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COMPUTER ORGANIZATION AND DESIGN
The Hardware/Software Interface
Chapter 1
Computer Abstractions and Technology
Mutah University
Faculty of IT, Department of Software Engineering
Dr. Ra’Fat A. AL-msie’deen
https://sites.google.com/site/ralmsideen/
Text Book
 This material is based on chapter 1 of
The Computer Revolution
• Progress in computer technology
• Makes novel applications feasible
– Cell phones
– World Wide Web
– Search Engines
• Computers are pervasive
Classes of Computers
• Personal computers (PC)
– Delivery of good performance to single users at
low cost, a general purpose computer
• Servers
– Network based and much larger computers for
high capacity, performance, and reliability
– Widest range in cost and capability
• Embedded computers
– Hidden as components of a system
The PostPC Era
• Personal Mobile Device (PMD)
– Battery operated
– Connects to the Internet
– Hundreds of US dollars
– Smart phones, tablets, electronic glasses
• Cloud computing
– Warehouse Scale Computers (WSC)
• Amazon, google, ….
– Software as a Service (SaaS)
• Portion of software run on a PMD and a portion run in
the Cloud
What You Will Learn
• You can answer the following questions:
– How high-level C/Java programs are translated
into the machine language
• And how the hardware executes them
– The hardware/software interface
– What determines the performance of program
• And how it can be improved
– How hardware designers improve performance
– What is parallel processing
Understanding Performance
• Algorithm
• Determine number of operations executed
• Programming language, compiler, architecture
• Determine number of machine instructions executed
per algorithm/operation
• Processor and memory system
• Determine how fast instructions are executed
• I/O system (including OS)
• Determine how fast I/O operations are executed
Eight Great Ideas in CA
• Design for Moore’s Law (1965)
• Use abstraction to simplify design
• Make the common case fast
• Performance via parallelism
• Performance via pipelining
• Performance via prediction
• Hierarchy of memories
• Dependability via redundancy
Eight Great Ideas in Computer Architecture
Hierarchy Layers in Programs
• Application software
– Written in high-level language
• System software
– Compiler:
• Translate HLL code to machine code
– Operating System: service code
• Handling basic input/output
• Managing memory and storage
• Scheduling tasks & sharing resources
• Hardware
– Processor, memory, I/O controllers
Levels of Program Code
• High-level language
– Level of abstraction closer to problem domain
– Provide for productivity and portability
• Assembly language
– Textual representation of instructions
• Machine language
– Encoded instructions and data in binary digits
(bits)
From a High-Level
Language to the
Language of
Hardware
FIGURE x. C program compiled
into assembly language and then
assembled into binary
machine language.
Components of a Computer
• Same components for all kinds of computer
– Inputting/outputting data, processing data, and
storing data.
• 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
FIGURE x. The organization of a computer, showing the fi ve classic components.
Inside the Processor (CPU)
• Datapath:
– performs arithmetic operations on data
• Control:
– tells datapath, memory, and I/O devices what to do
according to the wishes of the instruction
• Memory:
– data memory and instruction memory
• DRAM (dynamic random access memory)
• Cache memory
– Small fast SRAM (static random access memory)
memory for immediate access to data
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
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)
Networks (Communicating with Others)
• Communication, resource sharing, nonlocal access
• Local area network (LAN): Ethernet
• Wide area network (WAN): the Internet
• Wireless network: WiFi, Bluetooth
Technology Trends
• Electronics technology continues to evolve
– Increased capacity and performance
– Reduced cost
Defining Performance
• Which airplane has the best performance?
• Response Time and Throughput
– Response time (aka execution time)
• How long it takes to do a task
– Throughput (aka bandwidth)
• Total work done per unit time
Response Time and Throughput
• PMDs (personal mobile devices) are more
focused on response time, while servers are
more focused on throughput.
• Example:
– 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…
Multiprocessors
• Uniprocessor Performance
• Multicore microprocessors
– More than one processor per chip
• integrated circuit Also called a chip. A device
combining dozens to millions of transistors.
• CPU time
– Time spent by CPU for processing a given job
• Discounts I/O time, other jobs’ shares
Concluding Remarks
• Cost/performance is improving
– Due to underlying technology development
• Hierarchical layers of abstraction
– In both hardware and software
• Instruction set architecture
– The hardware/software interface
• Execution time: the best performance
measure
• Power is a limiting factor
– Use parallelism to improve performance
COMPUTER ORGANIZATION AND DESIGN
The Hardware/Software Interface
Chapter 1
Computer Abstractions and Technology
Mutah University
Faculty of IT, Department of Software Engineering
Dr. Ra’Fat A. AL-msie’deen
https://sites.google.com/site/ralmsideen/

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Computer Organization and Design

  • 1. COMPUTER ORGANIZATION AND DESIGN The Hardware/Software Interface Chapter 1 Computer Abstractions and Technology Mutah University Faculty of IT, Department of Software Engineering Dr. Ra’Fat A. AL-msie’deen https://sites.google.com/site/ralmsideen/
  • 2. Text Book  This material is based on chapter 1 of
  • 3. The Computer Revolution • Progress in computer technology • Makes novel applications feasible – Cell phones – World Wide Web – Search Engines • Computers are pervasive
  • 4. Classes of Computers • Personal computers (PC) – Delivery of good performance to single users at low cost, a general purpose computer • Servers – Network based and much larger computers for high capacity, performance, and reliability – Widest range in cost and capability • Embedded computers – Hidden as components of a system
  • 5. The PostPC Era • Personal Mobile Device (PMD) – Battery operated – Connects to the Internet – Hundreds of US dollars – Smart phones, tablets, electronic glasses • Cloud computing – Warehouse Scale Computers (WSC) • Amazon, google, …. – Software as a Service (SaaS) • Portion of software run on a PMD and a portion run in the Cloud
  • 6. What You Will Learn • You can answer the following questions: – How high-level C/Java programs are translated into the machine language • And how the hardware executes them – The hardware/software interface – What determines the performance of program • And how it can be improved – How hardware designers improve performance – What is parallel processing
  • 7. Understanding Performance • Algorithm • Determine number of operations executed • Programming language, compiler, architecture • Determine number of machine instructions executed per algorithm/operation • Processor and memory system • Determine how fast instructions are executed • I/O system (including OS) • Determine how fast I/O operations are executed
  • 8. Eight Great Ideas in CA • Design for Moore’s Law (1965) • Use abstraction to simplify design • Make the common case fast • Performance via parallelism • Performance via pipelining • Performance via prediction • Hierarchy of memories • Dependability via redundancy
  • 9. Eight Great Ideas in Computer Architecture
  • 10. Hierarchy Layers in Programs • Application software – Written in high-level language • System software – Compiler: • Translate HLL code to machine code – Operating System: service code • Handling basic input/output • Managing memory and storage • Scheduling tasks & sharing resources • Hardware – Processor, memory, I/O controllers
  • 11. Levels of Program Code • High-level language – Level of abstraction closer to problem domain – Provide for productivity and portability • Assembly language – Textual representation of instructions • Machine language – Encoded instructions and data in binary digits (bits)
  • 12. From a High-Level Language to the Language of Hardware FIGURE x. C program compiled into assembly language and then assembled into binary machine language.
  • 13. Components of a Computer • Same components for all kinds of computer – Inputting/outputting data, processing data, and storing data. • Input/output includes – User-interface devices • Display, keyboard, mouse – Storage devices • Hard disk, CD/DVD, flash – Network adapters • For communicating with other computers
  • 14. The BIG Picture FIGURE x. The organization of a computer, showing the fi ve classic components.
  • 15. Inside the Processor (CPU) • Datapath: – performs arithmetic operations on data • Control: – tells datapath, memory, and I/O devices what to do according to the wishes of the instruction • Memory: – data memory and instruction memory • DRAM (dynamic random access memory) • Cache memory – Small fast SRAM (static random access memory) memory for immediate access to data
  • 16. 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
  • 17. 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)
  • 18. Networks (Communicating with Others) • Communication, resource sharing, nonlocal access • Local area network (LAN): Ethernet • Wide area network (WAN): the Internet • Wireless network: WiFi, Bluetooth
  • 19. Technology Trends • Electronics technology continues to evolve – Increased capacity and performance – Reduced cost
  • 20. Defining Performance • Which airplane has the best performance? • Response Time and Throughput – Response time (aka execution time) • How long it takes to do a task – Throughput (aka bandwidth) • Total work done per unit time
  • 21. Response Time and Throughput • PMDs (personal mobile devices) are more focused on response time, while servers are more focused on throughput. • Example: – 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…
  • 22. Multiprocessors • Uniprocessor Performance • Multicore microprocessors – More than one processor per chip • integrated circuit Also called a chip. A device combining dozens to millions of transistors. • CPU time – Time spent by CPU for processing a given job • Discounts I/O time, other jobs’ shares
  • 23. Concluding Remarks • Cost/performance is improving – Due to underlying technology development • Hierarchical layers of abstraction – In both hardware and software • Instruction set architecture – The hardware/software interface • Execution time: the best performance measure • Power is a limiting factor – Use parallelism to improve performance
  • 24. COMPUTER ORGANIZATION AND DESIGN The Hardware/Software Interface Chapter 1 Computer Abstractions and Technology Mutah University Faculty of IT, Department of Software Engineering Dr. Ra’Fat A. AL-msie’deen https://sites.google.com/site/ralmsideen/