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Building a Modern Computer From First Principles
Computer Architecture
Von Neumann machine (circa 1940)
Arithmetic Logic Unit (ALU)
CPU
Registers
Control
Memory
(data +
instructions)
Input device
Output device
Stored
program
concept!
Arithmetic Logic Unit (ALU)
CPU
Registers
Control
Memory
(data +
instructions)
Input device
Output device
Processing logic: fetch-execute cycle
Executing the current instruction involves one or more of the following micro-tasks:
Have the ALU compute some function out = f (register values)
Write the ALU output to selected registers As a side-effect of this computation,
The Hack chip-set and hardware platform
Elementary logic gates
Nand
Not
And
Or
Xor
Mux
Dmux
Not16
And16
Or16
Mux16
Or8Way
Mux4Way16
Mux8Way16
DMux4Way
DMux8Way
Combinational chips
HalfAdder
FullAdder
Add16
Inc16
ALU
Sequential chips
DFF
Bit
Register
RAM8
RAM64
RAM512
RAM4K
RAM16K
PC
Computer Architecture
Memory
CPU
Computer
done
done
done
this lecture
The Hack computer
Main parts of the Hack computer:
Instruction memory (ROM)
Memory (RAM):
•
Data memory•
Screen (memory map)•
Keyboard (memory map) CPU
A 16-bit Von Neumann platform
The instruction memory and the data memory are physically separate
Screen: 512 rows by 256 columns, black and white
Keyboard: standard
Designed to execute programs written in the Hack machine language
Can be easily built from the chip-set that we built so far in the courseLecture / construction plan
Instruction memory
Memory:
Data memory
Screen
Keyboard
CPU
Computer
Instruction memory
out
15 16
address
ROM32K
Function:
The ROM is pre-loaded with a program written in the Hack machine language
The ROM chip always emits a 16-bit number:
out = ROM32K[address]
This number is interpreted as the current instruction.
Data memory
Low-level (hardware) read/write logic:
To read RAM[k]: set address to k, probe out
To write RAM[k]=x: set address to k, set in to x,
set load to 1, run the clock
High-level (OS) read/write logic:
To read RAM[k]: use the OS command out = peek(k) To write RAM[k]=x: use the OS command poke(k,x)
peek and poke are OS commands whose implementation should effect the same behavior as the low-level commands
More about peek and poke this later in the course, when we’ll write the OS.
load
Lecture / construction plan
Instruction memory Memory:
Data memory
Screen
Keyboard
CPU
Computer
Screen
The Screen chip has a basic RAM chip functionality:
read logic: out = Screen[address]
write logic: if load then Screen[address] = in
Side effect:
Continuously refreshes a 256 by 512 black-and-white screen device
load
out in
16
15
address 16
Screen
Physical Screen
The bit contents of the Screen chip is called the
“screen memory map”
The simulated 256 by 512 B&W screen
When loaded into the hardware simulator, the built-in Screen.hdl chip opens up a screen window;
the simulator then refreshes this window from the screen memory map several times each second.
Simulated screen:
Screen memory map
How to set the (row,col) pixel of the screen to black or to white:
Low-level (machine language): Set the col%16 bit of the word found at
Screen[row*32+col/16] to 1 or to 0 (col/16 is integer division)
0 1
255 . . .
. . .
0 1 2 3 4 5 6 7 511
0011000000000000 0000000000000000
0000000000000000 0
1
31
.. .
row 0
0001110000000000 0000000000000000
0000000000000000 32
33
63
.. .
row 1
0100100000000000 0000000000000000
0000000000000000 8129
8130
8160
.. .
row 255
. . . . . .
. . . .
. .
refresh several times each second
Screen
In the Hack platform, the screen is
implemented as an 8K 16-bit RAM chip.
Keyboard
Keyboard chip: a single 16-bit register
Input: scan-code (16-bit value) of the currently pressed key, or 0 if no key is pressed Output: same
How to read the keyboard:
Low-level (hardware): probe the contents of the Keyboard chip
High-level: use the OS command keyPressed()
Special keys: The keyboard is implemented as
a built-in Keyboard.hdl chip.
When this java chip is loaded into the simulator, it connects to the regular keyboard and pipes the scan-code of the currently pressed key to the keyboard memory map.
The simulated keyboard enabler button Simulated keyboard:
Lecture / construction plan
Instruction memory Memory:
Data memory
Screen
Keyboard
CPU
Computer
Memory: conceptual / programmer’s view
Using the memory:
To record or recall values (e.g. variables, objects, arrays), use the first 16K words of the memory
To write to the screen (or read the screen), use the next 8K words of the memory To read which key is currently pressed, use the next word of the memory.
Data
Screen memory
map Keyboard map
Memory
Keyboard Screen
Memory: physical implementation
Access logic:
Access to any address from 0 to 16,383 results in accessing the RAM16K chip-part
Access to any address from 16,384 to 24,575 results in accessing the Screen chip-part
load
out in
16
15
16
RAM16K (16K mem. chip)
address
0
16383
Screen (8K mem. chip) 16384
24575
24576 Keyboard
(one register)
Memory
Keyboard Screen
The Memory chip is essentially a
package that integrates the three chip- parts RAM16K, Screen, and Keyboard into a single, contiguous address space.
This packaging effects the
programmer’s view of the memory, as well as the necessary I/O side-effects.
Lecture / construction plan
Instruction memory Memory:
Data memory
Screen
Keyboard
CPU
Computer
CPU
instruction inM
16
1
15
15
16 outM
16
writeM addressM
pc reset
1
CPU
to data memory
to instruction memory from
data memory
from instruction memory
CPU internal components (invisible in this chip diagram): ALU and 3 registers: A, D, PC
CPU execute logic:
The CPU executes the instruction according to the Hack language specification:
The D and A values, if they appear in the instruction, are read from (or written to) the respective CPU-resident registers
The M value, if there is one in the instruction’s RHS, is read from inM
a Hack machine language instruction like M=D+M, stated as a 16-bit value
CPU
instruction inM
16
1
15
15
16 outM
16
writeM addressM
pc reset
1
CPU
to data memory
to instruction memory from
data memory
from instruction memory
CPU internal components (invisible in this chip diagram): ALU and 3 registers: A, D, PC
CPU fetch logic:
Recall that:
1. the instruction may include a jump directive (expressed as non-zero jump bits)
2. the ALU emits two control bits, indicating if the ALU output is zero or less than zero If reset==0: the CPU uses this information (the jump bits and the ALU control bits) as follows:
If there should be a jump, the PC is set to the value of A; else, PC is set to PC+1
If the is set to . (restarting the computer) a Hack machine language
instruction like M=D+M, stated as a 16-bit value
The C-instruction revisited
jum p dest
com p
1 1 1 a c 1 c 2 c 3 c 4 c 5 c 6 d 1 d 2 d 3 j 1 j 2 j 3
binary:
dest = com p; jum p
Execute logic:
Decode Execute
Fetch logic:
If there should be a jump, set PC to A
ALU
Mux
D
Mux
reset inM
addressM
pc outM
instruction A/M
decode
C C
C
C
C
D
A
PC
C C
A A A
M ALU output
writeM
C C
jum p dest
com p
1 1 1 a c 1 c 2 c 3 c 4 c 5 c 6 d 1 d 2 d 3 j 1 j 2 j 3
binary:
dest = com p; jum p
CPU
implementationCycle:
Execute Fetch
Resetting the computer:
Set reset to 1, then set it to 0. Chip diagram:
Includes most of the CPU’s execution logic
The CPU’s control logic is hinted: each circled “c”
represents one or more control bits, taken from the instruction
The “decode”
bar does not represent a chip, but
rather indicates that the
instruction bits are decoded somehow.
Lecture / construction plan
Instruction memory Memory:
Data memory
Screen
Keyboard
CPU
Computer
Computer -on-a-chip interface
Computer reset
Keyboard Screen
Computer -on-a-chip implementation
Data Memory (Memory) instruction
CPU
Instruction Memory (ROM32K)
inM
outM addressM writeM
pc
reset CHIP Computer {
IN reset;
PARTS: Implementation:
Simple, the chip-parts do all the hard work.