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The Little-Man Computer
Damian Gordon
The Little-Man Computer
• Most computer architectures conform to the
so-called von Neuman Architecture. This
means that they execute programs by
accessing both instructions and data on the
same storage device. The computer performs
the following sequence of steps;
The Little-Man Computer
1. Fetch the next instruction from memory at
the address in the program counter
2. Decode the instruction using the control unit
3. Increment the Program Counter
4. The control unit commands the rest of the
computer to execute the instruction
5. Go to step 1
The Little-Man Computer
• This is the Fetch-Decode-Execute (FDE) cycle.
These computers are known as Stored-
Program Computers since the separation of
storage from the processing unit is implicit in
this model.
The Little-Man Computer
• A conceptual device or thought experiment to
teach this architecture was developed by
Stuart Madnick of MIT in the 1960s and is
called the Little Man Computer (LMC)
Paradigm.
The Little-Man Computer
• The LMC Paradigm consists of a room with a
'Little Man' (or homunculus) who simulates
the operations of a computer. The room has
an array of locations that store information
(and instructions), an input and output tray,
and a calculator.
The Little-Man Computer
• The analogy between the LMC and real
computers is not perfect, but this approach is
a simple and powerful conceptual model
which allows us easy entry level to the basics
of computer architecture.
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Pigeon
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Program
Counter
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Calculator
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The addresses
of the pigeon-
holes are
consecutive,
and they may
contain either:
– Data
(numbers,
values), or
– Instructions
(copy,
subtract,
add)
17
20
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Each morning the boss
fills the pigeon-holes
with several
instructions and data,
and puts papers in the
IN-TRAY
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The Little Man’s job is to
read these instructions
one at a time, reading the
corresponding instruction
to the value on the
Program Counter.
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The calculator (aka
Accumulator) can be
used to store values
temporarily, and do
arithmetic (add,
subtract, etc.).
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The Little-Man will
output all of his results
into the OUT-TRAY
which the boss collects
in the evenings.
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STORE
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STORE
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STORE
LOAD
The Little-Man Computer
TYPE OF INSTRUCTION INSTRUCTION DESCRIPTION
Arithmetic ADD Add the value of a given memory
location to calculator
Arithmetic SUBTRACT Subtract the value of a given memory
location to calculator
Data Movement STORE Copy the value from the calculator
into a given memory location
Data Movement LOAD Copy the value from a given memory
location into the calculator
Input/Output INPUT Get the value from the IN-TRAY and
put it into the calculator
Input/Output OUTPUT Put the value in the calculator into
the OUT-TRAY
Machine Control STOP Take a break
The Little-Man Computer
• Let’s see a program in action.
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55
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55
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INBOX -->
ACCUMULATOR
INPUT the first
number, enter
into calculator
55
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55
INBOX -->
ACCUMULATOR
INPUT the first
number, enter
into calculator
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36
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36
ACCUMULATOR
--> MEMORY[08]
STORE the
calculator's
current value in
memory location
[08]
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36
ACCUMULATOR
--> MEMORY[08]
STORE the
calculator's
current value in
memory location
[08]
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INBOX -->
ACCUMULATOR
INPUT the second
number, enter
into calculator
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36
INBOX -->
ACCUMULATOR
INPUT the second
number, enter
into calculator
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ACCUMULATOR
--> MEMORY[09]
STORE the
calculator's
current value in
memory location
[09]
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36
ACCUMULATOR
--> MEMORY[09]
STORE the
calculator's
current value in
memory location
[09]
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36
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MEMORY[08] -->
ACCUMULATOR
LOAD the first
value back into
the calculator
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55
MEMORY[08] -->
ACCUMULATOR
LOAD the first
value back into
the calculator
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ACCUMULATOR =
ACCUMULATOR -
MEMORY[09]
SUBTRACT the
second number
from the first
value
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36
55-36
ACCUMULATOR =
ACCUMULATOR -
MEMORY[09]
SUBTRACT the
second number
from the first
value
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ACCUMULATOR =
ACCUMULATOR -
MEMORY[09]
SUBTRACT the
second number
from the first
value
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ACCUMULATOR
--> OUTBOX
OUTPUT the
calculator's result
to the OUT-TRAY
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ACCUMULATOR
--> OUTBOX
OUTPUT the
calculator's result
to the OUT-TRAY
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Take a
break
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The Little-Man Computer
• The Little-Man doesn’t need to understand
the overall goal of the instructions (in this case
he doesn’t need to know that he is subtracting
two numbers), as long as the boss has
arranged the instructions correctly, and the
Little-Man follows them, everything works
without understanding.
• (cf. John Searle's Chinese Room Argument)
The Little-Man Computer
• But, that’s a bit too easy, because the
instructions are in plain English.
• Let’s make it a bit more complicated
• Let’s restate the English as more computer-like
instructions.
The Little-Man Computer
• An instruction has two parts – what to do
(Operation) and what to do it on (the
Operands), e.g.
SUBTRACT Accumulator, [09]
The Little-Man Computer
• An instruction has two parts – what to do
(Operation) and what to do it on (the
Operands), e.g.
SUBTRACT Accumulator, [09]
Operation
The Little-Man Computer
• An instruction has two parts – what to do
(Operation) and what to do it on (the
Operands), e.g.
SUBTRACT Accumulator, [09]
OperandsOperation
The Little-Man Computer
• Note:
SUBTRACT Accumulator, [09]
which is
SUBTRACT 55, 36
which is
29
The Little-Man Computer
• So, let’s create codes for different kinds of
operations:
The Little-Man Computer
TYPE OF INSTRUCTION INSTRUCTION CODE
Arithmetic ADD 1xx
Arithmetic SUBTRACT 2xx
Data Movement STORE 3xx
Data Movement LOAD 5xx
Input/Output INPUT 901
Input/Output OUTPUT 902
Machine Control STOP 000
The Little-Man Computer
• So:
SUBTRACT Accumulator, [09]
becomes
209
The Little-Man Computer
• And:
• Becomes: 901, 308, 901, 309,
• 508, 209, 902, 000
INBOX -->
ACCUMULATOR
INPUT the first
number, enter into
calculator
ACCUMULATOR -->
MEMORY[08]
STORE the
calculator's current
value in memory
location [08]
INBOX -->
ACCUMULATOR
INPUT the second
number, enter into
calculator
ACCUMULATOR -->
MEMORY[09]
STORE the
calculator's current
value in memory
location [09]
MEMORY[08] -->
ACCUMULATOR
LOAD the first value
back into the
calculator
ACCUMULATOR =
ACCUMULATOR -
MEMORY[09]
SUBTRACT the
second number
from the first value
ACCUMULATOR -->
OUTBOX
OUTPUT the
calculator's result to
the OUT-TRAY
Take a
break
00 01 02 03
04 05 06 07
The Little-Man Computer
NOTE: We are doing A-B, which is not the same as B-A, so
we read A into the calculator, move it to memory, we read
B into the calculator, move it to memory, move A back into
the calculator, and do the subtraction.
This is because the command works as follows:
SUBTRACT CALCULATOR, MEMORY
So A has to be in the calculator, and B in memory.
The Little-Man Computer
• So what does that look like from the Little-
Man’s perspective?
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901
55
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901
55
55
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36
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308
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308
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901
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901
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36
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309
55
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309
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508
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508
55
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209
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55-36
209
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209
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902
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902
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000
19
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The Little-Man Computer
TYPE OF INSTRUCTION INSTRUCTION OP CODE
Arithmetic ADD ADD
Arithmetic SUBTRACT SUB
Data Movement STORE STA
Data Movement LOAD LDA
Input/Output INPUT INP
Input/Output OUTPUT OUT
Machine Control STOP HLT
The Little-Man Computer
• But what if we want to do IF statements or
WHILE loops, we need some more commands.
• We call there “Branch” commands
The Little-Man Computer
INSTRUCTION CODE DESCRIPTION OP CODE
BRANCH
(Unconditional)
Unconditional branch.
Set the Program Counter
to value XX.
6xx BRA
BRANCH
IF ZERO
Conditional branch.
If the accumulator is
zero, branch to XX,
otherwise do nothing.
7xx BRZ
BRANCH
IF POSITIVE
Conditional branch.
If the accumulator is
positive, branch to XX,
otherwise do nothing.
8xx BRP
The Little-Man Computer
• So what does a BRA look like from the Little-
Man’s perspective?
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607
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000
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The Little-Man Computer
• So what does a BRZ look like from the Little-
Man’s perspective?
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707
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707
36
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308
The Little-Man Computer
OR
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707
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707
0
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000
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The Little-Man Computer
• So what does a BRP look like from the Little-
Man’s perspective?
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807
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807
36
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000
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The Little-Man Computer
OR
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807
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807
0
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9 10 11
13 14
0
12
15
18
16
19
In-tray Out-tray
01
1 2
3 4 5
6 7 8
9 10 11
13 14
0
12
15
18
16
19
308
The Little-Man Computer
TYPE OF INSTRUCTION INSTRUCTION CODE
Arithmetic ADD 1xx
Arithmetic SUBTRACT 2xx
Data Movement STORE 3xx
Data Movement LOAD 5xx
Branching BRA 6xx
Branching BRZ 7xx
Branching BRP 8xx
Input/Output INPUT 901
Input/Output OUTPUT 902
Machine Control STOP 000
The Little-Man Computer
• Let’s say we wanted to write a program to
subtract two numbers, but if the first number
is smaller than the second one, swap them
around, so that the answer is always positive.
The Little-Man Computer
Get A;
Get B;
Output := A – B;
IF (Output) < 1
THEN Output := B – A;
ENDIF;
The Little-Man Computer
Get A;
Get B;
Output := A – B;
IF (Output) < 1
THEN Output := B – A;
ENDIF;
INP STA 10
INP STA 11
SUB 10
BRP ENDIF;
LDA 10 SUB 11
OUT
The Little-Man Computer
INBOX -->
ACCUMULATOR
INPUT the first
number, enter into
calculator
ACCUMULATOR -->
MEMORY[10]
STORE the
calculator's current
value in memory
location [10]
INBOX -->
ACCUMULATOR
INPUT the second
number, enter into
calculator
ACCUMULATOR -->
MEMORY[11]
STORE the
calculator's current
value in memory
location [11]
ACCUMULATOR =
ACCUMULATOR -
MEMORY[10]
SUBTRACT the
second number
from the first value
IS ACCUMULATOR
POSITIVE? GOTO
MEMORY[08]
BRANCH to memory
location [08] if
accumulator is
positive
MEMORY[10] -->
ACCUMULATOR
LOAD the first value
back into the
calculator
ACCUMULATOR =
ACCUMULATOR -
MEMORY[11]
SUBTRACT the
second number
from the first value
00 01 02 03
04 05 06 07
ACCUMULATOR -->
OUTBOX
OUTPUT the
calculator's result to
the OUT-TRAY
Take a
break
[Used
for data]
[Used
for data]
08 09 10 11
The Little-Man Computer
INP STA 10 INP STA 11
SUB 10 BRP 08 LDA 10 SUB 11
00 01 02 03
04 05 06 07
OUT HLT DAT DAT
08 09 10 11
The Little-Man Computer
901 310 901 311
210 808 510 211
00 01 02 03
04 05 06 07
902 000 DAT DAT
08 09 10 11
The Little-Man Computer
• The Little-Man Computer helps explain how
the computer works
• The Little-Man doesn’t need to know what the
program does, it just needs to follow orders.
• The Little-Man only does one thing at a time,
but the operating system can swap different
programs so quickly that it looks like they are
all running together.

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