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Chapter 1

Chapter 1. Computer Abstractions and Technology CprE 381, Iowa State University Fall 2013 Zhao Zhang. Course Information. Prerequisite: CprE 288 Course Description : ( 3-2) Cr. 4.

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Chapter 1

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  1. Chapter 1

    Computer Abstractions and Technology CprE 381, Iowa State University Fall 2013 Zhao Zhang
  2. Course Information Prerequisite: CprE 288 Course Description: (3-2) Cr. 4. Introduction to computer organization, evaluating performance of computer systems, instruction set design. Assembly level programming: arithmetic operations, control flow instructions, procedure calls, stack management. Processor design. Datapath and control, scalar pipelines, introduction to memory and I/O systems. Chapter 1 — Computer Abstractions and Technology — 2
  3. Course Information Lectures: MWF 9:00-9:50, Durham 0171 Class attendance is expected Weekly lab, Coover 2050 There are five lab sections, 2 hours each The first lab starts next week Lab 1 has been posted The labs have been pre-posted; subject to changes Chapter 1 — Computer Abstractions and Technology — 3
  4. Syllabus Course syllabus is posted online http://class.ee.iastate.edu/cpre381/syllabus.asp Class website http://class.ee.iastate.edu/cpre381/index.asp Or Google “CprE 381” Chapter 1 — Computer Abstractions and Technology — 4
  5. Course Goals To learn the principles of computer architecture using solid engineering fundamentals and quantitative cost/performance tradeoffs. To understand the performance, cost and power aspects of computer systems. To comprehend the design of instruction set architecture, computer arithmetic, CPUs, memories, and storage and I/Os. Chapter 1 — Computer Abstractions and Technology — 5
  6. Course Goals For future software designers, to understand how the basic hardware techniques work in a system. For future hardware designers, to understand how new hardware designs may affect software systems. Chapter 1 — Computer Abstractions and Technology — 6
  7. Learning Objectives By the end of this course, you should be able to Quantitatively analyze the performance/power optimization of computer systems and understand the Amdahl's Law Program in MIPS assembly language and understand how C program is translated into MIPS assembly code Design integer arithmetic and logic units, and understand how floating-point units work Chapter 1 — Computer Abstractions and Technology — 7
  8. Learning Objectives (Continue) Design single-cycle processor including its control and datapath Design in-order processor pipeline with handling of control and data hazards Understand cache and main memory systems Understand storage systems and I/O Chapter 1 — Computer Abstractions and Technology — 8
  9. Textbook, Ref, and On-Line Textbook Computer Organization and Design: The Hardware/Software Interface, 4th edition (revised printing), D. A. Patterson and J. L. Hennessy,Morgan Kaufmann Publishers, Inc., 2011 Reference Books: VHDL Tutorial, Petter J. Ashenden, on the companion CD of the textbook. The Designer's Guide to VHDL, 2nd Edition, Peter J. Ashenden, Morgan Kaufman Publishers.
  10. Textbook, Ref, and On-Line Class website http://class.ee.iastate.edu/cpre381/index.asp Check regularly for readings, lecture notes, lab assignments and course announcements Textbook companion site http://www.elsevierdirect.com/v2/companion.jsp?ISBN=9780123747501 The CD contents are posted online
  11. Textbook, Ref, and On-Line BlackBoardLearn Homework assignments and submission Online quizzes Online discussions All grades Chapter 1 — Computer Abstractions and Technology — 11
  12. Instructors and TAs Instructor: Zhao Zhang Office: 368 Durham Office Hour: Tue and Wed 11am-12pm, by appointment Contact: zzhang@iastate.edu, 294-7940 Teaching assistants Yu-Wen Chen, yuwen@iastate.edu Di Zhuang, dizhuang@iastate.edu Tanner Hildebrand, thilde@iastate.edu Office hours TBD
  13. Grading Homework 15% Labs and Mini-projects 30% Quizzes 5% Midterm Exam I 12.5% Midterm Exam II 12.5% Final Exam 25%
  14. Labs and Projects Lab location: Coover 2050, Linux machines You will work with partner(s) There will be four lab assignments and three mini-projects Labs will be done using VHDL A VHDL tutorial is provided on the textbook CD For e-book users, CD contents are available on-line Lab attendance is mandatory: No attendance, zero point The last mini-project will be due in the dead week
  15. Quizzes A quiz will be given on the BlackBoard Learn after each class Each quiz is due by midnight before the next class You will see the answers right after you complete it You will have 100% bonus points If the total number of points in all quizzes is 400 and one scores 200, that’s a full score on the quiz part.
  16. The Computer Revolution §1.1 Introduction Progress in computer technology Underpinned by Moore’s Law Makes novel applications feasible Computers in automobiles Cell phones Human genome project World Wide Web Search Engines Computers are pervasive Chapter 1 — Computer Abstractions and Technology — 16
  17. Classes of Computers Desktop computers General purpose, variety of software Subject to cost/performance tradeoff Server computers Network based High capacity, performance, reliability Range from small servers to building sized Embedded computers Hidden as components of systems Stringent power/performance/cost constraints Chapter 1 — Computer Abstractions and Technology — 17
  18. The Processor Market Chapter 1 — Computer Abstractions and Technology — 18
  19. Understanding Performance Algorithm Determines number of operations executed Programming language, compiler, architecture Determine number of machine instructions executed per operation Processor and memory system Determine how fast instructions are executed I/O system (including OS) Determines how fast I/O operations are executed Chapter 1 — Computer Abstractions and Technology — 19
  20. Below Your Program Application software Written in high-level language System software Compiler: translates HLL code to machine code Operating System: service code Handling input/output Managing memory and storage Scheduling tasks & sharing resources Hardware Processor, memory, I/O controllers §1.2 Below Your Program Chapter 1 — Computer Abstractions and Technology — 20
  21. Levels of Program Code High-level language Level of abstraction closer to problem domain Provides for productivity and portability Assembly language Textual representation of instructions Hardware representation Binary digits (bits) Encoded instructions and data Chapter 1 — Computer Abstractions and Technology — 21
  22. Components of a Computer §1.3 Under the Covers Same components forall kinds of computer Desktop, server,embedded Input/output includes User-interface devices Display, keyboard, mouse Storage devices Hard disk, CD/DVD, flash Network adapters For communicating with other computers The BIG Picture Chapter 1 — Computer Abstractions and Technology — 22
  23. Anatomy of a Computer Output device Network cable Input device Input device Chapter 1 — Computer Abstractions and Technology — 23
  24. Anatomy of a Mouse Optical mouse LED illuminates desktop Small low-res camera Basic image processor Looks for x, y movement Buttons & wheel Supersedes roller-ball mechanical mouse Chapter 1 — Computer Abstractions and Technology — 24
  25. Through the Looking Glass LCD screen: picture elements (pixels) Mirrors content of frame buffer memory Chapter 1 — Computer Abstractions and Technology — 25
  26. Opening the Box Chapter 1 — Computer Abstractions and Technology — 26
  27. Inside the Processor (CPU) Datapath: performs operations on data Control: sequences datapath, memory, ... Cache memory Small fast SRAM memory for immediate access to data Chapter 1 — Computer Abstractions and Technology — 27
  28. Inside the Processor AMD Barcelona: 4 processor cores Chapter 1 — Computer Abstractions and Technology — 28
  29. Abstractions Abstraction helps us deal with complexity Hide lower-level detail Instruction set architecture (ISA) The hardware/software interface Application binary interface The ISA plus system software interface Implementation The details underlying and interface The BIG Picture Chapter 1 — Computer Abstractions and Technology — 29
  30. A Safe Place for Data Volatile main memory Loses instructions and data when power off Non-volatile secondary memory Magnetic disk Flash memory Optical disk (CDROM, DVD) Chapter 1 — Computer Abstractions and Technology — 30
  31. Networks Communication and resource sharing Local area network (LAN): Ethernet Within a building Wide area network (WAN: the Internet Wireless network: WiFi, Bluetooth Chapter 1 — Computer Abstractions and Technology — 31
  32. Technology Trends Electronics technology continues to evolve Increased capacity and performance Reduced cost DRAM capacity Chapter 1 — Computer Abstractions and Technology — 32
  33. Defining Performance §1.4 Performance Which airplane has the best performance? Chapter 1 — Computer Abstractions and Technology — 33
  34. Response Time and Throughput Response time How long it takes to do a task Throughput Total work done per unit time e.g., tasks/transactions/… per hour How are response time and throughput affected by Replacing the processor with a faster version? Adding more processors? We’ll focus on response time for now… Chapter 1 — Computer Abstractions and Technology — 34
  35. Relative Performance Define Performance = 1/Execution Time “X is n time faster than Y” Example: time taken to run a program 10s on A, 15s on B Execution TimeB / Execution TimeA= 15s / 10s = 1.5 So A is 1.5 times faster than B Chapter 1 — Computer Abstractions and Technology — 35
  36. Measuring Execution Time Elapsed time Total response time, including all aspects Processing, I/O, OS overhead, idle time Determines system performance CPU time Time spent processing a given job Discounts I/O time, other jobs’ shares Comprises user CPU time and system CPU time Different programs are affected differently by CPU and system performance Chapter 1 — Computer Abstractions and Technology — 36
  37. CPU Clocking Operation of digital hardware governed by a constant-rate clock Clock period Clock (cycles) Data transferand computation Update state Clock period: duration of a clock cycle e.g., 250ps = 0.25ns = 250×10–12s Clock frequency (rate): cycles per second e.g., 4.0GHz = 4000MHz = 4.0×109Hz Chapter 1 — Computer Abstractions and Technology — 37
  38. CPU Time Performance improved by Reducing number of clock cycles Increasing clock rate Hardware designer must often trade off clock rate against cycle count Chapter 1 — Computer Abstractions and Technology — 38
  39. CPU Time Example Computer A: 2GHz clock, 10s CPU time Designing Computer B Aim for 6s CPU time Can do faster clock, but causes 1.2 × clock cycles How fast must Computer B clock be? Chapter 1 — Computer Abstractions and Technology — 39
  40. CPU Time Example Computer A: 2GHz clock, 10s CPU time Designing Computer B Aim for 6s CPU time Can do faster clock, but causes 1.2 × clock cycles How fast must Computer B clock be? Chapter 1 — Computer Abstractions and Technology — 40
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