Thursday, July 3, 2014

Store program control Concept

                                              Store program control Concept
The term Von Neumann architecture, also known as the Von Neumann model. This describes a design architecture for an electronic digital computer with subdivisions of a processing unit consisting of an arithmetic logic unit and processor registers, a control unit containing an instruction register and program counter, a memory to store both data and instructions, external mass storage, and input and output mechanisms. The meaning of the term has evolved to mean a stored-program computer in which an instruction fetch and a data operation cannot occur at the same time because they share a common bus. This is referred to as the Von Neumann bottleneck and often limits the performance of the system.
The design of a Von Neumann architecture is simpler than the more modern Harvard architecture which is also a stored-program system but has one dedicated set of address and data buses for reading data from and writing data to memory, and another set of address and data buses for fetching instructions.
A stored-program digital computer is one that keeps its programmed instructions, as well as its data, in read-write, random-access memory (RAM). Stored-program computers were an advancement over the program-controlled computers of the 1940s, such as the and the which were programmed by setting switches and inserting patch leads to route data and to control signals between various functional units.

Store Program control concept
Stored-program concept, Storage of instructions in computer memory to enable it to perform a variety of tasks in sequence or intermittently. The idea was introduced in the late 1940s by John von Neumann, who proposed that a program be electronically stored in binary-number format in a memory device so that instructions could be modified by the computer as determined by intermediate computational results.
Instructions are bits
• Programs are stored in memory
—to be read or written just like data
Fetch & Execute Cycle
– Instructions are fetched and put into a special register
– Bits in the register "control" the subsequent actions
– Fetch the ―next‖ instruction and continue 


Instructions
Language of the Machine
• More primitive than higher level languages e.g., no sophisticated control flow
• Very restrictive e.g., MIPS Arithmetic Instructions
• We’ll be working with the MIPS instruction set architecture – Similar to other architectures developed since the 1980 Architecture Specification
• Data types:
– bit, byte, bit field, signed/unsigned integers logical, floating point, character
• Operations: – data movement, arithmetic, logical, shift/rotate, conversion, input/output, control, and system calls
• # of operands: – 3, 2, 1, or 0 operands
• Registers: – integer, floating point, control

• Instruction representation as bit strings
more information

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