HLT Instruction
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HLT Instruction
In the x86 computer architecture, HLT (halt) is an assembly language instruction which halts the central processing unit (CPU) until the next external interrupt is fired. Interrupts are signals sent by hardware devices to the CPU alerting it that an event occurred to which it should react. For example, hardware timers send interrupts to the CPU at regular intervals. Most operating systems execute a HLT instruction when there is no immediate work to be done, putting the processor into an idle state. In Windows NT, for example, this instruction is run in the "System Idle Process". On x86 processors, the opcode of HLT is 0xF4. History on x86 All x86 processors from the 8086 onward had the HLT instruction, but it was not used by MS-DOS prior to 6.0 and was not specifically designed to reduce power consumption until the release of the Intel DX4 processor in 1994. MS-DOS 6.0 provided a POWER.EXE that could be installed in CONFIG.SYS and in Microsoft's tests it saved 5%. Some of the firs ...
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Computer Architecture
In computer engineering, computer architecture is a description of the structure of a computer system made from component parts. It can sometimes be a high-level description that ignores details of the implementation. At a more detailed level, the description may include the instruction set architecture design, microarchitecture design, logic design, and implementation. History The first documented computer architecture was in the correspondence between Charles Babbage and Ada Lovelace, describing the analytical engine. When building the computer Z1 in 1936, Konrad Zuse described in two patent applications for his future projects that machine instructions could be stored in the same storage used for data, i.e., the stored-program concept. Two other early and important examples are: * John von Neumann's 1945 paper, First Draft of a Report on the EDVAC, which described an organization of logical elements; and *Alan Turing's more detailed ''Proposed Electronic Calculator'' ...
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Busy Waiting
In computer science and software engineering, busy-waiting, busy-looping or spinning is a technique in which a process repeatedly checks to see if a condition is true, such as whether keyboard input or a lock is available. Spinning can also be used to generate an arbitrary time delay, a technique that was necessary on systems that lacked a method of waiting a specific length of time. Processor speeds vary greatly from computer to computer, especially as some processors are designed to dynamically adjust speed based on current workload. Consequently, spinning as a time-delay technique can produce unpredictable or even inconsistent results on different systems unless code is included to determine the time a processor takes to execute a "do nothing" loop, or the looping code explicitly checks a real-time clock. In most cases spinning is considered an anti-pattern and should be avoided, as processor time that could be used to execute a different task is instead wasted on useless activ ...
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NOP (code)
In computer science, a NOP, no-op, or NOOP (pronounced "no op"; short for no operation) is a machine language instruction and its assembly language mnemonic, programming language statement, or computer protocol command that does nothing. Machine language instructions Some computer instruction sets include an instruction whose explicit purpose is to not change the state of any of the programmer-accessible registers, status flags, or memory. It often takes a well-defined number of clock cycles to execute. In other instruction sets, there is no explicit NOP instruction, but the assembly language mnemonic NOP represents an instruction which acts as a NOP; e.g., on the SPARC, sethi 0, %g0. A NOP must not access memory, as that could cause a memory fault or page fault. A NOP is most commonly used for timing purposes, to force memory alignment, to prevent hazards, to occupy a branch delay slot, to render void an existing instruction such as a jump, as a target of an execute inst ...
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Instruction Set Architecture
In computer science, an instruction set architecture (ISA), also called computer architecture, is an abstract model of a computer. A device that executes instructions described by that ISA, such as a central processing unit (CPU), is called an ''implementation''. In general, an ISA defines the supported instructions, data types, registers, the hardware support for managing main memory, fundamental features (such as the memory consistency, addressing modes, virtual memory), and the input/output model of a family of implementations of the ISA. An ISA specifies the behavior of machine code running on implementations of that ISA in a fashion that does not depend on the characteristics of that implementation, providing binary compatibility between implementations. This enables multiple implementations of an ISA that differ in characteristics such as performance, physical size, and monetary cost (among other things), but that are capable of running the same machine code, so that ...
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Idle (CPU)
A computer processor is described as idle when it is not being used by any program. Every program or task that runs on a computer system occupies a certain amount of processing time on the CPU. If the CPU has completed all tasks it is idle. Modern processors use idle time to save power. Common methods are reducing the clock speed along with the CPU voltage and sending parts of the processor into a sleep state. On processors that have a halt instruction that stops the CPU until an interrupt occurs, such as x86's HLT instruction, it may save significant amounts of power and heat if the idle task consists of a loop which repeatedly executes HLT instructions. Many operating systems, for example Windows, Linux, and macOS will run an idle task, which is a special task loaded by the OS scheduler on a CPU when there is nothing for the CPU to do. The idle task can be hard-coded into the scheduler, or it can be implemented as a separate task with the lowest possible priority. An advantag ...
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Halt And Catch Fire (computing)
In computer engineering, Halt and Catch Fire, known by the assembly mnemonic HCF, is an idiom referring to a computer machine code instruction that causes the computer's central processing unit (CPU) to cease meaningful operation, typically requiring a restart of the computer. It originally referred to a fictitious instruction in IBM System/360 computers (introduced in 1964), making a joke about its numerous non-obvious instruction mnemonics. With the advent of the MC6800 (introduced in 1974), a design flaw was discovered by programmers. Due to incomplete opcode decoding, two illegal opcodes, 0x9D and 0xDD, will cause the program counter on the processor to increment endlessly, which locks the processor until reset. Those codes have been unofficially named HCF. During the design process of the MC6802, engineers originally planned to remove this instruction, but kept it as-is for testing purposes. As a result, HCF was officially recognized as a real instruction. Later, HCF beca ...
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Computer Architecture
In computer engineering, computer architecture is a description of the structure of a computer system made from component parts. It can sometimes be a high-level description that ignores details of the implementation. At a more detailed level, the description may include the instruction set architecture design, microarchitecture design, logic design, and implementation. History The first documented computer architecture was in the correspondence between Charles Babbage and Ada Lovelace, describing the analytical engine. When building the computer Z1 in 1936, Konrad Zuse described in two patent applications for his future projects that machine instructions could be stored in the same storage used for data, i.e., the stored-program concept. Two other early and important examples are: * John von Neumann's 1945 paper, First Draft of a Report on the EDVAC, which described an organization of logical elements; and *Alan Turing's more detailed ''Proposed Electronic Calculator'' ...
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Advanced Power Management
Advanced power management (APM) is an API developed by Intel and Microsoft and released in 1992 which enables an operating system running an IBM-compatible personal computer to work with the BIOS (part of the computer's firmware) to achieve power management. Revision 1.2 was the last version of the APM specification, released in 1996. ACPI is the successor to APM. Microsoft dropped support for APM in Windows Vista. The Linux kernel still mostly supports APM, though support for APM CPU idle was dropped in version 3.0. Overview APM uses a layered approach to manage devices. APM-aware applications (which include device drivers) talk to an OS-specific APM driver. This driver communicates to the APM-aware BIOS, which controls the hardware. There is the ability to opt out of APM control on a device-by-device basis, which can be used if a driver wants to communicate directly with a hardware device. Communication occurs both ways; power management events are sent from the BIOS to the APM ...
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Advanced Configuration And Power Interface
Advanced Configuration and Power Interface (ACPI) is an open standard that operating systems can use to discover and configure computer hardware components, to perform power management (e.g. putting unused hardware components to sleep), auto configuration (e.g. Plug and Play and hot swapping), and status monitoring. First released in December 1996, ACPI aims to replace Advanced Power Management (APM), the MultiProcessor Specification, and the Plug and Play BIOS (PnP) Specification. ACPI brings power management under the control of the operating system, as opposed to the previous BIOS-centric system that relied on platform-specific firmware to determine power management and configuration policies. The specification is central to the Operating System-directed configuration and Power Management (OSPM) system. ACPI defines hardware abstraction interfaces between the device's firmware (e.g. BIOS, UEFI), the computer hardware components, and the operating systems. Internally, ACPI ...
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Scheduling (computing)
In computing, scheduling is the action of assigning ''resources'' to perform ''tasks''. The ''resources'' may be processors, network links or expansion cards. The ''tasks'' may be threads, processes or data flows. The scheduling activity is carried out by a process called scheduler. Schedulers are often designed so as to keep all computer resources busy (as in load balancing), allow multiple users to share system resources effectively, or to achieve a target quality-of-service. Scheduling is fundamental to computation itself, and an intrinsic part of the execution model of a computer system; the concept of scheduling makes it possible to have computer multitasking with a single central processing unit (CPU). Goals A scheduler may aim at one or more goals, for example: * maximizing ''throughput'' (the total amount of work completed per time unit); * minimizing '' wait time'' (time from work becoming ready until the first point it begins execution); * minimizing '' latency ...
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Application Programming Interface
An application programming interface (API) is a way for two or more computer programs to communicate with each other. It is a type of software interface, offering a service to other pieces of software. A document or standard that describes how to build or use such a connection or interface is called an ''API specification''. A computer system that meets this standard is said to ''implement'' or ''expose'' an API. The term API may refer either to the specification or to the implementation. In contrast to a user interface, which connects a computer to a person, an application programming interface connects computers or pieces of software to each other. It is not intended to be used directly by a person (the end user) other than a computer programmer who is incorporating it into the software. An API is often made up of different parts which act as tools or services that are available to the programmer. A program or a programmer that uses one of these parts is said to ''call'' that ...
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Kernel (computer Science)
The kernel is a computer program at the core of a computer's operating system and generally has complete control over everything in the system. It is the portion of the operating system code that is always resident in memory and facilitates interactions between hardware and software components. A full kernel controls all hardware resources (e.g. I/O, memory, cryptography) via device drivers, arbitrates conflicts between processes concerning such resources, and optimizes the utilization of common resources e.g. CPU & cache usage, file systems, and network sockets. On most systems, the kernel is one of the first programs loaded on startup (after the bootloader). It handles the rest of startup as well as memory, peripherals, and input/output (I/O) requests from software, translating them into data-processing instructions for the central processing unit. The critical code of the kernel is usually loaded into a separate area of memory, which is protected from access by applicati ...
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