organization and matters
relevant to computer architecture.
• Principle of Equivalence of Hardware and
Software:
– Any task done by software can also be done using
hardware, and any operation performed directly
by hardware can be done using software.*
* Assuming speed is not a concern.
1.2 Computer Systems (2 of 2)
• At the most basic level, a computer is a
device consisting of three pieces:
– A processor to interpret and execute programs
– A memory to store both data and programs
– A mechanism for transferring data to and from
the outside world
1.3 An Example System (1 of 19)
• Consider this advertisement:
1.3 An Example System (2 of 19)
• Measures of capacity and speed:
– Kilo- (K) = 1 thousand = 103
and 210
– Mega- (M) = 1 million = 106
and 220
– Giga- (G) = 1 billion = 109
and 230
– Tera- (T) = 1 trillion = 1012
and 240
– Peta- (P) = 1 quadrillion = 1015
and 250
– Exa- (E) = 1 quintillion = 1018
and 260
– Zetta- (Z) = 1 sextillion = 1021
and 270
– Yotta- (Y) = 1 septillion = 1024
and 280
• Whether a metric refers to a power of ten or a power of
two typically depends upon what is being measured.
1.3 An Example System (3 of 19)
• Hertz = clock cycles per second (frequency)
– 1MHz = 1,000,000Hz
– Processor speeds are measured in MHz or GHz.
• Byte = a unit of storage
– 1KB = 210
= 1024 Bytes
– 1MB = 220
= 1,048,576 Bytes
– 1GB = 230
= 1,099,511,627,776 Bytes
– Main memory (RAM) is measured in GB.
– Disk storage is measured in GB for small systems, TB (240
)
for large systems.
1.3 An Example System (4 of 19)
• Measures of time and space:
– Milli- (m) = 1 thousandth = 10-3
– Micro- () = 1 millionth = 10-6
– Nano- (n) = 1 billionth = 10-9
– Pico- (p) = 1 trillionth = 10-12
– Femto- (f) = 1 quadrillionth = 10-15
– Atto- (a) = 1 quintillionth = 10-18
– Zepto- (z) = 1 sextillionth = 10-21
– Yocto- (y) = 1 septillionth = 10-24
1.3 An Example System (5 of 19)
• Millisecond = 1 thousandth of a second
– Hard disk drive access times are often 10 to 20
milliseconds.
• Nanosecond = 1 billionth of a second
– Main memory access times are often 50 to 70
nanoseconds.
• Micron (micrometer) = 1 millionth of a meter
– Circuits on computer chips are measured in
microns.
1.3 An Example System (6 of 19)
• We note that cycle time is the reciprocal of
clock frequency.
• A bus operating at 133MHz has a cycle time
of 7.52 nanoseconds:
• 133,000,000 cycles/second = 7.52
ns/cycle
Now back to the advertisement ...
1.3 An Example System (7 of 19)
1.3 An Example System (8 of 19)
1.3 An Example System (9 of 19)
• Computers with large main memory capacity can
run larger programs with greater speed than
computers having small memories.
• RAM is an acronym for random access memory.
Random access means that memory contents
can be accessed directly if you know its location.
• Cache is a type of temporary memory that can
be accessed faster than RAM.
1.3 An Example System (10 of 19)
1.3 An Example System (11 of 19)
1.3 An Example System (12 of 19)
1.3 An Example System (13 of 19)
1.3 An Example System (14 of 19)
• Serial ports send data as a series of pulses
along one or two data lines.
• Parallel ports send data as a single pulse
along at least eight data lines.
• USB, Universal Serial Bus, is an intelligent
serial interface that is self-configuring. (It
supports “plug and play.”)
1.3 An Example System (15 of 19)
1.3 An Example System (16 of 19)
1.3 An Example System (17 of 19)
1.3 An Example System (18 of 19)
1.3 An Example System (19 of 19)
• Throughout the remainder of the book you will
see how these components work and how they
interact with software to make complete
computer systems.
• This statement raises two important questions:
– What assurance do we have that computer
components will operate as we expect?
– What assurance do we have that computer
components will operate together?
1.4 Standards Organizations (1 of 4)
• There are many organizations that set
computer hardware standards—to include
the interoperability of computer
components.
• Throughout this book, and in your career,
you will encounter many of them.
• Some of the most important standards-
setting groups include the following.
1.4 Standards Organizations (2 of 4)
• The Institute of Electrical and Electronic
Engineers (IEEE)
– Promotes the interests of the worldwide
electrical engineering community.
– Establishes standards for computer
components, data representation, and
signaling protocols, among many other things.
1.4 Standards Organizations (3 of 4)
• The International Telecommunications Union
(ITU)
– Concerns itself with the interoperability of
telecommunications systems, including data
communications and telephony.
• National groups establish standards within their
respective countries:
– The American National Standards Institute (ANSI)
– The British Standards Institution (BSI)
1.4 Standards Organizations (4 of 4)
• The International Organization for
Standardization (ISO)
– Establishes worldwide standards for everything
from screw threads to photographic film.
– Is influential in formulating standards for
computer hardware and software, including
their methods of manufacture.
Note: ISO is not an acronym. ISO comes from the Greek,
isos, meaning “equal.”
1.6 The Computer Level Hierarchy
(1 of 7)
• Computers consist of many things besides chips.
• Before a computer can do anything worthwhile, it
must also use software.
• Writing complex programs requires a “divide and
conquer” approach, where each program module
solves a smaller problem.
• Complex computer systems employ a similar
technique through a series of virtual machine
layers.
1.6 The Computer Level Hierarchy
(2 of 7)
• Each virtual machine layer is an
abstraction of the level below
it.
• The machines at each level
execute their own particular
instructions, calling upon
machines at lower levels to
perform tasks as required.
• Computer circuits ultimately
carry out the work.
1.6 The Computer Level Hierarchy
(3 of 7)
• Level 6: The User Level
– Program execution and user interface level
– The level with which we are most familiar
• Level 5: High-Level Language Level
– The level with which we interact when we
write programs in languages such as C, Pascal,
Lisp, and Java.
1.6 The Computer Level Hierarchy
(4 of 7)
• Level 4: Assembly Language Level
– Acts upon assembly language produced from Level
5, as well as instructions programmed directly at
this level.
• Level 3: System Software Level
– Controls executing processes on the system.
– Protects system resources.
– Assembly language instructions often pass through
Level 3 without modification.
1.6 The Computer Level Hierarchy
(5 of 7)
• Level 2: Machine Level
– Also known as the Instruction Set Architecture
(ISA) Level.
– Consists of instructions that are particular to
the architecture of the machine.
– Programs written in machine language need no
compilers, interpreters, or assemblers.
1.6 The Computer Level Hierarchy
(6 of 7)
• Level 1: Control Level
– A control unit decodes and executes instructions
and moves data through the system.
– Control units can be microprogrammed or
hardwired.
– A microprogram is a program written in a low-level
language that is implemented by the hardware.
– Hardwired control units consist of hardware that
directly executes machine instructions.
1.6 The Computer Level Hierarchy
(7 of 7)
• Level 0: Digital Logic Level
– This level is where we find digital circuits (the
chips).
– Digital circuits consist of gates and wires.
– These components implement the
mathematical logic of all other levels.
1.9 The von Neumann Model (1 of 8)
• On the ENIAC, all programming was done at
the digital logic level.
• Programming the computer involved moving
plugs and wires.
• A different hardware configuration was
needed to solve every unique problem type.
– Configuring the ENIAC to solve a “simple” problem
required many days labor by skilled technicians.
1.9 The von Neumann Model (2 of 8)
• Inventors of the ENIAC, John Mauchley and J.
Presper Eckert, conceived of a computer that
could store instructions in memory.
• The invention of this idea has since been
described to a mathematician, John von
Neumann, who was a contemporary of Mauchley
and Eckert.
• Stored-program computers have become known
as von Neumann Architecture systems.
1.9 The von Neumann Model (3 of 8)
• Today’s stored-program computers have the
following characteristics:
– Three hardware systems:
• A central processing unit (CPU)
• A main memory system
• An I/O system
– The capacity to carry out sequential instruction
processing.
– A single data path between the CPU and main memory.
• This single path is known as the von Neumann bottleneck.
1.9 The von Neumann Model (4 of 8)
• This is a general depiction of a von Neumann
system:
• These computers employ a fetch-decode-
execute cycle to run programs as follows . . .
1.9 The von Neumann Model (5 of 8)
• The control unit fetches the next instruction
from memory using the program counter to
determine where the instruction is located.
1.9 The von Neumann Model (6 of 8)
• The instruction is decoded into a language
that the ALU can understand.
1.9 The von Neumann Model (7 of 8)
• Any data operands required to execute the
instruction are fetched from memory and
placed into registers within the CPU.
1.9 The von Neumann Model (8 of 8)
• The ALU executes the instruction and
places results in registers or memory.
1.10 Non–von Neumann Models
(1 of 2)
• Conventional stored-program computers have
undergone many incremental improvements over the
years.
• These improvements include adding specialized buses,
floating-point units, and cache memories, to name only
a few.
• But enormous improvements in computational power
require departure from the classic von Neumann
architecture.
• Adding processors is one approach.
1.10 Non–von Neumann Models
(2 of 2)
• Some of today’s systems have separate buses for
data and instructions.
– Called a Harvard architecture
• Other non-von Neumann systems provide special-
purpose processors to offload work from the
main CPU.
• More radical departures include dataflow
computing, quantum computing, cellular
automata, and parallel computing.
Summary and Discussion

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Computer organization and Architecture Chapter 1.pptx

  • 2. Objectives • Know the difference between computer organization and computer architecture. • Understand units of measurement common to computer systems. • Appreciate the evolution of computers. • Understand the computer as a layered system. • Be able to explain the von Neumann architecture and the function of basic computer components.
  • 3. 1.1 Overview (1 of 2) • Why study computer organization and architecture? – Design better programs, including system software such as compilers, operating systems, and device drivers. – Optimize program behavior. – Evaluate (benchmark) computer system performance. – Understand time, space, and price tradeoffs.
  • 4. 1.1 Overview (2 of 2) • Computer organization – Encompasses all physical aspects of computer systems (e.g., circuit design, control signals, memory types). – How does a computer work? • Computer architecture – Logical aspects of system implementation as seen by the programmer (e.g., instruction sets, instruction formats, data types, addressing modes). – How do I design a computer?
  • 5. 1.2 Computer Systems (1 of 2) • There is no clear distinction between matters related to computer organization and matters relevant to computer architecture. • Principle of Equivalence of Hardware and Software: – Any task done by software can also be done using hardware, and any operation performed directly by hardware can be done using software.* * Assuming speed is not a concern.
  • 6. 1.2 Computer Systems (2 of 2) • At the most basic level, a computer is a device consisting of three pieces: – A processor to interpret and execute programs – A memory to store both data and programs – A mechanism for transferring data to and from the outside world
  • 7. 1.3 An Example System (1 of 19) • Consider this advertisement:
  • 8. 1.3 An Example System (2 of 19) • Measures of capacity and speed: – Kilo- (K) = 1 thousand = 103 and 210 – Mega- (M) = 1 million = 106 and 220 – Giga- (G) = 1 billion = 109 and 230 – Tera- (T) = 1 trillion = 1012 and 240 – Peta- (P) = 1 quadrillion = 1015 and 250 – Exa- (E) = 1 quintillion = 1018 and 260 – Zetta- (Z) = 1 sextillion = 1021 and 270 – Yotta- (Y) = 1 septillion = 1024 and 280 • Whether a metric refers to a power of ten or a power of two typically depends upon what is being measured.
  • 9. 1.3 An Example System (3 of 19) • Hertz = clock cycles per second (frequency) – 1MHz = 1,000,000Hz – Processor speeds are measured in MHz or GHz. • Byte = a unit of storage – 1KB = 210 = 1024 Bytes – 1MB = 220 = 1,048,576 Bytes – 1GB = 230 = 1,099,511,627,776 Bytes – Main memory (RAM) is measured in GB. – Disk storage is measured in GB for small systems, TB (240 ) for large systems.
  • 10. 1.3 An Example System (4 of 19) • Measures of time and space: – Milli- (m) = 1 thousandth = 10-3 – Micro- () = 1 millionth = 10-6 – Nano- (n) = 1 billionth = 10-9 – Pico- (p) = 1 trillionth = 10-12 – Femto- (f) = 1 quadrillionth = 10-15 – Atto- (a) = 1 quintillionth = 10-18 – Zepto- (z) = 1 sextillionth = 10-21 – Yocto- (y) = 1 septillionth = 10-24
  • 11. 1.3 An Example System (5 of 19) • Millisecond = 1 thousandth of a second – Hard disk drive access times are often 10 to 20 milliseconds. • Nanosecond = 1 billionth of a second – Main memory access times are often 50 to 70 nanoseconds. • Micron (micrometer) = 1 millionth of a meter – Circuits on computer chips are measured in microns.
  • 12. 1.3 An Example System (6 of 19) • We note that cycle time is the reciprocal of clock frequency. • A bus operating at 133MHz has a cycle time of 7.52 nanoseconds: • 133,000,000 cycles/second = 7.52 ns/cycle Now back to the advertisement ...
  • 13. 1.3 An Example System (7 of 19)
  • 14. 1.3 An Example System (8 of 19)
  • 15. 1.3 An Example System (9 of 19) • Computers with large main memory capacity can run larger programs with greater speed than computers having small memories. • RAM is an acronym for random access memory. Random access means that memory contents can be accessed directly if you know its location. • Cache is a type of temporary memory that can be accessed faster than RAM.
  • 16. 1.3 An Example System (10 of 19)
  • 17. 1.3 An Example System (11 of 19)
  • 18. 1.3 An Example System (12 of 19)
  • 19. 1.3 An Example System (13 of 19)
  • 20. 1.3 An Example System (14 of 19) • Serial ports send data as a series of pulses along one or two data lines. • Parallel ports send data as a single pulse along at least eight data lines. • USB, Universal Serial Bus, is an intelligent serial interface that is self-configuring. (It supports “plug and play.”)
  • 21. 1.3 An Example System (15 of 19)
  • 22. 1.3 An Example System (16 of 19)
  • 23. 1.3 An Example System (17 of 19)
  • 24. 1.3 An Example System (18 of 19)
  • 25. 1.3 An Example System (19 of 19) • Throughout the remainder of the book you will see how these components work and how they interact with software to make complete computer systems. • This statement raises two important questions: – What assurance do we have that computer components will operate as we expect? – What assurance do we have that computer components will operate together?
  • 26. 1.4 Standards Organizations (1 of 4) • There are many organizations that set computer hardware standards—to include the interoperability of computer components. • Throughout this book, and in your career, you will encounter many of them. • Some of the most important standards- setting groups include the following.
  • 27. 1.4 Standards Organizations (2 of 4) • The Institute of Electrical and Electronic Engineers (IEEE) – Promotes the interests of the worldwide electrical engineering community. – Establishes standards for computer components, data representation, and signaling protocols, among many other things.
  • 28. 1.4 Standards Organizations (3 of 4) • The International Telecommunications Union (ITU) – Concerns itself with the interoperability of telecommunications systems, including data communications and telephony. • National groups establish standards within their respective countries: – The American National Standards Institute (ANSI) – The British Standards Institution (BSI)
  • 29. 1.4 Standards Organizations (4 of 4) • The International Organization for Standardization (ISO) – Establishes worldwide standards for everything from screw threads to photographic film. – Is influential in formulating standards for computer hardware and software, including their methods of manufacture. Note: ISO is not an acronym. ISO comes from the Greek, isos, meaning “equal.”
  • 30. 1.6 The Computer Level Hierarchy (1 of 7) • Computers consist of many things besides chips. • Before a computer can do anything worthwhile, it must also use software. • Writing complex programs requires a “divide and conquer” approach, where each program module solves a smaller problem. • Complex computer systems employ a similar technique through a series of virtual machine layers.
  • 31. 1.6 The Computer Level Hierarchy (2 of 7) • Each virtual machine layer is an abstraction of the level below it. • The machines at each level execute their own particular instructions, calling upon machines at lower levels to perform tasks as required. • Computer circuits ultimately carry out the work.
  • 32. 1.6 The Computer Level Hierarchy (3 of 7) • Level 6: The User Level – Program execution and user interface level – The level with which we are most familiar • Level 5: High-Level Language Level – The level with which we interact when we write programs in languages such as C, Pascal, Lisp, and Java.
  • 33. 1.6 The Computer Level Hierarchy (4 of 7) • Level 4: Assembly Language Level – Acts upon assembly language produced from Level 5, as well as instructions programmed directly at this level. • Level 3: System Software Level – Controls executing processes on the system. – Protects system resources. – Assembly language instructions often pass through Level 3 without modification.
  • 34. 1.6 The Computer Level Hierarchy (5 of 7) • Level 2: Machine Level – Also known as the Instruction Set Architecture (ISA) Level. – Consists of instructions that are particular to the architecture of the machine. – Programs written in machine language need no compilers, interpreters, or assemblers.
  • 35. 1.6 The Computer Level Hierarchy (6 of 7) • Level 1: Control Level – A control unit decodes and executes instructions and moves data through the system. – Control units can be microprogrammed or hardwired. – A microprogram is a program written in a low-level language that is implemented by the hardware. – Hardwired control units consist of hardware that directly executes machine instructions.
  • 36. 1.6 The Computer Level Hierarchy (7 of 7) • Level 0: Digital Logic Level – This level is where we find digital circuits (the chips). – Digital circuits consist of gates and wires. – These components implement the mathematical logic of all other levels.
  • 37. 1.9 The von Neumann Model (1 of 8) • On the ENIAC, all programming was done at the digital logic level. • Programming the computer involved moving plugs and wires. • A different hardware configuration was needed to solve every unique problem type. – Configuring the ENIAC to solve a “simple” problem required many days labor by skilled technicians.
  • 38. 1.9 The von Neumann Model (2 of 8) • Inventors of the ENIAC, John Mauchley and J. Presper Eckert, conceived of a computer that could store instructions in memory. • The invention of this idea has since been described to a mathematician, John von Neumann, who was a contemporary of Mauchley and Eckert. • Stored-program computers have become known as von Neumann Architecture systems.
  • 39. 1.9 The von Neumann Model (3 of 8) • Today’s stored-program computers have the following characteristics: – Three hardware systems: • A central processing unit (CPU) • A main memory system • An I/O system – The capacity to carry out sequential instruction processing. – A single data path between the CPU and main memory. • This single path is known as the von Neumann bottleneck.
  • 40. 1.9 The von Neumann Model (4 of 8) • This is a general depiction of a von Neumann system: • These computers employ a fetch-decode- execute cycle to run programs as follows . . .
  • 41. 1.9 The von Neumann Model (5 of 8) • The control unit fetches the next instruction from memory using the program counter to determine where the instruction is located.
  • 42. 1.9 The von Neumann Model (6 of 8) • The instruction is decoded into a language that the ALU can understand.
  • 43. 1.9 The von Neumann Model (7 of 8) • Any data operands required to execute the instruction are fetched from memory and placed into registers within the CPU.
  • 44. 1.9 The von Neumann Model (8 of 8) • The ALU executes the instruction and places results in registers or memory.
  • 45. 1.10 Non–von Neumann Models (1 of 2) • Conventional stored-program computers have undergone many incremental improvements over the years. • These improvements include adding specialized buses, floating-point units, and cache memories, to name only a few. • But enormous improvements in computational power require departure from the classic von Neumann architecture. • Adding processors is one approach.
  • 46. 1.10 Non–von Neumann Models (2 of 2) • Some of today’s systems have separate buses for data and instructions. – Called a Harvard architecture • Other non-von Neumann systems provide special- purpose processors to offload work from the main CPU. • More radical departures include dataflow computing, quantum computing, cellular automata, and parallel computing.