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電腦組成與設計(硬體軟體介面RISC-V版英文版原書第2版)/經典原版書庫

  • 作者:(美)戴維·A.帕特森//約翰·L.亨尼斯|責編:曲熠
  • 出版社:機械工業
  • ISBN:9787111742661
  • 出版日期:2024/01/01
  • 裝幀:平裝
  • 頁數:712
人民幣:RMB 199 元      售價:
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內容大鋼
    本書由2017年圖靈獎得主Patterson和Hennessy共同撰寫,是電腦體系結構領域的經典書籍,強調軟硬體協同設計及其對性能的影響。本書採用開源的RISC-V指令系統體系結構,講解硬體技術、指令、算術運算、流水線、存儲層次、I/O以及並行處理器等。第2版將RV64切換為RV32以降低學習難度,新增關於領域定製體系結構(DSA)的討論以反映新的技術趨勢。此外,每一章都增加了「性能提升」和「自學」章節,並更新了大量練習題。本書適合電腦體系結構領域的專業技術人員參考,也適合高等院校電腦相關專業的學生閱讀。

作者介紹
(美)戴維·A.帕特森//約翰·L.亨尼斯|責編:曲熠

目錄
1  Computer Abstractions and Technology
  1.1  Introduction
  1.2  Seven Great Ideas in Computer Architecture
  1.3  Below Your Program
  1.4  Under the Covers
  1.5  Technologies for Building Processors and Memory
  1.6  Performance
  1.7  The Power Wall
  1.8  The Sea Change: The Switch from Uniprocessors to Multiprocessors
  1.9  Real Stuff: Benchmarking the Intel Core i
  1.10  Going Faster: Matrix Multiply in Python
  1.11  Fallacies and Pitfalls
  1.12  Concluding Remarks
  1.13  Historical Perspective and Further Reading
  1.14  Self-Study
  1.15  Exercises
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  RISC-V Addressing for Wide 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: MIPS Instructions
  2.17  Real Stuff: ARMv7 (32-bit) Instructions
  2.18  Real Stuff: ARMv8 (64-bit) Instructions
  2.19  Real Stuff: x86 Instructions
  2.20  Real Stuff: The Rest of the RISC-V Instruction Set
  2.21  Going Faster: Matrix Multiply in C
  2.22  Fallacies and Pitfalls
  2.23  Concluding Remarks
  2.24  Historical Perspective and Further Reading
  2.25  Self-Study
  2.26  Exercises
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: Subword Parallelism

  3.7  Real Stuff: Streaming SIMD Extensions and Advanced Vector Extensions in x
  3.8  Going Faster: Subword Parallelism and Matrix Multiply
  3.9  Fallacies and Pitfalls
  3.10  Concluding Remarks
  3.11  Historical Perspective and Further Reading
  3.12  Self-Study
  3.13  Exercises
4  The Processor
  4.1  Introduction
  4.2  Logic Design Conventions
  4.3  Building a Datapath
  4.4  A Simple Implementation Scheme
  4.5  Multicycle Implementation
  4.6  An Overview of Pipelining
  4.7  Pipelined Datapath and Control
  4.8  Data Hazards: Forwarding versus Stalling
  4.9  Control Hazards
  4.10  Exceptions
  4.11  Parallelism via Instructions
  4.12  Putting It All Together: The Intel Core i7 6700 and ARM Cortex
  4.13  Going Faster: Instruction-Level Parallelism and Matrix Multiply
  4.14  Advanced Topic: An Introduction to Digital Design Using a Hardware Design Language to Describe and Model a Pipeline and
More Pipelining Illustrations
  4.15  Fallacies and Pitfalls
  4.16  Concluding Remarks
  4.17  Historical Perspective and Further Reading
  4.18  Self-Study
  4.19  Exercises
5  Large and Fast: Exploiting Memory Hierarchy
  5.1  Introduction
  5.2  Memory Technologies
  5.3  The Basics of Caches
  5.4  Measuring and Improving Cache Performance
  5.5  Dependable Memory Hierarchy
  5.6  Virtual Machines
  5.7  Virtual Memory
  5.8  A Common Framework for Memory Hierarchy
  5.9  Using a Finite-State Machine to Control a Simple Cache
  5.10  Parallelism and Memory Hierarchy: Cache Coherence
  5.11  Parallelism and Memory Hierarchy: Redundant Arrays of Inexpensive Disks
  5.12  Advanced Material: Implementing Cache Controllers
  5.13  Real Stuff: The ARM Cortex-A53 and Intel Core i7 Memory Hierarchies
  5.14  Real Stuff: The Rest of the RISC-V System and Special Instructions
  5.15  Going Faster: Cache Blocking and Matrix Multiply
  5.16  Fallacies and Pitfalls
  5.17  Concluding Remarks
  5.18  Historical Perspective and Further Reading
  5.19  Self-Study
  5.20  Exercises
6  Parallel Processors from Client to Cloud

  6.1  Introduction
  6.2  The Difficulty of Creating Parallel Processing Programs
  6.3  SISD, MIMD, SIMD, SPMD, and Vector
  6.4  Hardware Multithreading
  6.5  Multicore and Other Shared Memory Multiprocessors
  6.6  Introduction to Graphics Processing Units
  6.7  Domain-Specific Architectures
  6.8  Clusters, Warehouse Scale Computers, and Other Message-Passing Multiprocessors
  6.9  Introduction to Multiprocessor Network Topologies
  6.10  Communicating to the Outside World: Cluster Networking
  6.11  Multiprocessor Benchmarks and Performance Models
  6.12  Real Stuff: Benchmarking the Google TPUv3 Supercomputer and an NVIDIA Volta GPU Cluster
  6.13  Going Faster: Multiple Processors and Matrix Multiply
  6.14  Fallacies and Pitfalls
  6.15  Concluding Remarks
  6.16  Historical Perspective and Further Reading
  6.17  Self-Study
  6.18  Exercises
APPENDIX
  A  The Basics of Logic Design
    A.1  Introduction
    A.2  Gates, Truth Tables, and Logic Equations
    A.3  Combinational Logic
    A.4  Using a Hardware Description Language
    A.5  Constructing a Basic Arithmetic Logic Unit
    A.6  Faster Addition: Carry Lookahead
    A.7  Clocks
    A.8  Memory Elements: Flip-Flops, Latches, and Registers
    A.9  Memory Elements: SRAMs and DRAMs
    A.10  Finite-State Machines
    A.11  Timing Methodologies
    A.12  Field Programmable Devices
    A.13  Concluding Remarks
    A.14  Exercises
  Index
ONLINE CONTENT
  Graphics and Computing GPUs
    B.1  Introduction
    B.2  GPU System Architectures
    B.3  Programming GPUs
    B.4  Multithreaded Multiprocessor Architecture
    B.5  Parallel Memory System
    B.6  Floating-point Arithmetic
    B.7  Real Stuff: The NVIDIA GeForce 8800
    B.8  Real Stuff: Mapping Applications to GPUs
    B.9  Fallacies and Pitfalls
    B.10  Concluding Remarks
    B.11  Historical Perspective and Further Reading
  Mapping Control to Hardware
    C.1  Introduction

    C.2  Implementing Combinational Control Units
    C.3  Implementing Finite-State Machine Control
    C.4  Implementing the Next-State Function with a Sequencer
    C.5  Translating a Microprogram to Hardware
    C.6  Concluding Remarks
    C.7  Exercises
  Survey of Instruction Set Architectures
    D.1  Introduction
    D.2  A Survey of RISC Architectures for Desktop, Server, and Embedded Computers
    D.3  The Intel 80×86
    D.4  The VAX Architecture
    D.5  The IBM 360/370 Architecture for Mainframe Computers
    D.6  Historical Perspective and References
  Glossary
  Further Reading

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