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Overview: Memory. Memory Organization: General Issues (Hardware) Objectives in Memory Design Memory Types Memory Hierarchies Memory Management (Software - OS) Cache Virtual Memory & Paging Segmentation Memory Issues in Multiprogramming (Software - OS) Memory allocation for each process
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Overview: Memory • Memory Organization: General Issues (Hardware) • Objectives in Memory Design • Memory Types • Memory Hierarchies • Memory Management (Software - OS) • Cache • Virtual Memory & Paging • Segmentation • Memory Issues in Multiprogramming (Software - OS) • Memory allocation for each process • Swapping • Security
Memory Organization: Objectives • High Capacity • Fast Access • Small Size to fit on chip • Cheap • Reusable • Non-volatile • Reliable
Memory Reality • Fast Memory is very expensive • The bigger memory, the slower it will be • Need for memory grows • Parkinson’s Law “ Programs expand to fill the memory available to hold them” • You can’t run Windows XP on a 5 year old machine with 32 MB
Storage Devices • Register • Cache • Main Memory (RAM) • Hard disk • Floppy • Tape • CD ROM • …
Memory Types I • Electric • Static RAM (Random Access Memory) • D-Latch, holds information as long as the circuit has power • Fast, Expensive, many transistors • Dynamic RAM • One transistor and capacitor per bit • Slower, need regular refreshing, cheap, small • Magnetic • Hard Drive, Floppy • Cheap, slower, stable, error prone
Memory Types II • Optical/Mechanical: CD-Rom, DVD • ROM (Read Only access) • PROM (Programmable ROM) • EPROM (Erasable PROM) – read/write! • Cheap, large volume, slow access, stable, high reliability
Question: How can you improve performance without higher cost? • Answer: Build memory hierarchy Speed Fastest Slowest Size Smallest Biggest Cost $/bit Highest Lowest CPU Memory Memory Memory
Memory Management: OS • Obvious question: What content of Memory should be in what level of memory? • How to provide uniform access for all processes to memory content independent of its physical location?
Principle of Locality • Locality: • Temporal: You will use again things you used recently • Spatial: Nearby items are more likely to be used (Array) • The idea of hierarchy works only because of locality • Why does code has locality? • Local variable space • Limited set of variables that will be used again • Arrays • Machine language is stored sequentially
Cache • “A safe place for hiding or storing things” Webster Dictionary • Small and very fast temporal memory between CPU and main memory that contains things (variables and instructions) that were recently used by CPU
Cache: Simple Example • Example: Memory has 8 lines, cache has 4 • LOAD R1, x5 • Since x5 is not in the cache, it will be fetched from main memory and replace one current entry • Cache before request After request
Terminology • Hit: data requested could be found in one level • Miss: Data could not be found -> has to be searched on lower level • Miss Rate: percentage of memory access that resulted a miss • Block: Minimum amount of data transferred between levels (in the example it was 1) • Miss penalty: Additional time it takes to find item
Cache Parameter • Block size: How many items do you replace? • Big if high degree of spatial locality • Small if low degree of spatial locality • Which block will be discarded in case of a miss? • Replacement strategy: pick one that will hopefully not be used again • Separation of data and instruction • Either cache for both or 2 caches, one for each
Performance • Access Time: Miss rate*Miss penalty + Hit time • Miss rate reduction: • Bigger cache • Bigger blocks • Good replacement strategy • Miss penalty reduction • Smaller blocks • Simple replacement strategy • Hit time reduction • Small and simple cache
Replacement Strategy • Not recently used • Pick first block that was not used for certain time • First in first out • Oldest of all blocks in cache • Least recently used • Compare last use time or all blocks and pick the least used • Optimal but very expensive • Cheaper approximation of LRU
Cache Entry • What information do you need for each item/block? • Associated address • Valid bit (during initialization 0) • Accounting information for replacement: • time of last use
Hit vs. Miss • Read hit • Optimal • Read miss • Stall CPU, fetch new block from memory, identify oldest block, replace, start CPU • Write hit • Update cache, depending on strategy update memory • Write miss • Similar to read miss, first update memory, fetch block, replace, start CPU
Write Strategies • Write-through • Update memory whenever cache is changed • Copy back • Update memory only when block is deleted from cache • Keep track of changes with dirty bit • Makes read miss more expensive but improves the write time significantly • Buffered write-through • Keep track of updates in special buffer, buffer transfers data slowly to memory