How data is stored in memory beyond 0s and 1s? - memory

I am working as software Engineer. As far as I know the data being stored in memory (Either HARD Disk or RAM) is 0s and 1s.
I am sure beyond 0s and 1s there are different ways data being stored in memory devices based on memory device types.
Please share your ideas about it .
or
Where can I study about the how data stored in memory devices ?

Logically, a bit is the smallest piece of data that can be stored. A bit is either 0 or 1; nothing else. It's like asking "what is between these 2 quantum states?"
In electronics 0 or 1 can be distinguished by separate voltage levels, separate directions of magnetization etc. Some implementations may use multiple levels to store more than one bit in a given space. But logically 0 or 1 are the only values.

Related

Why is primary and cache memory divided into blocks?

Why is primary and cache memory divided into blocks?
Hi just got posed with this question, I haven't been able to find a detailed explanation corresponding to both primary memory and cache memory, if you have a solution It would be greatly appreciated :)
Thank you
Cache blocks exploit locality of reference based on two types of locality. Temporal locality, after you reference location x you are likely to access location x again shorty. Spatial locality, after you reference location x you are likely to access nearby locations, location x+1, ... shortly.
If you use a value at some distant data center x, you are likely to reuse that value and so it is copied geographically closer, 150ms. If you use a value on disk block x, you are likely to reuse disk block x and so it is kept in memory, 20 ms. If you use a value on memory page x, you are like to reuse memory page x and so the translation of its virtual address to its physical address is kept in the TLB cache. If you use a particular memory location x you are likely to reuse it and its neighbors and so it is kept in cache.
Cache memory is very small, L1D on an M1 is 192kB, and DRAM is very big, 8GB on an M1 Air. L1D cache is much faster than DRAM, maybe 5 cycles vs maybe 200 cycles. I wish this table was in cycles and included registers but it gives a useful overview of latencies:
https://gist.github.com/jboner/2841832
The moral of this is to pack data into aligned structures which fit. If you randomly access memory instead, you will miss in the cache, the TLB, the virtual page cache, ... and everything will be excruciatingly slow.
Most things in computer systems are divided into chunks of fixed sizes: bytes, words, cache blocks, pages.
One reason for this is that while hardware can do many things at once, it is hardware and thus, generally can only do what it was designed for.  Making bytes of blocks of 8 bits, making words blocks of 4 bytes (32-bit systems) or 8 bytes (64-bit systems) is something that we can design hardware to do, and mostly in parallel.
Not using fixed-sized chunks or blocks, on the other hand, can make things much more difficult for the hardware, so, data structures like strings — an example of data that is highly variable in length — are usually handled with software loops.
Usually these fixed sizes are in powers of 2 (32, 64, etc..) — because division and modulus, which are very useful operations are easy to do in binary for powers of 2.
In summary, we must subdivide data into blocks because, we cannot treat all the data as one lump sum (hardware wise at least), and, treating all data as individual bits is also too cumbersome.  So, we chunk or group data into blocks as appropriate for various levels of hardware to deal with in parallel.

nand2tetris. Memory implementation

I realized Data memory implementation in nand2tetris course. But I really don't understand some parts of my implementation:
CHIP Memory {
IN in[16], load, address[15];
OUT out[16];
PARTS:
DMux4Way(in=load, sel=address[13..14], a=RAM1, b=RAM2, c=scr, d=kbr);
Or(a=RAM1, b=RAM2, out=RAM);
RAM16K(in=in, load=RAM, address=address[0..13], out=RAMout);
Screen(in=in, load=scr, address=address[0..12], out=ScreenOut);
Keyboard(out=KeyboardOut);
Mux4Way16(a=RAMout, b=RAMout, c=ScreenOut, d=KeyboardOut, sel=address[13..14], out=out);
}
Is responsible for what load here. I understand that if load is 0 - out of Dmux4Way in any case will be 0 0 0 0. But i don't understand how it works in that case after that. Namely how it allows don't load data in Memory.
At least incomprehensible why in Screen we fed address[0..12] instead address[0..14] - full address. In my opinion we should use second because Screen memory map stay after RAM memory map and if we want to request for Screen memory map - we should use range (16 384 - 24 575) - decimal or (100000000000000 - 101111111111111) - binary. But how we can represent that range use just 13 width buss (address[0..12]) ??? It's impossible.
Therefore if we want to represent Screen memory map we should use range which was presented above. And that range has 15 width or address[0..14] BUT not address[0..12] (width 13). But why works just address[0..12] and doesn't work address[0..14](full address)
DMux4Way(in=load, sel=address[13..14], a=RAM1, b=RAM2, c=scr, d=kbr);
I'm sorry to criticize you at the beginning, but questions you ask suggest that you didn't do this exercise yourself or didn't start the whole course from the beginning.
To answer your questions:
Ad.1.
You demultiplex a single bit (load bit) to the correct memory part. Thereafter, you then feed the input data to all memory parts at the same time.
It's easier and neater than doing it the other way around, namely, to direct 16-bit input to the correct part (RAM16K, screen, or keyboard) while having a load bit that is connected and active at every register in all the parts.
To clarify. You have 2 possible destinations when writing data: RAM and Screen. The smallest demultiplexer you have is a 4-way multiplexer and that's what you're using. When you write into memory, you need to provide 2 pieces of information: the data and destination, both at the same time.
You might demultiplex the input data with DMux4Way16 and separately single load bit with DMux4Way but that would take 2 demultiplexers, and we can do better than that. That's what's done here, you direct data input to both RAM and Screen and then only use one demultiplexer : DMux4Way to select one of 2 possible destinations, only the one selected will be loaded with new data, on the other data input will be ignored. Knowing that, you need to study A-instruction format: when bit 14 and 13 of A-instruction (or data residing in A-register) have the binary value 00 or 01, the destination is RAM. When bit 14 and 13 have the binary value 10, it means the screen is the destination.
When you notice that you choose these 2 bits as sel for your demultiplexer. Selections 0 and 1 have the same meaning, so you can OR them and feed the output as load to RAM. Selection 2 means Screen will be loaded with a, new value, so load bit goes there. Selection 3 is never used so we don't care about it - output d of demultiplexer will not be connected anywhere. We make use of the demultiplexer's feature: The selected output will have value 1 and all other outputs will yield 0 as a result. It means only 1 memory destination will be loaded.
Ad.2.
Screen is separate device, it has nothing to do with RAM, ROM or Keyboard memory devices here. You, and only you, give meaning to what bits mean what to this specific device. To answer your question, when you address some register in Screen you address it in its own internal address space. In its internal address space first address will be 0, but from whole Memory it will be 16384. It's your job to make this transition. In this particular case, size of Screen memory device it is not necessary to use 14-bit address bus, 13 bits is all you need. What would 14th bit mean in this case? It wouldn't add any value. Also, you are user and not designer of Screen, you only look at and follow its interface description.
Hope it answers your questions, if not I urge you to go back and study more carefully previous hardware related chapters from course.

Flash Memory Management

I'm collecting data on an ARM Cortex M4 based evaluation kit in a remote location and would like to log the data to persistent memory for access later.
I would be logging roughly 300 bytes once every hour, and would want to come collect all the data with a PC after roughly 1 week of running.
I understand that I should attempt to minimize the number of writes to flash, but I don't have a great understanding of the best way to do this. I'm looking for a resource that would explain memory management techniques for this kind of situation.
I'm using the ADUCM350 which looks like it has 3 separate flash sections (128kB, 256kB, and a 16kB eeprom).
For logging applications the simplest and most effective wear leveling tactic is to treat the entire flash array as a giant ring buffer.
define an entry size to be some integer fraction of the smallest erasable flash unit. Say a sector is 4K(4096 bytes); let the entry size be 256.
This is to make all log entries be sector aligned and will allow you to erase any sector without cuting a log entry in half.
At boot, walk the memory and find the first empty entry. this is the 'write_pointer'
when a log entry is written, simply write it to write_pointer and increment write_pointer.
If write_pointer is on a sector boundary erase the sector at write_pointer to make room for the next write. essentially this guarantees that there is at least one empty log entry for you to find at boot and allows you to restore the write_pointer.
if you dedicate 128KBytes to the log entries and have an endurance of 20000 write/erase cycles. this should give you a total of 10240000 entries written before failure. or 1168 years of continuous logging...

How is RAM able to acess any place in memory at O(1) speed

We are taught that the abstraction of the RAM memory is a long array of bytes. And that for the CPU it takes the same amount of time to access any part of it. What is the device that has the ability to access any byte out of the 4 gigabytes (on my computer) in the same time? As this does not seem as a trivial task for me.
I have asked colleagues and my professors, but nobody can pinpoint to the how this task can be achieved with simple logic gates, and if it isn't just a tricky combination of logic gates, then what is it?
My personal guess is that you could achieve the access of any memory in O(log(n)) speed, where n would be the size of memory. Because each gate would split the memory in two and send you memory access instruction to the next split the memory in two gate. But that requires ALOT of gates. I can't come up with any other educated guess, and I don't even know the name of the device that I should look up in Google.
Please help my anguished curiosity, and thanks in advance.
edit<
This is what I learned!
quote from yours "the RAM can send the value from cell addressed X to some output pins", here is where everyone skip (again) the thing that is not trivial for me. The way that I see it, In order to build a gate that from 64 pins decides which byte out of 2^64 to get, each pin needs to split the overall possible range of memory into two. If bit at index 0 is 0 -> then the address is at memory 0-2^64/2, else address is at memory 2^64/2-2^64. And so on, However the amout of gates (lets call them) that the memory fetch will go through will be 64, (a constant). However the amount of gates needed is N, where N is the number of memory bytes there are.
Just because there is 64 pins, it doesn't mean that you can still decode it into a single fetch from a range of 2^64. Does 4 gigabytes memory come with a 4 gigabytes gates in the memory control???
now this can be improved, because as I read furiously more and more about how this memory is architectured, if you place the memory into a matrix with sqrt(N) rows and sqrt(N) columns, the amount of gates that a fetch memory will need to go through is O(log(sqrt(N)*2) and the amount of gates that will be required will be 2*sqrt(N), which is much better, and I think that its probably a trade secret.
/edit<
What the heck, I might as well make this an answer.
Yes, in the physical world, memory access cannot be constant time.
But it cannot even be logarithmic time. The O(log n) circuit you have in mind ultimately involves some sort of binary (or whatever) tree, and you cannot make a binary tree with constant-length wires in a 3D universe.
Whatever the "bits per unit volume" capacity of your technology is, storing n bits requires a sphere with radius O(n^(1/3)). Since information can only travel at the speed of light, accessing a bit at the other end of the sphere requires time O(n^(1/3)).
But even this is wrong. If you want to talk about actual limitations of our universe, our physics friends say the absolute maximum number of bits you can store in any sphere is proportional to the sphere's surface area, not its volume. So the actual radius of a minimal sphere containing n bits of information is O(sqrt(n)).
As I mentioned in my comment, all of this is pretty much moot. The models of computation we generally use to analyze algorithms assume constant-access-time RAM, which is close enough to the truth in practice and allows a fair comparison of competing algorithms. (Although good engineers working on high-performance code are very concerned about locality and the memory hierarchy...)
Let's say your RAM has 2^64 cells (places where it is possible to store a single value, let's say 8-bit). Then it needs 64 pins to address every cell with a different number. When at the input pins of your RAM there 'appears' a binary number X the RAM can send the value from cell addressed X to some output pins, and your CPU can get the value from there. In hardware the addressing can be done quite easily, for example by using multiple NAND gates (such 'addressing device' from some logic gates is called a decoder).
So it is all happening at the hardware-level, this is just direct addressing. If the CPU is able to provide 64 bits to 64 pins of your RAM it can address every single memory cell (as 64 bit is enough to represent any number up to 2^64 -1). The only reason why you do not get the value immediately is a kind of 'propagation time', so time it takes for the signal to go through all the logic gates in the circuit.
The component responsible for dealing with memory accesses is the memory controller. It is used by the CPU to read from and write to memory.
The access time is constant because memory words are truly layed out in a matrix form (thus, the "byte array" abstraction is very realistic), where you have rows and columns. To fetch a given memory position, the desired memory address is passed on to the controller, which then activates the right column.
From http://computer.howstuffworks.com/ram1.htm:
Memory cells are etched onto a silicon wafer in an array of columns
(bitlines) and rows (wordlines). The intersection of a bitline and
wordline constitutes the address of the memory cell.
So, basically, the answer to your question is: the memory controller figures it out. Of course that, given a memory address, the mapping to column and row must be easy to calculate in a constant time.
To fully understand this topic, I recommend you to read this guide on how memory works: http://computer.howstuffworks.com/ram.htm
There are so many concepts to master that it is difficult to explain it all in one answer.
I've been reading your comments and questions until I answered. I think you are on the right track, but there is some confusion here. The random access in which you are implying doesn't exist in the same way you think it does.
Reading, writing, and refreshing are done in a continuous cycle. A particular cell in memory is only read or written in a certain interval if a signal is detected to do so in that cycle. There is going to be support circuitry that includes "sense amplifiers to amplify the signal or charge detected on a memory cell."
Unless I am misunderstanding what you are implying, your confusion is in how easy it is to read/write to a cell. It's different dependent on chip design but there IS a minimum number of cycles it takes to read or write data to a cell.
These are my sources:
http://www.doc.ic.ac.uk/~dfg/hardware/HardwareLecture16.pdf
http://www.electronics.dit.ie/staff/tscarff/memory/dram_cycles.htm
http://www.ece.cmu.edu/~ece548/localcpy/dramop.pdf
To avoid a humungous answer, I left most of the detail out but all three of these will describe the process you are looking for.

Purpose of memory alignment

Admittedly I don't get it. Say you have a memory with a memory word of length of 1 byte. Why can't you access a 4 byte long variable in a single memory access on an unaligned address(i.e. not divisible by 4), as it's the case with aligned addresses?
The memory subsystem on a modern processor is restricted to accessing memory at the granularity and alignment of its word size; this is the case for a number of reasons.
Speed
Modern processors have multiple levels of cache memory that data must be pulled through; supporting single-byte reads would make the memory subsystem throughput tightly bound to the execution unit throughput (aka cpu-bound); this is all reminiscent of how PIO mode was surpassed by DMA for many of the same reasons in hard drives.
The CPU always reads at its word size (4 bytes on a 32-bit processor), so when you do an unaligned address access — on a processor that supports it — the processor is going to read multiple words. The CPU will read each word of memory that your requested address straddles. This causes an amplification of up to 2X the number of memory transactions required to access the requested data.
Because of this, it can very easily be slower to read two bytes than four. For example, say you have a struct in memory that looks like this:
struct mystruct {
char c; // one byte
int i; // four bytes
short s; // two bytes
}
On a 32-bit processor it would most likely be aligned like shown here:
The processor can read each of these members in one transaction.
Say you had a packed version of the struct, maybe from the network where it was packed for transmission efficiency; it might look something like this:
Reading the first byte is going to be the same.
When you ask the processor to give you 16 bits from 0x0005 it will have to read a word from 0x0004 and shift left 1 byte to place it in a 16-bit register; some extra work, but most can handle that in one cycle.
When you ask for 32 bits from 0x0001 you'll get a 2X amplification. The processor will read from 0x0000 into the result register and shift left 1 byte, then read again from 0x0004 into a temporary register, shift right 3 bytes, then OR it with the result register.
Range
For any given address space, if the architecture can assume that the 2 LSBs are always 0 (e.g., 32-bit machines) then it can access 4 times more memory (the 2 saved bits can represent 4 distinct states), or the same amount of memory with 2 bits for something like flags. Taking the 2 LSBs off of an address would give you a 4-byte alignment; also referred to as a stride of 4 bytes. Each time an address is incremented it is effectively incrementing bit 2, not bit 0, i.e., the last 2 bits will always continue to be 00.
This can even affect the physical design of the system. If the address bus needs 2 fewer bits, there can be 2 fewer pins on the CPU, and 2 fewer traces on the circuit board.
Atomicity
The CPU can operate on an aligned word of memory atomically, meaning that no other instruction can interrupt that operation. This is critical to the correct operation of many lock-free data structures and other concurrency paradigms.
Conclusion
The memory system of a processor is quite a bit more complex and involved than described here; a discussion on how an x86 processor actually addresses memory can help (many processors work similarly).
There are many more benefits to adhering to memory alignment that you can read at this IBM article.
A computer's primary use is to transform data. Modern memory architectures and technologies have been optimized over decades to facilitate getting more data, in, out, and between more and faster execution units–in a highly reliable way.
Bonus: Caches
Another alignment-for-performance that I alluded to previously is alignment on cache lines which are (for example, on some CPUs) 64B.
For more info on how much performance can be gained by leveraging caches, take a look at Gallery of Processor Cache Effects; from this question on cache-line sizes
Understanding of cache lines can be important for certain types of program optimizations. For example, the alignment of data may determine whether an operation touches one or two cache lines. As we saw in the example above, this can easily mean that in the misaligned case, the operation will be twice slower.
It's a limitation of many underlying processors. It can usually be worked around by doing 4 inefficient single byte fetches rather than one efficient word fetch, but many language specifiers decided it would be easier just to outlaw them and force everything to be aligned.
There is much more information in this link that the OP discovered.
you can with some processors (the nehalem can do this), but previously all memory access was aligned on a 64-bit (or 32-bit) line, because the bus is 64 bits wide, you had to fetch 64 bit at a time, and it was significantly easier to fetch these in aligned 'chunks' of 64 bits.
So, if you wanted to get a single byte, you fetched the 64-bit chunk and then masked off the bits you didn't want. Easy and fast if your byte was at the right end, but if it was in the middle of that 64-bit chunk, you'd have to mask off the unwanted bits and then shift the data over to the right place. Worse, if you wanted a 2 byte variable, but that was split across 2 chunks, then that required double the required memory accesses.
So, as everyone thinks memory is cheap, they just made the compiler align the data on the processor's chunk sizes so your code runs faster and more efficiently at the cost of wasted memory.
Fundamentally, the reason is because the memory bus has some specific length that is much, much smaller than the memory size.
So, the CPU reads out of the on-chip L1 cache, which is often 32KB these days. But the memory bus that connects the L1 cache to the CPU will have the vastly smaller width of the cache line size. This will be on the order of 128 bits.
So:
262,144 bits - size of memory
128 bits - size of bus
Misaligned accesses will occasionally overlap two cache lines, and this will require an entirely new cache read in order to obtain the data. It might even miss all the way out to the DRAM.
Furthermore, some part of the CPU will have to stand on its head to put together a single object out of these two different cache lines which each have a piece of the data. On one line, it will be in the very high order bits, in the other, the very low order bits.
There will be dedicated hardware fully integrated into the pipeline that handles moving aligned objects onto the necessary bits of the CPU data bus, but such hardware may be lacking for misaligned objects, because it probably makes more sense to use those transistors for speeding up correctly optimized programs.
In any case, the second memory read that is sometimes necessary would slow down the pipeline no matter how much special-purpose hardware was (hypothetically and foolishly) dedicated to patching up misaligned memory operations.
#joshperry has given an excellent answer to this question. In addition to his answer, I have some numbers that show graphically the effects which were described, especially the 2X amplification. Here's a link to a Google spreadsheet showing what the effect of different word alignments look like.
In addition here's a link to a Github gist with the code for the test.
The test code is adapted from the article written by Jonathan Rentzsch which #joshperry referenced. The tests were run on a Macbook Pro with a quad-core 2.8 GHz Intel Core i7 64-bit processor and 16GB of RAM.
If you have a 32bit data bus, the address bus address lines connected to the memory will start from A2, so only 32bit aligned addresses can be accessed in a single bus cycle.
So if a word spans an address alignment boundary - i.e. A0 for 16/32 bit data or A1 for 32 bit data are not zero, two bus cycles are required to obtain the data.
Some architectures/instruction sets do not support unaligned access and will generate an exception on such attempts, so compiler generated unaligned access code requires not just additional bus cycles, but additional instructions, making it even less efficient.
If a system with byte-addressable memory has a 32-bit-wide memory bus, that means there are effectively four byte-wide memory systems which are all wired to read or write the same address. An aligned 32-bit read will require information stored in the same address in all four memory systems, so all systems can supply data simultaneously. An unaligned 32-bit read would require some memory systems to return data from one address, and some to return data from the next higher address. Although there are some memory systems that are optimized to be able to fulfill such requests (in addition to their address, they effectively have a "plus one" signal which causes them to use an address one higher than specified) such a feature adds considerable cost and complexity to a memory system; most commodity memory systems simply cannot return portions of different 32-bit words at the same time.
On PowerPC you can load an integer from an odd address with no problems.
Sparc and I86 and (I think) Itatnium raise hardware exceptions when you try this.
One 32 bit load vs four 8 bit loads isnt going to make a lot of difference on most modern processors. Whether the data is already in cache or not will have a far greater effect.

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