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Module 3 Basic Structure of Computers

This document discusses the basic structure and components of computers. It describes different types of computers like desktops, laptops, servers, and supercomputers. The five main functional units of a computer are then explained: input, memory, arithmetic logic unit (ALU), output, and control. The roles and workings of each unit are summarized. Finally, basic concepts like bus structure, processor clock, performance equation, and performance measurement are covered at a high level.

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0% found this document useful (0 votes)
40 views

Module 3 Basic Structure of Computers

This document discusses the basic structure and components of computers. It describes different types of computers like desktops, laptops, servers, and supercomputers. The five main functional units of a computer are then explained: input, memory, arithmetic logic unit (ALU), output, and control. The roles and workings of each unit are summarized. Finally, basic concepts like bus structure, processor clock, performance equation, and performance measurement are covered at a high level.

Uploaded by

Madhu
Copyright
© © All Rights Reserved
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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Regulation – 2021 (CBCS Scheme) ComputerOrganization and Architecture-21CS34

Module 1: BASIC STRUCTURE OFCOMPUTERS


1.1TYPES OF COMPUTERS

1.1.1 Desktop Computers

• These are most commonly used computers in home, schools and


offices. • This has

→ Processing- & storage-units


→ Video & audio output-units
→ Keyboard & mouse input-units.

1.1.2 Notebook Computers (Laptops)

• This is a compact version of a personal-computer (PC) made as a portable-


unit. 1.1.3 Workstations
• These have more computational-power than PC.

1.1.4 Enterprise Systems (Mainframes)

• These are used for business data-processing.

• These have large computational-power and larger storage-capacity than


workstations. • These are referred to as

→ Server at low-end and


→ Super-computers at high end.

1.1.5 Servers

• These have large database storage-units and can also execute requests from other
computers. • These are used in banks & educational institutions.

1.1.6 Super Computers


• These are used for very complex numerical-calculations.
• These are used in weather forecasting, aircraft design and military applications.

1.2. FUNCTIONAL UNITS

• A computer consists of 5 functionally independent main parts:

1) Input

2) Memory

3) Arithmetic & logic

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4) Output

5) Control units.

1.2.1 Input Unit

• The computer accepts the information in the form of program & data through an input
device. Eg: keyboard

• Whenever a key is pressed, the corresponding letter/digit is automatically translated into its
corresponding binary-code and transmitted over a cable to either the memory or the
processor. 1.2.2 Memory Unit

• This unit is used to store programs & data.


• There are 2 classes of storage:

1) Primary-storage is a fast-memory that operates at electronic-speed. Programs must be stored in


the memory while they are being executed.
2) Secondary-storage is used when large amounts of data & many programs have to be stored. Eg:
magnetic disks and optical disks (CD-ROMs).

• The memory contains a large number of semiconductor storage cells(i.e. flip-flops), each capable of
storing one bit of information.

• The memory is organized so that the contents of one word can be stored or retrieved in one
basic operation.

• Memory in which any location can be reached in a short and fixed amount of time after specifying
its address is called RAM (Random Access Memory).

1.2.3 ALU (Arithmetic & Logic Unit)

• This unit is used for performing arithmetic & logical operations.

• Any arithmetic operation is initiated by bringing the required operand into the processor (i.e.
registers), where the operation is performed by the ALU.
1.2.4 Output Unit

• This unit is used to send processed-results to the outside world.

Eg: printer, graphic displays etc.

1.2.5 Control Unit

• This unit is used for controlling the activities of the other units (such as memory, I/O
device). • This unit sends control-signals (read/write) to other units and senses their states.

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• Data transfers between processor and memory are also controlled by the control-unit through timing
signals.

• Timing-signals are signals that determine when a given action is to take place.
INPUT OUTPUT

MEMORYALU CONTROL
Input/Output Processor Fig 1.1 Basic Functional Units of Computer

BASIC OPERATIONAL CONCEPTS

• The processor contains ALU, control-circuitry and many registers.

• The instruction-register (IR) holds the instruction that is currently being executed. • The instruction
is then passed to the control-unit, which generates the timing-signals that determine when a given
action is to take place

• The PC (Program Counter) contains the memory-address of the next-instruction to be fetched &
executed.

• During the execution of an instruction, the contents of PC are updated to point to next
instruction. • The processor also contains „n‟ general-purpose registers R0 through Rn-1.

• The MAR (Memory Address Register) holds the address of the memory-location to be accessed. •
The MDR (Memory Data Register) contains the data to be written into or read out of the addressed
location.

1.2.6 Following are the steps that take place to execute an instruction

• The address of first instruction (to be executed) gets loaded into PC.

• The contents of PC (i.e. address) are transferred to the MAR & control-unit issues Read signal to
memory.

• After certain amount of elapsed time, the first instruction is read out of memory and placed into MDR.

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• Next, the contents of MDR are transferred to IR. At this point, the instruction can be decoded &
executed.

• To fetch an operand, its address is placed into MAR & control-unit issues Read signal. As a result,
the operand is transferred from memory into MDR, and then it is transferred from MDR to ALU. •
Likewise required number of operands is fetched into processor.

• Finally, ALU performs the desired operation.

• If the result of this operation is to be stored in the memory, then the result is sent to the MDR. •
The address of the location where the result is to be stored is sent to the MAR and a Write cycle is
initiated.

• At some point during execution, contents of PC are incremented to point to next instruction in the

program.

memory
MAR PC MDR Rn

R0 RR
IR

R1 Control ALU
n general purpose registers

Fig 1.2 Connection between the Processor and the memory

1.4 BUS STRUCTURE

• A bus is a group of lines that serves as a connecting path for several devices.
• Bus must have lines for data transfer, address & control purposes.

• Because the bus can be used for only one transfer at a time, only 2 units can actively use the bus at
any given time.

• Bus control lines are used to arbitrate multiple requests for use of the bus.

• Main advantage of single bus: Low cost and flexibility for attaching peripheral devices. • Systems that
contain multiple buses achieve more concurrency in operations by allowing 2 or more transfers to be
carried out at the same time. Advantage: better performance. Disadvantage: increased cost. • The devices
connected to a bus vary widely in their speed of operation. To synchronize their operational speed, the
approach is to include buffer registers with the devices to hold the information during transfers.

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Buffer registers prevent a high-speed processor from being locked to a slow I/O device during a
sequence of data transfers.

INPUT OUTPUT MEMORY PROCESSOR

Fig 1.3 Single Bus Structure


1.5 PROCESSOR CLOCK

• Processor circuits are controlled by a timing signal called a clock.

• The clock defines regular time intervals called clock cycles.

• To execute a machine instruction, the processor divides the action to be performed into a sequence
of basic steps such that each step can be completed in one clock cycle.

• Let P=length of one clock cycle R=clock rate. Relation between P and R is given
by R=1/P

Which is measured in cycles per second.

• Cycles per second is also called hertz(Hz)


1.6 BASIC PERFORMANCE EQUATION

• Let T=processor time required to execute a program

N=actual number of instruction executions

S=average number of basic steps needed to execute one machine instruction R=clock rate in
cycles per second

• The program execution time is given by:

T= (N*S)/R ----- (1)

• Equation 1 is referred to as the basic performance equation.

• To achieve high performance, the computer designer must reduce the value of T, which means
reducing N and S, and increasing R.

→ The value of N is reduced if source program is compiled into fewer machine instructions.

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→ The value of S is reduced if instructions have a smaller number of basic steps to


perform. → The value of R can be increased by using a higher frequency clock.

• Care has to be taken while modifying the values since changes in one parameter may affect the other.

1.7 PERFORMANCE MEASUREMENT

• SPEC(System Performance Evaluation Corporation) selects & publishes the standard programs
along with their test results for different application domains

The SPEC rating is computed as follows

• If SPEC rating=50 means that the computer under test is 50times as fast as reference computer. •
The test is repeated for all the programs in the SPEC suite, and the geometric mean of the results is
computed.

Let SPECi be the rating for program i in the suite. The overall SPEC rating for the computer is given

by

where n=number of programs in the suite

MACHINE INSTRUCTIONS & PROGRAMS


1.8 MEMORY LOCATIONS & ADDRESSES

• The memory consists of many millions of storage cells (flip-flops), each of which can store a bit of
information having the value 0 or 1 (Figure 2.5).

• Each group of n bits is referred to as a word of information, and n is called the word
length. • The word length can vary from 8 to 64bits.

• A unit of 8 bits is called a byte.

• Accessing the memory to store or retrieve a single item of information (either a word or a byte) requires
distinct addresses for each item location. (It is customary to use numbers from 0 through 2 k-1 as the
addresses of successive locations in the memory).

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• If 2k=number of addressable locations, then 2k addresses constitute the address space of the computer.
For example, a 24-bit address generates an address space of 224 locations (16MB). • Characters can be
letters of the alphabet, decimal digits, punctuation marks and so on. • Characters are represented by
codes that are usually 8 bits long. E.g. ASCII code • The three basic information quantities are: bit,
byte and word.

• A byte is always 8 bits, but the word length typically ranges from 1 to 64 bits. • It is
impractical to assign distinct addresses to individual bit locations in the memory.

1.8.1 BYTE ADDRESSABILITY

• In byte addressable memory, successive addresses refer to successive byte locations in the
memory. • Byte locations have addresses 0, 1, 2. . . . .
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• If the word length is 32 bits, successive words are located at addresses 0, 4, 8. .with each word having
4 bytes.

1.8.2 BIG-ENDIAN AND LITTLE-ENDIAN ASSIGNMENTS

• There are two ways in which byte addresses are arranged.

1) Big-endian assignment: lower byte addresses are used for the more significant bytes of the word 2)
Little-endian: lower byte addresses are used for the less significant bytes of the word • In both cases,
byte addresses 0, 4, 8.........are taken as the addresses of successive words in the memory.
1.8.3 WORD ALIGNMENT

• Words are said to be aligned in memory if they begin at a byte address that is a multiple of the
number of bytes in a word.

• For example, if the word length is 16(2 bytes), aligned words begin at byte addresses 0, 2, 4 ...........And
for a word length of 64, aligned words begin at byte addresses 0, 8, 16. . . . . . .

• Words are said to have unaligned addresses, if they begin at an arbitrary byte address. 1.8.4
ACCESSING NUMBERS, CHARACTERS & CHARACTERS STRINGS • A number usually
occupies one word. It can be accessed in the memory by specifying its word address. Similarly,
individual characters can be accessed by their byte address.

• There are two ways to indicate the length of the string

→ a special control character with the meaning "end of string" can be used as the last character in
the string, or

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→ a separate memory word location or processor register can contain a number indicating the length
of the string in bytes.

1.9 MEMORY OPERATIONS

• Two basic operations involving the memory are: Load(Read/Fetch) and Store(Write). • The Load
operation transfers a copy of the contents of a specific memory location to the processor. The memory
contents remain unchanged.

• The steps for Load operation:


1) Processor sends the address of the desired location to the memory

2) Processor issues „read‟ signal to memory to fetch the data

3) Memory reads the data stored at that address

4) Memory sends the read data to the processor

• The Store operation transfers the information from the processor register to the specified memory
location. This will destroy the original contents of that memory location.

• The steps for Store operation are:

1) Processor sends the address of the memory location where it wants to store
data 2) Processor issues „write‟ signal to memory to store the data
3) Content of register(MDR) is written into the specified memory location.

1.10 INSTRUCTIONS & INSTRUCTION SEQUENCING

• A computer must have instructions capable of performing 4 types of


operations: 1) Data transfers between the memory and the processor registers.

2) Arithmetic and logic operations on data.

3) Program sequencing and control.

4) I/0 transfers.

1.10.1 REGISTER TRANSFER NOTATION (RTN)

• We identify a memory location by a symbolic name (in uppercase alphabets).


For example, LOC, PLACE, NUM etc indicate memory locations.R0, R5 etc indicate processor
register. DATAIN, OUTSTATUS etc indicate I/O registers.

• For example,

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R<-[LOC] means that the contents of memory location LOC are transferred into processor register R1
(The contents of a location are denoted by placing square brackets around the name of the location). R3<-
[R1] + [R2] indicates the operation that adds the contents of registers R1 and R2 ,and then places their
sum into register R3.

• This type of notation is known as RTN (Register Transfer Notation).


1.10.2 ASSEMBLY LANGUAGE NOTATION

• To represent machine instructions and programs, assembly language format can be


used. • For example,

Move LOC, R1; This instruction transfers data from memory-location LOC to processor-register R1. The
contents of LOC are unchanged by the execution of this instruction, but the old contents of register R1 are
overwritten.

Add R1, R2, R3; This instruction adds 2 numbers contained in processor-registers R1 and R2, and places
their sum in R3.

• A computer performs its task according to the program stored in memory. A program is a collection of
instructions which tell the processor to perform a basic operation like addition, reading from keyboard etc.

• Possible locations that may be involved in data transfers are memory locations, processor registers or
registers in the I/O subsystem.

1.10.3 BASIC INSTRUCTION TYPES


• C=A+B; This statement is a command to the computer to add the current values of the two variables
A and B, and to assign the sum to a third variable C.

• When the program is compiled, each variable is assigned a distinct address in


memory. • The contents of these locations represent the values of the three variables

• The statement C<-[A]+[B] indicates that the contents of memory locations A and B are fetched from
memory, transferred to the processor, sum is computed and then result is stored in memory location C.
❖ Three-Address Instruction

• The instruction has general format

Operation Source1, Source2, Destination

• For example, Add A, B, C; operands A and B are called the source operands, C is called the
destination operand, and Add is the operation to be performed.

❖ Two-Address Instruction
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• The instruction has general format

Operation Source, Destination

• For example, Add A, B; performs the operation B<-[A]+[B].

• When the sum is calculated, the result is sent to the memory and stored in location B, replacing
the original contents of this location. This means that operand B is both a source and a destination. •
The operation C<-[A]+[B] can be performed by the two-instruction sequence

Move B, C
Add A, C

❖ One-Address Instruction

• The instruction has general format

Operation Source/Destination

• For example, Add A ; Add the contents of memory location A to the contents of the accumulator
register and place the sum back into the accumulator.

• Load A; This instruction copies the contents of memory location A into the accumulator
and Store A; This instruction copies the contents of the accumulator into memory location A.
The operation C<-[A]+[B] can be performed by executing the sequence of instructions Load
A

Add B
Store C

• The operand may be a source or a destination depending on the instruction. In the Load instruction,
address A specifies the source operand, and the destination location, the accumulator, is implied. On the
other hand, C denotes the destination location in the Store instruction, whereas the source, the
accumulator, is implied.

❖ Zero-Address Instruction

• The locations of all operands are defined implicitly. The operands are stored in a structure called
pushdown stack. In this case, the instructions are called zero-address instructions. 1.10.4
INSTRUCTION EXECUTION & STRAIGHT LINE SEQUENCING • The program is executed as
follows:

1) Initially, the address of the first instruction is loaded into PC (Program counter is a register which
holds the address of the next instruction to be executed)

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2)Then, the processor control circuits use the information in the PC to fetch and execute instructions,
one at a time, in the order of increasing addresses. This is called straight-line sequencing (Figure 2.8) 3)
During the execution of each instruction, the PC is incremented by 4 to point to the next instruction. 4)
Executing given instruction is a two-phase procedure.

i) In fetch phase, the instruction is fetched from the memory location (whose address is in the PC)
and placed in the IR of the processor

ii) In execute phase, the contents of IR is examined to determine which operation is to be performed.
The specified operation is then performed by the processor.

1.10.5 BRANCHING
• Consider the task of adding a list of n numbers (Figure 2.10).

• The loop is a straight line sequence of instructions executed as many times as needed. It starts at
location LOOP and ends at the instruction Branch>0.

• During each pass through this loop, the address of the next list entry is determined, and that entry
is fetched and added to R0.

• Register R1 is used as a counter to determine the number of times the loop is executed. Hence, the
contents of location N are loaded into register R1 at the beginning of the program. • Within the body
of the loop, the instruction Decrement R1 reduces the contents of R1 by 1 each time through the loop.

• Then Branch instruction loads a new value into the program counter. As a result, the processor
fetches and executes the instruction at this new address called the branch target.

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• A conditional branch instruction causes a branch only if a specified condition is satisfied. If the
condition is not satisfied, the PC is incremented in the normal way, and the next instruction in sequential
address order is fetched and executed.

1.10.6 CONDITION CODES

• The processor keeps track of information about the results of various operations. This is accomplished
by recording the required information in individual bits, called condition code flags. • These flags are
grouped together in a special processor-register called the condition code register (or statue register).

• Four commonly used flags are


→ N (negative) set to 1 if the result is negative, 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 a carry-out results from the operation; otherwise cleared to

0. 1.11 ADDRESSING MODES

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• The different ways in which the location of an operand is specified in an instruction are referred to
as addressing modes.
1.11.1 IMPLEMENTATION OF VARIABLE AND CONSTANTS

• Variables & constants are the simplest data-types and are found in almost every computer program. •
In assembly language, a variable is represented by allocating a register (or memory-location) to hold its
value. Thus, the value can be changed as needed using appropriate instructions. ❖ Register Mode

• The operand is the contents of a register.


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

• Registers are used as temporary storage locations where the data in a register are
accessed. • For example, the instruction,

Move R1, R2 ;Copy content of register R1 into register R2

❖ Absolute (Direct) Mode

• The operand is in a memory-location.


• The address of memory-location is given explicitly in the instruction.
• For example, the instruction,
Move LOC, R2 ;Copy content of memory-location LOC into register R2.

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❖ Immediate Mode

• The operand is given explicitly in the instruction.


• For example, the instruction,

Move #200, R0 ;Place the value 200 in register R0

• Clearly, the immediate mode is only used to specify the value of a source-
operand. 1.11.2 INDIRECTION AND POINTERS
• In this case, the instruction does not give the operand or its address explicitly; instead, it provides
information from which the memory-address of the operand can be determined. We refer to this address
as the effective address(EA) of the operand.

❖ Indirect Mode

• The EA of the operand is the contents of a register(or memory-location) whose address appears in the
instruction.

• The register (or memory-location) that contains the address of an operand is called a pointer. {The
indirection is denoted by ( ) sign around the register or memory-location}.

E.g: Add (R1),R0;The operand is in memory. Register R1 gives the effective-address(B) of the operand.
The data is read from location B and added to contents of register R0

* To execute the Add instruction in fig (a), the processor uses the value which is in register R1, as the EA
of the operand.

* It requests a read operation from the memory to read the contents of location B. The value read is the
desired operand, which the processor adds to the contents of register R0.

* Indirect addressing through a memory location is also possible as shown in fig (b). In this case, the
processor first reads the contents of memory location A, then requests a second read operation using the
value B as an address to obtain the operand

• In below program, Register R2 is used as a pointer to the numbers in the list, and the operands are
accessed indirectly through R2.

• The initialization-section of the program loads the counter-value n from memory-location N into R1 and
uses the immediate addressing-mode to place the address value NUM1, which is the address of the first
number in the list, into R2. Then it clears R0 to 0.

• The first two instructions in the loop implement the unspecified instruction block starting at LOOP. •
The first time through the loop, the instruction Add (R2), R0 fetches the operand at location NUM1 and
adds it to R0.

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• The second Add instruction adds 4 to the contents of the pointer R2, so that it will contain the
address value NUM2 when the above instruction is executed in the second pass through the loop.

1.11.3 INDEXING AND ARRAYS

• A different kind of flexibility for accessing operands is useful in dealing with lists and
arrays. ❖ Index mode

• The operation is indicated as X(Ri)

where X=the constant value contained in the instruction Ri=the name of the index
register • The effective-address of the operand is given by

EA=X+[Ri]

• The contents of the index-register are not changed in the process of generating the effective-
address. • In an assembly language program, the constant X may be given either

→ as an explicit number or
→ as a symbolic-name representing a numerical value.

* Fig (a) illustrates two ways of using the Index mode. In fig(a), the index register, R1, contains the
address of a memory location, and the value X defines an offset(also called a displacement) from this
address to the location where the operand is found.

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* An alternative use is illustrated in fig (b). Here, the constant X corresponds to a memory address, and
the contents of the index register define the offset to the operand. In either case, the effective address is
the sum of two values; one is given explicitly in the instruction, and the other is stored in a register.

❖ Base with Index Mode

• Another version of the Index mode uses 2 registers which can be denoted as (Ri,
Rj) • Here, a second register may be used to contain the offset X.

• The second register is usually called the base register.


• The effective-address of the operand is given by

EA=[Ri]+[Rj]
• This form of indexed addressing provides more flexibility in accessing operands, because both
components of the effective address can be changed.

❖ Base with Index & Offset Mode

• Another version of the Index mode uses 2 registers plus a constant, which can be denoted as X(Ri,
Rj) • The effective-address of the operand is given by

EA=X+[Ri]+[Rj]

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• This added flexibility is useful in accessing multiple components inside each item in a record, where the
beginning of an item is specified by the (Ri, Rj) part of the addressing-mode. In other words, this mode
implements a 3-dimensional array.
1.11.4 RELATIVE MODE

• This is similar to index-mode with an exception: The effective address is determined using the PC in
place of the general purpose register Ri.

• The operation is indicated as X(PC).

• X(PC) denotes an effective-address of the operand which is X locations above or below the
current contents of PC.

• Since the addressed-location is identified "relative" to the PC, the name Relative mode is
associated with this type of addressing.

• This mode is used commonly in conditional branch instructions.


• An instruction such as

Branch > 0 LOOP ;Causes program execution to go to the branch target location identified
by name LOOP if branch condition is satisfied.
1.11.5 ADDITIONAL ADDRESSING MODES

• The following 2 modes are useful for accessing data items in successive locations in the
memory. ❖ Auto-increment Mode

• The effective-address of operand is the contents of a register specified in the instruction (Fig: 2.16). •
After accessing the operand, the contents of this register are automatically incremented to point to the
next item in a list.

• Implicitly, the increment amount is 1.


• This mode is denoted as

(Ri)+ ;where Ri=pointer register

❖ Auto-decrement Mode

• The contents of a register specified in the instruction are first automatically decremented and are
then used as the effective address of the operand.
• This mode is denoted as

-(Ri) ;where Ri=pointer register

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• These 2 modes can be used together to implement an important data structure called a

stack.

1.12 ASSEMBLY LANGUAGE

• A complete set of symbolic names and rules for their use constitute an assembly language. • The set
of rules for using the mnemonics in the specification of complete instructions and programs is called
the syntax of the language.
• Programs written in an assembly language can be automatically translated into a sequence of
machine instructions by a program called an assembler.

• The user program in its original alphanumeric text formal is called a source program, and the
assembled machine language program is called an object program.

• Move instruction is written is

MOVE R0,SUM ;The mnemonic MOVE represents the binary pattern, or OP code, for the
operation performed by the instruction.

• The instruction

ADD #5,R3 ;Adds the number 5 to the contents of register R3 and puts the result back into
register R3.

1.12.1 ASSEMBLER DIRECTIVES


• EQU informs the assembler about the value of an identifier (Figure: 2.18).

Ex: SUM EQU 200 ; This statement informs the assembler that the name SUM should be replaced by
the value 200 wherever it appears in the program.

• ORIGIN tells the assembler about the starting-address of memory-area to place the data block. •
DATAWORD directive tells the assembler to load a value (say 100) into the location (say 204). Ex: N
DATAWORD 100

• RESERVE directive declares that a memory-block of 400 bytes is to be reserved for data and that
the name NUM1 is to be associated with address 208.

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Ex: NUM1 RESERVE 400


• END directive tells the assembler that this is the end of the source-program text. • RETURN directive
identifies the point at which execution of the program should be terminated. • Any statement that
makes instructions or data being placed in a memory-location may be given a label. • The label (say N

or NUM1) is assigned a value equal to the address of that location.

1.12.2 GENERAL FORMAT OF A STATEMENT

• Most assembly languages require statements in a source program to be written in the


form: Label Operation Operands Comment

→ Label is an optional name associated with the memory-address where the machine language
instruction produced from the statement will be loaded.

→ The Operation field contains the OP-code mnemonic of the desired instruction or assembler → The
Operand field contains addressing information for accessing one or more operands, depending on the
type of instruction.

1.12.3 ASSEMBLY AND EXECUTION OF PRGRAMS


• Programs written in an assembly language are automatically translated into a sequence of machine
instructions by the assembler.

• Assembler program

→ replaces all symbols denoting operations & addressing-modes with binary-codes used in
machine instructions.

→ replaces all names and labels with their actual values.

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→ assigns addresses to instructions & data blocks, starting at the address given in the ORIGIN
directive. → inserts constants that may be given in DATAWORD directives.

→ reserves memory-space as requested by RESERVE directives.


• As the assembler scans through a source-program, it keeps track of all names of numerical-values that
correspond to them in a symbol-table. Thus, when a name appears a second time, it is replaced with its
value from the table. Hence, such an assembler is called a two-pass assembler.

• The assembler stores the object-program on a magnetic-disk. The object-program must be loaded into
the memory of the computer before it is executed. For this, a loader program is used. • Debugger
program is used to help the user find the programming errors.

• Debugger program enables the user

→ to stop execution of the object-program at some points of interest and


→ to examine the contents of various processor registers and memory-location
→ The Comment field is used for documentation purposes to make the program easier to understand.

1.13 BASIC INPUT/OUTPUT OPERATIONS

• Consider the problem of moving a character-code from the keyboard to the processor. For this
transfer, buffer-register(DATAIN) & a status control flags(SIN) are used.
• Striking a key stores the corresponding character-code in an 8-bit buffer-register(DATAIN)
associated with the keyboard (Figure: 2.19).

• To inform the processor that a valid character is in DATAIN, a SIN is set to 1.

• A program monitors SIN, and when SIN is set to 1, the processor reads the contents of DATAIN. •
When the character is transferred to the processor, SIN is automatically cleared to 0. • If a second
character is entered at the keyboard, SIN is again set to 1 and the process repeats. • An analogous
process takes place when characters are transferred from the processor to the display. A buffer-register,
DATAOUT, and a status control flag, SOUT are used for this transfer. • When SOUT=1, the display is
ready to receive a character.

• The transfer of a character to DATAOUT clears SOUT to 0.

• The buffer registers DATAIN and DATAOUT and the status flags SIN and SOUT are part of
circuitry commonly known as a device interface.

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• Following is a program to read a line of characters and display it

MEMORY-MAPPED I/O

• Some address values are used to refer to peripheral device buffer-registers such as DATAIN and
DATAOUT.

• No special instructions are needed to access the contents of the registers; data can be transferred
between these registers and the processor using instructions such as Move, Load or Store. • For example,
contents of the keyboard character buffer DATAIN can be transferred to register R1 in the processor by
the instruction
MoveByte DATAIN,R1

• The MoveByte operation code signifies that the operand size is a byte.

• The Testbit instruction tests the state of one bit in the destination, where the bit position to be tested
is indicated by the first operand.

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1.14 STACKS

• A stack is a list of data elements with the accessing restriction that elements can be added or removed at
one end of the list only. This end is called the top of the stack, and the other end is called the bottom
(Figure: 2.21).
• The terms push and pop are used to describe placing a new item on the stack and removing the top item
from the stack, respectively.

• A processor-register is used to keep track of the address of the element of the stack that is at the top at
any given time. This register is called the SP (Stack Pointer).

• If we assume a byte-addressable memory with a 32-bit word length,

→The push operation can be implemented as

Subtract #4,SR

Move NEWITEM,(SP)

→ The pop operation can be implemented as

Move (SP),ITEM
Add #4,SP

• Routine for a safe pop and push operation as follows

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1.15 QUEUE

• Data are stored in and retrieved from a queue on a FIFO basis.


• Difference between stack and queue?

1) One end of the stack is fixed while the other end rises and falls as data are pushed and popped.
2) A single pointer is needed to point to the top of the stack at any given time. On the other hand,
both does of a queue move to higher addresses as data are added at the back and removed from the
front. So, two pointers are needed to keep track of the two does of the queue.

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3) Without further control, a queue would continuously move through the memory of a computer in the
direction of higher addresses. One way to limit the queue to a fixed region in memory is to use a circular
buffer.

1.16 SUBROUTINES

• A subtask consisting of a set of instructions which is executed many times is called a


subroutine. • The program branches to a subroutine with a Call instruction (Figure: 2.24).

• Once the subroutine is executed, the calling-program must resume execution starting from the
instruction immediately following the Call instructions i.e. control is to be transferred back to the calling
program. This is done by executing a Return instruction at the end of the subroutine. • The way in which a
computer makes it possible to call and return from subroutines is referred to as its subroutine linkage
method.

• The simplest subroutine linkage method is to save the return-address in a specific location, which
may be a register dedicated to this function. Such a register is called the link register. • When the
subroutine completes its task, the Return instruction returns to the calling-program by branching
indirectly through the link-register.
• The Call instruction is a special branch instruction that performs the following
operations: → Store the contents of PC into link-register.

→ Branch to the target-address specified by the instruction.

• The Return instruction is a special branch instruction that performs the


operation: → Branch to the address contained in the link-register.

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1.16.1 SUBROUTINE NESTING AND THE PROCESSOR STACK

• Subroutine nesting means one subroutine calls another subroutine.

• In this case, the return-address of the second call is also stored in the link-register, destroying its
previous contents.

• Hence, it is essential to save the contents of the link-register in some other location before calling
another subroutine. Otherwise, the return-address of the first subroutine will be lost. • Subroutine
nesting can be carried out to any depth. Eventually, the last subroutine called completes its
computations and returns to the subroutine that called it.

• The return-address needed for this first return is the last one generated in the nested call sequence.
That is, return-addresses are generated and used in a LIFO order.
• This suggests that the return-addresses associated with subroutine calls should be pushed onto a stack.
A particular register is designated as the SP(Stack Pointer) to be used in this operation. • SP is used to
point to the processor-stack.

• Call instruction pushes the contents of the PC onto the processor-stack.

Return instruction pops the return-address from the processor-stack into the PC.

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1.16.2 PARAMETER PASSING

• The exchange of information between a calling-program and a subroutine is referred to as parameter


passing (Figure: 2.25).
• The parameters may be placed in registers or in memory-location, where they can be accessed by the
subroutine.

• Alternatively, parameters may be placed on the processor-stack used for saving the return-address •
Following is a program for adding a list of numbers using subroutine with the parameters passed through
registers.

1.16.3 STACK FRAME

• Stack frame refers to locations that constitute a private work-space for the subroutine
(Figure:2.26). • The work-space is

→ created at the time the subroutine is entered &


→ freed up when the subroutine returns control to the calling-program.
• Following is a program for adding a list of numbers using subroutine with the parameters passed to
stack

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• Fig: 2.27 show an example of a commonly used layout for information in a stack-
frame. • Frame pointer (FP) is used to access the parameters passed to the subroutine &

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to the local memory-variables

• The contents of FP remains fixed throughout the execution of the subroutine, unlike stack-pointer SP,
which must always point to the current top element in the stack.

❖ Operation on Stack Frame

• Initially SP is pointing to the address of old TOS.


• The calling-program saves 4 parameters on the stack (Figure 2.27).

• The Call instruction is now executed, pushing the return-address onto the stack. • Now, SP points to
this return-address, and the first instruction of the subroutine is executed. • Now, FP is to be initialized
and its old contents have to be stored. Hence, the first 2 instructions in the subroutine are:

Move FP,-(SP)

Move SP,FP
• The FP is initialized to the value of SP i.e. both FP and SP point to the saved FP address. • The 3
local variables may now be pushed onto the stack. Space for local variables is allocated by
executing the instruction

Subtract #12,SP

• Finally, the contents of processor-registers R0 and R1 are saved in the stack. At this point, the stack
frame has been set up as shown in the fig 2.27.

• The subroutine now executes its task. When the task is completed, the subroutine pops the saved values
of R1 and R0 back into those registers, removes the local variables from the stack frame by executing the
instruction.

Add #12,SP

• And subroutine pops saved old value of FP back into FP. At this point, SP points to return-address,
so the Return instruction can be executed, transferring control back to the calling-program.
❖ STACK FRAMES FOR NESTED SUBROUTINES

• Stack is very useful data structure for holding return-addresses when subroutines are nested. • When
nested subroutines are used; the stack-frames are built up in the processor-stack. • Consider the
following program to illustrate stack frames for nested subroutines (refer fig no. 2.28 from text book).

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The Flow of Execution is as follows:

• Main program pushes the 2 parameters param2 and param1 onto the stack and then calls SUB1. •
SUB1 has to perform an operation & send result to the main-program on the stack (Fig:2.28& 29). •
During the process, SUB1 calls the second subroutine SUB2 (in order to perform some subtask). •
After SUB2 executes its Return instruction; the result is stored in register R2 by SUB1. • SUB1 then
continues its computations & eventually passes required answer back to main-program on the stack.
• When SUB1 executes return statement, the main-program stores this answers in memory-location
RESULT and continues its execution.

❖ LOGIC INSTRUCTIONS

• Logic operations such as AND, OR, and NOT applied to individual bits.
• These are the basic building blocks of digital-circuits.

• This is also useful to be able to perform logic operations is software, which is done using
instructions that apply these operations to all bits of a word or byte independently and in parallel. •
For example, the instruction

Not dst

❖ SHIFT AND ROTATE INSTRUCTIONS

• There are many applications that require the bits of an operand to be shifted right or left some
specified number of bit positions.
• The details of how the shifts are performed depend on whether the operand is a signed number or
some more general binary-coded information.

• For general operands, we use a logical shift.

For a number, we use an arithmetic shift, which preserves the sign of the
number. ❖ LOGICAL SHIFTS

• Two logical shift instructions are needed, one for shifting left(LShiftL) and another for shifting
right(LShiftR).

• These instructions shift an operand over a number of bit positions specified in a count
operand contained in the instruction.

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❖ ROTATE OPERATIONS

• In shift operations, the bits shifted out of the operand are lost, except for the last bit shifted out which
is retained in the Carry-flag C.

• To preserve all bits, a set of rotate instructions can be used.

• They move the bits that are shifted out of one end of the operand back into the other
end. • Two versions of both the left and right rotate instructions are usually provided. In
one version, the bits of the operand are simply rotated.

In the other version, the rotation includes the C flag.


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❖ Multiplication And Division:

Multiply Ri,Rj

Rj= [Ri]*[Rj]
Division Ri,Rj
Rj=[Ri]/[Rj]

1.17 ENCODING OF MACHINE INSTRUCTIONS

• To be executed in a processor, an instruction must be encoded in a binary-pattern. Such


encoded instructions are referred to as machine instructions.

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• The instructions that use symbolic names and acronyms are called assembly language instructions. •
We have seen instructions that perform operations such as add, subtract, move, shift, rotate, and branch.
These instructions may use operands of different sizes, such as 32-bit and 8-bit numbers. • Let us
examine some typical

cases. The instruction

Add R1, R2 ;Has to specify the registers R1 and R2, in addition to the OP code. If the processor has 16
registers, then four bits are needed to identify each register. Additional bits are needed to indicate that the
Register addressing-mode is used for each operand.
The instruction

Move 24(R0), R5 ;Requires 16 bits to denote the OP code and the two registers, and some bits to express
that the source operand uses the Index addressing mode and that the index value is 24. • In all these
examples, the instructions can be encoded in a 32-bit word (Fig 2.39). • The OP code for given instruction
refers to type of operation that is to be performed. • Source and destination field refers to source and
destination operand respectively. • The "Other info" field allows us to specify the additional information
that may be needed such as an index value or an immediate operand.

• Using multiple words, we can implement complex instructions, closely resembling operations in high
level programming languages. The term complex instruction set computers (CISC) refers to processors
that use

• CISC approach results in instructions of variable length, dependent on the number of operands and the
type of addressing modes used.

• In RISC (reduced instruction set computers), any instruction occupies only one word. • The RISC
approach introduced other restrictions such as that all manipulation of data must be done on operands that
are already in processor registers.

Ex: Add R1,R2,R3


• In RISC type machine, the memory references are limited to only Load/Store operations.

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Encoding of Machine Instructions

Let us examine some typical cases.

The instruction Add R1, R2 .


To specify the registers R1 and R2, in addition to the OP code.

If the processor has 16 registers,

then four bits are needed to identify each register.

Additional bits are needed to indicate that the Register addressing mode is used for each operand. The instruction
Move 24(R0), R5 Requires 16 bits to denote the OP code and the two registers, and some bits to express that the
source operand uses the Index addressing mode and that the index value is 24.
The shift instruction LShiftR #2, R0 And the move instruction Move #$3A, R1 Have to indicate the immediate values
2 and #$3A, respectively, in addition to the 18 bits used to specify the OP code, the addressing modes, and the
register. This limits the size of the immediate operand to what is expressible in 14 bits.

A possible format for such an instruction in shown in fig c. Of course, the processor has to be able to deal with such
three-operand instructions. In an instruction set where all arithmetic and logical operations use only register operands,
the only memory references are made to load/store the operands into/from the processor registers. RISC-type
instruction sets typically have fewer and less complex instructions than CISC-type sets. We will discuss the relative
merits of RISC and CISC approaches in Chapter 8, which deals with the details of processor design.

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