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The stored program concept

The stored program concept allows machine code instructions to be stored in main memory, fetched, and executed by a processor, enabling the execution of various applications. It is foundational to computer architecture, with the von Neumann and Harvard architectures being two primary models. The document also discusses processor fundamentals, including the fetch-execute cycle, registers, and assembly language, highlighting how instructions are processed and manipulated within a computer system.

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0% found this document useful (0 votes)
5 views

The stored program concept

The stored program concept allows machine code instructions to be stored in main memory, fetched, and executed by a processor, enabling the execution of various applications. It is foundational to computer architecture, with the von Neumann and Harvard architectures being two primary models. The document also discusses processor fundamentals, including the fetch-execute cycle, registers, and assembly language, highlighting how instructions are processed and manipulated within a computer system.

Uploaded by

amandanobela18
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The stored program concept

The stored program concept Definition:

● Machine code instructions stored in main memory

● are fetched and executed serially

● by a processor that performs arithmetic and logical operations The stored program concept

● Allows one set of instructions to be switched out for another

● Allows modern computers to run numerous different applications

● The contents of a memory location to be interpreted either as instructions or data

● This can be exploited in hacks that work by placing instructions in the position of data in order to
make the computer execute malicious code

● The universal Turing machine is seen as an early example of the stored program concept

● Computers that use the stored program concept can be based on one of two different
architectures: ○ Harvard architecture ○ von Neumann architecture

Processor Fundamentals
Central Processing Unit Architecture
 Von Neumann model

o Von Neumann realized data & programs are indistinguishable and can therefore use

same memory.
o Von Neumann architecture uses a single processor.

o It follows a linear sequence of fetch–decode–execute operations for the set of

instructions i.e. the program.

o In order to do this, the processor uses registers.

 Registers: smallest unit of storage of microprocessor; allows fast data transfer

between other registers

 General Purpose registers

o Used to temporarily store data values which have been read from memory or some

processed result

o Can be used by assembly language instructions

 Special Purpose Registers

o Some are accessible by assembly language instructions

o Only holds either data or memory location, not both

o Special purpose registers include:

 Program Counter (PC): holds address of next instruction to be fetched

 Memory Data Register (MDR): holds data value fetched from memory

 Memory Address Register (MAR): Holds address of memory cell of program which is

to be accessed

 Accumulator (ACC): holds all values that are processed by arithmetic & logical

operations.

 Index Register (IX): Stores a number used to change an address value

 Current Instruction Register (CIR): Once program instruction fetched, it is stored in

CIR and allows the processor to decode & execute it

 Status Register: holds results of comparisons to decide later for action, intermediate

and erroneous results of arithmetic performed


 The Processor (CPU)

o Arithmetic and Logic Unit (ALU): part of processor that processes instructions which

require some form of arithmetic or logical operation

o Control Unit (CU): part of CPU that fetches instructions from memory, decodes them

& synchronizes operations before sending signals to computer’s memory, ALU and

I/O devices to direct how to respond to instructions sent to processor

o Immediate Access Store (IAS): memory unit that can be directly accessed by the

processor

o System Clock: timing device connected to processor that is needed to synchronize

all components.

 Buses

o set of parallel wires that allow the transfer data between components in a computer

system

 Data bus: bidirectional bus that carries data instructions between processor,

memory, and I/O devices.

 Address bus: unidirectional bus that carries address of main memory location or

input/output device about to be used, from processor to memory address register

(MAR)

o Control bus

 Bidirectional

 used to transmit control signals from control unit to ensure access/use of data &

address buses by components of system does not lead to conflict

 Performance of Computer System Factors

o Clock Speed
 number of pulses the clock sends out in a given time interval, which determines the

number of cycles (processes) CPU executes in a given time interval

 usually measured in Gigahertz (GHz)

 If the clock speed is increased, then execution time for instructions decreases.

Hence, more cycles per unit time, which increases performance.

 However, there is a limit on clock speed since the heat generated by higher clock

speeds cannot be removed fast enough, which leads to overheating

o Bus Width

 Determines number of bits that can be simultaneously transferred

 Refers to number of lines in a bus

 Increasing bus width increases number of bits transferred at one time, hence

increasing processing speed and performance since there

o Cache Memory

 Commonly used instructions are stored in the cache memory area of the CPU.

 If cache memory size is increased, more commonly executed instructions can be

stored and the need for the CPU to wait for instructions to be loaded reduces, hence

CPU executes more cycles per unit time, thus improving performance

o Number of Cores

 Most CPU chips are multi-core — have more than one core (essentially a processor)

 Each core simultaneously processes different instructions through multithreading,

improving computer performance

 Ports

o Hardware which provides a physical interface between a device with CPU and a

peripheral device
o Peripheral (I/O) devices cannot be directly connected to CPU, hence connected

through ports

o Universal Serial Bus (USB): Can connect both input and output devices to processor

through a USB port

o High Definition Multimedia Interface (HDMI)

 Can only connect output devices (e.g. LCD display) to the processor through a HDMI

port

 HDMI cables transmit high-bandwidth and high-resolution video & audio streams

through HDMI ports

o Video Graphics Array (VGA)

 Can only connect output devices (e.g. second monitor/display) to the processor

through a VGA port

 VGA ports allows only the transmission of video streams, but not audio components

 Fetch-Execute (F-E) cycle

o Fetch stage

 PC holds address of next instruction to be fetched

 Address in PC is copied to MAR

 PC is incremented

 Instruction loaded to MDR from address held in MAR

 Instruction from MDR loaded to CIR

o Decode stage: The opcode and operand parts of instruction are identified

o Execute stage: Instructions executed by the control unit sending control signals

o Register Transfer Notation (RTN)

 MAR ← [PC]

 PC ← [PC] + 1
 MDR ← [[MAR]]

 CIR ← [MDR]

 Decode

 Execute

 Return to start

 Square brackets: value currently in that register

 Double square brackets: CPU is getting value stored at the address in the register

 Interrupts

o A signal from a program seeking processor’s attention

o Interrupt Service Routine (ISR):

 Handles the interrupt by controlling the processor

 Different ISRs used for different sources of interrupt

 Typical sequence of actions when interrupt occurs:

o The processor checks interrupt register for interrupt at the end of the F-E cycle for

the current instruction

o If the interrupt flag is set in the interrupt register, the interrupt source is detected

o If interrupt is low priority: then interrupt is disabled

o If interrupt is high priority:

 All contents of registers of the running process are saved on the stack

 PC is loaded with the ISR, and is executed

 Once ISR is completed, the processor restores registers’ contents from the stack,

and the interrupted program continues its execution

 Interrupts re-enabled and

 Return to start of cycle

Assembly Language
 Assembly language: low-level programming language with instructions made up of

an op code and an operand

 Machine code: code written in binary that uses the processor’s basic machine

operations

 Relationship between machine and assembly language: every assembly language

instruction (source code) translates into exactly one machine code instruction (object

code)

 Symbolic addressing

o Symbols used to represent operation codes

o Labels can be used for addresses

 Absolute addressing: a fixed address in memory

 Assembler

o Software that changes assembly language into machine code for the processor to

understand

o The assembler replaces all mnemonics and labels with their respective binary values

(that are predefined before by the assembler software)

 One pass assembler

o Assembler converts mnemonic source code into machine code in one sweep of

program

o Cannot handle code that involves forward referencing

 Two pass assembler: software makes 2 passes thru code

o On the first pass:

 Symbol table created to enter symbolic addresses and labels into specific addresses

 All errors are suppressed

o On the second pass:


 Jump instructions access memory addresses via table

 Whole source code translates into machine code

o Error reported if they exist

 Grouping the Processor’s Instruction Set

Op Code Operand Explanation


Adressing
LDM #n Immediate: Load n into ACC
LDD Direct: load contents at address into the ACC
Indirect: load contents of address at given
LDI
address into ACC
Indexed: load contents of given address + IR
LDX
into ACC
Data Movement
STO Store contents of ACC into address
Arithmetic
Operations
ADD Add contents of register to ACC
INC Add 1 to contents of the register
Comparing
Compare contents of ACC with that of given
CMP
address
CMP #n Compare contents of ACC with n
Conditional Jumps
JPE Jump to address if compare TRUE
JPN Jump to address if compare FALSE
Unconditional
Jumps
JMP Jump to given address
I/O Data
Input any character and store ASCII value in
IN
ACC
Op Code Operand Explanation
Output character whose ASCII value is
OUT
stored in ACC
Ending
END Return Control to operating system
#denotes immediate addressing

B denotes a binary number, e.g. B01001010 & denotes a hexadecimal number, e.g.

&4A

 Modes of Addressing

o Direct Addressing: loads contents at address into ACC

o Indirect Addressing: The address to be used is at given address. Load contents of

this second address to ACC

o Indexed addressing: form the address to be used as

+ the contents of the IR (Index Register)

o Relative addressing: next instruction to be carried out is an offset number of

locations away, relative to address of current instruction held in PC; allows for

relocatable code

o Conditional jump: has a condition that will be checked (like using an IF statements)

o Unconditional jump: no condition to be followed, simply jump to the next instruction

as specified

Bit Manipulation
 Binary numbers can be multiplied or divided by shifting

 Left shift (LSL #n)

o Bits are shifted to the left to multiply

o E.g. to multiply by four, all digits shift two places to left

 Right shift (LSR #n)


o Bits are shifted to the right to divide

o E.g. to divide by four, all digits shift two places to right

 Logical shift: zeros replace the vacated bit position

 Arithmetic shift: Used to carry out multiplication and division of signed integers

represented by bits in the accumulator by ensuring that the sign-bit (usually the

MSB) is the same after the shift.

 Cyclic shift: the bit that is removed from one end by the shift is added to the other

end.

 Bit Masking

o Each bit can represent an individual flag.

o ∴ by altering the bits, flags could be operated upon.

o Bit manipulation operations:

 Masking: an operation that defines which bits you want to keep and which bits you

want to clear.

 Masking to 1: The OR operation is used with a 1.

 Masking to 0: The AND operation is used with a 0.

 Matching: an operation that allows the accumulator to compare the value it contains

to the given value in order to change the state of the status register.

 Practical applications of Bit Masking:

o Setting an individual bit position:


 Mask the content of the register with a mask pattern which has 0 in the ‘mask out’

positions and 1 in the ‘retain’ positions.

 Set the result with the match pattern by using the AND command with a direct

address.

o Testing one or more bits:

 Mask the content of the register with a mask pattern which has 0 in the ‘mask out’

positions and 1 in the ‘retain’ positions.

 Compare the result with the match pattern by using the CMP command or by

“Checking the pattern”.

o Checking the pattern

 Use AND operation to mask bits and obtain resultant.

 Now subtract matching bit pattern from resultant.

 The final ‘non-zero’ result confirms the patterns are not the same else vice versa.

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