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Основы компьютерной архитектуры для дошкольников: первые шаги в IT
NEW COMPUTER ARCHITUCTURE
Incomputer engineering,computer architecture is a set of rules and methods that describe the functionality, organization, and implementation of computersystems. 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 involvesinstruction set architecture design, microarchitecture design, logic design, andimplementation.
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:
John von Neumann's 1945 paper, First Draft of a Report on the EDVAC, which described an organization of logical elements, and
Alan Turing's more detailed Proposed Electronic Calculator for the AutomaticComputing Engine, also 1945 and which cited John von Neumann's paper.
The term “architecture” in computer literature can be traced to the work of Lyle R. Johnson andFrederick 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 supercomputerfor 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.”
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 understandhigh-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 software (emulators) can run programs written in a proposed instruction set. Modern emulators can measure size, cost, and speed to determine if a particular ISA is meeting its goals.
Modern computer performance is often described in IPC (instructions percycle). This measures the efficiency of the architecture at any clock frequency. Since a faster rate can make a faster computer, this is a useful measurement. Older computers had IPC counts as low as 0.1instructions per cycle. Simple modern processors easily reach near 1. Superscalar processors may reach three to five IPC by executing several instructions per clock cycle.
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 actual 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, short time 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.[16] 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.[17] In the world of embedded computers, power efficiency has long been an important goal next to throughput and latency.
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