Alternative 1:A small D-cache with a hit rate of 94% and a hit access time of 1 cycle (assume that no additional cycles on top of the baseline CPI are added to the execution on a cache hit in this case).Alternative 2: A larger D-cache with a hit rate of 98% and the hit access time of 2 cycles (assume that every memory instruction that hits into the cache adds one additional cycle on top of the baseline CPI). a)[10%] Estimate the CPI metric for both of these designs and determine which of these two designsprovides better performance. Explain your answers!CPI = # Cycles / # InsnLet X = # InsnCPI = # Cycles / XAlternative 1:# Cycles = 0.50*X*2 + 0.50*X(0.94*2 + 0.06*150)CPI= 0.50*X*2 + 0.50*X(0.94*2 + 0.06*150) / X1= X(0.50*2 + 0.50(0.94*2 + 0.06*150) ) / X= 0.50*2 + 0.50(0.94*2 + 0.06*150)= 6.44Alternative 2:# Cycles = 0.50*X*2 + 0.50*X(0.98*(2+1) + 0.02*150)CPI= 0.50*X*2 + 0.50*X(0.98*(2+1) + 0.02*150) / X2= X(0.50*2 + 0.50(0.98*(2+1) + 0.02*150)) / X= 0.50*2 + 0.50(0.98*(2+1) + 0.02*150)= 3.97Alternative 2 has a lower CPI, therefore Alternative 2 provides better performance.
You need to provide "the following", otherwise other users cannot answer your question.
However, the Java operator for "not equal to" is "!=".
// For example.
if (1 != 2) {
System.out.println("1 doesn't equal 2");
}
The if-statement in the code above will always run, since 1 is not equal to 2.
Answer:
Pay attention to what you buy and limit yourself to an amount of money everyday.
Explanation:
This is just a simple way from spending a lot and limits your everyday spendings when you actually leave an amount for yourself.
Gigahertz is the correct answer I believe.
My processor is a i5-6600k with 3.5ghz so assuming GHz is the speed I believe it would be gigahertz
Answer:
The correct answer to the following question will be Classes.
Explanation:
Class:
- Class and objects are the two basic concepts of Object-oriented programming language (Oops).
- A prototype by which an object can be created.
- A Class is a collection of data members and member functions.
- A Class is a user-defined blueprint on an object.
- Declaration of a class includes: Class names, modifiers, Super class, interfaces and body