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Today, we are going to learn about control transfer instructions such as jumps and calls. Can anyone tell me what these instructions do?
Do they allow the program to jump to different parts of the code?
Exactly! Now, we categorize them into unconditional and conditional jumps. Unconditional jumps always go to a specified location. Can anyone give me an example?
Like a simple jump command that just says go to a specific address, right?
That's right, Student_2! And conditional jumps depend on certain conditions like flag statuses. Remember the acronym JUMP: Just Understand Memory Parameters.
I think I get it now! The unconditional ones are straightforward, but the conditional ones are like making decisions.
Great observation! Let’s dive deeper into how we process these jumps with basic steps.
There are three basic steps in executing a jump instruction. Can anyone list them for me?
Fetching, calculating the address, and executing the instruction?
Exactly! The first step is fetching the instruction using the program counter. So, how does the PC fit into this?
It loads the address of the instruction we want to execute, right? But I heard for jumps, we don't increment the PC right away.
Correct! For jumps, we store the PC’s value into a temporary register Y, so we don't lose track of where we were. This helps later when using offsets.
I see! It’s like saving a bookmark in case we need to shift back.
Well said, Student_2! Remember, this temporary storage is crucial especially when calculating offsets. Let’s engage in another step—address calculation.
In the address calculation stage, what changes for conditional versus unconditional jumps?
Unconditional jumps just go to the specified address, but conditional jumps need to check flag statuses.
Yes! A conditional jump will only execute if certain flags, like zero or negative flags, are set. Why do you think storing the PC in Y is helpful at this point?
Because we might need that original value to calculate the new PC if the jump condition is met later on.
Exactly! Address calculations for jumps often involve adding an offset, which is derived from the instruction. Let’s practice this concept next!
Let’s look at an example of an unconditional jump instruction. What does `JUMP 3030` do?
It directs the PC to memory location 3030!
Great! What happens to the PC after this instruction?
It gets updated to 3030, and it doesn't increment before that because it’s a jump.
Exactly, and how would this differ for a conditional jump like `JUMP IF ZERO`?
It only jumps if the zero flag is set. Otherwise, it continues to the next instruction.
Spot on! Remember, the flow control through conditional checks is essential in programming. Let’s wrap up by summarizing what we’ve learned.
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This section delves into the fundamental procedures involved in processing control transfer instructions, emphasizing the differences between conditional and unconditional jumps. It explains the steps for instruction fetching, updating program counters, and handling temporary storage of addresses needed for executing jumps.
This section discusses the fundamental steps involved in control transfer instructions, primarily focusing on jump and call operations. These operations are crucial for controlling the flow of program execution in computer architecture. The section begins by distinguishing between two types of control transfer instructions: unconditional and conditional jumps.
JUMP 3030
directly jumps to the instruction located at address 3030.JUMP IF ZERO
will only jump if the zero flag is set.
Overall, this section emphasizes the significance of managing program flow using control transfer instructions and the unique steps involved in their execution, contrasting them with standard instruction processing.
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Basically as you already know the control transfer instructions are of two type conditional and unconditional sorry unconditional and conditional as we shown in the cases in the slide. So, what is the unconditional jump instruction, an unconditional jump instruction is very simple like jump go to that memory location where the corresponding instruction is there, maybe you call a function so that is an unconditional jump.
And what is the conditional jump, when you look at these flags and decide what to do like jump on zero to some memory location 3030 where the next instruction is there. It will jump only if the zero flag is set, so that way we can differentiate the means control transfer instruction as conditional and unconditional.
Control transfer instructions dictate how the CPU changes flow during program execution. They come in two types:
1. Unconditional Jump: This simply tells the CPU to jump to a specified memory address (e.g., jump to location 3030) without any conditions.
2. Conditional Jump: This requires a certain condition to be true (e.g., the zero flag is set). If the condition is met, the jump occurs; otherwise, the program continues with the next instruction.
Imagine a train on a track. An unconditional jump is like a switch that allows the train to move to a different track (jump to another memory location) without hesitation. A conditional jump is like a signal that only allows the train to switch tracks if there is a green light (i.e., the zero flag is set).
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Basically the three steps that is the first three steps basically involve fetching of the instruction. So, in this case what happens in the step one basically we load the program into the bus, 𝑃𝐶 into the bus and we give it to the memory address register, so that the corresponding instruction can be fetched. We make the main memory in read mode and we get the value of the program or the instruction in the memory data register in this third stage basically.
In the first three steps to fetch an instruction, the following occurs:
1. Load PC into the Bus: The current value of the Program Counter (PC) is loaded into the CPU bus.
2. Memory Address Register (MAR): The PC value is transferred to the MAR to indicate which instruction to fetch.
3. Read Memory: The memory is set to read mode, and the instruction is loaded into the Memory Data Register (MDR).
Imagine a delivery person fetching a package from a warehouse. First, they check the delivery list (the PC) to see what needs to be collected, then they go to the specific shelf (MAR) where the package is located, and finally, they pick it up (loading it into the MDR) and are ready to deliver it.
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But in this case we do a slightly separate step over here that what we do? We actually also stop the incrementing of the 𝑃𝐶 here, but also we store as we will see the requirement what is the necessity. We also put the temporary value of 𝑃𝐶 into a temporary register 𝑌. We will see that why it is required later because in the time at the same stage when you are trying to increment the 𝑃𝐶 as well as we will have to store the value of the 𝑃𝐶 to a temporary register.
In the case of jump instructions, there is a crucial difference in handling the Program Counter:
- Unlike regular instructions, the PC is not automatically incremented after fetching a jump instruction. Instead, its current value is saved into a temporary register (Y). This is necessary for later use when the program needs to return or jump to a specific address.
Think of it as a person stopping to take a picture at a scenic spot (storing the PC in Y) instead of just moving on to the next location (incrementing the PC). They stop their journey momentarily to remember where they were before continuing.
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Now in this case, what we have to do, we have to somehow load the value of program counter in the next stage to 3030 that is what is the execution to be done. Because when you want to execute some instruction which is the memory location 3030, what we have to do is to simply load the value of 𝑃𝐶 to 3030 and your job will be done.
For executing a jump instruction, the value of the program counter needs to be loaded with the target memory address (e.g., 3030). This means that after fetching the jump instruction, the system prepares to change the flow of execution directly to this address by updating the PC with 3030.
It's like setting your GPS to a new destination (3030) after previously marking your current location. You input the address, and the GPS is ready to guide you there.
Learn essential terms and foundational ideas that form the basis of the topic.
Key Concepts
Control Transfer Instructions: These instructions alter the normal sequential execution of the program.
Program Counter: Stores the address of the next instruction and is pivotal for jumps.
Temporary Registers: Necessary for holding values needed for conditional evaluations or calculations.
Jumps: Both conditional and unconditional jumps require careful handling of address calculations.
See how the concepts apply in real-world scenarios to understand their practical implications.
In a program, if the instruction JUMP 3030
is encountered, the execution jumps directly to instruction at address 3030.
The instruction JUMP IF ZERO
will evaluate the zero flag; if set, it jumps to the specified address.
Use mnemonics, acronyms, or visual cues to help remember key information more easily.
When you jump, don't forget to keep, the PC saved, so you can leap.
Imagine you are on a treasure hunt. Each time you jump forward, you leave a marker (temporary register) to find your way back later (original PC).
Remember the acronym JUMP: Just Understand Memory Processes.
Review key concepts with flashcards.
Review the Definitions for terms.
Term: Control Transfer Instructions
Definition:
Instructions that alter the sequence of instruction execution.
Term: Jump Instruction
Definition:
A control transfer instruction that moves the program counter to a specified address.
Term: Conditional Jump
Definition:
A jump instruction that only executes under specific conditions based on flags.
Term: Unconditional Jump
Definition:
A jump instruction that always transfers control to a specified address.
Term: Program Counter (PC)
Definition:
A register that stores the address of the next instruction to be executed.
Term: Temporary Register
Definition:
A register used to hold intermediary values during instruction execution or calculations.
Term: Offset
Definition:
A value used to calculate the target address for jumps.
Term: Flags
Definition:
Special indicators used to determine the result of operations and affect control flow.