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Hardware
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- 1Cache- Processors use high-speed memory caches to reduce the cost of reading and writing to RAM.
- The Cache is much faster than RAM.
- has improved performance by keeping local copies of data in the cache
- cache lines are read if data is requested. Read some data in advance because of possible future cache hit. - 2Cache - cache hitData is already in the cache and can be accessed quickly
- 3Cache - cache missData is not in the cache and must be loaded from RAM
- 4Cache - cache lines- Cache lines are read if data is requested
- Cache reads some data in advance for a possible future cache hit - 5Cache - direct mapping- has limitations
- beter performance with an n-way set associative cache. A RAM adress can map to n cache lines - 6Cache - What replacement policy should be used?- Problem is that it must predict which existing entry is least likely to be used in the future
- There is no perfect way to choose the right policy but the most popular one is the least-recently used which replaces least recently accessed entry - 7Cache - write policieswrite-through: every write to the cache cause a write to main memory
write-back: writes are not immediately mirrored to main memory but instead the cache marks locations as dirty which have been written over. - 8Multilevel Caches- cache hits and misses can happen on multiple levels
Instruction Cache: pre-loads executable machine code
Data Cache: Speeds-up reading and writing to main RAM - 9How to avoid Instruction Cache Miss?Use local instructions instead of function calls inside your code.
- 10How to avoid Data Cache Miss????
- 11Multicore CPUs - Moore's Law- In history of computing hardware the number of transistors in a dense integrated circuit has doubled approximately every 2 years
- this no longer means improved speed
(what happened was more force was added to the cpu)
-more transistors means that the processor is more complex & smarter - 12Multicore CPUs- each core has its own private L1 cache
- multiple cores might share L2 cache, L3 cache and RAM
- it is important to maintain cache coherency (data in the caches must match with the contents of RAM) - 13Multicore CPUs - common cache coherency protocollsMESI and MOESI
- 14Multicore CPUs - Hyperthreading- are not virtual CPU calls but instead just physical calls with 2 architecture states each
- context switches between the 2 running threads are extremely fast because both their execution resources can be stored on chip - 15CPU basicsCPUs work by doing the same thing multiple times
- multiplication happens with repeated additions
- division works with repeated substractions
- design structure of a CPU is mostly for minimizing idle time
- in a CPU commands are pipelined in a ring buffer and handed over to the ALUs and FPUs - 16CPU basics - clock ratethe number of pulses per second generated by an oscillator that sets the tempo for the processor (4.0 GHz)
- 17CPU basics - registers- are small amounts of storage available for data used for aithmetic, manipulation or testing by machine instructions
- the size of a register define with how much data the processor can work at one time - 18CPU basics - control unitfetches, decodes and sends instructions
- 19CPU basics - Arithmetic Logic Unit (ALU)ALU carries out integer math
- 20CPU basics - Floating Point Unit (FPU)FPU carries out floating point math
- 21CPU basics - Bus Interface Unit (BUI)sends data/instructions to L1 caches
- 22CPU basics - Branch Target Buffer (BTB)compares instructions with previous ones for potential reuse, especially concerned with branching
- 23CPU basics - fetch/decode unit3 decoders work in pallel and break down complex instructions into micro-operations
- 24CPU basics - Complex Instruction Set Computing (CISC)Instructions are complex and need to be decoded and converted
- 25CPU basics - Reduced ISC (RISC)Instructions are simple and ready to use
- 26Display synchronization (1/2)- monitor displays images at a certain refresh rate
- screen tearing is a visual artifact in a video display where a display device shows information from 2 frames in a single screen (old picture and new picture in one)
- to avoid this problem we can use VSync - 27Display synchronization (2/2)- Gaming console's devs decide whether they use VSync or not
- PCs are sometimes enforced by the games but most games let the player decide - 28VSync- to avoid screen tearing VSync waits for the vertical blanking interval of the monitor before swapping buffers
- Problem: lagging can happen when frame rate falls below the VSync frame rate cap (when performance improves the frame rate returns to 60 fps) - 29NVIDIA's Adaptive VSyncUnlocks the frame rate when below the VSync cap and locks the frame rate when performance improves which leads to minimizing tearing.
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- Fichas sobre Hardware, creado por Christian Müller el 19/02/2019.
- Creado por
- Christian Müller
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