Inside the Computer Microcomputer Minicomputer Mainframe

Inside the Computer Microcomputer Minicomputer Mainframe

Inside the computer Microcomputer Classification of Systems: • Personal Computer / Workstation. – Microcomputer • Desktop machine, including portables. – Minicomputer • Used for small, individual tasks - such as – Mainframe simple desktop publishing, small business – Supercomputer accounting, etc.... • Typical cost : £500 to £5000. • Chapters 1-5 in Capron • Example : The PCs in the labs are microcomputers. Minicomputer Mainframe • Medium sized server • Large server / Large Business applications • Desk to fridge sized machine. • Large machines in purpose built rooms. • Used for distributed data processing and • Used as large servers and for intensive multi-user server support. business applications. • Typical cost : £5,000 to £500,000. • Typical cost : £500,000 to £10,000,000. • Example : Scarlet is a minicomputer. • Example : IBM ES/9000, IBM 370, IBM 390. Supercomputer • Scientific applications • Large machines. • Typically employ parallel architecture (multiple processors running together). • Used for VERY numerically intensive jobs. • Typical cost : £5,000,000 to £25,000,000. • Example : Cray supercomputer 1 What's in a Computer System? Software • The Onion Model - layers. • Divided into two main areas • Hardware • Operating system • BIOS • Used to control the hardware and to provide an interface between the user and the hardware. • Software • Manages resources in the machine, like • Where does the operating system come in? • Memory • Disk drives • Applications • includes games, word-processors, databases, etc.... Interfaces Hardware • The chunky stuff! •CUI • If you can touch it... it's probably hardware! • Command Line Interface • The mother board. •GUI • If we have motherboards... surely there must be • Graphical User Interface fatherboards? right? •WIMP • What about sonboards, or daughterboards?! • Windows, Icons, Mouse, Pulldown menus • Hard disk drives • Monitors • Keyboards BIOS Basics • Basic Input Output System • Directly controls hardware devices like UARTS (Universal Asynchronous Receiver-Transmitter) - Used in COM ports. Central Peripherals Processing Memory • Stored in the ROM of the machine. Unit (CPU) • What's ROM? - Read only memory • Preserved while the computer is turned off. • How? • WHY?! 2 Basics Memory Central Peripherals Processing Memory • Stores the program to be executed and the Unit (CPU) data that this manipulates as bits • Volatile - contents are lost when the computer is switched off • Memory consists of series of cells, each of which holds one word of information • Each cell has a unique memory address (a number) that can also be written as bits Memory Store and fetch Memory cells Memory addresses • Two key properties of a cell are its value 0101100111000010 00000001 1001100101111000 00000010 and address 0000110000111100 00000011 • Memory hardware performs to basic 1101110100110000 00000100 1111111110111110 00000101 operations Cell 1010101010101010 00000110 – store ( value address ) containing 0001100011101011 00000111 one word of 0001000100010001 00001000 – fetch (address value information 1101101110010110 00001001 1000100111011010 00001010 Types of memory ROM • Read Only Memory • Random Access Memory (RAM) • Contains crucial start-up information for • Read Only Memory (ROM) PCs. • Erasable Programmable Read Only • Typically only 48K. Memory (EPROM) • Non-volatile - information is preserved when the power is switched off. • Relatively slow - sometimes copied to RAM for faster execution. • Also located on memory chips. 3 RAM EPROM • Random access memory • Volatile - information is lost when the • Using a ROM Burner the instructions power is switched off. within the chips can be changed • Used for updates • Early computer had around 4K of RAM. • These-days 128Mb RAM is around £30 • Also seen in DVD players and videos to change/update functions • Read about SIMM, DIMM, SRAM, DRAM Measuring memory Memory • Memory not usually measured in words – Every 0 or 1 in binary is called a bit • Measured instead in: – (0 means off, 1 means on) • bytes – 8 bits = 1 byte = one character (A,B,C,$,£,1,2) • kilobytes • megabytes • kilobytes (Kb) = 210 = 1024 bytes •gigabytes • megabytes (Mb) = ~1,000,000 bytes • International word for a byte is an octet • gigabytes (Gb) = ~1 billion bytes Where are we ?? CPU A Arithmetic General and B purpose Logic Unit register C (ALU) D IR PC Special MBR MAR purpose register memory 0101100111000010 4 • ALU is the sub-component that performs basic arithmetic and logic operations Program execution • Registers provide very fast but expensive storage (hence there are only a few) • The fetch-decode-execute cycle – General purpose registers – Fetch instruction at memory address PC from – Special purpose registers memory and put it into IR • IR put instructions here to execute them – Decode and execute the instruction in IR • PC memory address of the next instruction – Increment PC to point at the next instruction • MAR where addresses are placed for fetch or store • Each single instruction may involve many • MBR where values are placed for fetch or store smaller micro-instructions. such as moving words of information between registers Chapter 3 (Capron) • For example, for the single instruction: “add the data at address X to the data at address Y The clock and store the result back at Y” : • The whole cycle is driven by the CPU’s – move contents of PC to MAR internal clock – fetch – move from MBR to IR • CPU speed is measured in Hertz (Hz) – Put address X into MAR (500MHz computer can handle 500 million machine cycles per second) – fetch – move MBR to general register A • Chunks of information have to be moved – put address Y into MAR – fetch between parts of the computer - carried – move MBR to general register B along an arrangement of parallel wires – add A to B, result in C – move C to MBR called a bus – store Peripherals Peripheral Devices • Various peripherals are responsible for input, output and permanent storage • Input – programs and data have to get into memory • Mouse – results have to be displayed to users • Scanner – permanent storage is required • Light-pen • • Access to peripherals is orders of magnitude Keyboard • Modem slower than the speed of the CPU of the • What does modem mean? speed of memory access • Interrupts are used to allow the CPU to get on with something else in the meantime 5 Peripheral Devices Peripheral devices • Output •Storage • Printer • Hard drive • Plotter • Floppy drive • Monitor • CD-ROM • Modem • Zip disk • Some peripherals use special dedicated I/O Summary of simple model processors to increase performance • Each peripheral is controlled by its own • Memory - words, cells, addresses, fetch and instructions store, sizes – disk: seek, read, write … • CPU - registers, ALU, fetch-decode- – tape: wind, rewind, read, write ... execute, micro-programs, clock – printer: form feed, reset, newline … • Peripherals - interrupts, specialised – monitor: clear, refresh ... instructions Central Peripherals Processing Memory Unit (CPU) Application development Source code software Source code: • The development of programming languages “The written commands in a programming language, together with the comments that • Language Translators describe what they do.” • Software Tools 6 The development of Algorithms programming languages • An algorithm is a logical plan for solving a task • Algorithms and programs revisited that can be understood by humans. • Machine-code • There are many notations for expressing algorithms. They need to include: • Assembly language – hierarchical decomposition of tasks • High-level languages – sequences of actions • Object oriented languages – choice – iteration – descriptions of objects and information 1st generation 2nd generation Machine code Assembly languages • Computers execute binary instructions called machine code • Limited improvements over machine code • Typically a few simple instructions consisting of op-codes and addresses – mnemonics for op-codes improve readability • Very difficult for humans to work with algorithms – more powerful addressing styles such as named in machine code locations, relative addressing and indirect – hard to read addressing – easy to make but hard to correct mistakes •ADD A – minimal program or data structures • LOAD A + 1 – not portable •STORE (A) 3rd generation High level languages Important features of HLLs • Developed in the 60s and 70s to be closer to • Readability algorithms in terms of notation, control – use of English words and phrases structures, data structures, and task – mathematical notation decomposition – block structure • Relatively portable – comments • Based around hierarchical task • Powerful instructions and control structures decomposition realised using – complex expressions and operators functions/procedures/sub-routines – choice and repetition – input and output 7 • Data structures – named variables and constants Object-orientated languages – typed variables – structured types (arrays and records) • Encapsulate data and operations into objects – dynamic linked types (trees, lists, queues and stacks) • Program and system structure • Classes provide templates for objects – functions – establish precise interfaces between system – libraries and modules components before implementation • Abstraction and encapsulation – encourage team-work, re-use and safety – functions support procedural abstraction – modules support data abstraction Internal data Public interface operations and functions object Language translators The role of language translators • The role

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    14 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us