Computer memory

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Random access memory (RAM) is the best known form of computer memory. RAM is considered "random access" because you can access any memory cell directly if you know the row and column that intersect at that cell.
The opposite of RAM is serial access memory (SAM). SAM stores data as a series of memory cells that can only be accessed sequentially (like a cassette tape). If the data is not in the current location, each memory cell is checked until the needed data is found. SAM works very well for memory buffers, where the data is normally stored in the order in which it will be used (a good example is the texture buffer memory on a video card). RAM data, on the other hand, can be accessed in any order.

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As you can see, the way a ROM chip works necessitates the programming of perfect and complete data when the chip is created. You cannot reprogram or rewrite a standard ROM chip. If it is incorrect, or the data needs to be updated, you have to throw it away and start over. Creating the original template for a ROM chip is often a laborious process full of trial and error. But the benefits of ROM chips outweigh the drawbacks. Once the template is completed, the actual chips can cost as little as a few cents each. They use very little power, are extremely reliable and, in the case of most small electronic devices, contain all the necessary programming to control the device. A great example is the small chip in the singing fish toy. This chip, about the size of your fingernail, contains the 30-second song clips in ROM and the control codes to synchronize the motors to the music.

PROM 
Creating ROM chips totally from scratch is time-consuming and very expensive in small quantities. For this reason, mainly, developers created a type of ROM known as programmable read-only memory (PROM). Blank PROM chips can be bought inexpensively and coded by anyone with a special tool called a programmer.

PROM chips (Figure 2) have a grid of columns and rows just as ordinary ROMs do. The difference is that every intersection of a column and row in a PROM chip has a fuse connecting them. A charge sent through a column will pass through the fuse in a cell to a grounded row indicating a value of 1. Since all the cells have a fuse, the initial (blank) state of a PROM chip is all 1s. To change the value of a cell to 0, you use a programmer to send a specific amount of current to the cell. The higher voltage breaks the connection between the column and row by burning out the fuse. This process is known as burning the PROM.

 
Figure 2


PROMs can only be programmed once. They are more fragile than ROMs. A jolt of static electricity can easily cause fuses in the PROM to burn out, changing essential bits from 1 to 0. But blank PROMs are inexpensive and are great for prototyping the data for a ROM before committing to the costly ROM fabrication process.

EPROM 
Working with ROMs and PROMs can be a wasteful business. Even though they are inexpensive per chip, the cost can add up over time. Erasable programmable read-only memory (EPROM) addresses this issue. EPROM chips can be rewritten many times. Erasing an EPROM requires a special tool that emits a certain frequency of ultraviolet (UV) light. EPROMs are configured using an EPROM programmer that provides voltage at specified levels depending on the type of EPROM used.

Once again we have a grid of columns and rows. In an EPROM, the cell at each intersection has two transistors. The two transistors are separated from each other by a thin oxide layer. One of the transistors is known as the floating gate and the other as the control gate. The floating gate's only link to the row (wordline) is through the control gate. As long as this link is in place, the cell has a value of 1. To change the value to 0 requires a curious process called Fowler-Nordheim tunneling. Tunneling is used to alter the placement of electrons in the floating gate. An electrical charge, usually 10 to 13 volts, is applied to the floating gate. The charge comes from the column (bitline), enters the floating gate and drains to a ground.

This charge causes the floating-gate transistor to act like an electron gun. The excited electrons are pushed through and trapped on the other side of the thin oxide layer, giving it a negative charge. These negatively charged electrons act as a barrier between the control gate and the floating gate. A device called a cell sensor monitors the level of the charge passing through the floating gate. If the flow through the gate is greater than 50 percent of the charge, it has a value of 1. When the charge passing through drops below the 50-percent threshold, the value changes to 0. A blank EPROM has all of the gates fully open, giving each cell a value of 1.

To rewrite an EPROM, you must erase it first. To erase it, you must supply a level of energy strong enough to break through the negative electrons blocking the floating gate. In a standard EPROM, this is best accomplished with UV light at a frequency of 253.7. Because this particular frequency will not penetrate most plastics or glasses, each EPROM chip has a quartz window on top of it. The EPROM must be very close to the eraser's light source, within an inch or two, to work properly.

An EPROM eraser is not selective, it will erase the entire EPROM. The EPROM must be removed from the device it is in and placed under the UV light of the EPROM eraser for several minutes. An EPROM that is left under too long can become over-erased. In such a case, the EPROM's floating gates are charged to the point that they are unable to hold the electrons at all.

EEPROMs and Flash Memory 
Though EPROMs are a big step up from PROMs in terms of reusability, they still require dedicated equipment and a labor-intensive process to remove and reinstall them each time a change is necessary. Also, changes cannot be made incrementally to an EPROM; the whole chip must be erased. Electrically erasable programmable read-only memory (EEPROM) chips remove the biggest drawbacks of EPROMs.

In EEPROMs:

  • The chip does not have to removed to be rewritten.
  • The entire chip does not have to be completely erased to change a specific portion of it.
  • Changing the contents does not require additional dedicated equipment.

Instead of using UV light, you can return the electrons in the cells of an EEPROM to normal with the localized application of an electric field to each cell. This erases the targeted cells of the EEPROM, which can then be rewritten. EEPROMs are changed 1 byte at a time, which makes them versatile but slow. In fact, EEPROM chips are too slow to use in many products that make quick changes to the data stored on the chip.

Manufacturers responded to this limitation with Flash memory, a type of EEPROM that uses in-circuit wiring to erase by applying an electrical field to the entire chip or to predetermined sections of the chip called blocks. Flash memory works much faster than traditional EEPROMs because it writes data in chunks, usually 512 bytes in size, instead of 1 byte at a time.

If you have been shopping for a computer, then you have heard the word "cache." Modern computers have both L1 and L2 caches. You may also have gotten advice on the topic from well-meaning friends, perhaps something like "Don't buy that Celeron chip, it doesn't have any cache in it!"

It turns out that caching is an important computer-science process that appears on every computer in a variety of forms. There are memory caches, hardware and software disk caches, page caches and more. Virtual memory is even a form of caching. In this article, we will explore caching so you can understand why it is so important.

A Simple Example 
Caching is a technology based on the memory subsystem of your computer. The main purpose of a cache is to accelerate your computer while keeping the price of the computer low. Caching allows you to do your computer tasks more rapidly.

To understand the basic idea behind a cache system, let's start with a super-simple example that uses a librarian to demonstrate caching concepts. Let's imagine a librarian behind his desk. He is there to give you the books you ask for. For the sake of simplicity, let's say you can't get the books yourself -- you have to ask the librarian for any book you want to read, and he fetches it for you from a set of stacks in a storeroom (the library of congress in Washington, D.C., is set up this way). First, let's start with a librarian without cache.

The first customer arrives. He asks for the book Moby Dick. The librarian goes into the storeroom, gets the book, returns to the counter and gives the book to the customer. Later, the client comes back to return the book. The librarian takes the book and returns it to the storeroom. He then returns to his counter waiting for another customer. Let's say the next customer asks for Moby Dick (you saw it coming...). The librarian then has to return to the storeroom to get the book he recently handled and give it to the client. Under this model, the librarian has to make a complete round trip to fetch every book -- even very popular ones that are requested frequently. Is there a way to improve the performance of the librarian?

Yes, there's a way -- we can put a cache on the librarian. Let's give the librarian a backpack into which he will be able to store 10 books (in computer terms, the librarian now has a 10-book cache). In this backpack, he will put the books the clients return to him, up to a maximum of 10. Let's use the prior example, but now with our new-and-improved caching librarian.

The day starts. The backpack of the librarian is empty. Our first client arrives and asks for Moby Dick. No magic here -- the librarian has to go to the storeroom to get the book. He gives it to the client. Later, the client returns and gives the book back to the librarian. Instead of returning to the storeroom to return the book, the librarian puts the book in his backpack and stands there (he checks first to see if the bag is full -- more on that later). Another client arrives and asks for Moby Dick. Before going to the storeroom, the librarian checks to see if this title is in his backpack. He finds it! All he has to do is take the book from the backpack and give it to the client. There's no journey into the storeroom, so the client is served more efficiently.

What if the client asked for a title not in the cache (the backpack)? In this case, the librarian is less efficient with a cache than without one, because the librarian takes the time to look for the book in his backpack first. One of the challenges of cache design is to minimize the impact of cache searches, and modern hardware has reduced this time delay to practically zero. Even in our simple librarian example, the latency time (the waiting time) of searching the cache is so small compared to the time to walk back to the storeroom that it is irrelevant. The cache is small (10 books), and the time it takes to notice a miss is only a tiny fraction of the time that a journey to the storeroom takes.

From this example you can see several important facts about caching:

  • Cache technology is the use of a faster but smaller memory type to accelerate a slower but larger memory type.
  • When using a cache, you must check the cache to see if an item is in there. If it is there, it's called a cache hit. If not, it is called a cache miss and the computer must wait for a round trip from the larger, slower memory area.
  • A cache has some maximum size that is much smaller than the larger storage area.
  • It is possible to have multiple layers of cache. With our librarian example, the smaller but faster memory type is the backpack, and the storeroom represents the larger and slower memory type. This is a one-level cache. There might be another layer of cache consisting of a shelf that can hold 100 books behind the counter. The librarian can check the backpack, then the shelf and then the storeroom. This would be a two-level cache.

Computer Caches 
A computer is a machine in which we measure time in very small increments. When the microprocessor accesses the main memory (RAM), it does it in about 60 nanoseconds (60 billionths of a second). That's pretty fast, but it is much slower than the typical microprocessor. Microprocessors can have cycle times as short as 2 nanoseconds, so to a microprocessor 60 nanoseconds seems like an eternity.

What if we build a special memory bank, small but very fast (around 30 nanoseconds)? That's already two times faster than the main memory access. That's called a level 2 cache or an L2 cache. What if we build an even smaller but faster memory system directly into the microprocessor's chip? That way, this memory will be accessed at the speed of the microprocessor and not the speed of the memory bus. That's an L1 cache, which on a 233-megahertz (MHz) Pentium is 3.5 times faster than the L2 cache, which is two times faster than the access to main memory.

There are a lot of subsystems in a computer; you can put cache between many of them to improve performance. Here's an example. We have the microprocessor (the fastest thing in the computer). Then there's the L1 cache that caches the L2 cache that caches the main memory which can be used (and is often used) as a cache for even slower peripherals like hard disks and CD-ROMs. The hard disks are also used to cache an even slower medium -- your Internet connection.

Your Internet connection is the slowest link in your computer. So your browser (Internet Explorer, Netscape, Opera, etc.) uses the hard disk to store HTML pages, putting them into a special folder on your disk. The first time you ask for an HTML page, your browser renders it and a copy of it is also stored on your disk. The next time you request access to this page, your browser checks if the date of the file on the Internet is newer than the one cached. If the date is the same, your browser uses the one on your hard disk instead of downloading it from Internet. In this case, the smaller but faster memory system is your hard disk and the larger and slower one is the Internet.

Cache can also be built directly on peripherals. Modern hard disks come with fast memory, around 512 kilobytes, hardwired to the hard disk. The computer doesn't directly use this memory -- the hard-disk controller does. For the computer, these memory chips are the disk itself. When the computer asks for data from the hard disk, the hard-disk controller checks into this memory before moving the mechanical parts of the hard disk (which is very slow compared to memory). If it finds the data that the computer asked for in the cache, it will return the data stored in the cache without actually accessing data on the disk itself, saving a lot of time.

Here's an experiment you can try. Your computer caches your floppy drive with main memory, and you can actually see it happening. Access a large file from your floppy -- for example, open a 300-kilobyte text file in a text editor. The first time, you will see the light on your floppy turning on, and you will wait. The floppy disk is extremely slow, so it will take 20 seconds to load the file. Now, close the editor and open the same file again. The second time (don't wait 30 minutes or do a lot of disk access between the two tries) you won't see the light turning on, and you won't wait. The operating system checked into its memory cache for the floppy disk and found what it was looking for. So instead of waiting 20 seconds, the data was found in a memory subsystem much faster than when you first tried it (one access to the floppy disk takes 120 milliseconds, while one access to the main memory takes around 60 nanoseconds -- that's a lot faster). You could have run the same test on your hard disk, but it's more evident on the floppy drive because it's so slow.

To give you the big picture of it all, here's a list of a normal caching system:

  • L1 cache - Memory accesses at full microprocessor speed (10 nanoseconds, 4 kilobytes to 16 kilobytes in size)
  • L2 cache - Memory access of type SRAM (around 20 to 30 nanoseconds, 128 kilobytes to 512 kilobytes in size)
  • Main memory - Memory access of type RAM (around 60 nanoseconds, 32 megabytes to 128 megabytes in size)
  • Hard disk - Mechanical, slow (around 12 milliseconds, 1 gigabyte to 10 gigabytes in size)
  • Internet - Incredibly slow (between 1 second and 3 days, unlimited size)

As you can see, the L1 cache caches the L2 cache, which caches the main memory, which can be used to cache the disk subsystems, and so on.

 

Cache Technology 
One common question asked at this point is, "Why not make all of the computer's memory run at the same speed as the L1 cache, so no caching would be required?" That would work, but it would be incredibly expensive. The idea behind caching is to use a small amount of expensive memory to speed up a large amount of slower, less-expensive memory.

In designing a computer, the goal is to allow the microprocessor to run at its full speed as inexpensively as possible. A 500-MHz chip goes through 500 million cycles in one second (one cycle every two nanoseconds). Without L1 and L2 caches, an access to the main memory takes 60 nanoseconds, or about 30 wasted cycles accessing memory.

When you think about it, it is kind of incredible that such relatively tiny amounts of memory can maximize the use of much larger amounts of memory. Think about a 256-kilobyte L2 cache that caches 64 megabytes of RAM. In this case, 256,000 bytes efficiently caches 64,000,000 bytes. Why does that work?

In computer science, we have a theoretical concept called locality of reference. It means that in a fairly large program, only small portions are ever used at any one time. As strange as it may seem, locality of reference works for the huge majority of programs. Even if the executable is 10 megabytes in size, only a handful of bytes from that program are in use at any one time, and their rate of repetition is very high. Let's take a look at the following pseudo-code to see why locality of reference works (see How C Programming Works to really get into it):

Output to screen « Enter a number  between 1 and 100 »

Read input from user

Put value from user in variable X

Put value 100 in variable Y

Put value 1 in variable Z

Loop Y number of time

   Divide Z by X

   If the remainder of the division = 0

      then output «  Z is a multiple of X »

   Add 1 to Z

Return to loop

End

This small program asks the user to enter a number between 1 and 100. It reads the value entered by the user. Then, the program divides every number between 1 and 100 by the number entered by the user. It checks if the remainder is 0 (modulo division). If so, the program outputs "Z is a multiple of X" (for example, 12 is a multiple of 6), for every number between 1 and 100. Then the program ends.

Even if you don't know much about computer programming, it is easy to understand that in the 11 lines of this program, the loop part (lines 7 to 9) are executed 100 times. All of the other lines are executed only once. Lines 7 to 9 will run significantly faster because of caching.

This program is very small and can easily fit entirely in the smallest of L1 caches, but let's say this program is huge. The result remains the same. When you program, a lot of action takes place inside loops. A word processor spends 95 percent of the time waiting for your input and displaying it on the screen. This part of the word-processor program is in the cache.

This 95%-to-5% ratio (approximately) is what we call the locality of reference, and it's why a cache works so efficiently. This is also why such a small cache can efficiently cache such a large memory system. You can see why it's not worth it to construct a computer with the fastest memory everywhere. We can deliver 95 percent of this effectiveness for a fraction of the cost.

Removable Flash Memory Cards 
While your computer's BIOS chip is the most common form of Flash memory, removable solid-state storage devices are becoming increasingly popular. SmartMedia and CompactFlash cards are both well-known, especially as "electronic film" for digital cameras. Other removable Flash memory products include Sony's Memory Stick, PCMCIA memory cards, and memory cards for video game systems such as Nintendo's N64, Sega's Dreamcast and Sony's PlayStation. We will focus on SmartMedia and CompactFlash, but the essential idea is the same for all of these products. Every one of them is simply a form of Flash memory.

There are several reasons to use Flash memory instead of a hard disk:

  • Flash memory is noiseless.
  • It allows faster access.
  • It is smaller in size.
  • It is lighter.
  • It has no moving parts.

So why don't we just use Flash memory for everything? Because the cost per megabyte for a hard disk is drastically cheaper, and the capacity is substantially more.

SmartMedia 
The solid-state floppy-disk card (SSFDC), better known as SmartMedia, was originally developed by Toshiba.

 
SmartMedia card




SmartMedia cards are available in capacities ranging from 2 MB to 128 MB. The card itself is quite small, approximately 45 mm long, 37 mm wide and less than 1 mm thick. This is amazing when you consider what is packed into such a tiny package!

As shown below, SmartMedia cards are elegant in their simplicity. A plane electrode is connected to the Flash-memory chip by bonding wires. The Flash-memory chip, plane electrode and bonding wires are embedded in a resin using a technique called over-molded thin package (OMTP). This allows everything to be integrated into a single package without the need for soldering.


The OMTP module is glued to a base card to create the actual card. Power and data is carried by the electrode to the Flash-memory chip when the card is inserted into a device. A notched corner indicates the power requirements of the SmartMedia card. Looking at the card with the electrode facing up, if the notch is on the left side, the card needs 5 volts. If the notch is on the right side, it requires 3.3 volts.

SmartMedia cards erase, write and read memory in small blocks (256- or 512-byte increments). This approach means that they are capable of fast, reliable performance while allowing you to specify which data you wish to keep. They are small, lightweight and easy to use. They are less rugged than other forms of removable solid-state storage, so you should be very careful when handling and storing them.

CompactFlash 
CompactFlash cards were developed by Sandisk in 1994, and they are different from SmartMedia cards in two important ways:

  • They are thicker.
  • They utilize a controller chip.

CompactFlash consists of a small circuit board with Flash-memory chips and a dedicated controller chip, all encased in a rugged shell that is several times thicker than a SmartMedia card.

As shown below, CompactFlash cards are 43 mm wide and 36 mm long, and come in two thicknesses: Type I cards are 3.3 mm thick, and Type II cards are 5.5 mm thick.

 
CompactFlash card


CompactFlash cards support dual voltage and will operate at either 3.3 volts or 5 volts.

The increased thickness of the card allows for greater storage capacity than SmartMedia cards. CompactFlash sizes range from 8 MB to 192 MB. The onboard controller can increase performance, particularly on devices that have slow processors. The case and controller chip add size, weight and complexity to the CompactFlash card when compared to the SmartMedia card.

Both of these types of removable storage, as well as PCMCIA Type I and Type II memory cards, adhere to standards developed by the Personal Computer Memory Card International Association (PCMCIA). Because of these standards, it is easy to use CompactFlash and SmartMedia products in a variety of devices. You can also buy adapters that allow you to access these cards through a standard floppy drive, USB port or PCMCIA card slot (like the one you find on a laptop computer). Sony's Memory Stick is available in a large array of products offered by Sony, and is now showing up in products from other manufacturers as well.

Although standards are flourishing, there are many Flash-memory products that are completely proprietary in nature, such as the memory cards in video game systems. But it is good to know that as electronic components become increasingly interchangeable and learn to communicate with each other (by way of technologies such as Bluetooth), standardized removable memory will allow you to keep your world close at hand.

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