Computer Organization and Design The Hardware Software Interface 4th Edition by David A Patterson, John L Hennessy – Ebook PDF Instant Download/Delivery. 0123744938, 9780123744937
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ISBN 10: 0123744938
ISBN 13: 9780123744937
Author: David A Patterson, John L Hennessy
The classic textbook for computer systems analysis and design, Computer Organization and Design, has been thoroughly updated to provide a new focus on the revolutionary change taking place in industry today: the switch from uniprocessor to multicore microprocessors. This new emphasis on parallelism is supported by updates reflecting the newest technologies with examples highlighting 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, assembly language, computer arithmetic, pipelining, memory hierarchies and I/O. Along with its increased coverage of parallelism, this new edition offers new content on Flash memory and virtual machines as well as a new and important appendix written by industry experts covering the emergence and importance of the modern GPU (graphics processing unit), the highly parallel, highly multithreaded multiprocessor optimized for visual computing.
A new exercise paradigm allows instructors to reconfigure the 600 exercises included in the book to easily generate new exercises and solutions of their own.
The companion CD provides a toolkit of simulators and compilers along with tutorials for using them, as well as advanced content for further study and a search utility for finding content on the CD and in the printed text. For the convenience of readers who have purchased an ebook edition or who may have misplaced the CD-ROM, all CD content is available as a download at https://bit.ly/12XinUx.
Computer Organization and Design The Hardware Software Interface 4th Table of contents:
Chapter 1. Computer Abstractions and Technology
1.1 Introduction
1.2 Below Your Program
1.3 Under the Covers
1.4 Performance
1.5 The Power Wall
1.6 The Sea Change: The Switch from Uniprocessors to Multiprocessors
1.7 Real Stuff: Manufacturing and Benchmarking the AMD Opteron X4
1.8 Fallacies and Pitfalls
1.9 Concluding Remarks
1.10 Historical Perspective and Further Reading
1.11 Exercises
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 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 MIPS Addressing for 32-Bit 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
2.15 Advanced Material: Compiling C and Interpreting Java
2.16 Real Stuff: ARM Instructions
2.17 Real Stuff: x86 Instructions
2.18 Fallacies and Pitfalls
2.19 Concluding Remarks
2.20 Historical Perspective and Further Reading
2.21 Exercises
Chapter 3. Arithmetic for Computers
3.1 Introduction
3.2 Addition and Subtraction
3.3 Multiplication
3.4 Division
3.5 Floating Point
3.6 Parallelism and Computer Arithmetic: Associativity
3.7 Real Stuff: Floating Point in the x86
3.8 Fallacies and Pitfalls
3.9 Concluding Remarks
3.10 Historical Perspective and Further Reading
3.11 Exercises
Chapter 4. The Processor
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 and Advanced Instruction-Level Parallelism
4.11 Real Stuff: the AMD Opteron X4 (Barcelona) Pipeline
4.12 Advanced Topic: an Introduction to Digital Design Using a Hardware Design Language to Describe
4.13 Fallacies and Pitfalls
4.14 Concluding Remarks
4.15 Historical Perspective and Further Reading
4.16 Exercises
Chapter 5. Large and Fast: Exploiting Memory Hierarchy
5.1 Introduction
5.2 The Basics of Caches
5.3 Measuring and Improving Cache Performance
5.4 Virtual Memory
5.5 A Common Framework for Memory Hierarchies
5.6 Virtual Machines
5.7 Using a Finite-State Machine to Control a Simple Cache
5.8 Parallelism and Memory Hierarchies: Cache Coherence
5.9 Advanced Material: Implementing Cache Controllers
5.10 Real Stuff: the AMD Opteron X4 (Barcelona) and Intel Nehalem Memory Hierarchies
5.11 Fallacies and Pitfalls
5.12 Concluding Remarks
5.13 Historical Perspective and Further Reading
5.14 Exercises
Chapter 6. Storage and Other I/O Topics
6.1 Introduction
6.2 Dependability, Reliability, and Availability
6.3 Disk Storage
6.4 Flash Storage
6.5 Connecting Processors, Memory, and I/O Devices
6.6 Interfacing I/O Devices to the Processor, Memory, and Operating System
6.7 I/O Performance Measures: Examples from Disk and File Systems
6.8 Designing an I/O System
6.9 Parallelism and I/O: Redundant Arrays of Inexpensive Disks
6.10 Real Stuff: Sun Fire x4150 Server
6.11 Advanced Topics: Networks
6.12 Fallacies and Pitfalls
6.13 Concluding Remarks
6.14 Historical Perspective and Further Reading
6.15 Exercises
Chapter 7. Multicores, Multiprocessors, and Clusters
7.1 Introduction
7.2 The Difficulty of Creating Parallel Processing Programs
7.3 Shared Memory Multiprocessors
7.4 Clusters and Other Message-Passing Multiprocessors
7.5 Hardware Multithreading
7.6 SISD, MIMD, SIMD, SPMD, and Vector
7.7 Introduction to Graphics Processing Units
7.8 Introduction to Multiprocessor Network Topologies
7.9 Multiprocessor Benchmarks
7.10 Roofline: A Simple Performance Model
7.11 Real Stuff: Benchmarking Four Multicores Using the Roofline Model
7.12 Fallacies and Pitfalls
7.13 Concluding Remarks
7.14 Historical Perspective and Further Reading
7.15 Exercises
Appendix A. Graphics and Computing GPUs
A.1 Introduction
A.2 GPU System Architectures
A.3 Programming GPUs
A.4 Multithreaded Multiprocessor Architecture
A.5 Parallel Memory System
A.6 Floating-point Arithmetic
A.7 Real Stuff: The NVIDIA GeForce 8800
A.8 Real Stuff: Mapping Applications to GPUs
A.9 Fallacies and Pitfalls
A.10 Concluding Remarks
A.11 Historical Perspective and Further Reading
Appendix B. Assemblers, Linkers, and the SPIM Simulator
B.1 Introduction
B.2 Assemblers
B.3 Linkers
B.4 Loading
B.5 Memory Usage
B.6 Procedure Call Convention
B.7 Exceptions and Interrupts
B.8 Input and Output
B.9 SPIM
B.10 MIPS R2000 Assembly Language
B.11 Concluding Remarks
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