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Unit 3

How a computer runs a program.

A toy eight-bit processor, one tick at a time: memory, instructions that are numbers, the fetch–execute cycle, and loops.

Before this unit

The unit, lesson by lesson

Lessons

4 lessons · 23 practice questions · about 2 hours

  1. Memory and addresses

    What is inside a computer before it does anything: numbered memory cells, a byte of eight bits, the addresses a four-wire bus can give, and a program that is nothing but numbers in memory.

    About 20 minutes 5 practice questions

  2. Fetch, decode, execute

    The loop every processor repeats: fetch an instruction from memory, decode its opcode and carry it out, one clock tick for each step. The program counter, the instruction register, and the control unit that decides what moves where.

    About 25 minutes 5 practice questions

  3. Registers and the ALU

    Where the processor actually computes: two eight-bit registers, an ALU that adds and subtracts, a sum over 255 that wraps round past zero, a subtraction that goes below zero, and flags that remember what happened.

    About 25 minutes 6 practice questions

  4. Jumps, loops and clock speed

    How a processor that can only add multiplies: a jump that sends the program counter back, a conditional jump that leaves the loop in time, counting instructions and ticks, and the clock speed that turns ticks into seconds.

    About 30 minutes 7 practice questions

Next unit Algorithms and efficiency