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1.

Difference between Main memory and Secondary memory

Main Memory Secondary Memory


Closely connected to the Processor Connected to main memory through the bus
and a controller
Stored data are quickly and easily changed Stored data are easily changed but changes are
slow compared to main memory
Holds the programs and data that the processor Used for long term storage of programs and
is actively working with data
Interacts with the processor millions of times Before data and programs can be used, they
per second must be copied from secondary memory into
the main memory
Needs constant electric power to keep its Does not need electric power to keep its
information information
2. What are technologies implemented in computer system?
The Technologies implemented in computer system are
- Integrated circuit logic technology
- Semiconductor DRAM
- Magnetic disk technology

3. What are the basic components of performance?


The basic components of performance and unit of measure are given below

1. Define Amdahls Law ( Nov/Dec 2014)


Amdahls Law states that the performance improvement to be gained from using some
faster mode of execution is limited by the fraction of the time the faster mode can be used.
IDEA 1: Design for Moore's Law

The one constant for computer designers is rapid change, which is driven largely
by Moore's Law.

It states that integrated circuit resources double every 1824 months.

Moore's Law resulted from a 1965 prediction of such growth in IC capacity made
by Gordon Moore, one of the founders of Intel.

As computer designs can take years, the resources available per chip can easily
double or quadruple between the start and finish of the project. We use an "up and to the
right" Moore's Law graph to represent designing for rapid change.

IDEA 2: Use Abstraction to Simplify Design

Both computer architects and programmers had to invent techniques to make


themselves more productive, for otherwise design time would lengthen as dramatically as
resources grew by Moore's Law.

A major productivity technique for hardware and soft ware is to use abstractions
to represent the design at different levels of representation; lower-level
details are hidden to offer a simpler model at higher levels.

IDEA 3: Make the common case fast


Making the common case fast will tend to enhance performance better than
optimizing the rare case. Ironically, the common case is often simpler than the rare case
and hence is often easier to enhance.

IDEA 4: Performance via parallelism


Since the dawn of computing, computer architects have offered designs that get
more performance by performing operations in parallel.
IDEA 5: Performance via pipelining
A particular pattern of parallelism is so prevalent in computer architecture that it
merits its own name: pipelining.

IDEA 6: Performance via prediction


It can be better to ask for forgiveness than to ask for permission, the next great
idea is prediction.

IDEA 7 Hierarchy of memories


Programmers want memory to be fast, large, and cheap, as memory speed often
shapes performance, capacity limits the size of problems that can be solved, and the cost
of memory today is often the majority of computer cost.
Architects have found that they can address these conflicting demands with a
hierarchy of memories, with the fastest, smallest, and most expensive memory per bit at
the top of the hierarchy and the slowest, largest, and cheapest per bit at the bottom.
Caches give the programmer the illusion that main memory is nearly as fast as the
top of the hierarchy and nearly as big and cheap as the bottom of the hierarchy.
The shape indicates speed, cost, and size: the closer to the top, the faster and more
expensive per bit the memory; the wider the base of the layer, the bigger the memory.

IDEA 8: Dependability via redundancy


Computers not only need to be fast; they need to be dependable.

Since any physical device can fail, we make systems dependable by including
redundant components that can take over when a failure occurs and to help detect
failures.
Measuring performance:

Even execution time can be defined in different ways depending on what we count. The
most straightforward definition of time is called wall-clock time, response time, or elapsed
time, which is the latency to complete a task, including disk accesses, memory accesses,
input/output activities, operating system overhead.

CPU time means the time the CPU is computing, not including the time waiting for I/O
or running other programs. It can be further divided into the CPU time spent in the program,
called user CPU time, and the CPU time spent in the operating system performing tasks
requested by the program, called system CPU time.

CPU Performance and Its Factors

CPU performance at this point, the bottom-line performance measure is CPUclock cycle

Instruction Performance

Most computers are constructed using a clock running at a constant rate. These discrete time
events are called ticks, clock ticks, clock periods, clocks, cycles, or clock cycles. Computer
designers refer to the time of a clock period by its duration (e.g., 2 ns) or by its rate (e.g., 500
MHz).

CPU time for a program can then be expressed two ways:

In addition to the number of clock cycles needed to execute a program,

The number of instructions executed can also count. The instruction path length or instruction
count (IC).
If we know the number of clock cycles and the instruction count we can calculate the average
number of clock cycles per instruction (CPI)

i.e. CPI = Average number of clock cycles each instruction takes to execute

or, since the clock rate is the inverse of clock cycle time:

[ Since clock cycle time=1/Clock rate]

The Classic CPU Performance Equation

Basic performance equation in terms of instruction count(the number of instructions


executed by the program), CPI, and clock cycle time:

By transposing instruction count in the above formula, clock cycles can be defined as IC
CPI. This allows us to use CPI in the execution time formula:

Expanding the first formula into the units of measure shows how the pieces fit together:

CPU performance is dependent upon three characteristics:


clock cycle (or rate),
clock cycles per instruction, and
Instruction count.
Furthermore, CPU time is equally dependent on these three characteristics: A 10%
improvement in any one of them leads to a 10% improvement in CPU time.
It is difficult to change one parameter in complete isolation from others because the
basic technologies involved in changing each characteristic are also interdependent:
Clock cycle timeHardware technology and organization
CPIOrganization and instruction set architecture
Instruction countInstruction set architecture and compiler technology

Sometimes it is useful in designing the CPU to calculate the number of total CPU clock
cycles as

whereICi represents number of times instruction i is executed in a program and


CPIi represents the average number of clock cycles for instruction i. This form can be used to
express CPU time as

Basic components of performance

The basic components of performance and how each is measured are

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