Unit 3 Flashcards

1
Q

idea that instructions and data of many types can be stored in memory as numbers and thus be easy to change

A

stored-program concept

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2
Q

natural unit of access in a computer, usually a group of 32 bits

A

word

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3
Q

natural unit of access in a computer, usually a group of 64 bits; corresponds to the size of a register in the LEGv8 architecture

A

doubleword

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4
Q

command that moves data between memory and registers

A

data transfer instruction

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5
Q

value used to delineate the location of a specific data element within a memory array

A

address

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6
Q

requirement that data be aligned in memory on natural boundaries

A

alignment restriction

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7
Q

rightmost bit in an LEGv8 doubleword

A

least significant bit

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8
Q

leftmost bit in an LEGv8 doubleword

A

most significant bit

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9
Q

when a number that is the proper result of operations cannot be represented by the rightmost hardware bits

A

overflow

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10
Q

signed number representation where a leading 0 indicates a positive number and a leading 1 indicates a negative number. The complement of a value is obtained by complementing each bit (0 → 1 or 1 → 0), and then adding one to the result

A

two’s complement

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11
Q

notation that represents the most negative value by 10 … 000two and the most positive value by 01 … 11two, leaving an equal number of negatives and positives but ending up with two zeros, one positive (00 … 00two) and one negative (11 … 11two). The term is also used to mean the inversion of every bit in a pattern: 0 to 1 and 1 to 0

A

one’s complement

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12
Q

form of representation of an instruction composed of fields of binary numbers

A

instruction format

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13
Q

The field that denotes the operation and format of an instruction

A

opcode

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14
Q

AND can apply a bit pattern to a set of bits to force 0s where there is a 0 in the bit pattern. Such a bit pattern in conjunction with AND is traditionally called a

A

mask

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15
Q

moves all the bits in a doubleword to the left or right, filling the emptied bits with 0s

A

shift

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16
Q

A sequence of instructions without branches (except possibly at the end) and without branch targets or branch labels (except possibly at the beginning)

A

basic block

17
Q

table of addresses of alternative instruction sequences

A

branch table

18
Q

data structure for spilling registers organized as a last-in- first-out queue

19
Q

A value denoting the location of the saved registers and local variables for a given procedure.

A

frame pointer

20
Q

addressing regime in which the address is the sum of the program counter (PC) and a constant in the instruction.

A

PC-relative addressing

21
Q

operand is at the memory location whose address is the sum of a register and a constant in the instruction

A

base addressing

22
Q

systems program that places an object program in main memory so that it is ready to execute