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Basic Computer Organization and Design
Basic Computer Organization and Design
Basic Computer Organization and Design
Organization
and Design
Report by:
Adoc, Romeo
Bullo, Rosemarie
Yalung, Nina Mikaela
The general-purpose digital computer is capable
of executing various microoperations and, in
addition, can be instructed as to what specific
sequence of operations it must perform. The user
of a computer can control the process by means
of a program.
Program
A program is a set of
instructions that specify the
operations, operands, and
the sequence by which
processing has to occur.
Instruction Codes
An instruction code is a
group of bits that instruct
the computer to perform a
specific operation.
Instruction Code Format:
Opcode Operand (or Address)
n
Addressing Modes
1. Immediate Operand: The instruction
directly provides the data it needs.
2. Direct Address: The instruction
specifies where to find the data in
memory.
3. Indirect Address: The instruction
provides the address of another
memory location, where the actual
address of the data is stored.
Computer Registers
Computer registers are small,
fast storage locations within the CPU
that hold data temporarily during
processing. They serve various
purposes such as storing instructions,
holding data, managing memory
addresses, and facilitating arithmetic
operations.
Common Bus System
In a common bus system, multiple registers and
memory share a set of data lines called a bus. This bus
allows data to be transferred between registers and
memory efficiently. Each register or memory unit can
be connected to the bus, and the control unit decides
which one is active at any given time.
01 02 03
Data movement instructions Arithmetic and logic instructions Control instructions
used to move data between used to perform mathematical used to control the flow of
different parts of the operations (add, subtract, instructions within the
computer system (load, multiply, divide) and logical computer system (branch,
store). operations (AND, OR, NOT) on jump).
data stored in the system.
3 Instruction
Code Formats
1. Memory-Reference Instructions
2. Register-Reference Instructions
3. Input-Output Instructions
Memory- These instructions involve accessing data from or storing
data into memory. They typically use memory addresses to
Reference specify the location of the data. Examples include LOAD (to
load data from memory into a register) and STORE (to store
Instructions
data from a register into memory).
Basic Computer Instructions
Register- These instructions operate on data stored in registers.
Registers are small, fast storage locations within the CPU.
Instructions
two registers) or AND (to perform a bitwise AND operation
on two registers).
Basic Computer Instructions
Input-Output
These instructions are used to transfer data between the
CPU and external devices, such as keyboards, displays, or
storage devices. Input-output instructions typically involve
Fetch an instruction
Flowchart
for
Instruction
Cycle
Timing and Control
These are the mechanisms by which the various
components of a computer system are
synchronized and coordinated to perform
operations correctly. Timing refers to the
sequencing of events, while control refers to the
signals and mechanisms used to coordinate those
events.
CLOCK PULSES CONTROL UNIT
plays a crucial role in the timing and control of
a component of the central processing unit (CPU)
operations within a computer system, ensuring
that manages the execution of instructions.
that components operate together harmoniously
and at the correct speed. These pulses serve as a
timing mechanism that synchronizes the
operations of various components within a
computer system.
2 DECODERS
3x8 Decoder
4x16 Decoder
1 SEQUENCE COUNTER
label 3
IR
AR
PC
int a = 10, b = 5
c=a+b
go to label 3
label 3
IR 0 BUN 40
AR
PC
The line 22 will be called in IR, the
22
PC is 21 and it will be change into
22.
int a = 10, b = 5
c=a+b
go to label 3
label 3
IR 0 BUN 40
AR
PC
The PC will incremented by 1 the
23
result is 22 will become 23.
int a = 10, b = 5
c=a+b
go to label 3
label 3
IR 0 BUN 40
AR 40
PC
The effective address in line 22
23
will be shift in AR
int a = 10, b = 5
c=a+b
go to label 3
label 3
IR 0 BUN 40
AR 40
PC
We will use the equation above if
40
the D4 and T4 is true the value in
AR will be shift into PC.
BSA INSTRUCTION
Branch and Save Return Address
abc( )
{
}
PC 22
int a = 10, b = 5,c,
c=a+b
abc( );
abc( )
{
}
in AR which is 35
AR 35
PC 22
int a = 10, b = 5,c,
c=a+b
abc( );
abc( )
{
}
PC 23
int a = 10, b = 5,c,
c=a+b
abc( );
abc( )
{
}
PC 23
int a = 10, b = 5,c,
c=a+b
abc( );
abc( )
{
}
AR 36
PC 36
ISZ INSTRUCTION
Increment and Skip if Zero
AR 000000001010
20 0110000000001010
21 1111010000000000
PC 20
22 0111100000000000
AR 000000001010
20 0110000000001010
21 1111010000000000
PC 20
22 0111100000000000
AR 000000001010
20 0110000000001010
21 1111010000000000
PC 20
22 0111100000000000
FGI
PROGRAM
INTERRUPT
The process of communication just
described is referred to as programmed
control transfer.
INSTRUCTION 1
INSTRUCTION 2
INSTRUCTION 3
INTERRUPT HANDLER
.
.
. INSTRUCTION
INSTRUCTION i
INSTRUCTION i +1 INSTRUCTION
.
.
. RETURN FROM INTERRUPT
INTERRUPT
CYCLE
The interrupt cycle is initiated after last
execute phase if the interrupt flip-flop R
is equal to 1. This flip-flop is set to 1 if IEN
= 1 and either FGI or FGO are equal to 1.
Thank
you very
much!