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If the program expects to find a character, it will try to interpret the bits as a character. If the bit pattern doesn t make sense as a character encoding, either the program will fail or an error message will result. Likewise, if the program expects an integer, it will interpret the bit pattern as an integer, even if the bit pattern originally encoded a character. It is incumbent on the programmer to be sure that the program s handling of data is appropriate. CPU/ALU The CPU is the part of the computer one thinks of first when describing the components of a computer. The repetitive cycle of the von Neumann computer is to a) load an instruction from memory into the CPU, and b) decode and execute the instruction. Executing the instruction may include performing arithmetic or logical operations, and also loading or storing data in memory. When the instruction execution is complete, the computer fetches the next instruction from memory, and executes that instruction. The cycle continues indefinitely, unless the instruction fetched turns out to be a HALT instruction. The CPU is usually described as consisting of a control unit and an arithmetic and logic unit (ALU). The control unit is responsible for maintaining the steady cycle of fetch-and-execute, and the ALU provides the hardware for arithmetic operations, value comparisons (greater than, less than, equal to), and logical functions (AND, OR, NOT, etc.). Both the control unit and the ALU include special, very high-performance memory cells called registers. Registers are intimately connected to the wiring of the control unit and the ALU; some have a special purpose, and some are general purpose. One special-purpose register is the program counter (PC). The PC keeps track of the address of the instruction to execute next. When the control unit begins a fetch execute cycle, the control unit moves the instruction stored at the address saved in the PC to another special register called the instruction register (IR). When such a fetch of the next instruction occurs, the control unit automatically increments the PC, so that the PC now points to the next instruction in sequence. The control unit then decodes the instruction in the IR, and executes the instruction. When execution is complete, the control unit fetches the instruction to which the PC now points, and the cycle continues. Other registers of the ALU are general purpose. General-purpose registers are used to store data close to the processor, where the processor can access the information even more quickly than when the value is in memory. Different computers have different numbers of registers, and the size of the registers will be congruent with the word size of the computer (16-bit, 32-bit, etc.). The number of registers, and the nature of the special-purpose registers, comprise an important part of the computer architecture. In the case of the Intel x86 architecture, there are four 32-bit general-purpose registers (EAX, EBX, ECX, and EDX), and four 32-bit registers devoted to address calculations and storage (ESP, EBP, ESI, and EDI). One could say much more about registers in the Intel x86 architecture, but they are now too complex to describe completely, as the architecture has been cleverly expanded while maintaining complete compatibility with earlier designs. INSTRUCTION SET The quintessential definition of a computer s architecture is its instruction set. The actual list of things the computer hardware can accomplish is the machine s instruction set. Given the wide variety of computer applications, and the sophistication of many applications, it can be surprising to learn how limited and primitive the instruction set of a computer is. Machine instructions include loading a CPU register from memory, storing the contents of a CPU register in memory, jumping to a different part of the program, shifting the bits of a computer word left or right, comparing two values, adding the values in two registers, performing a logical operation (e.g., ANDing two conditions), etc. For the most part, machine instructions provide only very basic computing facilities. A computer s assembly language corresponds directly to its instruction set; there is one assembly language mnemonic for each machine instruction. Unless you program in assembly language, you will have very little visibility of the machine instruction set. However, differences in instruction sets explain why some programs run on some machines but not others. Unless two computers share the same instruction set, they will not be able to execute the same set of machine instructions.
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