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Computer Organization and Design ARM Edition: The Hardware Software Interface

Computer Organization and Design ARM Edition: The Hardware Software Interface

Authors
Publisher Elsevier Science & Technology
Year 04/04/2016
Pages 720
Version paperback
Readership level College/higher education
Language English
ISBN 9780128017333
Categories Systems analysis & design
$99.67 (with VAT)
443.10 PLN / €95.00 / £82.47
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Book description

The new ARM Edition of Computer Organization and Design features a subset of the ARMv8-A architecture, which is used to present the fundamentals of hardware technologies, assembly language, computer arithmetic, pipelining, memory hierarchies, and I/O.

With the post-PC era now upon us, Computer Organization and Design moves forward to explore this generational change with examples, exercises, and material highlighting the emergence of mobile computing and the Cloud. Updated content featuring tablet computers, Cloud infrastructure, and the ARM (mobile computing devices) and x86 (cloud computing) architectures is included.

An online companion Web site provides links to a free version of the DS-5 Community Edition (a free professional quality tool chain developed by ARM), as well as additional advanced content for further study, appendices, glossary, references, and recommended reading.

Computer Organization and Design ARM Edition: The Hardware Software Interface

Table of contents



  • Cover image


  • Title page


  • Table of Contents


  • In Praise of Computer Organization and Design: The Hardware/Software Interface, ARM® Edition


  • Copyright


  • Dedication


  • Acknowledgments


  • Preface


  • About This Book


  • About the Other Book


  • Why ARMv8 for This Edition?


  • Changes for the Fifth Edition


  • Instructor Support


  • Concluding Remarks


  • Acknowledgments


  • 1. Computer Abstractions and Technology


  • Abstract


  • 1.1 Introduction


  • 1.2 Eight Great Ideas in Computer Architecture


  • 1.3 Below Your Program


  • 1.4 Under the Covers


  • 1.5 Technologies for Building Processors and Memory


  • 1.6 Performance


  • 1.7 The Power Wall


  • 1.8 The Sea Change: The Switch from Uniprocessors to Multiprocessors


  • 1.9 Real Stuff: Benchmarking the Intel Core i7


  • 1.10 Fallacies and Pitfalls


  • 1.11 Concluding Remarks


  • Historical Perspective and Further Reading


  • 1.12 Historical Perspective and Further Reading


  • 1.13 Exercises


  • 2. Instructions: Language of the Computer


  • Abstract


  • 2.1 Introduction


  • 2.2 Operations of the Computer Hardware


  • 2.3 Operands of the Computer Hardware


  • 2.4 Signed and Unsigned Numbers


  • 2.5 Representing Instructions in the Computer


  • 2.6 Logical Operations


  • 2.7 Instructions for Making Decisions


  • 2.8 Supporting Procedures in Computer Hardware


  • 2.9 Communicating with People


  • 2.10 LEGv8 Addressing for Wide Immediates and Addresses


  • 2.11 Parallelism and Instructions: Synchronization


  • 2.12 Translating and Starting a Program


  • 2.13 A C Sort Example to Put it All Together


  • 2.14 Arrays versus Pointers


  • Advanced Material: Compiling C and Interpreting Java


  • 2.15 Advanced Material: Compiling C and Interpreting Java


  • 2.16 Real Stuff: MIPS Instructions


  • 2.17 Real Stuff: ARMv7 (32-bit) Instructions


  • 2.18 Real Stuff: x86 Instructions


  • 2.19 Real Stuff: The Rest of the ARMv8 Instruction set


  • 2.20 Fallacies and Pitfalls


  • 2.21 Concluding Remarks


  • Historical Perspective and Further Reading


  • 2.22 Historical Perspective and Further Reading


  • 2.23 Exercises


  • 3. Arithmetic for Computers


  • Abstract


  • 3.1 Introduction


  • 3.2 Addition and Subtraction


  • 3.3 Multiplication


  • 3.4 Division


  • 3.5 Floating Point


  • 3.6 Parallelism and Computer Arithmetic: Subword Parallelism


  • 3.7 Real Stuff: Streaming SIMD Extensions and Advanced Vector Extensions in x86


  • 3.8 Real Stuff: The Rest of the ARMv8 Arithmetic Instructions


  • 3.9 Going Faster: Subword Parallelism and Matrix Multiply


  • 3.10 Fallacies and Pitfalls


  • 3.11 Concluding Remarks


  • Historical Perspective and Further Reading


  • 3.12 Historical Perspective and Further Reading


  • 3.13 Exercises


  • 4. The Processor


  • Abstract


  • 4.1 Introduction


  • 4.2 Logic Design Conventions


  • 4.3 Building a Datapath


  • 4.4 A Simple Implementation Scheme


  • 4.5 An Overview of Pipelining


  • 4.6 Pipelined Datapath and Control


  • 4.7 Data Hazards: Forwarding versus Stalling


  • 4.8 Control Hazards


  • 4.9 Exceptions


  • 4.10 Parallelism via Instructions


  • 4.11 Real Stuff: The ARM Cortex-A53 and Intel Core i7 Pipelines


  • 4.12 Going Faster: Instruction-Level Parallelism and Matrix Multiply


  • Advanced Topic: An Introduction to Digital Design Using a Hardware Design Language to Describe and Model a Pipeline and More Pipelining Illustrations


  • 4.13 An Introduction to Digital Design Using a Hardware Design Language to Describe and Model a Pipeline and More Pipelining Illustrations


  • 4.14 Fallacies and Pitfalls


  • 4.15 Concluding Remarks


  • Historical Perspective and Further Reading


  • 4.16 Historical Perspective and Further Reading


  • 4.17 Exercises


  • 5. Large and Fast: Exploiting Memory Hierarchy


  • Abstract


  • 5.1 Introduction


  • 5.2 Memory Technologies


  • 5.3 The Basics of Caches


  • 5.4 Measuring and Improving Cache Performance


  • 5.5 Dependable Memory Hierarchy


  • 5.6 Virtual Machines


  • 5.7 Virtual Memory


  • 5.8 A Common Framework for Memory Hierarchy


  • 5.9 Using a Finite-State Machine to Control a Simple Cache


  • 5.10 Parallelism and Memory Hierarchy: Cache Coherence


  • Parallelism and Memory Hierarchy: Redundant Arrays of Inexpensive Disks


  • 5.11 Parallelism and the Memory Hierarchy: Redundant Arrays of Inexpensive Disks


  • Advanced Material: Implementing Cache Controllers


  • 5.12 Advanced Material: Implementing Cache Controllers


  • 5.13 Real Stuff: The ARM Cortex-A53 and Intel Core i7 Memory Hierarchies


  • 5.14 Real Stuff: The Rest of the ARMv8 System and Special Instructions


  • 5.15 Going Faster: Cache Blocking and Matrix Multiply


  • 5.16 Fallacies and Pitfalls


  • 5.17 Concluding Remarks


  • Historical Perspective and Further Reading


  • 5.18 Historical Perspective and Further Reading


  • 5.19 Exercises


  • 6. Parallel Processors from Client to Cloud


  • Abstract


  • 6.1 Introduction


  • 6.2 The Difficulty of Creating Parallel Processing Programs


  • 6.3 SISD, MIMD, SIMD, SPMD, and Vector


  • 6.4 Hardware Multithreading


  • 6.5 Multicore and Other Shared Memory Multiprocessors


  • 6.6 Introduction to Graphics Processing Units


  • 6.7 Clusters, Warehouse Scale Computers, and Other Message-Passing Multiprocessors


  • 6.8 Introduction to Multiprocessor Network Topologies


  • Communicating to the Outside World: Cluster Networking


  • 6.9 Communicating to the Outside World: Cluster Networking


  • 6.10 Multiprocessor Benchmarks and Performance Models


  • 6.11 Real Stuff: Benchmarking and Rooflines of the Intel Core i7 960 and the NVIDIA Tesla GPU


  • 6.12 Going Faster: Multiple Processors and Matrix Multiply


  • 6.13 Fallacies and Pitfalls


  • 6.14 Concluding Remarks


  • Historical Perspective and Further Reading


  • 6.15 Historical Perspective and Further Reading


  • 6.16 Exercises


  • Appendix A. The Basics of Logic Design


  • A.1 Introduction


  • A.2 Gates, Truth Tables, and Logic Equations


  • A.3 Combinational Logic


  • A.4 Using a Hardware Description Language


  • A.5 Constructing a Basic Arithmetic Logic Unit


  • A.6 Faster Addition: Carry Lookahead


  • A.7 Clocks


  • A.8 Memory Elements: Flip-Flops, Latches, and Registers


  • A.9 Memory Elements: SRAMs and DRAMs


  • A.10 Finite-State Machines


  • A.11 Timing Methodologies


  • A.12 Field Programmable Devices


  • A.13 Concluding Remarks


  • A.14 Exercises


  • Further Reading


  • Appendix B. Graphics and Computing GPUs


  • B.1 Introduction


  • B.2 GPU System Architectures


  • B.3 Programming GPUs


  • B.4 Multithreaded Multiprocessor Architecture


  • B.5 Parallel Memory System


  • B.6 Floating-point Arithmetic


  • B.7 Real Stuff: The NVIDIA GeForce 8800


  • B.8 Real Stuff: Mapping Applications to GPUs


  • B.9 Fallacies and Pitfalls


  • B.10 Concluding Remarks


  • B.11 Historical Perspective and Further Reading


  • Further Reading


  • Appendix C. Mapping Control to Hardware


  • C.1 Introduction


  • C.2 Implementing Combinational Control Units


  • C.3 Implementing Finite-State Machine Control


  • C.4 Implementing the Next-State Function with a Sequencer


  • C.5 Translating a Microprogram to Hardware


  • C.6 Concluding Remarks


  • C.7 Exercises


  • Appendix D. A Survey of RISC Architectures for Desktop, Server, and Embedded Computers


  • D.1 Introduction


  • D.2 Addressing Modes and Instruction Formats


  • D.3 Instructions: the MIPS Core Subset


  • D.4 Instructions: Multimedia Extensions of the Desktop/Server RISCs


  • D.5 Instructions: Digital Signal-Processing Extensions of the Embedded RISCs


  • D.6 Instructions: Common Extensions to MIPS Core


  • D.7 Instructions Unique to MIPS-64


  • D.8 Instructions Unique to Alpha


  • D.9 Instructions Unique to SPARC v9


  • D.10 Instructions Unique to PowerPC


  • D.11 Instructions Unique to PA-RISC 2.0


  • D.12 Instructions Unique to ARM


  • D.13 Instructions Unique to Thumb


  • D.14 Instructions Unique to SuperH


  • D.15 Instructions Unique to M32R


  • D.16 Instructions Unique to MIPS-16


  • D.17 Concluding Remarks


  • Further Reading


  • Answers to Check Yourself


  • Chapter 1


  • Chapter 2


  • Chapter 3


  • Chapter 4


  • Chapter 5


  • Chapter 6


  • Glossary


  • Further Reading


  • Chapter 1


  • Chapter 2


  • Chapter 3


  • Chapter 4


  • Chapter 5


  • Chapter 6


  • Appendix A


  • Appendix B


  • Appendix D


  • Index


  • LEGv8 Reference Data Card (“Green Card”)


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