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Computer Organization & Design Basics

The document discusses different types of computers including personal computers, server computers, supercomputers, and embedded computers. It then covers various topics related to computer organization and performance such as how programs are executed by hardware, the hardware/software interface, factors that determine performance like algorithms and hardware, and technologies used to build processors and memory. Key concepts discussed include levels of program code, components of a computer system, technologies that have improved performance over time, and how execution time and throughput are used to measure performance.

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Yousef Momani
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0% found this document useful (0 votes)
90 views33 pages

Computer Organization & Design Basics

The document discusses different types of computers including personal computers, server computers, supercomputers, and embedded computers. It then covers various topics related to computer organization and performance such as how programs are executed by hardware, the hardware/software interface, factors that determine performance like algorithms and hardware, and technologies used to build processors and memory. Key concepts discussed include levels of program code, components of a computer system, technologies that have improved performance over time, and how execution time and throughput are used to measure performance.

Uploaded by

Yousef Momani
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 33

COMPUTER ORGANIZATION AND DESIGN 5th

Edition
The Hardware/Software Interface

Chapter 1
Computer Abstractions
and Technology
Classes of Computers
 Personal 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

Chapter 1 — Computer Abstractions and Technology — 2


Classes of Computers
 Supercomputers
 High-end scientific and engineering
calculations
 Highest capability but represent a small
fraction of the overall computer market

 Embedded computers
 Hidden as components of systems
 Stringent power/performance/cost constraints

Chapter 1 — Computer Abstractions and Technology — 3


What You Will Learn
 How programs are translated into the
machine language
 And how the hardware executes them
 The hardware/software interface
 What determines program performance
 And how it can be improved
 How hardware designers improve
performance
 What is parallel processing
Chapter 1 — Computer Abstractions and Technology — 4
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 — 5


§1.2 Eight Great Ideas in Computer Architecture
Eight Great Ideas
 Design for Moore’s Law

 Use abstraction to simplify design

 Make the common case fast

 Performance via parallelism

 Performance via pipelining

 Performance via prediction

 Hierarchy of memories

Chapter 1 — Computer Abstractions and Technology — 6


§1.3 Below Your Program
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

Chapter 1 — Computer Abstractions and Technology — 7


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 — 8


§1.4 Under the Covers
Components of a Computer
The BIG Picture  Same components for
all 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

Chapter 1 — Computer Abstractions and Technology — 9


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 — 10


Inside the Processor
 Apple A5 32-SoC

Chapter 1 — Computer Abstractions and Technology — 11


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 — 12


§1.5 Technologies for Building Processors and Memory
Technology Trends
 Electronics
technology
continues to evolve
 Increased capacity
and performance
 Reduced cost
DRAM capacity

Year Technology Relative performance/cost


1951 Vacuum tube 1
1965 Transistor 35
1975 Integrated circuit (IC) 900
1995 Very large scale IC (VLSI) 2,400,000
2013 Ultra large scale IC 250,000,000,000

Chapter 1 — Computer Abstractions and Technology — 13


Manufacturing ICs

 Yield: proportion of working dies per wafer

Chapter 1 — Computer Abstractions and Technology — 14


Intel Core i7 Wafer

 300mm wafer, 280 chips, 32nm technology


 Each chip is 20.7 x 10.5 mm
Chapter 1 — Computer Abstractions and Technology — 15
Integrated Circuit Cost
Cost per wafer
Cost per die 
Dies per wafer  Yield
Dies per wafer  Wafer area Die area
1
Yield 
(1 (Defects per area  Die area/2))2

 Nonlinear relation to area and defect rate


 Wafer cost and area are fixed
 Defect rate determined by manufacturing process
 Die area determined by architecture and circuit design

Chapter 1 — Computer Abstractions and Technology — 16


§1.6 Performance
Defining Performance
 Which airplane has the best performance?

Boeing 777 Boeing 777

Boeing 747 Boeing 747

BAC/Sud BAC/Sud
Concorde Concorde
Douglas Douglas DC-
DC-8-50 8-50

0 100 200 300 400 500 0 2000 4000 6000 8000 10000

Passenger Capacity Cruising Range (miles)

Boeing 777 Boeing 777

Boeing 747 Boeing 747

BAC/Sud BAC/Sud
Concorde Concorde
Douglas Douglas DC-
DC-8-50 8-50

0 500 1000 1500 0 100000 200000 300000 400000

Cruising Speed (mph) Passengers x mph

Chapter 1 — Computer Abstractions and Technology — 17


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 — 18


Relative Performance
 Define Performance = 1/Execution Time
 “X is n time faster than Y”
Performance X Performance Y
 Execution timeY Execution timeX  n

 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 — 19
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 — 20
CPU Clocking
 Operation of digital hardware governed by a
constant-rate clock
Clock period

Clock (cycles)

Data transfer
and 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 — 21
CPU Time
CPU Time  CPU Clock Cycles  Clock Cycle Time
CPU Clock Cycles

Clock Rate
 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 — 22


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?
Clock CyclesB 1.2  Clock Cycles A
Clock RateB  
CPU TimeB 6s
Clock Cycles A  CPU TimeA  Clock Rate A
 10s  2GHz  20  109
1.2  20  109 24  109
Clock RateB    4GHz
6s 6s
Chapter 1 — Computer Abstractions and Technology — 23
Instruction Count and CPI
Clock Cycles  Ins truction Count Cycles per Ins truction
CPU Tim e  Ins truction Count CPI Clock Cycle Tim e
Ins truction Count CPI

ClockRate
 Instruction Count for a program
 Determined by program, ISA and compiler
 Average cycles per instruction
 Determined by CPU hardware
 If different instructions have different CPI
 Average CPI affected by instruction mix

Chapter 1 — Computer Abstractions and Technology — 24


CPI Example
 Computer A: Cycle Time = 250ps, CPI = 2.0
 Computer B: Cycle Time = 500ps, CPI = 1.2
 Same ISA
 Which is faster, and by how much?
CPU Tim e  Ins truction Count CPI  Cycle Tim e
A A A
 I  2.0  250ps  I  500ps A is faster…
CPU Tim e  Ins truction Count CPI  Cycle Tim e
B B B
 I  1.2  500ps  I  600ps

B  I  600ps  1.2
CPU Tim e
…by this much
CPU Tim e I  500ps
A
Chapter 1 — Computer Abstractions and Technology — 25
CPI in More Detail
 If different instruction classes take different
numbers of cycles
n
Clock Cycles   (CPIi  Instruction Counti )
i1

 Weighted average CPI


Clock Cycles n
 Instruction Counti 
CPI     CPIi  
Instruction Count i1  Instruction Count 

Relative frequency

Chapter 1 — Computer Abstractions and Technology — 26


CPI Example
 Alternative compiled code sequences using
instructions in classes A, B, C

Class A B C
CPI for class 1 2 3
IC in sequence 1 2 1 2
IC in sequence 2 4 1 1

 Sequence 1: IC = 5  Sequence 2: IC = 6
 Clock Cycles  Clock Cycles
= 2×1 + 1×2 + 2×3 = 4×1 + 1×2 + 1×3
= 10 =9
 Avg. CPI = 10/5 = 2.0  Avg. CPI = 9/6 = 1.5
Chapter 1 — Computer Abstractions and Technology — 27
Performance Summary
The BIG Picture

Instructions Clock cycles Seconds


CPU Time   
Program Instruction Clock cycle

 Performance depends on
 Algorithm: affects IC, possibly CPI
 Programming language: affects IC, CPI
 Compiler: affects IC, CPI
 Instruction set architecture: affects IC, CPI, Tc

Chapter 1 — Computer Abstractions and Technology — 28


Multiprocessors
 Multicore microprocessors
 More than one processor per chip
 Requires explicitly parallel programming
 Compare with instruction level parallelism
 Hardware executes multiple instructions at once
 Hidden from the programmer
 Hard to do
 Programming for performance
 Load balancing
 Optimizing communication and synchronization

Chapter 1 — Computer Abstractions and Technology — 29


SPEC CPU Benchmark
 Programs used to measure performance
 Supposedly typical of actual workload
 Standard Performance Evaluation Corp (SPEC)
 Develops benchmarks for CPU, I/O, Web, …
 SPEC CPU2006
 Elapsed time to execute a selection of programs
 Negligible I/O, so focuses on CPU performance
 Normalize relative to reference machine
 Summarize as geometric mean of performance ratios
 CINT2006 (integer) and CFP2006 (floating-point)

n
n
 Execution time ratio
i1
i

Chapter 1 — Computer Abstractions and Technology — 30


§1.10 Fallacies and Pitfalls
Pitfall: Amdahl’s Law
 Improving an aspect of a computer and
expecting a proportional improvement in
overall performance
Taffected
Timproved   Tunaffected
improvement factor
 Example: multiply accounts for 80s/100s
 How much improvement in multiply performance to
get 5× overall?
80  Can’t be done!
20   20
n
 Corollary: make the common case fast
Chapter 1 — Computer Abstractions and Technology — 31
Pitfall: MIPS as a Performance Metric
 MIPS: Millions of Instructions Per Second
 Doesn’t account for
 Differences in ISAs between computers
 Differences in complexity between instructions

Instruction count
MIPS 
Execution time  106
Instruction count Clock rate
 
Instruction count  CPI CPI  10 6
 10 6

Clock rate
 CPI varies between programs on a given CPU
Chapter 1 — Computer Abstractions and Technology — 32
§1.9 Concluding Remarks
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
Chapter 1 — Computer Abstractions and Technology — 33

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