Front cover image for Computer Organization and Design : the Hardware/Software Interface, Third Edition

Computer Organization and Design : the Hardware/Software Interface, Third Edition

This best selling text on computer organization has been thoroughly updated to reflect the newest technologies. Examples highlight the latest processor designs, benchmarking standards, languages and tools. As with previous editions, a MIPs processor is the core used to present the fundamentals of hardware technologies at work in a computer system. The book presents an entire MIPS instruction set-instruction by instruction-the fundamentals of assembly language, computer arithmetic, pipelining, memory hierarchies and I/O. A new aspect of the third edition is the explicit connection betwee
eBook, English, 2004
Elsevier Science, Burlington, 2004
1 online resource (656 pages).
9780080502571, 0080502571
1058318033
Cover
Contents
Preface
Chapter 1. Computer Abstractions and Technology
1.1 Introduction
1.2 Below Your Program
1.3 Under the Covers
1.4 Real Stuff: Manufacturing Pentium 4 Chips
1.5 Fallacies and Pitfalls
1.6 Concluding Remarks
1.7 Historical Perspective and Further Reading
1.8 Exercises
COMPUTERS IN THE REAL WORLD Information Technology for the 4 Billion without IT
Chapter 2. Instructions: Language of the Computer
2.1 Introduction
2.2 Operations of the Computer Hardware
2.3 Operands of the Computer Hardware. 2.4 Representing Instructions in the Computer
2.5 Logical Operations
2.6 Instructions for Making Decisions
2.7 Supporting Procedures in Computer Hardware
2.8 Communicating with People
2.9 MIPS Addressing for 32-Bit Immediates and Addresses
2.10 Translating and Starting a Program
2.11 How Compilers Optimize
2.12 How Compilers Work: An Introduction
2.13 A C Sort Example to Put It All Together
2.14 Implementing an Object-Oriented Language
2.15 Arrays versus Pointers
2.16 Real Stuff: IA-32 Instructions
2.17 Fallacies and Pitfalls
2.18 Concluding Remarks. 2.19 Historical Perspective and Further Reading
2.20 Exercises
COMPUTERS IN THE REAL WORLD Helping Save Our Environment with Data
Chapter 3. Arithmetic for Computers
3.1 Introduction
3.2 Signed and Unsigned Numbers
3.3 Addition and Subtraction
3.4 Multiplication
3.5 Division
3.6 Floating Point
3.7 Real Stuff: Floating Point in the IA-32
3.8 Fallacies and Pitfalls
3.9 Concluding Remarks
3.10 Historical Perspective and Further Reading
3.11 Exercises
COMPUTERS IN THE REAL WORLD Reconstructing the Ancient World. Chapter 4. Assessing and Understanding Performance
4.1 Introduction
4.2 CPU Performance and Its Factors
4.3 Evaluating Performance
4.4 Real Stuff: Two SPEC Benchmarks and the Performance of Recent Intel Processors
4.5 Fallacies and Pitfalls
4.6 Concluding Remarks
4.7 Historical Perspective and Further Reading
4.8 Exercises
COMPUTERS IN THE REAL WORLD Moving People Faster and More Safely
Chapter 5. The Processor: Datapath and Control
5.1 Introduction
5.2 Logic Design Conventions
5.3 Building a Datapath
5.4 A Simple Implementation Scheme. 5.5 A Multicycle Implementation
5.6 Exceptions
5.7 Microprogramming: Simplifying Control Design
5.8 An Introduction to Digital Design Using a Hardware Design Language
5.9 Real Stuff: The Organization of Recent Pentium Implementations
5.10 Fallacies and Pitfalls
5.11 Concluding Remarks
5.12 Historical Perspective and Further Reading
5.13 Exercises
COMPUTERS IN THE REAL WORLD Empowering the Disabled
Chapter 6. Enhancing Performance with Pipelining
6.1 An Overview of Pipelining
6.2 A Pipelined Datapath
6.3 Pipelined Control
6.4 Data Hazards and Forwarding
6.5 Data Hazards and Stalls