Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 1
www.nand2tetris.org
Building a Modern Computer From First Principles
Computer Architecture
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 2
Where we are at:
Assembler Chapter 6 H.L. Language
&
Operating Sys.
abstract interface
Compiler
Chapters 10 - 11
VM Translator Chapters 7 - 8
Computer Architecture Chapters 4 - 5
Gate Logic
Chapters 1 - 3 Electrical
Engineering
Physics Virtual
Machine abstract interface
Software hierarchy
Assembly Language abstract interface
Hardware hierarchy
MachineLanguage abstract interface
Hardware Platform abstract interface
Chips &
Logic Gates abstract interface Human
Thought
Abstract design Chapters 9, 12
The Hack computer
A 16-bit machine consisting of the following elements:
The program is stored in a ROM.
Computer reset
Keyboard Screen
The A-instruction
@value
value is a non-negative decimal number <= 2
15-1 or
A symbol referring to such a constant
0value
value is a 15-bit binary number
symbolic binary
@21 0000 0000 0001 0101
Example
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 5
The C-instruction
dest = comp ; jump 111A C
1C
2C
3C
4C
5C
6D
1D
2D
3J
1J
2J
3symbolic binary
opcode
]
not used comp dest jump
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 6
The C-instruction
111A C
1C
2C
3C
4C
5C
6D
1D
2D
3J
1J
2J
3comp dest jump
The C-instruction
A D M
111A C
1C
2C
3C
4C
5C
6D
1D
2D
3J
1J
2J
3comp dest jump
The C-instruction
111A C
1C
2C
3C
4C
5C
6D
1D
2D
3J
1J
2J
3comp dest jump
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 9
assembly code v.s. machine code
0000000000010000 1110111111001000 0000000000010001 1110101010001000 0000000000010000 1111110000010000 0000000000000000 1111010011010000 0000000000010010 1110001100000001 0000000000010000 1111110000010000 0000000000010001 1111000010001000 0000000000010000 1111110111001000 0000000000000100 1110101010000111 0000000000010001 1111110000010000 0000000000000001 1110001100001000 0000000000010110 1110101010000111
Target code
assemble
Hack assembly/machine language
// Computes 1+...+RAM[0]
// And stored the sum in RAM[1]
@i
M=1 // i = 1
@sum M=0 // sum = 0 (LOOP)
@i // if i>RAM[0] goto WRITE D=M
@R0 D=D‐M
@WRITE D;JGT
@i // sum += i D=M
@sum M=D+M
@i // i++
M=M+1
@LOOP // goto LOOP 0;JMP
(WRITE)
@sum D=M
@R1
M=D // RAM[1] = the sum (END)
@END 0;JMP
Source code (example)
Hack assembler or CPU emulator
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 10
The Hack computer
Main parts of the Hack computer:
Instruction memory (ROM)
Memory (RAM):
• Data memory
• Screen (memory map)
• Keyboard (memory map)
CPU
Computer (the logic that holds everything together).
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 course
Multiplexer
Goal: select from one of n k-bit buses
Implemented by layering k n-to-1 multiplexer
Hack ALU
zx no
zr nx zy ny f
ALU
ng
16 bits16 bits
x
y
16 bitsout
out(x, y, control bits ) =
x+y, x-y, y–x, 0, 1, -1,
x, y, -x, -y, x!, y!,
x+1, y+1, x-1, y-1,
x&y, x|y
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 13
Hack ALU
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture 14 slide 14
Registers
ROM (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.
RAM (data memory)
We will discuss the details for Hack’s data memory later.
32K x 16 RAM
W Din
addr Dout
16 16
15
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture 17 slide 17
Clock
Clock.
Fundamental abstraction: regular on-off pulse.
on: fetch phase
off: execute phase
External analog device.
Synchronizes operations of different circuit elements.
Requirement: clock cycle longer than max switching time.
cycle time
Clock
on off
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 18
Design a processor
How to build a processor (Hack, this time)
Develop instruction set architecture (ISA)
16-bit words, two types of machine instructions
Determine major components
ALU, registers, program counter, memory
Determine datapath requirements
Flow of bits
Analyze how to implement each instruction
Determine settings of control signals
18
Hack programming reference card
Hack commands:
A-command: @value // A<‐value; M=RAM[A]
C-command: dest = comp ; jump // dest = and ;jump // are optional Where:
comp =
0 , 1 , ‐1 , D , A , !D , !A , ‐D , ‐A , D+1 , A+1 , D‐1, A‐1 , D+A , D‐A , A‐D , D&A , D|A, M , !M , ‐M , M+1, M‐1 , D+M, D‐M, M‐D, D&M, D|M dest = M, D, A, MD, AM, AD, AMD, or null
jump = JGT , JEQ , JGE , JLT , JNE , JLE , JMP, or null
In the command dest = comp; jump, the jump materialzes (PC<-A) if (comp jump 0) is true. For example, in D=D+1,JLT, we jump if D+1 < 0.
Fetch and execute
In Toy, we have two phases: fetch and execution .
We use two cycles since fetch and execute phases each access memory and alter program counter.
Fetch
Clock Execute Fetch
Phase 1
fetch Phase 3 execute Phase 2
fetch & clock Phase 4 execute & clock
fetch [set memory address from pc]
fetch and clock [write instruction to IR]
execute [set ALU inputs from registers]
execute and clock [write result of ALU to registers]
21
Toy architecture
PC
Registers
W W Data
A Data B Data W Addr A Addr B Addr +
1
Memory
W W Data Addr
R Data IR op d s t
Cond Eval
A L U 2
5
10
10 0
1 10
1001 00
Both fetch and execute would access memory. To avoid conflict, we add a MUX. Similar for PC.
In addition, we need a register IR to store the instruction.
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 22
Fetch and execute
In Hack, we avoid it by using two separate memory chips, one for data and the other for instruction.
22
Data Memory (Memory)
instruction
CPU
Instruction Memory (ROM32K)
inM
outM addressM writeM
pc
reset
Design a processor
How to build a processor (Hack, this time)
Develop instruction set architecture (ISA)
16-bit words, two types of machine instructions
Determine major components
ALU, registers, program counter, memory
Determine datapath requirements
Flow of bits
Analyze how to implement each instruction
Determine settings of control signals
Program counter
Program counter emits the address of the next instruction.
To start/restart the program execution: PC=0
No jump: PC++
Unconditional jump: PC=A
Conditional jump: if (cond.) PC=A else PC++
Program counter (PC)
reset W
Din Dout
15 15
Note that the design is slightly different from your project #3.
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 25
Program counter
if (reset) PC=0 else if (W) PC=Din
else PC++
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 26
Program counter
if (reset) PC=0 else if (W) PC=Din
else PC++
0 1
15-bit register W
+
0 1
1 0
reset W
Din Dout
Hack architecture (component)
A L U PC
RAM
W Din
addr Dout ROM
addr Dout
A W D W
W
x
y
zr ng
CPU
reset
Clock
Design a processor
How to build a processor (Hack, this time)
Develop instruction set architecture (ISA)
16-bit words, two types of machine instructions
Determine major components
ALU, registers, program counter, memory
Determine datapath requirements
Flow of bits
Analyze how to implement each instruction
Determine settings of control signals
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 29
Hack architecture (data path)
A L U PC
RAM
W Din
addr Dout ROM
addr Dout
A W D W
W
x
y
zr ng
CPU
reset
@value // A<‐value; M=RAM[A]
[ADM] = x op y; jump // x=D; y=A or M; if jump then PC<‐A
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 30
Hack architecture (data path)
A L U PC
RAM
W Din
addr Dout ROM
addr Dout
A W D W
W
0 1 0
1
x
y
zr ng
CPU
@value // A<‐value; M=RAM[A]
[ADM] = x op y; jump // x=D; y=A or M; if jump then PC<‐A
reset
Design a processor
How to build a processor (Hack, this time)
Develop instruction set architecture (ISA)
16-bit words, two types of machine instructions
Determine major components
ALU, registers, program counter, memory
Determine datapath requirements
Flow of bits
Analyze how to implement each instruction
Determine settings of control signals
Hack architecture (data path)
A L U PC
RAM
W Din
addr Dout ROM
addr Dout
A W D W
W
0 1 0
1
x
y
zr ng
CPU
reset
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 33
Hack architecture (control)
A L U PC
RAM
W Din
addr Dout ROM
addr Dout
A W D W
W
0 1 0
1
x
y
zr ng
CPU
reset
MUX_A W_A
MUX_ALU OP_ALU
6
W_PCwriteM R_PC
W_D
A total of 13 control signals
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 34
Hack architecture (control)
A L U PC
RAM
W Din
addr Dout ROM
addr Dout
A W D W
W
0 1 0
1
x
y
zr ng
CPU
reset
MUX_A W_A
MUX_ALU OP_ALU
6
W_PCwriteM R_PC
W_D
control
Hack architecture (control)
A L U PC
RAM
W Din
addr Dout ROM
addr Dout
A W D W
W
0 1 0
1
x
y
zr ng
CPU
reset
MUX_A W_A
MUX_ALU OP_ALU
6
W_PCwriteM R_PC
W_D
control
Hack architecture (control)
A L U PC
RAM
W Din
addr Dout ROM
addr Dout
A W D W
W
0 1 0
1
x
y
zr ng
CPU
reset
6
control
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 37
Hack architecture (control)
A L U PC
RAM
W Din
addr Dout ROM
addr Dout
A W D W
W
0 1 0
1
x
y
zr ng
CPU
reset
6
control
reset
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 38
Hack architecture (control)
A L U PC
RAM
W Din
addr Dout ROM
addr Dout
A W D W
W
0 1 0
1
x
y
zr ng
CPU
reset
MUX_A W_A
MUX_ALU OP_ALU
6
W_PCwriteM R_PC
W_D
control
reset
zr ng
instruction
Hack architecture (control)
Inputs: instruction, zr, ng
instruction
Outputs:
OP_ALU
MUX_A
MUX_ALU
W_A
W_D
writeM
W_PC
111A C
1C
2C
3C
4C
5C
6D
1D
2D
3J
1J
2J
30 value
I 15 I 14..0
Hack architecture (trace @10 / D=M+1;JGE )
A L U PC
RAM
W Din
addr Dout ROM
addr Dout
A W D W
W
0 1 0
1
x
y
zr ng
CPU
reset
MUX_A W_A
MUX_ALU OP_ALU
6
W_PCwriteM R_PC
W_D
control
reset
zr ng
instruction
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 41
Hack architecture (CPU interface)
A L U PC
RAM
W Din
addr Dout ROM
addr Dout
A W D W
control
W
0 1 0
1
x
y
zr ng
inM reset
writeM PC
addressM
reset
zr ng
instruction outM
CPU
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 42
Hack CPU
instruction inM
16 1 15 15
16
outM
16
writeM
addressM
reset pc
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
If the instruction is @x, then x is stored in the A-register; and the emitted addressM is updated.
The M value, if there is one in the instruction’s RHS, is read from inM
If the instruction’s LHS includes M , then the ALU output is placed in outM , the value of the CPU-resident A register is placed in addressM , and writeM is asserted.
a Hack machine language instruction like
M=D+M, stated as a 16-bit value
Hack CPU
instruction inM
16 1 15 15
16
outM
16
writeM
addressM
reset pc
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 The updated PC value is emitted by pc.
If reset==1: the PC is set to 0 . pc emits 0. (restarting the computer) a Hack machine language
instruction like
M=D+M, stated as a 16-bit value
Control (focus on the yellow chips only)
ALU
Mux
D
A/M a-bit D register
A register A
RAM M
(selected register)ROM
(selected register)PC Instruction
In the Hack architecture:
ROM = instruction memory
Program = sequence of 16-bit numbers, starting at ROM[0]
Current instruction = ROM[PC]
To select instruction n from the ROM, we set A to n, using the instruction @n
address input
address input
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 45
Side note (focus on the yellow chip parts only)
ALU
Mux
D
A/M a-bit D register
A register A
M RAM
(selected register)
ROM
(selected register)PC Instruction
address input
address input
In the Hack architecture, the A register addresses both the RAM and the ROM, simultaneously. Therefore:
Command pairs like @addr followed by D=M;someJumpDirective make no sense
Best practice: in well-written Hack programs, a C-instruction should contain
either a reference to M, or
a jump directive,
but not both.
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 46
The Hack computer (put together)
A 16-bit machine consisting of the following elements:
Both memory chips are 16-bit wide and have 15-bit address space.
Data Memory (Memory)
instruction
CPU
Instruction Memory (ROM32K)
inM
outM addressM writeM
pc
reset
RAM (data memory)
The RAM used in Hack is different from a normal RAM. It also plays the role for I/O.
Programmers usually use high-level library for I/O, such as printf, drawline.
But, at low-level, we usually need to manipulate bits directly for I/O.
RAM
W Din
addr Dout
16 16
15
Displays
CRT displays
resolution
refresh rate
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 49
keyboard
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 50
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
Access to address 24,576 results in accessing the keyboard chip-part
Access to any other address is invalid.
load
out in
16
15
16
RAM16K
(16K mem. chip)
address
016383
Screen
(8K mem. chip) 1638424575
24576
Keyboard
(one register) MemoryKeyboard 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.
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
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 53
Screen
In the Hack platform, the screen is implemented as an 8K 16-bit RAM chip with a side effect of refreshing.
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
Screen 16Physical 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:
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 54
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 (16384)
To set pixel (row,col) black 1. word=Screen[32*row + col/16]
(RAM[16384 + 32*row + col/16]) 2. Set the (col%16)‐th bit of word 3. Commit word to the RAM to 1
(High-level: use the OS command drawPixel(row,col))
Screen memory map
refresh
keyboard
A 16-bit register is used to keep the key stroke.
When a key is pressed on the keyboard, the key’s scan code appears in the keyboard memory map .
keyboard
A 16-bit register is used to keep the key stroke.
When a key is pressed on the keyboard, the key’s scan code appears in
the keyboard memory map .
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 57
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()
(effects the same operation, discussed later in the course, when we’ll write the OS).
Special keys: The keyboard is implemented as
a built-in
Keyboard.hdlchip.
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:
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 58
Some scan codes
Keyboard memory map
To check which key is currently pressed:
Probe the content of the Keyboard chip
In the Hack computer, probe the content of RAM[24576]
If the register contains 0, no key is pressed.
A 16-bit machine consisting of the following elements:
Both memory chips are 16-bit wide and have 15-bit address space.
Data Memory (Memory) instruction
CPU
Instruction Memory (ROM32K)
inM
outM addressM writeM
pc
reset
The Hack computer (put together)
Screen
Keyboard
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 61
Assembly programming with I/O
Hack language convention:
SCREEN: base address of the screen memory map, 16,384.
KBD: address of the keyboard memory map, 24,576.
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 62
Example: draw a rectangle
Draw a filled rectangle at the upper left corner of the screen, 16 pixels wide and RAM[0] pixels long. (demo)
16 pixels wide
RAM[0] pixels long
Example: draw a rectangle (pseudo code)
// for (i=0; i<n; i++)
// draw 16 black pixels at the beginning of row i addr = SCREEN
n = RAM[0]
i = 0
LOOP:
if (i>n) goto END
RAM[addr] = -1 // 1111 1111 1111 1111 addr = addr+32 // advances to the next row i++;
goto LOOP END:
goto END
Example: draw a rectangle (assembly)
addr = SCREEN n = RAM[0]
i = 0
LOOP:
if (i>n) goto END RAM[addr] = -1 addr = addr+32 i++;
goto LOOP END:
goto END
@SCREEN D=A
@addr
M=D // addr = SCREEN
@0 D=M
@n
M=D // n = RAM[0]
@i
M=0 // i=0
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 65
Example: draw a rectangle (assembly)
addr = SCREEN n = RAM[0]
i = 0
LOOP:
if (i>n) goto END RAM[addr] = -1 addr = addr+32 i++;
goto LOOP END:
goto END (LOOP)
@i D=M
@n D=D-M
@END D; JGT
@addr A=M M=-1
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 66
Example: draw a rectangle (assembly)
addr = SCREEN n = RAM[0]
i = 0
LOOP:
if (i>n) goto END RAM[addr] = -1 addr = addr+32 i++;
goto LOOP END:
goto END (LOOP)
@i D=M
@n D=D-M
@END D; JGT
@addr A=M M=-1
Example: draw a rectangle (assembly)
addr = SCREEN n = RAM[0]
i = 0
LOOP:
if (i>n) goto END RAM[addr] = -1 addr = addr+32 i++;
goto LOOP END:
goto END
@32 D=A
@addr
M=D+M // addr = addr+32
@i
M=M+1 // i++
@LOOP
0; JMP // goto LOOP
(END)
@END 0; JMP
Example: draw a rectangle (assembly)
addr = SCREEN n = RAM[0]
i = 0
LOOP:
if (i>n) goto END RAM[addr] = -1 addr = addr+32 i++;
goto LOOP END:
goto END
@32 D=A
@addr
M=D+M // addr = addr+32
@i
M=M+1 // i++
@LOOP
0; JMP // goto LOOP
(END)
@END
0; JMP
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 69
Example: draw a rectangle (assembly)
addr = SCREEN n = RAM[0]
i = 0
LOOP:
if (i>n) goto END RAM[addr] = -1 addr = addr+32 i++;
goto LOOP END:
goto END
@32 D=A
@addr
M=D+M // addr = addr+32
@i
M=M+1 // i++
@LOOP
0; JMP // goto LOOP
(END)
@END 0; JMP
Elements of Computing Systems, Nisan & Schocken, MIT Press, www.nand2tetris.org, Chapter 5: Computer Architecture slide 70
Project #5: 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 missing }
Implementation:
You need to implement Memory and CPU first.