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UoL CS Notes

Computer Architectures

COMP328 Lectures

Von Neumann Architecture

The Von Neumann architecture has the following block diagram:

flowchart LR
subgraph cpu
cu[control unit]
alu[arithmetic logic unit]
end
id[input device] --> cpu
cpu --> od[output device]
cpu <--> mu[memory unit]

Building on Alan Turing’s work, Von Neumann invented the concept of the stored program where the programming is separate from the hardware of a general purpose computer.

Data and instructions share a common bus, hence the Von Neuman bottleneck.

Von Neumann Cycle

  1. IF - Fetch the instruction corresponding to the program counter from memory.
  2. ID - Decode the instruction.
  3. MEM - Fetch data from memory.
  4. EX - Execute the instruction.
  5. WB - Write back the results.

As each step is discrete, we can pipeline this process to process 5 instructions in 9 cycles instead of 1 in 5.

This assumes each step takes one cycle to complete.

Once the pipeline is full then it effectively takes 1 cycle for each instruction.

We should be aware that running instructions that take many clock cycles create pipeline bubbles. This will block further instructions and empty the pipeline.

Advanced Pipe-lining

  • Out of order execution completes execution when data is ready and presents the results in order when required.
  • Speculative execution occurs on a branch. The CPU predicts which side is executed before the evaluation is complete. If it is incorrect then it will have to backtrack.
  • Fused multiply-add implements

    \[a=a+(b\times c)\]

    as a single operation so speed up convolutions and matrix operations.

Von Neumann Bottleneck Solutions

To move less data on the bus we can use:

  • Cache on die:
    • The bigger the cache the slower it is due to searching for the data location.

      This can be solve by having a caching hierarchy: L1, L2, L3…

  • Temporal Locality:
    • If a memory location is accessed then is is very likely to be needed again soon.
  • Spatial Locality:
    • Often with arrays, if a memory location is accessed, it is likely that it’s neighbours will be accessed.

      When data is accessed, the whole cache line (64 bytes) is pulled.

Instruction Level Parallelism (ILP)

This is additional parallelism within a core.

Vector Instructions (SIMD)

Consider we have the following code:

for(int i = 0; i < 1000; i++) {
	c[i] = a[i] + b[i];
}

The compiler may optimise this to use vector instructions so that we can complete multiple additions in one clock cycle.

This requires that the serial instructions are not co-dependant.

Simultaneous Multi-threading (SMT)

If a processor has the hardware to support two threads natively:

  • Two Program Counters
  • Two Sets of Registers

Provided that we are using different pipelines within the processor (different instructions) we can get performance gains by making better use of the blocks in the processor.

OS Thread Scheduling

We can use thread pinning to ensure that there are no context-switches while a program is running.

This removes the overhead involved in changing processor:

  • Saving the program counter and registers, etc.

Multi-Core Systems

With multi-core systems we run into the following issues:

  • The memory bus is stretched further.
  • Cache contention:
    • What if one core changes some data that another core needs soon after.
  • Memory Contention:
    • Lock/semaphores.
  • Interconnects need to be faster to support more cores.
  • Programs need to be written differently to make best use of the cores.
  • Load balancing.

We will use OpenMP as a solution for this.

Multi-Socket Systems

So far we have seen systems like this:

graph TD
cpu0 --> memory
cpu1 --> memory

This stretches the memory bandwidth even thinner between the two.

NUMA

  • Each CPU gets a dedicated bus to a section of local memory.
  • Each CPU sees all the address space.
  • If a processor needs data from non-local memory it must travel over the (slow) interconnect.