In computer engineering, computer architecture is a set of rules and methods that describe the functionality, organization, and implementation of computer systems. Some definitions of architecture define it as describing the capabilities and programming model of a computer but not a particular implementation.In other definitions computer architecture involves instruction set architecture design, microarchitecture design, logic design, and implementation.
The first documented computer architecture was in the correspondence between Charles Babbage and Ada Lovelace, describing the analytical engine. When building the computer Z1 in 1936, Konrad Zuse described in two patent applications for his future projects that machine instructions could be stored in the same storage used for data, i.e., the stored-program concept.Two other early and important examples are:
The term “architecture” in computer literature can be traced to the work of Lyle R. Johnson and Frederick P. Brooks, Jr., members of the Machine Organization department in IBM's main research center in 1959. Johnson had the opportunity to write a proprietary research communication about the Stretch, an IBM-developed supercomputer for Los Alamos National Laboratory (at the time known as Los Alamos Scientific Laboratory). To describe the level of detail for discussing the luxuriously embellished computer, he noted that his description of formats, instruction types, hardware parameters, and speed enhancements were at the level of “system architecture”, a term that seemed more useful than “machine organization”.
Subsequently, Brooks, a Stretch designer, opened Chapter 2 of a book called Planning a Computer System: Project Stretch by stating, "Computer architecture, like other architecture, is the art of determining the needs of the user of a structure and then designing to meet those needs as effectively as possible within economic and technological constraints
Brooks went on to help develop the IBM System/360 (now called the IBM zSeries) line of computers, in which “architecture” became a noun defining “what the user needs to know”.Later, computer users came to use the term in many less explicit ways.
The earliest computer architectures were designed on paper and then directly built into the final hardware form.Later, computer architecture prototypes were physically built in the form of a transistor–transistor logic (TTL) computer—such as the prototypes of the 6800 and the PA-RISC—tested, and tweaked, before committing to the final hardware form. As of the 1990s, new computer architectures are typically "built", tested, and tweaked—inside some other computer architecture in a computer architecture simulator; or inside a FPGA as a soft microprocessor; or both—before committing to the final hardware form.
The discipline of computer architecture has three main subcategories:
There are other types of computer architecture. The following types are used in bigger companies like Intel, and count for 1% of all of computer architecture
Computer architecture is concerned with balancing the performance, efficiency, cost, and reliability of a computer system. The case of instruction set architecture can be used illustrate the balance of these competing factors. More complex instruction sets enable programmers to write more space efficient programs, since a single instruction can encode some higher-level abstraction (such as the x86 Loop instruction).However, longer and more complex instructions take longer for the processor to decode and can be more costly to implement effectively. The increased complexity from a large instruction set also creates more room for unreliability when instructions interact in unexpected ways.
The implementation involves integrated circuit design, packaging, power, and cooling. Optimization of the design requires familiarity with compilers, operating systems to logic design, and packaging.
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An instruction set architecture (ISA) is the interface between the computer's software and hardware and also can be viewed as the programmer's view of the machine. Computers do not understand high-level programming languages such as Java, C++, or most programming languages used. A processor only understands instructions encoded in some numerical fashion, usually as binary numbers. Software tools, such as compilers, translate those high level languages into instructions that the processor can understand.
Besides instructions, the ISA defines items in the computer that are available to a program—e.g., data types, registers, addressing modes, and memory. Instructions locate these available items with register indexes (or names) and memory addressing modes.
The ISA of a computer is usually described in a small instruction manual, which describes how the instructions are encoded. Also, it may define short (vaguely) mnemonic names for the instructions. The names can be recognized by a software development tool called an assembler. An assembler is a computer program that translates a human-readable form of the ISA into a computer-readable form. Disassemblers are also widely available, usually in debuggers and software programs to isolate and correct malfunctions in binary computer programs.
ISAs vary in quality and completeness. A good ISA compromises between programmer convenience (how easy the code is to understand), size of the code (how much code is required to do a specific action), cost of the computer to interpret the instructions (more complexity means more hardware needed to decode and execute the instructions), and speed of the computer (with more complex decoding hardware comes longer decode time). Memory organization defines how instructions interact with the memory, and how memory interacts with itself.
During design emulation, emulators can run programs written in a proposed instruction set. Modern emulators can measure size, cost, and speed to determine whether a particular ISA is meeting its goals.
Computer organization helps optimize performance-based products. For example, software engineers need to know the processing power of processors. They may need to optimize software in order to gain the most performance for the lowest price. This can require quite detailed analysis of the computer's organization. For example, in a SD card, the designers might need to arrange the card so that the most data can be processed in the fastest possible way.
Computer organization also helps plan the selection of a processor for a particular project. Multimedia projects may need very rapid data access, while virtual machines may need fast interrupts. Sometimes certain tasks need additional components as well. For example, a computer capable of running a virtual machine needs virtual memory hardware so that the memory of different virtual computers can be kept separated. Computer organization and features also affect power consumption and processor cost.
Once an instruction set and micro-architecture have been designed, a practical machine must be developed. This design process is called the implementation. Implementation is usually not considered architectural design, but rather hardware design engineering. Implementation can be further broken down into several steps:
For CPUs, the entire implementation process is organized differently and is often referred to as CPU design.
The exact form of a computer system depends on the constraints and goals. Computer architectures usually trade off standards, power versus performance, cost, memory capacity, latency (latency is the amount of time that it takes for information from one node to travel to the source) and throughput. Sometimes other considerations, such as features, size, weight, reliability, and expandability are also factors.
The most common scheme does an in-depth power analysis and figures out how to keep power consumption low while maintaining adequate performance.
Modern computer performance is often described in instructions per cycle (IPC), which measures the efficiency of the architecture at any clock frequency; a faster IPC rate means the computer is faster. Older computers had IPC counts as low as 0.1 while modern processors easily reach near 1. Superscalar processors may reach three to five IPC by executing several instructions per clock cycle.[ citation needed ]
Counting machine-language instructions would be misleading because they can do varying amounts of work in different ISAs. The "instruction" in the standard measurements is not a count of the ISA's machine-language instructions, but a unit of measurement, usually based on the speed of the VAX computer architecture.
Many people used to measure a computer's speed by the clock rate (usually in MHz or GHz). This refers to the cycles per second of the main clock of the CPU. However, this metric is somewhat misleading, as a machine with a higher clock rate may not necessarily have greater performance. As a result, manufacturers have moved away from clock speed as a measure of performance.
Other factors influence speed, such as the mix of functional units, bus speeds, available memory, and the type and order of instructions in the programs.
There are two main types of speed: latency and throughput. Latency is the time between the start of a process and its completion. Throughput is the amount of work done per unit time. Interrupt latency is the guaranteed maximum response time of the system to an electronic event (like when the disk drive finishes moving some data).
Performance is affected by a very wide range of design choices — for example, pipelining a processor usually makes latency worse, but makes throughput better. Computers that control machinery usually need low interrupt latencies. These computers operate in a real-time environment and fail if an operation is not completed in a specified amount of time. For example, computer-controlled anti-lock brakes must begin braking within a predictable and limited time period after the brake pedal is sensed or else failure of the brake will occur.
Benchmarking takes all these factors into account by measuring the time a computer takes to run through a series of test programs. Although benchmarking shows strengths, it shouldn't be how you choose a computer. Often the measured machines split on different measures. For example, one system might handle scientific applications quickly, while another might render video games more smoothly. Furthermore, designers may target and add special features to their products, through hardware or software, that permit a specific benchmark to execute quickly but don't offer similar advantages to general tasks.
Power efficiency is another important measurement in modern computers. A higher power efficiency can often be traded for lower speed or higher cost. The typical measurement when referring to power consumption in computer architecture is MIPS/W (millions of instructions per second per watt).
Modern circuits have less power required per transistor as the number of transistors per chip grows.This is because each transistor that is put in a new chip requires its own power supply and requires new pathways to be built to power it. However the number of transistors per chip is starting to increase at a slower rate. Therefore, power efficiency is starting to become as important, if not more important than fitting more and more transistors into a single chip. Recent processor designs have shown this emphasis as they put more focus on power efficiency rather than cramming as many transistors into a single chip as possible. In the world of embedded computers, power efficiency has long been an important goal next to throughput and latency.
Increases in clock frequency have grown more slowly over the past few years, compared to power reduction improvements. This has been driven by the end of Moore's Law and demand for longer battery life and reductions in size for mobile technology. This change in focus from higher clock rates to power consumption and miniaturization can be shown by the significant reductions in power consumption, as much as 50%, that were reported by Intel in their release of the Haswell microarchitecture; where they dropped their power consumption benchmark from 30-40 watts down to 10-20 watts. GHz to 4 GHz (2002 to 2006) it can be seen that the focus in research and development are shifting away from clock frequency and moving towards consuming less power and taking up less space.Comparing this to the processing speed increase of 3
A central processing unit (CPU), also called a central processor or main processor, is the electronic circuitry within a computer that executes instructions that make up a computer program. The CPU performs basic arithmetic, logic, controlling, and input/output (I/O) operations specified by the instructions. The computer industry used the term "central processing unit" as early as 1955. Traditionally, the term "CPU" refers to a processor, more specifically to its processing unit and control unit (CU), distinguishing these core elements of a computer from external components such as main memory and I/O circuitry.
The control unit (CU) is a component of a computer's central processing unit (CPU) that directs the operation of the processor. It tells the computer's memory, arithmetic and logic unit and input and output devices how to respond to the instructions that have been sent to the processor.
Processor design is the design engineering task of creating a processor, a key component of computer hardware. It is a subfield of computer engineering and electronics engineering (fabrication). The design process involves choosing an instruction set and a certain execution paradigm and results in a microarchitecture, which might be described in e.g. VHDL or Verilog. For microprocessor design, this description is then manufactured employing some of the various semiconductor device fabrication processes, resulting in a die which is bonded onto a chip carrier. This chip carrier is then soldered onto, or inserted into a socket on, a printed circuit board (PCB).
In digital computers, an interrupt is an input signal to the processor indicating an event that needs immediate attention. An interrupt signal alerts the processor and serves as a request for the processor to interrupt the currently executing code, so that the event can be processed in a timely manner. If the request is accepted, the processor responds by suspending its current activities, saving its state, and executing a function called an interrupt handler to deal with the event. This interruption is temporary, and, unless the interrupt indicates a fatal error, the processor resumes normal activities after the interrupt handler finishes.
Microcode is a computer hardware technique that interposes a layer of organisation between the CPU hardware and the programmer-visible instruction set architecture of the computer. As such, the microcode is a layer of hardware-level instructions that implement higher-level machine code instructions or internal state machine sequencing in many digital processing elements. Microcode is used in general-purpose central processing units, although in current desktop CPUs it is only a fallback path for cases that the faster hardwired control unit cannot handle.
A reduced instruction set computer, or RISC, is a computer instruction set that allows a computer's microprocessor to have fewer cycles per instruction (CPI) than a complex instruction set computer (CISC).
An instruction set architecture (ISA) is an abstract model of a computer. It is also referred to as architecture or computer architecture. A realization of an ISA, such as a central processing unit (CPU), is called an implementation.
The CDC 6600 was the flagship of the 6000 series of mainframe computer systems manufactured by Control Data Corporation. Generally considered to be the first successful supercomputer, it outperformed the industry's prior recordholder, the IBM 7030 Stretch, by a factor of three. With performance of up to three megaFLOPS, the CDC 6600 was the world's fastest computer from 1964 to 1969, when it relinquished that status to its successor, the CDC 7600.
Central processing unit power dissipation or CPU power dissipation is the process in which central processing units (CPUs) consume electrical energy, and dissipate this energy in the form of heat due to the resistance in the electronic circuits.
In computer architecture, instructions per cycle (IPC), commonly called Instructions per clock is one aspect of a processor's performance: the average number of instructions executed for each clock cycle. It is the multiplicative inverse of cycles per instruction.
The clock rate typically refers to the frequency at which the clock generator of a processor can generate pulses, which are used to synchronize the operations of its components, and is used as an indicator of the processor's speed. It is measured in clock cycles per second or its equivalent, the SI unit hertz (Hz). The clock rate of the first generation of computers was measured in hertz or kilohertz (kHz), the first personal computers (PCs) to arrive throughout the 1970s and 1980s had clock rates measured in megahertz (MHz), and in the 21st century the speed of modern CPUs is commonly advertised in gigahertz (GHz). This metric is most useful when comparing processors within the same family, holding constant other features that may affect performance. Video card and CPU manufacturers commonly select their highest performing units from a manufacturing batch and set their maximum clock rate higher, fetching a higher price.
The POWER1 is a multi-chip CPU developed and fabricated by IBM that implemented the POWER instruction set architecture (ISA). It was originally known as the RISC System/6000 CPU or, when in an abbreviated form, the RS/6000 CPU, before introduction of successors required the original name to be replaced with one that used the same naming scheme (POWERn) as its successors in order to differentiate it from the newer designs.
In computer engineering, microarchitecture, also called computer organization and sometimes abbreviated as µarch or uarch, is the way a given instruction set architecture (ISA) is implemented in a particular processor. A given ISA may be implemented with different microarchitectures; implementations may vary due to different goals of a given design or due to shifts in technology.
The history of general-purpose CPUs is a continuation of the earlier history of computing hardware.
The z10 is a microprocessor chip made by IBM for their System z10 mainframe computers, released February 26, 2008. It was called "z6" during development.
An instruction set architecture (ISA) is an abstract model of a computer. It is also referred to as architecture or computer architecture. A realization of an ISA is called an implementation. An ISA permits multiple implementations that may vary in performance, physical size, and monetary cost ; because the ISA serves as the interface between software and hardware. Software that has been written for an ISA can run on different implementations of the same ISA. This has enabled binary compatibility between different generations of computers to be easily achieved, and the development of computer families. Both of these developments have helped to lower the cost of computers and to increase their applicability. For these reasons, the ISA is one of the most important abstractions in computing today.
This is a glossary of terms relating to computer hardware – physical computer hardware, architectural issues, and peripherals.
The IBM POWER ISA is a reduced instruction set computer (RISC) instruction set architecture (ISA) developed by IBM. The name is an acronym for Performance Optimization With Enhanced RISC.
Heterogeneous computing refers to systems that use more than one kind of processor or cores. These systems gain performance or energy efficiency not just by adding the same type of processors, but by adding dissimilar coprocessors, usually incorporating specialized processing capabilities to handle particular tasks.
Cache hierarchy, or multi-level caches, refers to a memory architecture which uses a hierarchy of memory stores based on varying access speeds to cache data. Highly-requested data is cached in high-speed access memory stores, allowing swifter access by central processing unit (CPU) cores.
Architecture describes the internal organization of a computer in an abstract way; that is, it defines the capabilities of the computer and its programming model. You can have two computers that have been constructed in different ways with different technologies but with the same architecture.
This task has many aspects, including instruction set design, functional organization, logic design,and implementation.
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