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CHAPTER 6: The Little Man Computer






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CHAPTER 6: The Little Man Computer. The Architecture of Computer Hardware and Systems Software: An Information Technology Approach 3rd Edition, Irv Englander John Wiley and Sons  2003 Linda Senne, Bentley College Wilson Wong, Bentley College. Introduction.
CHAPTER 6: The Little Man Computer

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Chapter 6 the little man computer l.jpgSlide 1

CHAPTER 6:The Little Man Computer

The Architecture of Computer Hardware and Systems Software: An Information Technology Approach

3rd Edition, Irv Englander

John Wiley and Sons 2003

Linda Senne, Bentley College

Wilson Wong, Bentley College

Introduction l.jpgSlide 2

Introduction

  • The power of the computer does not arise from complexity. Instead, the computer has the ability to perform simple operations at an extremely high rate of speed.

  • These operations can be combined to provide the computer capabilities that you are familiar with.

Chapter 6 Little Man Computer

Lmc little man computer l.jpgSlide 3

LMC – Little Man Computer

  • Original was created by Dr. Stuart Madnick at MIT in 1965.

  • He produced a newer version in 1979. The newer version has a slightly modified instruction set. We will use the modified version.

Chapter 6 Little Man Computer

The little man computer l.jpgSlide 4

The Little Man Computer

Chapter 6 Little Man Computer

Mailboxes address vs content l.jpgSlide 5

Mailboxes: Address vs. Content

  • Addresses are consecutive

  • Content may be

    • Data or

    • Instructions

Chapter 6 Little Man Computer

Content instructions l.jpgSlide 6

Content: Instructions

  • Op code

    • Operation code

    • Arbitrary mnemonic

  • Operand

    • Object to be manipulated

      • Data or

      • Address of data

Chapter 6 Little Man Computer

Magic l.jpgSlide 7

Magic!

  • Load program into memory

  • Put data into In Basket

Chapter 6 Little Man Computer

Assembly language l.jpgSlide 8

Assembly Language

  • Specific to a CPU

  • 1 to 1 correspondence between assembly language instruction and binary (machine) language instruction

  • Mnemonics (short character sequence) represent instructions

  • Used when programmer needs precise control over hardware, e.g., device drivers

Chapter 6 Little Man Computer

Instruction set direct addressing l.jpgSlide 9

Instruction Set –Direct Addressing

Chapter 6 Little Man Computer

Instruction set load direct l.jpgSlide 10

Instruction Set –LOAD (Direct)

Chapter 6 Little Man Computer

Instruction set store direct l.jpgSlide 11

Instruction Set –STORE (Direct)

Chapter 6 Little Man Computer

Instruction set add direct l.jpgSlide 12

Instruction Set –ADD (Direct)

Chapter 6 Little Man Computer

Instruction set sub direct l.jpgSlide 13

Instruction Set –SUB (Direct)

Chapter 6 Little Man Computer

Instruction set input l.jpgSlide 14

Instruction Set –INPUT

Chapter 6 Little Man Computer

Instruction set output l.jpgSlide 15

Instruction Set –OUTPUT

Chapter 6 Little Man Computer

Instruction set halt l.jpgSlide 16

Instruction Set –HALT

Chapter 6 Little Man Computer

Instruction set skip l.jpgSlide 17

Instruction Set –SKIP

Chapter 6 Little Man Computer

Instruction set jump direct l.jpgSlide 18

Instruction Set –JUMP (Direct)

Chapter 6 Little Man Computer

What does this program do l.jpgSlide 19

What does this program do?

  • 00 IN;

  • 01 STA 99;

  • 02 IN;

  • 03 ADD 99;

  • 04 OUT;

  • 05 HLT;

    Write the opcode.

Chapter 6 Little Man Computer

What does this program do20 l.jpgSlide 20

What does this program do?

  • 00 IN;

  • 01 STA 99;

  • 02 IN;

  • 03 STA 98;

  • 04 ADD 99;

  • 05 STA 97;

  • 06 LDA 99;

  • 07 OUT;

  • 08 LDA 98;

  • 09 OUT;

  • 10 LDA 97;

  • 11 OUT;

  • 12 HLT;

Chapter 6 Little Man Computer

Write a program to l.jpgSlide 21

Write a program to…

  • Enter two number. Find (and output) the sum of twice the first number plus the second number.

  • Enter two number. Compute the sum of twice the first number and three times the second number. Output the first number, then the second number, then the result.

Chapter 6 Little Man Computer

Indirect addressing l.jpgSlide 22

INDIRECT ADDRESSING

Chapter 6 Little Man Computer

Instruction set load indirect l.jpgSlide 23

Instruction Set –LOAD (Indirect)

Chapter 6 Little Man Computer

Instruction set store indirect l.jpgSlide 24

Instruction Set –STORE (Indirect)

Chapter 6 Little Man Computer

Instruction set add indirect l.jpgSlide 25

Instruction Set –ADD (Indirect)

Chapter 6 Little Man Computer

Instruction set sub indirect l.jpgSlide 26

Instruction Set –SUB (Indirect)

Chapter 6 Little Man Computer

Instruction set jump indirect l.jpgSlide 27

Instruction Set –JUMP (Indirect)

Chapter 6 Little Man Computer

Immediate addressing l.jpgSlide 28

Immediate Addressing

Chapter 6 Little Man Computer

Instruction set load immediate l.jpgSlide 29

Instruction Set –LOAD (Immediate)

Chapter 6 Little Man Computer

Instruction set add immediate l.jpgSlide 30

Instruction Set –ADD (Immediate)

Chapter 6 Little Man Computer

Instruction set sub immediate l.jpgSlide 31

Instruction Set –SUB (Immediate)

Chapter 6 Little Man Computer

Indirect immediate direct l.jpgSlide 32

Indirect, Immediate, Direct

  • 00 IN;

  • 01 STA 99;

  • 02 ADD #05;

  • 03 STA *99;

  • 04 ADD *99;

  • 05 OUT;

  • 06 SUB *99;

  • 07 OUT;

  • 08 HLT;

Chapter 6 Little Man Computer

Indirect immediate direct33 l.jpgSlide 33

Indirect, Immediate, Direct

  • 00 IN; Input a number > 10 to the calculator

  • 01 STA 99; Direct Addressing--Store data in calc to mailbox 99

  • 02 ADD #05; Add the number five to the calculator

  • 03 STA *99; Indirect addressing- Store contents of calculator

  • ; to the mailbox pointed to by the contents

  • ; of mailbox 99

  • 04 ADD *99; Indirect addressing; Add contents of mailbox pointed by 99 to contents of the calculator

  • 05 OUT;

  • 06 SUB *99; Indirect addressing-- Subtract contents of mailbox ;pointed to by the contents of mailbox 99

  • 07 OUT; Print out result in calculator to output basket

  • 08 HLT; End program

Chapter 6 Little Man Computer

Counting forward infinite l.jpgSlide 34

Counting Forward INFINITE

  • 00 LDA 90;

  • 01 OUT;

  • 02 ADD #01;

  • 03 STA 90;

  • 04 JMP 01;

  • 05 HLT;

  • 90 DAT 00;

Chapter 6 Little Man Computer

Counting up to an enter num l.jpgSlide 35

Counting up to an enter num

  • 00 IN;

  • 01 STA 99;

  • 02 LDA 90;

  • 03 OUT;

  • 04 ADD #01;

  • 05 STA 90;

  • 06 LDA 99;

  • 07 SUB #01;

  • 08 SKN;

  • 09 JMP 01;

  • 10 HLT;

  • 90 DAT 00;

Chapter 6 Little Man Computer

Lmc input output l.jpgSlide 36

LMC Input/Output

IN

OUT

Chapter 6 Little Man Computer

Lmc internal data l.jpgSlide 37

LMC Internal Data

LDA

STA

Chapter 6 Little Man Computer

Data storage location l.jpgSlide 38

Data storage location

  • Physically identical to instruction mailbox

  • Not located in instruction sequence

  • Identified by DAT mnemonic

Chapter 6 Little Man Computer

Lmc arithmetic instructions l.jpgSlide 39

LMC Arithmetic Instructions

ADD

SUB

Chapter 6 Little Man Computer

Instruction cycle l.jpgSlide 40

Instruction Cycle

  • Fetch: Little Man finds out what instruction he is to execute

  • Execute: Little Man performs the work.

Chapter 6 Little Man Computer

Fetch portion of fetch and execute cycle l.jpgSlide 41

Fetch Portion ofFetch and Execute Cycle

1. Little Man reads the address from the location counter

2. He walks over to the mailbox that corresponds to the location counter

Chapter 6 Little Man Computer

Fetch cont l.jpgSlide 42

Fetch, cont.

3. And reads the number on the slip of paper (he puts the slip back in case he needs to read it again later)

Chapter 6 Little Man Computer

Execute portion l.jpgSlide 43

Execute Portion

1.The Little Man goes to the mailbox address specified in the instruction he just fetched.

2.He reads the number in that mailbox (he remembers to replace it in case he needs it later).

Chapter 6 Little Man Computer

Execute cont l.jpgSlide 44

Execute, cont.

3.He walks over to the calculator and punches the number in.

4.He walks over to the location counter and clicks it, which gets him ready to fetch the next instruction.

Chapter 6 Little Man Computer

Von neumann architecture 1945 l.jpgSlide 45

von Neumann Architecture(1945)

  • Stored program concept

  • Memory is addressed linearly

  • Memory is addressed without regard to content

Chapter 6 Little Man Computer


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