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CHAPTER 6: The Little Man Computer

CHAPTER 6: The Little Man Computer. The Architecture of Computer Hardware and Systems Software: An Information Technology Approach 3rd Edition, Irv Englander John Wiley and Sons  2003 Linda Senne, Bentley College Wilson Wong, Bentley College. Introduction.

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CHAPTER 6: The Little Man Computer

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  1. CHAPTER 6:The Little Man Computer The Architecture of Computer Hardware and Systems Software: An Information Technology Approach 3rd Edition, Irv Englander John Wiley and Sons 2003 Linda Senne, Bentley College Wilson Wong, Bentley College

  2. Introduction • The power of the computer does not arise from complexity. Instead, the computer has the ability to perform simple operations at an extremely high rate of speed. • These operations can be combined to provide the computer capabilities that you are familiar with. Chapter 6 Little Man Computer

  3. LMC – Little Man Computer • Original was created by Dr. Stuart Madnick at MIT in 1965. • He produced a newer version in 1979. The newer version has a slightly modified instruction set. We will use the modified version. Chapter 6 Little Man Computer

  4. The Little Man Computer Chapter 6 Little Man Computer

  5. Mailboxes: Address vs. Content • Addresses are consecutive • Content may be • Data or • Instructions Chapter 6 Little Man Computer

  6. Content: Instructions • Op code • Operation code • Arbitrary mnemonic • Operand • Object to be manipulated • Data or • Address of data Chapter 6 Little Man Computer

  7. Magic! • Load program into memory • Put data into In Basket Chapter 6 Little Man Computer

  8. Assembly Language • Specific to a CPU • 1 to 1 correspondence between assembly language instruction and binary (machine) language instruction • Mnemonics (short character sequence) represent instructions • Used when programmer needs precise control over hardware, e.g., device drivers Chapter 6 Little Man Computer

  9. Instruction Set –Direct Addressing Chapter 6 Little Man Computer

  10. Instruction Set –LOAD (Direct) Chapter 6 Little Man Computer

  11. Instruction Set –STORE (Direct) Chapter 6 Little Man Computer

  12. Instruction Set –ADD (Direct) Chapter 6 Little Man Computer

  13. Instruction Set –SUB (Direct) Chapter 6 Little Man Computer

  14. Instruction Set –INPUT Chapter 6 Little Man Computer

  15. Instruction Set –OUTPUT Chapter 6 Little Man Computer

  16. Instruction Set –HALT Chapter 6 Little Man Computer

  17. Instruction Set –SKIP Chapter 6 Little Man Computer

  18. Instruction Set –JUMP (Direct) Chapter 6 Little Man Computer

  19. What does this program do? • 00 IN; • 01 STA 99; • 02 IN; • 03 ADD 99; • 04 OUT; • 05 HLT; Write the opcode. Chapter 6 Little Man Computer

  20. What does this program do? • 00 IN; • 01 STA 99; • 02 IN; • 03 STA 98; • 04 ADD 99; • 05 STA 97; • 06 LDA 99; • 07 OUT; • 08 LDA 98; • 09 OUT; • 10 LDA 97; • 11 OUT; • 12 HLT; Chapter 6 Little Man Computer

  21. Write a program to… • Enter two number. Find (and output) the sum of twice the first number plus the second number. • Enter two number. Compute the sum of twice the first number and three times the second number. Output the first number, then the second number, then the result. Chapter 6 Little Man Computer

  22. INDIRECT ADDRESSING Chapter 6 Little Man Computer

  23. Instruction Set –LOAD (Indirect) Chapter 6 Little Man Computer

  24. Instruction Set –STORE (Indirect) Chapter 6 Little Man Computer

  25. Instruction Set –ADD (Indirect) Chapter 6 Little Man Computer

  26. Instruction Set –SUB (Indirect) Chapter 6 Little Man Computer

  27. Instruction Set –JUMP (Indirect) Chapter 6 Little Man Computer

  28. Immediate Addressing Chapter 6 Little Man Computer

  29. Instruction Set –LOAD (Immediate) Chapter 6 Little Man Computer

  30. Instruction Set –ADD (Immediate) Chapter 6 Little Man Computer

  31. Instruction Set –SUB (Immediate) Chapter 6 Little Man Computer

  32. Indirect, Immediate, Direct • 00 IN; • 01 STA 99; • 02 ADD #05; • 03 STA *99; • 04 ADD *99; • 05 OUT; • 06 SUB *99; • 07 OUT; • 08 HLT; Chapter 6 Little Man Computer

  33. Indirect, Immediate, Direct • 00 IN; Input a number > 10 to the calculator • 01 STA 99; Direct Addressing--Store data in calc to mailbox 99 • 02 ADD #05; Add the number five to the calculator • 03 STA *99; Indirect addressing- Store contents of calculator • ; to the mailbox pointed to by the contents • ; of mailbox 99 • 04 ADD *99; Indirect addressing; Add contents of mailbox pointed by 99 to contents of the calculator • 05 OUT; • 06 SUB *99; Indirect addressing-- Subtract contents of mailbox ;pointed to by the contents of mailbox 99 • 07 OUT; Print out result in calculator to output basket • 08 HLT; End program Chapter 6 Little Man Computer

  34. Counting Forward INFINITE • 00 LDA 90; • 01 OUT; • 02 ADD #01; • 03 STA 90; • 04 JMP 01; • 05 HLT; • 90 DAT 00; Chapter 6 Little Man Computer

  35. Counting up to an enter num • 00 IN; • 01 STA 99; • 02 LDA 90; • 03 OUT; • 04 ADD #01; • 05 STA 90; • 06 LDA 99; • 07 SUB #01; • 08 SKN; • 09 JMP 01; • 10 HLT; • 90 DAT 00; Chapter 6 Little Man Computer

  36. LMC Input/Output IN OUT Chapter 6 Little Man Computer

  37. LMC Internal Data LDA STA Chapter 6 Little Man Computer

  38. Data storage location • Physically identical to instruction mailbox • Not located in instruction sequence • Identified by DAT mnemonic Chapter 6 Little Man Computer

  39. LMC Arithmetic Instructions ADD SUB Chapter 6 Little Man Computer

  40. Instruction Cycle • Fetch: Little Man finds out what instruction he is to execute • Execute: Little Man performs the work. Chapter 6 Little Man Computer

  41. Fetch Portion ofFetch and Execute Cycle 1. Little Man reads the address from the location counter 2. He walks over to the mailbox that corresponds to the location counter Chapter 6 Little Man Computer

  42. Fetch, cont. 3. And reads the number on the slip of paper (he puts the slip back in case he needs to read it again later) Chapter 6 Little Man Computer

  43. Execute Portion 1.The Little Man goes to the mailbox address specified in the instruction he just fetched. 2.He reads the number in that mailbox (he remembers to replace it in case he needs it later). Chapter 6 Little Man Computer

  44. Execute, cont. 3.He walks over to the calculator and punches the number in. 4.He walks over to the location counter and clicks it, which gets him ready to fetch the next instruction. Chapter 6 Little Man Computer

  45. von Neumann Architecture(1945) • Stored program concept • Memory is addressed linearly • Memory is addressed without regard to content Chapter 6 Little Man Computer

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