Chapter 4 The Von Neumann Model

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Presentation transcript:

Chapter 4 The Von Neumann Model

The Stored Program Computer 1943: ENIAC Presper Eckert and John Mauchly -- first general electronic computer. (or was it John V. Atanasoff in 1939?) Hard-wired program -- settings of dials and switches. 1944: Beginnings of EDVAC among other improvements, includes program stored in memory 1945: John von Neumann wrote a report on the stored program concept, known as the First Draft of a Report on EDVAC The basic structure proposed in the draft became known as the “von Neumann machine” (or model). a memory, containing instructions and data a processing unit, for performing arithmetic and logical operations a control unit, for interpreting instructions For more history, see http://www.maxmon.com/history.htm

Von Neumann Model Memory: holds both data and instructions Processing Unit: carries out the instructions Control Unit: sequences and interprets instructions Input: external information into the memory Output: produces results for the user

Memory Memory Addressability (Byte vs. Word): a word is the basic unit of data used by the processing unit, often multiple bytes; frequently, an instruction must store or retrieve an entire word with a single memory access. Addressability refers to the number of bytes of memory referenced by a given address. Extending the p.o. box analogy (imperfectly!) with an ISA whose word size is 2 bytes: if we have to deliver wide envelopes, we could convert pairs of the original single-width boxes into new double-wide boxes. we then have the choice of retaining the original numbering scheme, with each of the new boxes keeping both their original addresses (Byte Addressability); or we could renumber them all, giving a single address to each of the wider boxes (Word Addressability).

Memory 2k x m array of stored bits Address Contents Basic Operations: unique (k-bit) identifier of location Contents m-bit value stored in location Basic Operations: LOAD read a value from a memory location STORE write a value to a memory location 0000 0001 0010 0011 0100 0101 0110 1101 1110 1111 • 00101101 10100010

Interface to Memory How does processing unit get data to/from memory? MAR: Memory Address Register MDR: Memory Data Register To LOAD a location (A): Write the address (A) into the MAR. Send a “read” signal to the memory. Read the data from MDR. To STORE a value (X) to a location (A): Write the data (X) to the MDR. Send a “write” signal to the memory.

Processing Unit Functional Units Registers Word Size ALU = Arithmetic and Logic Unit could have many functional units. some of them special-purpose (multiply, square root, …) LC-3 performs ADD, AND, NOT Registers Small, temporary storage Operands and results of functional units LC-3 has eight registers (R0, …, R7), each 16 bits wide Word Size number of bits normally processed by ALU in one instruction also width of registers LC-3 is 16 bits

Input and Output Devices for getting data into and out of computer memory Each device has its own interface, usually a set of registers like the memory’s MAR and MDR LC-3 supports keyboard (input) and monitor (output) keyboard: data register (KBDR) and status register (KBSR) monitor: data register (DDR) and status register (DSR) Some devices provide both input and output disk, network Program that controls access to a device is usually called a driver.

Control Unit Orchestrates execution of the program Instruction Register (IR) contains the current instruction. Program Counter (PC) contains the address of the next instruction to be executed. Control unit: reads an instruction from memory the instruction’s address is in the PC interprets the instruction, generating signals that tell the other components what to do an instruction may take many machine cycles to complete

The LC-3 as a von Neumann machine

Notations Sets of Bits Bit Assignment Contents A[3:0] denotes a set of 4 bits: A3, A2, A1, A0 The content of an n-bit register R is referred to as R[n-1:0] Rn-1 is the most significant bit (MSB), or leftmost bit R0 is the least significant bit (LSB), or rightmost bit Given R[31:0], R[7:4] refers to the four bits from R4 to R7 Bit Assignment R[5:0]  I[13:8] Means that bits 5 to 0 of register R get assigned the values of bits 13 to 8 of register I. Contents (Reg1) means “content of Reg1” Mem[loc] means “content of memory location loc”

Instruction Cycle - overview The Control Unit orchestrates the complete execution of each instruction: At its heart is a Finite State Machine that sets up the state of the logic circuits according to each instruction. This process is governed by the system clock - the FSM goes through one transition (“machine cycle”) for each tick of the clock.

Instruction Cycle - overview Six phases of the complete Instruction Cycle Fetch: load IR with instruction from memory Decode: determine action to take (set up inputs for ALU, RAM, etc.) Evaluate address: compute memory address of operands, if any Fetch operands: read operands from memory or registers Execute: carry out instruction Store results: write result to destination (register or memory)

Instruction Processing Fetch instruction from memory Decode instruction Evaluate address Fetch operands from memory Execute operation Store result

Instruction Cycle - step 1 Fetch The first step is to read an instruction from memory. This actually takes several smaller steps, or “micro-instructions”: MAR  (PC) ; use the value in PC to access memory PC  (PC) + 1 ; increment the value of PC MDR  Mem[MAR] ; read memory location to MDR IR  (MDR) ; copy (MDR) to IRDecode Steps 1, 2 & 4 take a single machine cycle each, but step 3 (memory access) can take many machine cycles .

Instruction Cycle - step 2 Decode The opcode is input to a decoder, which sets up the ensuing sequence of events according the instruction.

Instruction Cycle - step 3 Evaluate Address Computes the address of the operand (if any), or of the memory location to be accessed: e.g. the location from which to obtain a value in a LOAD instruction. This is known as the Effective Address (EA).

Instruction Cycle - step 4 Fetch Operands Obtains the source operand(s), if required for execution. Operands can come from Registers or RAM, or be embedded in the instruction itself. The Effective Address (EA) determined in the previous step is used to obtain an operand from memory.

Instruction Cycle - step 5 Execute Now that everything is in place, the instruction is executed. e.g. if the opcode was ADD, the two source operands are added by the ALU. If the opcode was a control instruction, a value is written to the PC Data Movement instructions don’t have an execute phase

Instruction Cycle - step 6 Store Result If there is a result from the operation it is written to memory (using the EA), or to a register. Note: Some instructions don't need all 6 phases If only using registers, skip Evaluate Address If only moving data, skip Execute

Instruction Cycle - step 7 Start over … The control unit just keeps repeating this whole process: so it now Fetches a new instruction from the address currently stored in the PC. Recall that the PC was incremented in the first step (FETCH), so the instruction retrieved will be the next in the program as stored in memory - unless the instruction just executed changed the contents of the PC.

Instruction The instruction is the fundamental unit of work. Specifies two things: opcode: operation to be performed operands: data/locations to be used for operation An instruction is encoded as a sequence of bits. (Just like data!) Often, but not always, instructions have a fixed length, such as 16 or 32 bits. Control unit interprets instruction: generates sequence of control signals to carry out operation. Operation is either executed completely, or not at all. A computer’s instructions and their formats is known as its Instruction Set Architecture (ISA).

Example: LC-3 ADD Instruction LC-3 has 16-bit instructions. Each instruction has a four-bit opcode, bits [15:12]. LC-3 has eight registers (R0-R7) for temporary storage. Sources and destination of ADD are registers. “Add the contents of R2 to the contents of R6, and store the result in R6.”

Example: LC-3 LDR Instruction Load instruction -- reads data from memory Base + offset mode: add offset to base register -- result is memory address load from memory address into destination register “Add the value 6 to the contents of R3 to form a memory address. Load the contents of that memory location to R2.”

Instruction Processing: FETCH Load next instruction (at address stored in PC) from memory into Instruction Register (IR). Copy contents of PC into MAR. Send “read” signal to memory. Copy contents of MDR into IR. Then increment PC, so that it points to the next instruction in sequence. PC becomes PC+1. F D EA OP EX S

Instruction Processing: DECODE First identify the opcode. In LC-3, this is always the first four bits of instruction. A 4-to-16 decoder asserts a control line corresponding to the desired opcode. Depending on opcode, identify other operands from the remaining bits. Example: for LDR, last six bits is offset for ADD, last three bits is source operand #2 F D EA OP EX S

Instruction Processing: EVALUATE ADDRESS For instructions that require memory access, compute address used for access. Examples: add offset to base register (as in LDR) add offset to PC add offset to zero F D EA OP EX S

Instruction Processing: FETCH OPERANDS Obtain source operands needed to perform operation. Examples: load data from memory (LDR) read data from register file (ADD) F D EA OP EX S

Instruction Processing: EXECUTE Perform the operation, using the source operands. Examples: send operands to ALU and assert ADD signal do nothing (e.g., for loads and stores) F D EA OP EX S

Instruction Processing: STORE RESULT Write results to destination. (register or memory) Examples: result of ADD is placed in destination register result of memory load is placed in destination register for store instruction, data is stored to memory write address to MAR, data to MDR assert WRITE signal to memory F D EA OP EX S

Changing the Sequence of Instructions In the FETCH phase, we increment the Program Counter by 1. What if we don’t want to always execute the instruction that follows this one? examples: loop, if-then, function call Need special instructions that change the contents of the PC. These are called control instructions. jumps are unconditional -- they always change the PC branches are conditional -- they change the PC only if some condition is true (e.g., the result of an ADD is zero)

Example: LC-3 JMP Instruction Set the PC to the value contained in a register. This becomes the address of the next instruction to fetch. “Load the contents of R3 into the PC.”

Instruction Processing Summary Instructions look just like data -- it’s all interpretation. Three basic kinds of instructions: computational instructions (ADD, AND, …) data movement instructions (LD, ST, …) control instructions (JMP, BRnz, …) Six basic phases of instruction processing: F  D  EA  OP  EX  S not all phases are needed by every instruction phases may take variable number of machine cycles

Control Unit State Diagram The control unit is a state machine. Here is part of a simplified state diagram for the LC-3: A more complete state diagram is in Appendix C. It will be more understandable after Chapter 5.

Stopping the Clock Control unit will repeat instruction processing sequence as long as clock is running. If not processing instructions from your application, then it is processing instructions from the Operating System (OS). The OS is a special program that manages processor and other resources. To stop the computer: AND the clock generator signal with ZERO When control unit stops seeing the CLOCK signal, it stops processing.