Computer Architecture

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9 Terms

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Computer Architecture

A set of rules and methods that describe the functionality, organisation, and implementation of computer systems, which can be applied at many levels/or layers such as:

  • Processor architecture, memory architecture, instruction set architecture (ISA), etc.

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What is Computer Architecture at the System Level?

how we link processors to devices for input and output, computer networks and other systems (e.g. architecture of the Internet), etc

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What is current Computer Architecture standardised on?

von neumann architecture

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Von Neumann Architecture

  • Memory that stores data and instructions together

  • A control unit that contains an instruction register and program counter

  • A processing unit that contains an arithmetic logic unit (ALU) and processor registers 

  • Input and output mechanisms

  • The central processing unit (CPU) consisting of the ALU + CU often also contain high-speed cache memory

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Harvard Architecture

  • Instructions memories and data memories are separate, to overcome the bottleneck of Von Neumann Architecture

  • Parallel (same time) access to instruction and data memory, can be faster

  • Better cyber resilience against potential cyber attacks - more memory stores - if one gets attacked then not all data is lost - there is less probability of both stores getting attacked successfully

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Modified Harvard Architecture

  • Separates instruction and data caches internally

  • But a single unified main memory is still visible to users/ programs

  • Used in chips such as ARM9, MIPS, PowerPC, x86

  • Form a users/programmers view, looks like Von Neumann Architecture

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Speed Metrics

  • Clock rate

    • E.g. a 1.87GHz processor makes 1.87 billion ticks per second

    • But, different instructions may take different numbers of ticks – sometimes unfair as a comparing metric

  • Millions of instructions per second (MIPS)

    • a better indication of speed, but it depends on which instructions are counted (number of instructions)

    • Different results for different programs – again could be unfair

  • Floating point operations per second (FLOPS)

    • Arguably a better indication of speed “where it counts” – again maybe unfair 

None are ideal. Also, don’t take into account input/output speed

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Limiting Factors on Speed

Density limitations

  • Number of transistors per square inch

  • “Moore’s Law” (1965, updated 1975): transistor number on a silicon doubles every 2 years 

Power limitations (critical challenge)

  • Around 1/3 of the power used to propagate the clock signal around the processor

  • So, power and heat problems increase as clock rate increases – Cooling becomes very challenging to accommodate this problem

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Coarser-grained Parallelism: Clustering

We can increase performance by linking computers using high-speed networks:

Leads to idea of “blade servers”

  • Obviously they don’t all need screens, etc

Applications run across the cluster (ideally)

  • Although, some applications can’t easily be decomposed in this way