Instruction Design
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Arithmetic Instructions
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Today, we'll start learning about arithmetic instructions, such as addition and subtraction. Can anyone tell me what these operations are used for in programming?
They are used for performing calculations with numbers, like adding scores or subtracting debts.
Exactly! In our instruction design, we have opcodes that perform these functions. For instance, when we define an instruction like 'SUB M', it means to subtract the contents of memory from the accumulator. Can you remember what the accumulator is?
Yes! The accumulator stores intermediate results during calculations.
Great! Now, let's look at the encoding for these instructions. Each operation gets a unique opcode. For 'SUB M', we assign it a specific code. Why do you think that’s important?
So the CPU knows which operation to perform when it fetches the instruction?
Exactly! The CPU uses these opcodes to identify and execute the correct instructions.
Control Instructions
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Now let’s shift our focus to control instructions, like JMP, JZ, and JNZ. Can anyone tell me what these instructions do?
JMP is for jumping to a different part of the program.
Right! And what about JZ and JNZ?
JZ jumps if the zero flag is set, and JNZ jumps if it’s not.
Spot on! These instructions help control the flow of execution based on conditions. Why is this important in programming?
It allows programs to make decisions based on certain conditions, like finishing a loop when a variable reaches zero.
Absolutely! Without these, we couldn't implement logic effectively in our programs.
Instruction Set Limitations
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As we design instructions, we come across certain limitations. For example, with our instruction set, what is one limitation we face?
We can’t manipulate memory addresses easily.
Exactly! That means our programs have to be carefully written to fit within the constraints of the instructions we have. How might that affect running a loop?
We wouldn’t be able to dynamically address different parts of memory in a loop.
Yes! This makes it hard to write flexible programs without additional instructions. Let's think about how a high-level language could simplify this task.
High-level languages let us write code without worrying about these low-level details.
Exactly! That's the advantage of high-level programming languages.
Practical Application
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Now let’s look at a practical example. Suppose we want to calculate total marks for six subjects. What steps would we take using our instructions?
First, we would load each mark into the accumulator and add them together.
Correct! For each mark, we decrement our counter until we reach zero. If we need to do this in assembly language, what challenges might we face?
We might have to write multiple instructions for a loop to add all the marks if we can't manipulate pointers.
Exactly! This highlights the need for effective instruction sets to enable flexible programming.
Introduction & Overview
Read summaries of the section's main ideas at different levels of detail.
Quick Overview
Standard
The section discusses the design of instructions for a computer system, detailing specific operations such as addition, subtraction, loading, storing, and control commands. Additionally, it outlines how these instructions are encoded using opcodes and what implications different types of memory or register references have on instruction set design.
Detailed
This section explains the process of instruction design in computer architecture. It outlines how different arithmetic instructions such as addition and subtraction can be encoded with specific opcodes. The primary focus is on the instruction SUB M, which denotes subtraction and follows a coding pattern consistent across designed instructions. It further describes the significance of register references and discusses how to incorporate new instructions while adhering to existing constraints. The section concludes with control instructions like JMP, JZ, and JNZ, emphasizing their role in programming logic and flow control. A practical example is included to illustrate the computation of total marks, showcasing the limitations of instruction manipulation within designed constraints. The significance of high-level programming languages is also addressed, culminating in the importance of compilers and assemblers.
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Existing Instructions and New Development
Chapter 1 of 6
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Chapter Content
These are the 3 Instructions we have designed and the code assigned is your 1, 2 and 5. Other codes are now still available to me. So, now we can design some more Instructions. Now, we are designing one more Instruction called SUB M. This means subtraction, basically the Accumulator is equal to Accumulator minus contents of the Memory.
Detailed Explanation
In this chunk, the speaker refers to three existing instruction codes: 1 for load, 2 for store, and 5 for add. New instruction design is conceptually discussed, specifically focusing on a proposed subtraction instruction named SUB M. This instruction will decrease the value in the Accumulator by the value stored in a specified Memory location, illustrating the basic operation of subtraction within the instruction set of a hypothetical processor.
Examples & Analogies
Think of the Accumulator as a bank account balance. If you have $100 in your account and you subtract $20, your new balance is $80. Similarly, the SUB M instruction takes the current value in the Accumulator (like your balance) and subtracts a value from Memory (like withdrawing money from your account).
Instruction Format and Code Assignment
Chapter 2 of 6
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Chapter Content
The Instruction format is the same whatever we design for all the Instructions. I am going to use one more code this is code 4, which is your subtraction code. We can add more and more Instructions now, referring to Registers instead of Memories.
Detailed Explanation
This part emphasizes the consistency in instruction formatting across all designed instructions, meaning they will follow the same structural rules. Code 4 is designated for the new subtraction instruction (SUB M). The speaker indicates future developments, implying the potential to designate additional codes for future instructions that would also work with Register references, hinting at improved efficiency over memory references.
Examples & Analogies
Consider a standardized form used for filling out a job application; everyone uses the same structure to maintain clarity. Here, the instruction format acts like that job application form. No matter the content, the structure stays the same. The introduction of code 4 for subtraction is like adding a new checklist item to that application; it allows for additional tasks to be documented without altering the fundamental layout.
Understanding Memory and Register Differences
Chapter 3 of 6
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Chapter Content
In this case, the first opcodes return memory references and the latter refer to registers. For instance, if I say the opcode is 9000, it refers to Register R0. If I say the opcode is 9001, it will refer to Register R1.
Detailed Explanation
The explanation distinguishes between memory and register references within instruction coding. Memory and registers serve different purposes in computation, and the speaker outlines how specific opcode values signify whether the operation will affect a memory location or a register. For example, opcode 9000 refers to Register R0, demonstrating how opcode assignment can communicate detailed operational intentions within the computer architecture.
Examples & Analogies
Imagine you’re sending a package (instruction) to a friend (register) or a post office (memory). The package has a specific address that tells you where to send it. Here, the opcode is like the address; it tells the processor whether to directly alter a register (the friend who can instantly receive the package) or access a memory location (the post office holding the package until someone retrieves it).
Increment and Decrement Operations
Chapter 4 of 6
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Chapter Content
The instructions for increment (INR) and decrement (DEC) show how we modify values in registers or memory. If I execute a decrement operation on memory at location 900, and it has a value of 15, after execution, it will become 14.
Detailed Explanation
This chunk introduces two specific instruction types: increment and decrement. These instructions add or subtract 1 from the specified memory/register value. The example demonstrates how executing a decrement instruction changes the value at a designated memory location, thereby altering the data state within the computer system. It's noteworthy how this manipulation can occur in a way that doesn't require using the Accumulator for every arithmetic change.
Examples & Analogies
Think of a score tracker in a game. If your score is 15 and you lose a point (decrement), the score changes to 14. The decrement instruction works the same way, simply adjusting the stored value directly—like a game score being modified as you earn or lose points.
Jump and Control Instructions
Chapter 5 of 6
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Chapter Content
Now, opcode 0 is defined as the JMP (jump) instruction, which can halt the execution of the program. JZ (Jump if Zero) and JNZ (Jump if Not Zero) are conditional jump instructions that depend on the Zero flag.
Detailed Explanation
This section deals with control flow in programming. The JMP instruction causes an unconditional jump to another memory location, restarting instruction processing from that new point. The JZ and JNZ instructions check the Zero flag—a specific status indicator in the processor. If the flag indicates that the last instruction resulted in zero, the program conditionally jumps to a different part of the code.
Examples & Analogies
Imagine navigating a road trip and arriving at a fork in the road. The JMP instruction is like deciding to take a different route regardless of your current direction (unconditionally jumping). Meanwhile, JZ is like checking if you're out of gas—if you are, you call for help (jump to a different part of your journey); if you aren't, you continue on your way (no jump).
Program Execution Overview
Chapter 6 of 6
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Chapter Content
This chunk illustrates how to run a program, detailing steps like loading the program into memory, setting the program counter, fetching instructions sequentially, and executing them until a halt instruction is encountered.
Detailed Explanation
The entire process of program execution is summarized, including the necessary steps like loading instructions into memory, initializing the program counter to indicate where execution starts (at a specific memory location), and executing each instruction sequentially. The execution continues until a halt instruction is reached, signaling the end of the program run. This explanation encapsulates how practical programming translates into mechanistic operations within computer hardware.
Examples & Analogies
Imagine reading a recipe while cooking. You start at the first step (program counter set to the first instruction), follow each subsequent step until you're done (sequential instruction execution), and finally, you stop cooking when the dish is complete (halt instruction). Each step represents an instruction that needs to be followed precisely.
Key Concepts
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Instruction Design: The method of creating instructions for CPU operations.
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Opcode: A specific code assigned to an instruction to determine its operation.
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Accumulator: A temporary storage in the CPU where intermediate arithmetic results are kept.
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Control Instructions: Instructions that modify the execution flow based on conditions or direct jumps.
Examples & Applications
SUB M (subtract contents of memory from accumulator)
ADD R0 (add the content of register 0 to the accumulator)
JMP 350 (jump to memory address 350)
JZ 200 (jump to address 200 if the zero flag is set)
Memory Aids
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Rhymes
To ADD and to SUB, the rules must be clear, with registers near, logic to steer.
Stories
Imagine a calculator where numbers enter a door; they add or subtract, then exit no more. A jump in the flow like a dancer's quick move, shifting the steps as the program will groove.
Memory Tools
Remember 'A-C', Accumulator - Calculation. It's your go-to for arithmetic transactions.
Acronyms
JUMP
Jolt Up Memory Program - For jumping around in instructions!
Flash Cards
Glossary
- Accumulator
A register in a CPU that temporarily holds data and results of operations.
- Opcode
A unique binary number that represents a specific machine language instruction.
- Instruction Set
A collection of instructions that a CPU can execute.
- Jump Instruction
An instruction that alters the flow of execution to a different instruction.
- Register
A small amount of fast storage available directly in the CPU for operations.
Reference links
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