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The von Neumann architecture, also known as the von Neumann model and Princeton architecture, is a computer architecture based on that described in 1945 by the mathematician and physicist John von Neumann and others in the ''First Draft of a Report on the EDVAC''.〔 This describes a design architecture for an electronic digital computer with parts consisting of a processing unit containing an arithmetic logic unit and processor registers, a control unit containing an instruction register and program counter, a memory to store both data and instructions, external mass storage, and input and output mechanisms. The meaning has evolved to be any stored-program computer in which an instruction fetch and a data operation cannot occur at the same time because they share a common bus. This is referred to as the von Neumann bottleneck and often limits the performance of the system. The design of a von Neumann architecture is simpler than the more modern Harvard architecture which is also a stored-program system but has one dedicated set of address and data buses for reading data from and writing data to memory, and another set of address and data buses for fetching instructions. A stored-program digital computer is one that keeps its program instructions, as well as its data, in read-write, random-access memory (RAM). Stored-program computers were an advancement over the program-controlled computers of the 1940s, such as the Colossus and the ENIAC, which were programmed by setting switches and inserting patch leads to route data and to control signals between various functional units. In the vast majority of modern computers, the same memory is used for both data and program instructions, and the von Neumann vs. Harvard distinction applies to the cache architecture, not the main memory. ==History== The earliest computing machines had fixed programs. Some very simple computers still use this design, either for simplicity or training purposes. For example, a desk calculator (in principle) is a fixed program computer. It can do basic mathematics, but it cannot be used as a word processor or a gaming console. Changing the program of a fixed-program machine requires rewiring, restructuring, or redesigning the machine. The earliest computers were not so much "programmed" as they were "designed". "Reprogramming", when it was possible at all, was a laborious process, starting with flowcharts and paper notes, followed by detailed engineering designs, and then the often-arduous process of physically rewiring and rebuilding the machine. It could take three weeks to set up a program on ENIAC and get it working. With the proposal of the stored-program computer this changed. A stored-program computer includes by design an instruction set and can store in memory a set of instructions (a program) that details the computation. A stored-program design also allows for self-modifying code. One early motivation for such a facility was the need for a program to increment or otherwise modify the address portion of instructions, which had to be done manually in early designs. This became less important when index registers and indirect addressing became usual features of machine architecture. Another use was to embed frequently used data in the instruction stream using immediate addressing. Self-modifying code has largely fallen out of favor, since it is usually hard to understand and debug, as well as being inefficient under modern processor pipelining and caching schemes. On a large scale, the ability to treat instructions as data is what makes assemblers, compilers, linkers, loaders, and other automated programming tools possible. One can "write programs which write programs". On a smaller scale, repetitive I/O-intensive operations such as the BITBLT image manipulation primitive or pixel & vertex shaders in modern 3D graphics, were considered inefficient to run without custom hardware. These operations could be accelerated on general purpose processors with "on the fly compilation" ("just-in-time compilation") technology, e.g., code-generating programs—one form of self-modifying code that has remained popular. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Von Neumann architecture」の詳細全文を読む スポンサード リンク
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