Computer Architecture Assembly Language

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Presentation transcript:

Computer Architecture Assembly Language Computer executes a PROGRAM stored in MEMORY. Basic scheme is - DO FOREVER: FETCH an instruction (from memory). EXECUTE the instruction. This is the FETCH-EXECUTE cycle. More complicated in REAL machines (e.g. interrupts). FETCH EXECUTE

Block Diagram of a Computer CENTRAL PROCESSING UNIT (CPU) MEMORY INPUT-OUTPUT (I/O)

Refined Block Diagram MEMORY INPUT-OUTPUT (I/O) DEVICE CENTRAL PROCESSING UNIT (CPU) MEMORY INPUT-OUTPUT (I/O) CONTROL 32 / ADDRESS DATA 32 DEVICE

Data path Contains: registers, program counter, ALU, and address/data interconnections or BUSes.

Registers (Accumulators) Basic operations: WRITE and READ. Important properties: WIDTH (in bits) and ACCESS TIME. Sometimes - other operations possible (e.g. shift, compare, increment, mask). Most CPUs have 1 to 32 registers. CNTRL REG 2k-1 ADDR 1 OUT 1 REGISTER FILE . ADDR 2 OUT 2 ADDR 3 IN REG 0

Flags Each FLAG represents a BIT of important information: MACHINE STATUS (error, interrupt, mode) COMPUTATION STATUS (carry, overflow, zero, sign) Usually also ``packed'' into a special ``register''

Arithmetic Logic Unit (ALU) Performs actual computations: Arithmetic (add, subtract, multiply, negate) Logical (bitwise or, and, invert) Example: bitwise and 1 OPERAND 1 / W W OUT / OPERAND 2 / W OPERATION SELECT (CONTROL)

Instruction Sequencing Instructions usually fetched from consecutive memory locations. Use ``incrementer'' to advance PC Except for JUMP, CALL, or INTERRUPT. PC TO BUS INTERFACE MUX +m

Bus Interface Data Interface Address Control BIU 32 MMU To the Cache Internal Bus 32 BIU To the Prefetch Unit Microprocessor System Bus To the CU

Control Generates control/timing signals Selects OPERATIONS performed in: ALU - select function Register file - which to read, where to write Program counter - advance or jump? Bus control: memory address from where? Read or write? Interrupts

Performance Timing is based on a CLOCK CYCLE or FREQUENCY (e.g. 4GHz). Every action takes 1 or more clock cycle. Main memory access usually more than 1 cycle - memory ACCESS TIME is critical! EXECUTION contains several steps - may require MEMORY ACCESS. Performance depends heavily on: How many instructions to execute program or function? How many cycles per instruction? Thus, PERFORMANCE ENHANCEMENTS: instruction prefetch, cache, pipelining, etc. V t

Programming in Assembly Language ASSEMBLY LANGUAGE is (almost) 1 to 1 with MACHINE CODE Assembly language constructs are: Symbolic version of machine instructions Labels (standing for constants and memory addresses) Pseudo-operations ASSEMBLER converts program to object file in 2 passes: Pass I: translate symbolic instructions into binary code, create SYMBOL TABLE of labels. Pass II: translate labels into (relocatable) addresses, fix binary code, and create object file with relocation information.