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CH 02

The document describes the Von Neumann model of computer architecture, which includes four main components: a memory to store both instructions and data, a processing unit to perform arithmetic and logical operations, a control unit to interpret instructions and orchestrate the other components, and input/output devices to transfer data into and out of memory. It also provides examples of how basic instructions like ADD and LDR are encoded and executed on the LC-3, a simple processor that implements the Von Neumann model.
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0% found this document useful (0 votes)
10 views

CH 02

The document describes the Von Neumann model of computer architecture, which includes four main components: a memory to store both instructions and data, a processing unit to perform arithmetic and logical operations, a control unit to interpret instructions and orchestrate the other components, and input/output devices to transfer data into and out of memory. It also provides examples of how basic instructions like ADD and LDR are encoded and executed on the LC-3, a simple processor that implements the Von Neumann model.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Chapter 2

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


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1
Von Neumann Model

4-3

The LC-3
as a von Neumann
machine

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2
Memory
2k x m array of stored bits
Address
• unique (k-bit) identifier of location 0000
0001
Contents 0010
0011 00101101
• m-bit value stored in location 0100
0101
0110

Basic Operations: •

LOAD 1101 10100010
1110
• read a value from a memory location 1111

STORE
• write a value to a memory location

4-5

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

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3
Processing Unit
Functional Units
• ALU = Arithmetic and Logic Unit
• could have many functional units.
some of them special-purpose P
ROC
ESS
INGUN
IT
(multiply, square root, …)
• LC-3 performs ADD, AND, NOT A
LU T
EMP
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
4-7

Input and Output


Devices for getting data into and out of computer
memory
INPUT OUTPU T
Keyboard M onitor
Each device has its own interface, M ouse
Scanner
Printer
LED
usually a set of registers like the D isk D isk
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.
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4
Control Unit
Orchestrates execution of the program

CONTROL UNIT
PC IR

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
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Instruction Processing

Fetch instruction from memory

Decode instruction

Evaluate address

Fetch operands from memory

Execute operation

Store result
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5
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).
4-11

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.”

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6
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.”
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Instruction Processing: FETCH


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

 MAR  PC ; use the value in PC to access


OP
; memory
 MDR  Mem[MAR] ; read memory location to MDR
 IR  MDR ; copy MDR to IR EX
 PC  PC + 1 ; increment the value of PC
S

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7
Instruction Processing: DECODE
First identify the opcode.
• In LC-3, this is always the first four bits of instruction. F
• A 4-to-16 decoder asserts a control line corresponding
to the desired opcode. D

Depending on opcode, identify other operands EA


from the remaining bits.
• Example:
OP
for LDR, last six bits is offset
for ADD, last three bits is source operand #2
EX

4-15

Instruction Processing: EVALUATE ADDRESS


For instructions that require memory access,
compute address used for access. F

Examples: D
• add offset to base register (as in LDR)
• add offset to PC EA
• add offset to zero
OP

EX

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8
Instruction Processing: FETCH OPERANDS
Obtain source operands needed to
perform operation. F

Examples: D
• load data from memory (LDR)
• read data from register file (ADD) EA

OP

EX

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Instruction Processing: EXECUTE


Perform the operation,
using the source operands. F

Examples: D
• send operands to ALU and assert ADD signal
• do nothing (e.g., for loads and stores) EA

OP

EX

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9
Instruction Processing: STORE RESULT
Write results to destination.
(register or memory) F

Examples: D
• result of ADD is placed in destination register
• result of memory load is placed in destination register EA
• for store instruction, data is stored to memory
write address to MAR, data to MDR OP
assert WRITE signal to memory

EX

4-19

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)

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10
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.”

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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

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11
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.
4-23

LC3 FSM
diagram

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12
The LC-3 Instruction set

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