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Coa Notes Part 1 Basic Structure of Computers

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Coa Notes Part 1 Basic Structure of Computers

Djjfdl

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yguide97
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 34

COMPUTER ORGANIZATION AND

ARCHITECTURE

PART 1

BASIC STRUCTURE OF COMPUTERS

▪ Functional units
▪ Basic operational concepts
▪ Bus structures
▪ Performance and metrics
▪ Instructions and instruction sequencing
▪ Hardware
▪ Software interface
▪ Instruction set architecture
▪ Addressing modes
▪ RISC
▪ CISC
▪ ALU design

▪ Fixed point and floating point operations


BASIC STRUCTURE OF COMPUTERS:

Computer Organization:

It refers to the operational units and their interconnections that realize


the architectural specifications.
It describes the function of and design of the various units of digital
computer that store and process information.

Computer hardware:

Consists of electronic circuits, displays, magnetic and optical storage


media, electromechanical equipment and communication facilities.

Computer Architecture:

It is concerned with the structure and behaviour of the computer.


It includes the information formats, the instruction set and
techniques for addressing memory.

Functional Units

computer consists of 5 main parts.


Input
Memory
Arithmetic and logic
Output
Control Units

Functional units of a Computer


Input unit accepts coded information from human operators,
from electromechanical devices such as keyboards, or from
other computers over digital communication lines.
The information received is either stored in the computers
memory for later reference or immediately used by the
arithmetic and logic circuitry to perform the desired operations.
The processing steps are determined by a program stored in the
memory.
Finally the results are sent back to the outside world through the
output unit.
All of these actions are coordinated by the control unit.
The list of instructions that performs a task is called a program.
Usually the program is stored in the memory.
The processor then fetches the instruction that make up the
program from the memory one after another and performs the
desire operations.

1.1 Input Unit:


฀ Computers accept coded information through input units, which
read the data.
฀ Whenever a key is pressed, the corresponding letter or digit is
automatically translated into its corresponding binary code and
transmitted over a cable to either the memory or the processor.
Some input devices are
Joysticks
Trackballs
Mouses
Microphones (Capture audio input and it is sampled & it
is converted into digital codes for storage and
processing).
1.2.Memory Unit:
It stores the programs and data.
There are 2 types of storage classes
Primary
Secondar
y Primary Storage:
It is a fast memory that operates at electronic
speeds. Programs must be stored in the memory
while they are being executed.
The memory contains large no of semiconductor
storage cells.
Each cell carries 1 bit of information.
The Cells are processed in a group of fixed size
called Words.
To provide easy access to any word in a memory,a
distinct address is associated with each word
location.
Addresses are numbers that identify successive locations.
The number of bits in each word is called the word length.
The word length ranges from 16 to 64 bits.
There are 3 types of
memory.They are

RAM(Random Access Memory)


Cache memory
Main Memory

RAM:
Memory in which any location can be reached in short and fixed
amount of time after specifying its address is called RAM.
Time required to access 1 word is called Memory Access Time.

Cache Memory:

The small,fast,RAM units are called Cache. They are tightly coupled
with processor to achieve high performance.

Main Memory:
The largest and the slowest unit is called the main memory.

1.3. ALU:
Most computer operations are executed in ALU.
Consider a example,
Suppose 2 numbers located in memory are to be added. They are
brought into the processor and the actual addition is carried out by the ALU.
The sum may then be stored in the memory or retained in the processor for
immediate use.
Access time to registers is faster than access time to the fastest
cache unit in memory. 1.4. Output Unit:
Its function is to send the processed results to the outside world.
eg.Printer
Printers are capable of printing 10000 lines per minute but its speed is
comparatively slower than the processor.

1.5. Control Unit:


The operations of Input unit, output unit, ALU are co-ordinate by the
control unit.
The control unit is the Nerve centre that sends control signals to
other units and senses their states.
Data transfers between the processor and the memory are also
controlled by the control unit through timing signals.
The operation of computers are,
฀ The computer accepts information in the form of
programs and data through an input unit and stores it in
the memory.

฀ Information stored in the memory is fetched, under


program control into an arithmetic and logic unit, where
it is processed.
฀ Processed information leaves the computer through an
output unit.
All activities inside the machine are directed by the control unit.

BASIC OPERATIONAL CONCEPTS:

The data/operands are stored in memory.


The individual instruction are brought from the memory to the
processor, which executes the specified operation.
Eg:1 Add LOC A ,R1

Instructions are fetched from memory and the operand at LOC A is fetched.
It is then added to the contents of R0, the resulting sum is stored in Register
R0.

Eg:2
Load LOC A, R1

Transfer the contents of memory location A to the


register R1.
Eg:3
Add R1 ,R0

Add the contents of Register R1 & R0 and places the sum into R0.
Fig:Connection between Processor and Main Memory

Instruction Register(IR)
Program Counter(PC)

Memory Address Register(MAR)


Memory Data Register(MDR)

Instruction Register (IR):


 It holds the instruction that is currently being executed. It generates
the timing signals.

Program Counter (PC):

It contains the memory address of the next instruction to be fetched for


execution.

Memory Address Register (MAR):

It holds the address of the location to be accessed.

Memory Data Register (MDR):

 It contains the data to written into or read out of the address location.
MAR and MDR facilitates the communication with memory.

Operation Steps:

 The program resides in memory. The execution starts when PC is


point to the first instruction of the program.
 MAR read the control signal.
 The Memory loads the address word into MDR.The contents are
transferred to Instruction register. The instruction is ready to be
decoded & executed.

Interrupt:

Normal execution of the program may be pre-empted if some


device requires urgent servicing.
Eg...Monitoring Device in a computer controlled industrial
process may detect a dangerous condition.
In order to deal with the situation immediately, the normal
execution of the current program may be interrupted & the
device raises an interrupt signal.
The processor provides the requested service called the
Interrupt Service Routine(ISR).

ISR save the internal state of the processor in memory before


servicing the interrupt because interrupt may alter the state of
the processor.
When ISR is completed, the state of the processor is restored
and the interrupted program may continue its execution.

BUS STRUCTURES:

A group of lines that serves as the connection path to several devices is


called a Bus.
A Bus may be lines or wires or one bit per line.
The lines carry data or address or control signal.

There are 2 types of Bus structures. They are


Single Bus Structure
Multiple Bus Structure

3.1.Single Bus Structure:

It allows only one transfer at a time.


It costs low.
It is flexible for attaching peripheral devices.
Its Performance is low.

3.2.Multiple Bus Structure:

It allows two or more transfer at a time.


It costs high.
It provides concurrency in operation.
Its Performance is high.

Devices Connected with Bus Speed


Electro-mechanical decvices
(Keyboard,printer) Slow
High
Magnetic / optical
Very High
disk

Memory & processing units

The Buffer Register when connected with the bus, carries the information
during transfer. The Buffer Register prevents the high speed processor from
being locked to a slow I/O device during a sequence of data transfer.

SOFTWARE:

System Software is a collection of programs that are executed as needed to


perform function such as,

 Receiving & Interpreting user commands.


 Entering & editing application program and storing them as files in
secondary Storage devices.
 Managing the storage and retrieval of files in Secondary Storage
devices.
 Running the standard application such as word processor, games, and
spreadsheets with data supplied by the user.
 Controlling I/O units to receive input information and produce output
results.
 Translating programs from source form prepared by the user into
object form.
 Linking and running user-written application programs with existing
standard library routines.

Software is of 2 types.They are

Application program
System program
Application Program:

It is written in high level programming language(C,C++,Java,Fortran)


The programmer using high level language need not know the details
of machine program instruction.

System Program:(Compiler,Text Editor,File) Compiler:


It translates the high level language program into the machine language
program.
Text Editor:

It is used for entering & editing the application program.

System software Component ->OS(OPERATING SYSTEM)


Operating System :

It is a large program or a collection of routines that is used to control


the sharing of and interaction among various computer units.

Functions of OS:

Assign resources to individual application program.


Assign memory and magnetic disk space to program and data files.
Move the data between the memory and disk
units. Handles I/O operation.

Fig:User Program and OS routine sharing of the process

Steps:

1. The first step is to transfer the file into memory.


2. When the transfer is completed, the execution of the
program starts.
3. During time period „t0‟ to „t1‟ , an OS routine initiates
loading the application program from disk to memory, wait until the
transfer is complete and then passes the execution control to the
application program & print the results.
4. Similar action takes place during „t2‟ to „t3‟ and „t4‟ to
„t5‟.
5. At „t5‟, Operating System may load and execute another
application program.
6. Similarly during „t0‟ to „t1‟ , the Operating System can
arrange to print the previous program‟s results while the current
program is being executed.
7. The pattern of managing the concurrent execution of the
several application programs to make the best possible use of
computer resources is called the multiprogramming or multi-tasking.

PERFORMANCE:

For best performance, it is necessary to design the compiler, machine instruction


set and hardware in a co-ordinate way.

Elapsed Timethe total time required to execute the program is called the elapsed
time.
It depends on all the units in computer system.
Processor Time The period in which the processor is active is called the
processor time. It depends on hardware involved in the
execution of the instruction.

Fig: The Processor Cache


A Program will be executed faster if the movement of instruction and
data between the main memory and the processor is minimized, which is
achieved by using the Cache.

Processor clock:

Clock The Processor circuits are controlled by a timing signal called a


clock. Clock Cycle The cycle defines a regular time interval called clock
cycle.

Clock Rate,R =1/P

Where, PLength of one clock cycle.

Basic Performance Equation:

T = (N*S)/R

Where, TPerformance Parameter


RClock Rate in cycles/sec
NActual number of instruction execution
S Average number of basic steps needed to execute one machine
instruction. To achieve high performance,

N,S<R
Pipelining and Superscalar operation:

Pipelining A Substantial improvement in performance can be achieved


by overlapping the execution of successive instruction using a technique
called pipelining.

Superscalar Execution It is possible to start the execution of several


instruction in everey clock cycles (ie)several instruction can be executed in
parallel by creating parallel paths.This mode of
operation is called the Superscalar execution.

Clock Rate:

There are 2 possibilities to increase the clock rate(R).They are,

Improving the integrated Chip(IC) technology makes logical circuits


faster.
Reduce the amount of processing done in one basic step also helps to
reduce the clock period P.

Instruction Set:CISC AND RISC:

The Complex instruction combined with pipelining would achieve the


best performance.
It is much easier to implement the efficient pipelining in processor
with simple instruction set.

Simple Instruction setSimple Instruction Set

RISCRISC CISCCISC

(Reduced Instruction Set Computer) (Complex Instruction Set


Computer)
It is the design of the instruction set It is the design of the instruction
set of a processor with simple instruction of a processor with
complex instruction.
COMHigh level Compiler
Machine
Language Translated into instruction

Program

Functions of Compiler:

The compiler re-arranges the program instruction to achieve better


performance.
The high quality compiler must be closely linked to the processor
architecture to reduce the total number of clock cycles.

Performance Measurement:

The Performance Measure is the time it takes a computer to execute a


given benchmark.
A non-profit organization called SPEC(System Performance
Evaluation Corporation) selects and publishes representative
application program.

Running time on reference


computer
SPEC rating=
Running time on computer
under test

The Overall SPEC rating for the computer is given by,

n 1/n
Where, nSPEC rating= (
Number of
programs in the suiteΠ SPECi ) (SPEC)i
rating i=1 for program I in the suite.
INSTRUCTION AND INSTRUCTION SEQUENCING

A computer must have instruction capable of performing the following


operations. They are,

 Data transfer between memory and processor register.


 Arithmetic and logical operations on data.
 Program sequencing and control.
 I/O transfer.

Register Transfer Notation:


The possible locations in which transfer of information occurs are,

Memory Location
Processor register
Registers in I/O sub-system.

Location Hardware Binary Eg Description


Address
Memory LOC,PLACE,A,VAR2 R1 [LOC] The contents of
memory location
are transferred to.
the processor
register.
Processor R0,R1,…. [R3] [R1]+[R2] Add the contents of
register R1 &R2 and
places .their sum into
register R3.It is
.called Register
Transfer Notation.
I/O Registers DATAIN,DATAOUT Provides Status
information

Assembly Language Notation:

Assembly Language Description


Format
Move LOC,R1 Transfers the contents of memory location to the
processor register R1.

Add R1,R2,R3 Add the contents of register R1 & R2 and places


their sum into register R3.

Basic Instruction Types:


Instruction Syntax Eg Description
Type
Three Operation Add A,B,C Add values of
Address Source1,Source2,Destination variable A ,B &
place the result into
c.
Two Address Operation Add A,B Add the values of
Source,Destination A,B & place the
result into B.
One Address Operation Operand Add B Content of
accumulator add
with content of B.

Instruction Execution and Straight–line Sequencing:


Instruction Execution:
There are 2 phases for Instruction Execution. They are, Instruction
Fetch ➢ Instruction Execution Instruction Fetch:
The instruction is fetched from the memory location whose address is in
PC.This is placed in IR.
Instruction Execution:
Instruction in IR is examined to determine whose operation is to be
performed. Program execution Steps:

To begin executing a program, the address of first instruction must be


placed in PC.
The processor control circuits use the information in the PC to fetch &
execute instructions one at a time in the order of increasing order.
This is called Straight line sequencing.During the execution of each
instruction,the PC is incremented by 4 to point the address of next
instruction.

Fig: Program Execution


Branching:

The Address of the memory locations containing the n numbers are


symbolically given as NUM1,NUM2…..NUMn.
Separate Add instruction is used to add each number to the contents of
register R0.
After all the numbers have been added,the result is placed in memory
location SUM.

Fig:Straight Line Sequencing Program for adding ‘n’ numbers


Using loop to add ‘n’ numbers:

Number of enteries in the list „n‟ is stored in memory location


M.Register R1 is used as a counter to determine the number of times
the loop is executed. Content location M are loaded into register R1
at the beginning of the program. It starts at location Loop and ends at
the instruction.Branch>0.During each pass,the address of the next list
entry is determined and the entry is fetched and added to R0.

Decrement R1

It reduces the contents of R1 by 1 each time through the loop.

Branch >0 Loop


A conditional branch instruction causes a branch only if a specified
condition is satisfied.

Fig:Using loop to add ‘n’ numbers:

Conditional Codes:

Result of various operation for user by subsequent conditional branch


instruction is accomplished by recording the required information in
individual bits often called Condition code Flags.

Commonly used flags:

 N(Negative) set to 1 if the result is –ve ,otherwise cleared to 0.


 Z(Zero) set to 1 if the result is 0 ,otherwise cleared to 0.
 V(Overflow) set to 1 if arithmetic overflow occurs
,otherwise cleared to 0.
 C(Carry)set to 1 if carry and results from the operation ,otherwise
cleared to
0.
ADDRESSING MODES

The different ways in which the location of an operand is specified in an


instruction is called as Addressing mode.

Generic Addressing Modes:

 Immediate mode
 Register mode
 Absolute mode
 Indirect mode
 Index mode
 Base with index
 Base with index and offset
 Relative mode
 Auto-increment mode
 Auto-decrement mode

Implementation of Variables and Constants:

Variables:

The value can be changed as needed using the appropriate instructions.


There are 2 accessing modes to access the variables. They are

 Register Mode
 Absolute Mode

Register Mode:

The operand is the contents of the processor register.


The name(address) of the register is given in the instruction.

Absolute Mode(Direct Mode):

The operand is in new location.


The address of this location is given explicitly in the instruction.

Eg: MOVE LOC,R2


The above instruction uses the register and absolute mode.
The processor register is the temporary storage where the data in the register
are accessed using register mode.
The absolute mode can represent global variables in the program.

Mode Assembler Syntax Addressing Function

Register mode Ri EA=Ri


Absolute mode LOC EA=LOC

Where EA-Effective Address

Constants:

Address and data constants can be represented in assembly language using


Immediate Mode.

Immediate Mode.

The operand is given explicitly in the instruction.

Eg: Move 200 immediate ,R0

It places the value 200 in the register R0.The immediate mode used to
specify the value of source operand.

In assembly language, the immediate subscript is not appropriate so #


symbol is used. It can be re-written as

Move #200,R0

Assembly Syntax: Addressing


Function

Immediate #value Operand


=value

Indirection and Pointers:


Instruction does not give the operand or its address explicitly.Instead it
provides information from which the new address of the operand can be
determined.This address is called effective Address(EA) of the operand.

Indirect Mode:

The effective address of the operand is the contents of a register .


We denote the indirection by the name of the register or new address
given in the instruction.

Fig:Indirect Mode Add (A),R0

Add (R1),R0

… Address B of an operand(B) is
Operand stored into R1 register.If we
want this
operand,we can
get it
Operand
through register R1(indirection).

The register or new location that contains the address of an operand is called
the pointer.

Mode Assembler Syntax Addressing


Function

Indirect Ri , LOC EA=[Ri]


or EA=[LOC]

Indexing and Arrays:

Index Mode:

The effective address of an operand is generated by adding a constant


value to the contents of a register.
The constant value uses either special purpose or general purpose
register. We indicate the index mode symbolically as,
X(Ri)
Where X – denotes the constant value contained in the
instruction Ri – It is the name of the register involved.

The Effective Address of the operand is,

EA=X + [Ri]

The index register R1 contains the address of a new location and the value of
X defines an offset(also called a displacement).

To find operand,

First go to Reg R1 (using address)-read the content from R1-1000

Add the content 1000 with offset 20 get the result.


1000+20=1020

Here the constant X refers to the new address and the contents of
index register define the offset to the operand.
The sum of two values is given explicitly in the instruction and the
other is stored in register.

Eg: Add 20(R1) , R2 (or) EA=>1000+20=1020

Index Mode Assembler Syntax Addressing Function

Index X(Ri) EA=[Ri]+X


Base with Index (Ri,Rj) EA=[Ri]+[Rj]
Base with Index and X(Ri,Rj) EA=[Ri]+[Rj] +X
offset

Relative Addressing:

It is same as index mode. The difference is, instead of general purpose


register, here we can use program counter(PC).

Relative Mode:
The Effective Address is determined by the Index mode using the PC
in place of the general purpose register (gpr).
This mode can be used to access the data operand. But its most
common use is to specify the target address in branch instruction.Eg.
Branch>0 Loop
It causes the program execution to goto the branch target location. It is
identified by the name loop if the branch condition is satisfied.

Mode Assembler Syntax Addressing Function

Relative X(PC) EA=[PC]+X

Additional Modes:

There are two additional modes. They are

 Auto-increment mode
 Auto-decrement mode

Auto-increment mode:

The Effective Address of the operand is the contents of a


register in the instruction.
After accessing the operand, the contents of this register is
automatically incremented to point to the next item in the list.

Mode Assembler syntax Addressing Function

Auto-increment (Ri)+ EA=[Ri];


Increment Ri
Auto-decrement mode:

The Effective Address of the operand is the contents of a


register in the instruction.
After accessing the operand, the contents of this register is
automatically decremented to point to the next item in the list.

Mode Assembler Syntax Addressing Function

Auto-decrement -(Ri) EA=[Ri];


Decrement Ri
CISC
Pronounced sisk, and stands for Complex Instruction Set Computer. Most
PC's use CPU based on this architecture. For instance Intel and AMD CPU's
are based on CISC architectures.
Typically CISC chips have a large amount of different and complex
instructions. The philosophy behind it is that hardware is always faster than
software, therefore one should make a powerful instruction set, which
provides programmers with assembly instructions to do a lot with short
programs.
In common CISC chips are relatively slow (compared to RISC chips) per
instruction, but use little (less than RISC) instructions.

RISC
Pronounced risk, and stands for Reduced Instruction Set Computer. RISC
chips evolved around the mid-1980 as a reaction at CISC chips. The
philosophy behind it is that almost no one uses complex assembly language
instructions as used by CISC, and people mostly use compilers which never
use complex instructions. Apple for instance uses RISC chips. Therefore
fewer, simpler and faster instructions would be better, than the large,
complex and slower CISC instructions. However, more instructions are
needed to accomplish a task.
An other advantage of RISC is that - in theory - because of the more simple
instructions, RISC chips require fewer transistors, which makes them easier
to design and cheaper to produce.
Finally, it's easier to write powerful optimised compilers, since fewer
instructions exist.

RISC vs CISC
There is still considerable controversy among experts about which
architecture is better. Some say that RISC is cheaper and faster and therefor
the architecture of the future. Others note that by making the hardware
simpler, RISC puts a greater burden on the software. Software needs to
become more complex. Software developers need to write more lines for the
same tasks.
Therefore they argue that RISC is not the architecture of the future, since
conventional CISC chips are becoming faster and cheaper anyway.
RISC has now existed more than 10 years and hasn't been able to kick CISC
out of the market. If we forget about the embedded market and mainly look
at the market for PC's, workstations and servers I guess a least 75% of the
processors are based on the CISC architecture. Most of them the x86
standard (Intel, AMD, etc.), but even in the mainframe territory CISC is
dominant via the IBM/390 chip. Looks like CISC is here to stay … Is RISC
than really not better? The answer isn't quite that simple. RISC and CISC
architectures are becoming more and more alike. Many of today's RISC
chips support just as many instructions as yesterday's CISC chips. The
PowerPC 601, for example, supports more instructions than the Pentium. Yet
the 601 is considered a RISC chip, while the Pentium is definitely CISC.
Further more today's CISC chips use many techniques formerly associated
with RISC chips.

ALU Design

In computing an arithmetic logic unit (ALU) is a digital circuit that performs


arithmetic and logical operations. The ALU is a fundamental building block
of the central processing unit (CPU) of a computer, and even the simplest
microprocessors contain one for purposes such as maintaining timers. The
processors found inside modern CPUs and graphics processing units (GPUs)
accommodate very powerful and very complex ALUs; a single component
may contain a number of ALUs.

Mathematician John von Neumann proposed the ALU concept in 1945, when
he wrote a report on the foundations for a new computer called the EDVAC.
Research into ALUs remains an important part of computer science, falling
under Arithmetic and logic structures in the ACM Computing Classification
System

Numerical systems

An ALU must process numbers using the same format as the rest of the digital
circuit. The format of modern processors is almost always the two's
complement binary number representation. Early computers used a wide
variety of number systems, including ones' complement, Two's complement
sign-magnitude format, and even true decimal systems, with ten tubes per
digit.

ALUs for each one of these numeric systems had different designs, and that
influenced the current preference for two's complement, as this is the
representation that makes it easier for the ALUs to calculate additions and
subtractions.

The ones' complement and Two's complement number systems allow for
subtraction to be accomplished by adding the negative of a number in a very
simple way which negates the need for specialized circuits to do subtraction;
however, calculating the negative in Two's complement requires adding a one
to the low order bit and propagating the carry. An alternative way to do Two's
complement subtraction of A-B is present a 1 to the carry input of the adder
and use ~B rather than B as the second input.

Practical overview

Most of a processor's operations are performed by one or more ALUs. An


ALU loads data from input registers, an external Control Unit then tells the
ALU what operation to perform on that data, and then the ALU stores its result
into an output register. Other mechanisms move data between these registers
and memory.

Simple operations
A simple example arithmetic logic unit (2-bit ALU) that does AND, OR,
XOR, and addition

Most ALUs can perform the following operations:

Integer arithmetic operations (addition, subtraction, and sometimes


multiplication and division, though this is more expensive) Bitwise
logic operations (AND,
NOT, OR, XOR)
Bit-shifting operations (shifting or rotating a word by a specified
number of bits to the left or right, with or without sign extension). Shifts
can be interpreted as multiplications by 2 and divisions by 2.

Complex operations
Engineers can design an Arithmetic Logic Unit to calculate any operation. The
more complex the operation, the more expensive the ALU is, the more space
it uses in the processor, the more power it dissipates. Therefore, engineers
compromise. They make the ALU powerful enough to make the processor
fast, but yet not so complex as to become prohibitive. For example, computing
the square root of a number might use:

1. Calculation in a single clock Design an extraordinarily complex


ALU that calculates the square root of any number in a single step.
2. Calculation pipeline Design a very complex ALU that calculates the
square root of any number in several steps. The intermediate results
go through a series of circuits arranged like a factory production line.
The ALU can accept new numbers to calculate even before having
finished the previous ones. The ALU can now produce numbers as
fast as a single-clock ALU, although the results start to flow
out of the ALU only after an initial delay.
3. interactive calculation Design a complex ALU that calculates the
square root through several steps. This usually relies on control from a
complex control unit with built-in microcode
4. Co-processor Design a simple ALU in the processor, and sell a
separate specialized and costly processor that the customer can install
just beside this one, and implements one of the options above.
5. Software libraries Tell the programmers that there is no co-processor
and there is no emulation, so they will have to write their own
algorithms to calculate square roots by software.
6. Software emulation Emulate the existence of the co-processor, that
is, whenever a program attempts to perform the square root
calculation, make the processor check if there is a co-processor
present and use it if there is one; if there isn't one, interrupt the
processing of the program and invoke the operating system to perform
the square root calculation through some software algorithm.

The options above go from the fastest and most expensive one to the slowest
and least expensive one. Therefore, while even the simplest computer can
calculate the most complicated formula, the simplest computers will usually
take a long time doing that because of the several steps for calculating the
formula.

Powerful processors like the Intel Core and AMD64 implement option #1 for
several simple operations, #2 for the most common complex operations and
#3 for the extremely complex operations. Inputs and outputs

The inputs to the ALU are the data to be operated on (called operands) and a
code from the control unit indicating which operation to perform. Its output is
the result of the computation.

In many designs the ALU also takes or generates as inputs or outputs a set of
condition codes from or to a status register. These codes are used to indicate
cases such as carry-in or carry-out, overflow, divide-by-zero, etc.

ALUs vs. FPUs


A Floating Point Unit also performs arithmetic operations between two values,
but they do so for numbers in floating point representation, which is much
more complicated than the two's complement representation used in a typical
ALU. In order to do these calculations, a FPU has several complex circuits
built-in, including some internal ALUs.

In modern practice, engineers typically refer to the ALU as the circuit that
performs integer arithmetic operations (like two's complement and BCD).
Circuits that calculate more complex formats like floating point, complex
numbers, etc. usually receive a more specific name such as FPU.

FIXED POINT NUMBER AND OPERATION

In computing, a fixed-point number representation is a real data type for a


number that has a fixed number of digits after (and sometimes also before) the
radix point (e.g., after the decimal point '.' in English decimal notation). Fixed-
point number representation can be compared to the more complicated (and
more computationally demanding) floating point number representation.

Fixed-point numbers are useful for representing fractional values, usually in


base 2 or base 10, when the executing processor has no floating point unit
(FPU) or if fixed-point provides improved performance or accuracy for the
application at hand. Most low-cost embedded microprocessors and
microcontrollers do not have an FPU.

Representation

A value of a fixed-point data type is essentially an integer that is scaled by a


specific factor determined by the type. For example, the value 1.23 can be
represented as 1230 in a fixedpoint data type with scaling factor of 1/1000,
and the value 1230000 can be represented as 1230 with a scaling factor of
1000. Unlike floating-point data types, the scaling factor is the same for all
values of the same type, and does not change during the entire computation.

The scaling factor is usually a power of 10 (for human convenience) or a power


of 2 (for computational efficiency). However, other scaling factors may be
used occasionally, e.g. a time value in hours may be represented as a fixed-
point type with a scale factor of 1/3600 to obtain values with one-second
accuracy.

The maximum value of a fixed-point type is simply the largest value that can
be represented in the underlying integer type, multiplied by the scaling factor;
and similarly for the minimum value. For example, consider a fixed-point type
represented as a binary integer with b bits in two's complement format, with a
scaling factor of 1/2f (that is, the last f bits are fraction bits): the minimum
representable value is −2b-1/2f and the maximum value is (2b-1-1)/2f.

Operations

To convert a number from a fixed point type with scaling factor R to another
type with scaling factor S, the underlying integer must be multiplied by R and
divided by S; that is, multiplied by the ratio R/S. Thus, for example, to convert
the value 1.23 = 123/100 from a type with scaling factor R=1/100 to one with
scaling factor S=1/1000, the underlying integer 123 must be multiplied by
(1/100)/(1/1000) = 10, yielding the representation 1230/1000. If S does not
divide R (in particular, if the new scaling factor R is less than the original S),
the new integer will have to be rounded. The rounding rules and methods are
usually part of the language's specification.

To add or subtract two values the same fixed-point type, it is sufficient to add
or subtract the underlying integers, and keep their common scaling factor. The
result can be exactly represented in the same type, as long as no overflow
occurs (i.e. provided that the sum of the two integers fits in the underlying
integer type.) If the numbers have different fixedpoint types, with different
scaling factors, then one of them must be converted to the other before the
sum.

To multiply two fixed-point numbers, it suffices to multiply the two


underlying integers, and assume that the scaling factor of the result is the
product of their scaling factors. This operation involves no rounding. For
example, multiplying the numbers 123 scaled by 1/1000 (0.123) and 25 scaled
by 1/10 (2.5) yields the integer 123×25 = 3075 scaled by (1/1000)×(1/10) =
1/10000, that is 3075/10000 = 0.3075. If the two operands belong to the same
fixed-point type, and the result is also to be represented in that type, then the
product of the two integers must be explicitly multiplied by the common
scaling factor; in this case the result may have to be rounded, and overflow
may occur. For example, if the common scaling factor is 1/100, multiplying
1.23 by 0.25 entails multiplying 123 by 25 to yield 3075 with an intermediate
scaling factor if 1/10000. This then must be multiplied by 1/100 to yield either
31 (0.31) or 30 (0.30), depending on the rounding method used, to result in a
final scale factor of 1/100.

To divide two fixed-point numbers, one takes the integer quotient of their
underlying integers, and assumes that the scaling factor is the quotient of their
scaling factors. The first division involves rounding in general. For example,
division of 3456 scaled by 1/100 (34.56) by 1234 scaled by 1/1000 (1.234)
yields the integer 3456÷1234 = 3 (rounded) with scale factor (1/100)/(1/1000)
= 10, that is, 30. One can obtain a more accurate result by first converting the
dividend to a more precise type: in the same example, converting 3456 scaled
by 1/100 (34.56) to 3456000 scaled by 1/100000, before dividing by 1234
scaled by
1/1000 (1.234), would yield 3456000÷1234 = 2801 (rounded) with scaling
factor (1/100000)/(1/1000) = 1/100, that is 28.01 (instead of 290). If both
operands and the desired result are represented in the same fixed-point type,
then the quotient of the two integers must be explicitly divided by the common
scaling factor.
Precision loss and overflow
Because fixed point operations can produce results that have more bits than
the operands there is possibility for information loss. For instance, the result
of fixed point multiplication could potentially have as many bits as the sum of
the number of bits in the two operands. In order to fit the result into the same
number of bits as the operands, the answer must be rounded or truncated. If
this is the case, the choice of which bits to keep is very important. When
multiplying two fixed point numbers with the same format, for instance with
I integer bits, and Q fractional bits, the answer could have up to 2I integer bits,
and 2Q fractional bits.

For simplicity, fixed-point multiply procedures use the same result format as
the operands. This has the effect of keeping the middle bits; the I-number of
least significant integer bits, and the Q-number of most significant fractional
bits. Fractional bits lost below this value represent a precision loss which is
common in fractional multiplication. If any integer bits are lost, however, the
value will be radically inaccurate.

Some operations, like divide, often have built-in result limiting so that any
positive overflow results in the largest possible number that can be represented
by the current format. Likewise, negative overflow results in the largest
negative number represented by the current format. This built in limiting is
often referred to as saturation.

Some processors support a hardware overflow flag that can generate an


exception on the occurrence of an overflow, but it is usually too late to
salvage the proper result at this point.

FLOATING POINT NUMBERS & OPERATIONS

Floating point Representation:

To represent the fractional binary numbers, it is necessary to consider binary


point.If binary point is assumed to the right of the sign bit ,we can represent
the fractional binary numbers as given below,

0 +b-1 * 2-1 + b-2 * 2-2 +….+ b-(n-1) * 2-(n-1) ) B= (b0 * 2


With this fractional number system,we can represent the fractional numbers
in the following range,

-1 < F <1 – 2 -(n-1)

The binary point is said to be float and the numbers are called floating
point numbers.

The position of binary point in floating point numbers is variable and


hence numbers must be represented in the specific manner is referred
to as floating point representation.

The floating point representation has three fields.They are,


 Sign
 Significant digits and Exponent.

Eg: 111101.10001101.111101100110 *25

Where ,

25 Exponent and scaling factor


MODULE-I
MODEL QP

PART A

1.Difference between Computer architecture and computer organization.


2.Discusss the various functions of computer.
3.List out the various instruction type.
4.What is addressing mode.
5.Difference between Stack and Queue.
6.What are the different types of Assembler directive?
7.A computer executes 3 instructions with the length of 6cycles/sec which
performs its instruction in 4 steps.Calculate the performance.
8.What is pipelining?
9.What is program Counter?
10.What is bus and explain its types.
11. Give an example each of zero-address, one-address, two-address, and
three-address instructions.
12. Which data structures can be best supported using (a) indirect addressing
mode (b) indexed addressing mode?

PART B

1.Explain the functional Units of a Computer.


2.What is Addressing Mode?Explain the different types of addressing mode.
3.What is Instruction Type?Write short notes on various instruction formats.
4.What is byte addressability?Explain the various types.
5.Write short notes on:
a. IR b..MAR
c.MDR d.PC
e.Interrupt f.Pipelining and Superscalar operation

6. Explain in detail the different types of instructions that are supported in a


typical processor.

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