MCS-170 Project 6: CPU DataPath - Part II

Due: At the end of lab on April 11

Project Task

In class, we have expanded our discussion of the Central Processing Unit (CPU) to include the transferring of data from/to Main Memory and the interpretation of Machine Instructions by the Control Unit.

In this lab, you will use an expanded version of the basic Knob and Switch CPU simulator to investigate how these two new capabilities operate in a computer.  During the lab you will be asked a series of questions. Record your answers and turn them in to the instructor at the end of the lab period.


In Lab

Recall that a CPU carries out its duties by dividing up its work into a set of subunits.  These subunits consist of:
So far, you have acted as the Control Unit for the CPU simulator, setting data buses, controlling the flow of data, and setting ALU instructions via knobs.  Now, we will add to our CPU simulator components that simulate Main Memory, where data can be stored and retrieved for calculations in the CPU, and an automated Control Unit which will interpret Machine Instructions.  Our control unit will utilize two new components that are critical to controlling program flow:
All machine instructions are stored in Main Memory, and we will assume that the first instruction to be executed is stored at address 0. Thus, the PC is initially set to 0. When the CU starts its execution, it reads the PC, grabs the instruction at that address, decodes the instruction, executes the instruction, and increments the PC by 1. Then, the CU starts this cycle all over again. This cycle is called the Fetch-Execute cycle of the CU.

          Fetch-Execute Cycle:
initialize PC = 0;
fetch instruction stored at memory location PC and store it in the IR;
set PC = PC + 1;
while (instuction is not HALT) {
decode the instruction;
configure the CPU hardware to match the settings indicated in the instruction;
execute the CPU datapath cycle using those settings;
when the cycle is complete, fetch next instruction from memory location PC;
set PC = PC + 1;
}
In order to better understand how the Control Unit carries out this work, we will use an augmented version of our CPU simulator.  The simulator will again have 4 registers and an ALU (with operations for addition, subtraction, bitwise-AND, and bitwise-OR), just as it did before.  But, it will also have a section of Main Memory, consisting of 32 locations, and a Control Unit.

Open a second browser window and in this window go to the simulator at this site -- http://www.prenhall.com/reed/Chapter14/machine.html
You will see a page with the simulator as shown.

machine

Note that the right-hand section of this simulator is the same as our old simulator. On the left we have two new sections labeled "Control Unit" and "Main Memory.'

To use the simulator, we store instructions and data in Main Memory.

EXERCISE 1:  Copy the following instructions into memory locations 0-7. Make sure each of the memory locations has the "View As" listbox set to "2" for binary instructions. Then, click the "Reset" button for the PC (this sets the PC to 0) and click "Execute" to start the Fetch-Execute cycle for the CU. The simulator will slowly show how instructions are fetched from memory to the IR, how instructions are decoded (watch how registers and buses are set and the ALU is set) and how each instruction controls the datapath of the CPU.  Closely watch how each instruction is executed before moving on, so that you understand what the simulator is showing. Record the setting of the textboxes in the Control Unit after the program halts.

Memory Address    Machine Instruction     Action

0:          1000000100000101        // R0 = M[5]; load memory location 5 into R0
1:          1000000100100110        // R1 = M[6]; load memory location 6 into R1
2:          1010000100100001        // R2 = R0 + R1; add R0 and R1, store in R2
3:          1000001001000111        // M[7] = R2; copy R2 to memory location 7
4:          1111111111111111        // HALT
5:          0000000000001001        // 9; data to be added
6:          0000000000000001        // 1; data to be added
7:          0000000000000000        // location where sum is to be stored


Note that the Control Unit, when decoding an instruction, controls the ALU, and the set of four switches that go into or out of the C bus, by the use of a numerical code. The Control Unit sets the ALU operation by the code: 00=A+B, 01=A|B, 10-A&B, 11=A-B.  The four switches are encoded by a 4-bit number, with each bit encoding a closed switch by 1 and an open switch by 0.  The  switches are represented as a 4-bit number ABCD, where
A= Switch from C Bus to registers
B= Switch from C Bus to Main Memory Bus
C= Switch from Main Memory Bus to C Bus
D= Switch from ALU to C Bus

Refer to Fig. 14.13 on page 261 of the text. The Switch Position in the CU is set to 1010. Note how the four switches are set corresponding to this 4-digit number.

EXERCISE 2:  How would the switches be set if the Switch Position Box in the CU is equal to 0111?

The set of binary instructions for a particular computer is known as its Machine Language. The extended simulator we are using allows for up to 5 different Machine Language instructions to be entered directly into memory (The five listed on your Instruction Set handout). The bit patterns in the machine instructions correspond to the knob and switch settings in the CPU as described above.
EXERCISE 3:  What sequence of machine-language instructions would cause the simulator to subtract the contents of memory location 10 from 11 and store the result in memory location 12? (It's easiest to do this by writing down the set of instructions in Pseudo-code and then translating each instruction to its Machine Language form.)
Machine Language programming can be extremely tedious and error-prone. Mistyping a single bit in an instruction can have dire consequences in the program's execution. To reduce the likelihood of errors, assembly languages were developed that replaced binary numbers with words and decimal numbers. Our simulator allows for assembly language instructions which are then translated into to their equivalent machine language instructions. For example, the instruction for loading the contents of Main Memory cell 13 into Register R2 is "LOAD R2 13" as opposed to the cryptic machine language instruction "1000000000101101" (print out the assembly language instruction set so that you have it handy) . Assembly language instructions can be stored in our simulator's Main Memory along with data.
EXERCISE 4:  Suppose the contents of Main Memory were set as follows:
0: LOAD R0 5
1: LOAD R1 6
2: SUB R2 R1 R0
3: STORE 7 R2
4: HALT
5: 10
6: 5
7: 0
Type these into the simulator, rest the PC, and click "Execute." What is the end result of running this program?

EXERCISE 5:  What is the sequence of assembly-language instructions that cause the simulator to subtract the contents of memory location 10 from 11 and store the result in memory location 12? (Same problem as Exercise 3) Type these instructions into the memory locations of the simulator (starting at address 0), reset the PC, and then click "Execute." Make sure the program actually carries out it's intended function.

EXERCISE 6:  Write a sequence of assembly-language instructions that multiplies the contents of memory location 10 by four and stores the result in memory location 15. For example, if the number 20 was stored in memory location 10, then your instructions should result in the number 80 being stored in memory location 15.

Project Report:

Hand in your answers to the exercises above.


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