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Arquitetura de Computadores Princípios de Projeto de Computadores

Arquitetura de Computadores Princípios de Projeto de Computadores

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Diferentes números <strong>de</strong> ciclos<br />

para diferentes instruções<br />

• Multiplicação gasta mais tempo do que<br />

adição<br />

• Operações <strong>de</strong> ponto flutuante gastam mais<br />

tempo que operações <strong>de</strong> inteiros<br />

• Acesso à memória toma mais tempo do que<br />

acesso a registradores<br />

Exercício: tempo <strong>de</strong> clock<br />

• “Our favorite program runs in 10 seconds on computer<br />

A, which has a 400 Mhz. clock. We are trying to help a<br />

computer <strong>de</strong>signer build a new machine B, that will run<br />

this program in 6 seconds. The <strong>de</strong>signer can use new (or<br />

perhaps more expensive) technology to substantially<br />

increase the clock rate, but has informed us that this<br />

increase will affect the rest of the CPU <strong>de</strong>sign, causing<br />

machine B to require 1.2 times as many clock cycles as<br />

machine A for the same program. What clock rate<br />

should we tell the <strong>de</strong>signer to target”<br />

15

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