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The x86 architecture is a variable instruction length, primarily "CISC" design with emphasis on backward compatibility. The instruction set is not typical CISC, however, but basically an extended version of the simple eight-bit 8008 and 8080 architectures. Byte-addressing is enabled and words are stored in memory with little-endian byte order. Memory access to unaligned addresses is allowed for almost all instructions. The largest native size for integer arithmetic and memory addresses is 16, 32 or 64 bits depending on architecture generation . Multiple scalar values can be handled simultaneously via the SIMD unit present in later generations, as described below. Immediate addressing offsets and immediate data may be expressed as 8-bit quantities for the frequently occurring cases or contexts where a −128..127 range is enough. Typical instructions are therefore 2 or 3 bytes in length .
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To further conserve encoding space, most registers are expressed in opcodes using three or four bits, the latter via an opcode prefix in 64-bit mode, while at most one operand to an instruction can be a memory location. However, this memory operand may also be the destination , while the other operand, the source, can be either register or immediate. Among other factors, this contributes to a code size that rivals eight-bit machines and enables efficient use of instruction cache memory. The relatively small number of general registers has made register-relative addressing an important method of accessing operands, especially on the stack. Much work has therefore been invested in making such accesses as fast as register accesses—i.e., a one cycle instruction throughput, in most circumstances where the accessed data is available in the top-level cache.
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A dedicated floating-point processor with 80-bit internal registers, the 8087, was developed for the original 8086. This microprocessor subsequently developed into the extended 80387, and later processors incorporated a backward compatible version of this functionality on the same microprocessor as the main processor. In addition to this, modern x86 designs also contain a SIMD-unit where instructions can work in parallel on 128-bit words, each containing two or four floating-point numbers , or alternatively, 2, 4, 8 or 16 integers .
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The presence of wide SIMD registers means that existing x86 processors can load or store up to 128 bits of memory data in a single instruction and also perform bitwise operations on full 128-bits quantities in parallel. Intel's Sandy Bridge processors added the Advanced Vector Extensions instructions, widening the SIMD registers to 256 bits. The Intel Initial Many Core Instructions implemented by the Knights Corner Xeon Phi processors, and the AVX-512 instructions implemented by the Knights Landing Xeon Phi processors and by Skylake-X processors, use 512-bit wide SIMD registers.
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During execution, current x86 processors employ a few extra decoding steps to split most instructions into smaller pieces called micro-operations. These are then handed to a control unit that buffers and schedules them in compliance with x86-semantics so that they can be executed, partly in parallel, by one of several execution units. These modern x86 designs are thus pipelined, superscalar, and also capable of out of order and speculative execution , which means they may execute multiple x86 instructions simultaneously, and not necessarily in the same order as given in the instruction stream. Some Intel CPUs and AMD CPUs are also capable of simultaneous multithreading with two threads per core . Some Intel CPUs support transactional memory .
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When introduced, in the mid-1990s, this method was sometimes referred to as a "RISC core" or as "RISC translation", partly for marketing reasons, but also because these micro-operations share some properties with certain types of RISC instructions. However, traditional microcode also inherently shares many of the same properties; the new method differs mainly in that the translation to micro-operations now occurs asynchronously. Not having to synchronize the execution units with the decode steps opens up possibilities for more analysis of the code stream, and therefore permits detection of operations that can be performed in parallel, simultaneously feeding more than one execution unit.
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The latest processors also do the opposite when appropriate; they combine certain x86 sequences into a more complex micro-op which fits the execution model better and thus can be executed faster or with fewer machine resources involved.
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Another way to try to improve performance is to cache the decoded micro-operations, so the processor can directly access the decoded micro-operations from a special cache, instead of decoding them again. Intel followed this approach with the Execution Trace Cache feature in their NetBurst microarchitecture and later in the Decoded Stream Buffer .
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Transmeta used a completely different method in their Crusoe x86 compatible CPUs. They used just-in-time translation to convert x86 instructions to the CPU's native VLIW instruction set. Transmeta argued that their approach allows for more power efficient designs since the CPU can forgo the complicated decode step of more traditional x86 implementations.
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Addressing modes for 16-bit processor modes can be summarized by the formula:
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Addressing modes for 32-bit x86 processor modes can be summarized by the formula:
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Addressing modes for the 64-bit processor mode can be summarized by the formula:
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Instruction relative addressing in 64-bit code simplifies the implementation of position-independent code .
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The 8086 had 64 KB of eight-bit I/O space, and a 64 KB stack in memory supported by computer hardware. Only words can be pushed to the stack. The stack grows toward numerically lower addresses, with SS:SP pointing to the most recently pushed item. There are 256 interrupts, which can be invoked by both hardware and software. The interrupts can cascade, using the stack to store the return address.
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The original Intel 8086 and 8088 have fourteen 16-bit registers. Four of them are general-purpose registers , although each may have an additional purpose; for example, only CX can be used as a counter with the loop instruction. Each can be accessed as two separate bytes . Two pointer registers have special roles: SP points to the "top" of the stack, and BP is often used to point at some other place in the stack, typically above the local variables . The registers SI, DI, BX and BP are address registers, and may also be used for array indexing.
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One of four possible 'segment registers' is used to form a memory address. In the original 8086 / 8088 / 80186 / 80188 every address was built from a segment register and one of the general purpose registers. For example ds:si is the notation for an address formed as to allow 20-bit addressing rather than 16 bits, although this changed in later processors. At that time only certain combinations were supported.
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The FLAGS register contains flags such as carry flag, overflow flag and zero flag. Finally, the instruction pointer points to the next instruction that will be fetched from memory and then executed; this register cannot be directly accessed by a program.
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The Intel 80186 and 80188 are essentially an upgraded 8086 or 8088 CPU, respectively, with on-chip peripherals added, and they have the same CPU registers as the 8086 and 8088 .
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The 8086, 8088, 80186, and 80188 can use an optional floating-point coprocessor, the 8087. The 8087 appears to the programmer as part of the CPU and adds eight 80-bit wide registers, st to st, each of which can hold numeric data in one of seven formats: 32-, 64-, or 80-bit floating point, 16-, 32-, or 64-bit integer, and 80-bit packed decimal integer.: S-6, S-13..S-15  It also has its own 16-bit status register accessible through the fstsw instruction, and it is common to simply use some of its bits for branching by copying it into the normal FLAGS.
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In the Intel 80286, to support protected mode, three special registers hold descriptor table addresses , and a fourth task register is used for task switching. The 80287 is the floating-point coprocessor for the 80286 and has the same registers as the 8087 with the same data formats.
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With the advent of the 32-bit 80386 processor, the 16-bit general-purpose registers, base registers, index registers, instruction pointer, and FLAGS register, but not the segment registers, were expanded to 32 bits. The nomenclature represented this by prefixing an "E" to the register names in x86 assembly language. Thus, the AX register corresponds to the lower 16 bits of the new 32-bit EAX register, SI corresponds to the lower 16 bits of ESI, and so on. The general-purpose registers, base registers, and index registers can all be used as the base in addressing modes, and all of those registers except for the stack pointer can be used as the index in addressing modes.
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Two new segment registers were added. With a greater number of registers, instructions and operands, the machine code format was expanded. To provide backward compatibility, segments with executable code can be marked as containing either 16-bit or 32-bit instructions. Special prefixes allow inclusion of 32-bit instructions in a 16-bit segment or vice versa.
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The 80386 had an optional floating-point coprocessor, the 80387; it had eight 80-bit wide registers: st to st, like the 8087 and 80287. The 80386 could also use an 80287 coprocessor. With the 80486 and all subsequent x86 models, the floating-point processing unit is integrated on-chip.
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The Pentium MMX added eight 64-bit MMX integer vector registers . With the Pentium III, Intel added a 32-bit Streaming SIMD Extensions control/status register and eight 128-bit SSE floating-point registers .
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Starting with the AMD Opteron processor, the x86 architecture extended the 32-bit registers into 64-bit registers in a way similar to how the 16 to 32-bit extension took place. An R-prefix identifies the 64-bit registers , and eight additional 64-bit general registers were also introduced in the creation of x86-64. Also, eight more SSE vector registers were added. However, these extensions are only usable in 64-bit mode, which is one of the two modes only available in long mode. The addressing modes were not dramatically changed from 32-bit mode, except that addressing was extended to 64 bits, virtual addresses are now sign extended to 64 bits , and other selector details were dramatically reduced. In addition, an addressing mode was added to allow memory references relative to RIP , to ease the implementation of position-independent code, used in shared libraries in some operating systems.
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SIMD registers XMM0–XMM15 .
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SIMD registers YMM0–YMM15 . Lower half of each of the YMM registers maps onto the corresponding XMM register.
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SIMD registers ZMM0–ZMM31. Lower half of each of the ZMM registers maps onto the corresponding YMM register.
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x86 processors that have a protected mode, i.e. the 80286 and later processors, also have three descriptor registers and a task register .
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32-bit x86 processors also include various special/miscellaneous registers such as control registers , debug registers , test registers , and model-specific registers .
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AVX-512 has eight extra 64-bit mask registers K0–K7 for selecting elements in a vector register. Depending on the vector register and element widths, only a subset of bits of the mask register may be used by a given instruction.
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Although the main registers are "general-purpose" in the 32-bit and 64-bit versions of the instruction set and can be used for anything, it was originally envisioned that they be used for the following purposes:
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Segment registers:
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No particular purposes were envisioned for the other 8 registers available only in 64-bit mode.
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Some instructions compile and execute more efficiently when using these registers for their designed purpose. For example, using AL as an accumulator and adding an immediate byte value to it produces the efficient add to AL opcode of 04h, whilst using the BL register produces the generic and longer add to register opcode of 80C3h. Another example is double precision division and multiplication that works specifically with the AX and DX registers.
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Modern compilers benefited from the introduction of the sib byte that allows registers to be treated uniformly . However, using the sib byte universally is non-optimal, as it produces longer encodings than only using it selectively when necessary. Some special instructions lost priority in the hardware design and became slower than equivalent small code sequences. A notable example is the LODSW instruction.
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Note: The ?PL registers are only available in 64-bit mode.
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Note: The ?IL registers are only available in 64-bit mode.
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Real Address mode, commonly called Real mode, is an operating mode of 8086 and later x86-compatible CPUs. Real mode is characterized by a 20-bit segmented memory address space , direct software access to peripheral hardware, and no concept of memory protection or multitasking at the hardware level. All x86 CPUs in the 80286 series and later start up in real mode at power-on; 80186 CPUs and earlier had only one operational mode, which is equivalent to real mode in later chips.
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In order to use more than 64 KB of memory, the segment registers must be used. This created great complications for compiler implementors who introduced odd pointer modes such as "near", "far" and "huge" to leverage the implicit nature of segmented architecture to different degrees, with some pointers containing 16-bit offsets within implied segments and other pointers containing segment addresses and offsets within segments. It is technically possible to use up to 256 KB of memory for code and data, with up to 64 KB for code, by setting all four segment registers once and then only using 16-bit offsets to address memory, but this puts substantial restrictions on the way data can be addressed and memory operands can be combined, and it violates the architectural intent of the Intel designers, which is for separate data items to be contained in separate segments and addressed by their own segment addresses, in new programs that are not ported from earlier 8-bit processors with 16-bit address spaces.
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Unreal mode is used by some 16-bit operating systems and some 32-bit boot loaders.
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The System Management Mode is only used by the system firmware , not by operating systems and applications software. The SMM code is running in SMRAM.
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In addition to real mode, the Intel 80286 supports protected mode, expanding addressable physical memory to 16 MB and addressable virtual memory to 1 GB, and providing protected memory, which prevents programs from corrupting one another. This is done by using the segment registers only for storing an index into a descriptor table that is stored in memory. There are two such tables, the Global Descriptor Table and the Local Descriptor Table , each holding up to 8192 segment descriptors, each segment giving access to 64 KB of memory. In the 80286, a segment descriptor provides a 24-bit base address, and this base address is added to a 16-bit offset to create an absolute address. The base address from the table fulfills the same role that the literal value of the segment register fulfills in real mode; the segment registers have been converted from direct registers to indirect registers. Each segment can be assigned one of four ring levels used for hardware-based computer security. Each segment descriptor also contains a segment limit field which specifies the maximum offset that may be used with the segment. Because offsets are 16 bits, segments are still limited to 64 KB each in 80286 protected mode.
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Each time a segment register is loaded in protected mode, the 80286 must read a 6-byte segment descriptor from memory into a set of hidden internal registers. Thus, loading segment registers is much slower in protected mode than in real mode, and changing segments very frequently is to be avoided. Actual memory operations using protected mode segments are not slowed much because the 80286 and later have hardware to check the offset against the segment limit in parallel with instruction execution.
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The Intel 80386 extended offsets and also the segment limit field in each segment descriptor to 32 bits, enabling a segment to span the entire memory space. It also introduced support in protected mode for paging, a mechanism making it possible to use paged virtual memory . Paging allows the CPU to map any page of the virtual memory space to any page of the physical memory space. To do this, it uses additional mapping tables in memory called page tables. Protected mode on the 80386 can operate with paging either enabled or disabled; the segmentation mechanism is always active and generates virtual addresses that are then mapped by the paging mechanism if it is enabled. The segmentation mechanism can also be effectively disabled by setting all segments to have a base address of 0 and size limit equal to the whole address space; this also requires a minimally-sized segment descriptor table of only four descriptors .
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Paging is used extensively by modern multitasking operating systems. Linux, 386BSD and Windows NT were developed for the 386 because it was the first Intel architecture CPU to support paging and 32-bit segment offsets. The 386 architecture became the basis of all further development in the x86 series.
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x86 processors that support protected mode boot into real mode for backward compatibility with the older 8086 class of processors. Upon power-on , the processor initializes in real mode, and then begins executing instructions. Operating system boot code, which might be stored in read-only memory, may place the processor into the protected mode to enable paging and other features. Conversely, segment arithmetic, a common practice in real mode code, is not allowed in protected mode.
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There is also a sub-mode of operation in 32-bit protected mode called virtual 8086 mode, also known as V86 mode. This is basically a special hybrid operating mode that allows real mode programs and operating systems to run while under the control of a protected mode supervisor operating system. This allows for a great deal of flexibility in running both protected mode programs and real mode programs simultaneously. This mode is exclusively available for the 32-bit version of protected mode; it does not exist in the 16-bit version of protected mode, or in long mode.
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In the mid 1990s, it was obvious that the 32-bit address space of the x86 architecture was limiting its performance in applications requiring large data sets. A 32-bit address space would allow the processor to directly address only 4 GB of data, a size surpassed by applications such as video processing and database engines. Using 64-bit addresses, it is possible to directly address 16 EiB of data, although most 64-bit architectures do not support access to the full 64-bit address space; for example, AMD64 supports only 48 bits from a 64-bit address, split into four paging levels.
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In 1999, AMD published a complete specification for a 64-bit extension of the x86 architecture which they called x86-64 with claimed intentions to produce. That design is currently used in almost all x86 processors, with some exceptions intended for embedded systems.
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Mass-produced x86-64 chips for the general market were available four years later, in 2003, after the time was spent for working prototypes to be tested and refined; about the same time, the initial name x86-64 was changed to AMD64. The success of the AMD64 line of processors coupled with lukewarm reception of the IA-64 architecture forced Intel to release its own implementation of the AMD64 instruction set. Intel had previously implemented support for AMD64 but opted not to enable it in hopes that AMD would not bring AMD64 to market before Itanium's new IA-64 instruction set was widely adopted. It branded its implementation of AMD64 as EM64T, and later rebranded it Intel 64.
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In its literature and product version names, Microsoft and Sun refer to AMD64/Intel 64 collectively as x64 in the Windows and Solaris operating systems. Linux distributions refer to it either as "x86-64", its variant "x86_64", or "amd64". BSD systems use "amd64" while macOS uses "x86_64".
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Long mode is mostly an extension of the 32-bit instruction set, but unlike the 16–to–32-bit transition, many instructions were dropped in the 64-bit mode. This does not affect actual binary backward compatibility , but it changes the way assembler and compilers for new code have to work.
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This was the first time that a major extension of the x86 architecture was initiated and originated by a manufacturer other than Intel. It was also the first time that Intel accepted technology of this nature from an outside source.
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Early x86 processors could be extended with floating-point hardware in the form of a series of floating-point numerical co-processors with names like 8087, 80287 and 80387, abbreviated x87. This was also known as the NPX , an apt name since the coprocessors, while used mainly for floating-point calculations, also performed integer operations on both binary and decimal formats. With very few exceptions, the 80486 and subsequent x86 processors then integrated this x87 functionality on chip which made the x87 instructions a de facto integral part of the x86 instruction set.
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Each x87 register, known as ST through ST, is 80 bits wide and stores numbers in the IEEE floating-point standard double extended precision format. These registers are organized as a stack with ST as the top. This was done in order to conserve opcode space, and the registers are therefore randomly accessible only for either operand in a register-to-register instruction; ST0 must always be one of the two operands, either the source or the destination, regardless of whether the other operand is ST or a memory operand. However, random access to the stack registers can be obtained through an instruction which exchanges any specified ST with ST.
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The operations include arithmetic and transcendental functions, including trigonometric and exponential functions, and instructions that load common constants ; and log10) into one of the stack registers. While the integer ability is often overlooked, the x87 can operate on larger integers with a single instruction than the 8086, 80286, 80386, or any x86 CPU without to 64-bit extensions can, and repeated integer calculations even on small values can be accelerated by executing integer instructions on the x86 CPU and the x87 in parallel.
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MMX is a SIMD instruction set designed by Intel and introduced in 1997 for the Pentium MMX microprocessor. The MMX instruction set was developed from a similar concept first used on the Intel i860. It is supported on most subsequent IA-32 processors by Intel and other vendors. MMX is typically used for video processing .
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MMX added 8 new registers to the architecture, known as MM0 through MM7 . In reality, these new registers were just aliases for the existing x87 FPU stack registers. Hence, anything that was done to the floating-point stack would also affect the MMX registers. Unlike the FP stack, these MMn registers were fixed, not relative, and therefore they were randomly accessible. The instruction set did not adopt the stack-like semantics so that existing operating systems could still correctly save and restore the register state when multitasking without modifications.
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Each of the MMn registers are 64-bit integers. However, one of the main concepts of the MMX instruction set is the concept of packed data types, which means instead of using the whole register for a single 64-bit integer , one may use it to contain two 32-bit integers , four 16-bit integers or eight 8-bit integers . Given that the MMX's 64-bit MMn registers are aliased to the FPU stack and each of the floating-point registers are 80 bits wide, the upper 16 bits of the floating-point registers are unused in MMX. These bits are set to all ones by any MMX instruction, which correspond to the floating-point representation of NaNs or infinities.
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In 1997, AMD introduced 3DNow!. The introduction of this technology coincided with the rise of 3D entertainment applications and was designed to improve the CPU's vector processing performance of graphic-intensive applications. 3D video game developers and 3D graphics hardware vendors use 3DNow! to enhance their performance on AMD's K6 and Athlon series of processors.
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3DNow! was designed to be the natural evolution of MMX from integers to floating point. As such, it uses exactly the same register naming convention as MMX, that is MM0 through MM7. The only difference is that instead of packing integers into these registers, two single-precision floating-point numbers are packed into each register. The advantage of aliasing the FPU registers is that the same instruction and data structures used to save the state of the FPU registers can also be used to save 3DNow! register states. Thus no special modifications are required to be made to operating systems which would otherwise not know about them.
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In 1999, Intel introduced the Streaming SIMD Extensions instruction set, following in 2000 with SSE2. The first addition allowed offloading of basic floating-point operations from the x87 stack and the second made MMX almost obsolete and allowed the instructions to be realistically targeted by conventional compilers. Introduced in 2004 along with the Prescott revision of the Pentium 4 processor, SSE3 added specific memory and thread-handling instructions to boost the performance of Intel's HyperThreading technology. AMD licensed the SSE3 instruction set and implemented most of the SSE3 instructions for its revision E and later Athlon 64 processors. The Athlon 64 does not support HyperThreading and lacks those SSE3 instructions used only for HyperThreading.
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SSE discarded all legacy connections to the FPU stack. This also meant that this instruction set discarded all legacy connections to previous generations of SIMD instruction sets like MMX. But it freed the designers up, allowing them to use larger registers, not limited by the size of the FPU registers. The designers created eight 128-bit registers, named XMM0 through XMM7. However, the downside was that operating systems had to have an awareness of this new set of instructions in order to be able to save their register states. So Intel created a slightly modified version of Protected mode, called Enhanced mode which enables the usage of SSE instructions, whereas they stay disabled in regular Protected mode. An OS that is aware of SSE will activate Enhanced mode, whereas an unaware OS will only enter into traditional Protected mode.
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SSE is a SIMD instruction set that works only on floating-point values, like 3DNow!. However, unlike 3DNow! it severs all legacy connection to the FPU stack. Because it has larger registers than 3DNow!, SSE can pack twice the number of single precision floats into its registers. The original SSE was limited to only single-precision numbers, like 3DNow!. The SSE2 introduced the capability to pack double precision numbers too, which 3DNow! had no possibility of doing since a double precision number is 64-bit in size which would be the full size of a single 3DNow! MMn register. At 128 bits, the SSE XMMn registers could pack two double precision floats into one register. Thus SSE2 is much more suitable for scientific calculations than either SSE1 or 3DNow!, which were limited to only single precision. SSE3 does not introduce any additional registers.
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The Advanced Vector Extensions doubled the size of SSE registers to 256-bit YMM registers. It also introduced the VEX coding scheme to accommodate the larger registers, plus a few instructions to permute elements. AVX2 did not introduce extra registers, but was notable for the addition for masking, gather, and shuffle instructions.
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AVX-512 features yet another expansion to 32 512-bit ZMM registers and a new EVEX scheme. Unlike its predecessors featuring a monolithic extension, it is divided into many subsets that specific models of CPUs can choose to implement.
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Physical Address Extension or PAE was first added in the Intel Pentium Pro, and later by AMD in the Athlon processors, to allow up to 64 GB of RAM to be addressed. Without PAE, physical RAM in 32-bit protected mode is usually limited to 4 GB. PAE defines a different page table structure with wider page table entries and a third level of page table, allowing additional bits of physical address. Although the initial implementations on 32-bit processors theoretically supported up to 64 GB of RAM, chipset and other platform limitations often restricted what could actually be used. x86-64 processors define page table structures that theoretically allow up to 52 bits of physical address, although again, chipset and other platform concerns prevent such a large physical address space to be realized. On x86-64 processors PAE mode must be active before the switch to long mode, and must remain active while long mode is active, so while in long mode there is no "non-PAE" mode. PAE mode does not affect the width of linear or virtual addresses.
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By the 2000s, 32-bit x86 processors' limits in memory addressing were an obstacle to their use in high-performance computing clusters and powerful desktop workstations. The aged 32-bit x86 was competing with much more advanced 64-bit RISC architectures which could address much more memory. Intel and the whole x86 ecosystem needed 64-bit memory addressing if x86 was to survive the 64-bit computing era, as workstation and desktop software applications were soon to start hitting the limits of 32-bit memory addressing. However, Intel felt that it was the right time to make a bold step and use the transition to 64-bit desktop computers for a transition away from the x86 architecture in general, an experiment which ultimately failed.
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In 2001, Intel attempted to introduce a non-x86 64-bit architecture named IA-64 in its Itanium processor, initially aiming for the high-performance computing market, hoping that it would eventually replace the 32-bit x86. While IA-64 was incompatible with x86, the Itanium processor did provide emulation abilities for translating x86 instructions into IA-64, but this affected the performance of x86 programs so badly that it was rarely, if ever, actually useful to the users: programmers should rewrite x86 programs for the IA-64 architecture or their performance on Itanium would be orders of magnitude worse than on a true x86 processor. The market rejected the Itanium processor since it broke backward compatibility and preferred to continue using x86 chips, and very few programs were rewritten for IA-64.
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AMD decided to take another path toward 64-bit memory addressing, making sure backward compatibility would not suffer. In April 2003, AMD released the first x86 processor with 64-bit general-purpose registers, the Opteron, capable of addressing much more than 4 GB of virtual memory using the new x86-64 extension . The 64-bit extensions to the x86 architecture were enabled only in the newly introduced long mode, therefore 32-bit and 16-bit applications and operating systems could simply continue using an AMD64 processor in protected or other modes, without even the slightest sacrifice of performance and with full compatibility back to the original instructions of the 16-bit Intel 8086.: 13–14  The market responded positively, adopting the 64-bit AMD processors for both high-performance applications and business or home computers.
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Seeing the market rejecting the incompatible Itanium processor and Microsoft supporting AMD64, Intel had to respond and introduced its own x86-64 processor, the Prescott Pentium 4, in July 2004. As a result, the Itanium processor with its IA-64 instruction set is rarely used and x86, through its x86-64 incarnation, is still the dominant CPU architecture in non-embedded computers.
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x86-64 also introduced the NX bit, which offers some protection against security bugs caused by buffer overruns.
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As a result of AMD's 64-bit contribution to the x86 lineage and its subsequent acceptance by Intel, the 64-bit RISC architectures ceased to be a threat to the x86 ecosystem and almost disappeared from the workstation market. x86-64 began to be utilized in powerful supercomputers , a market which was previously the natural habitat for 64-bit RISC designs . The great leap toward 64-bit computing and the maintenance of backward compatibility with 32-bit and 16-bit software enabled the x86 architecture to become an extremely flexible platform today, with x86 chips being utilized from small low-power systems to fast gaming desktop computers , and even dominate large supercomputing clusters, effectively leaving only the ARM 32-bit and 64-bit RISC architecture as a competitor in the smartphone and tablet market.
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Prior to 2005, x86 architecture processors were unable to meet the Popek and Goldberg requirements – a specification for virtualization created in 1974 by Gerald J. Popek and Robert P. Goldberg. However, both proprietary and open-source x86 virtualization hypervisor products were developed using software-based virtualization. Proprietary systems include Hyper-V, Parallels Workstation, VMware ESX, VMware Workstation, VMware Workstation Player and Windows Virtual PC, while free and open-source systems include QEMU, Kernel-based Virtual Machine, VirtualBox, and Xen.
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The introduction of the AMD-V and Intel VT-x instruction sets in 2005 allowed x86 processors to meet the Popek and Goldberg virtualization requirements.
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APX are extensions to double the number of general-purpose registers from 16 to 32 and add new features to improve general-purpose performance. These extensions have been called "generational" and "the biggest x86 addition since 64 bits". Intel contributed APX support to GNU Compiler Collection 14.
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According to the architecture specification, the main features of APX are:
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Extended GPRs for general purpose instructions are encoded using 2-byte REX2 prefix, while new instructions and extended operands for existing AVX/AVX2/AVX-512 instructions are encoded with extended EVEX prefix which has four variants used for different groups of instructions.
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A handheld game console, or simply handheld console, is a small, portable self-contained video game console with a built-in screen, game controls and speakers. Handheld game consoles are smaller than home video game consoles and contain the console, screen, speakers, and controls in one unit, allowing players to carry them and play them at any time or place.
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In 1976, Mattel introduced the first handheld electronic game with the release of Auto Race. Later, several companies—including Coleco and Milton Bradley—made their own single-game, lightweight table-top or handheld electronic game devices. The first commercial successful handheld console was Merlin from 1978 which sold more than 5 million units. The first handheld game console with interchangeable cartridges is the Milton Bradley Microvision in 1979.
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Nintendo is credited with popularizing the handheld console concept with the release of the Game Boy in 1989 and continues to dominate the handheld console market. The first internet-enabled handheld console and the first with a touchscreen was the Game.com released by Tiger Electronics in 1997. The Nintendo DS, released in 2004, introduced touchscreen controls and wireless online gaming to a wider audience, becoming the best-selling handheld console with over 150 million units sold worldwide.
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This table describes handheld games consoles by generation, with over 1 million sales. No handheld achieved this prior to the fourth generation of game consoles. This list does not include dedicated consoles, such as LCD games and the Tamagotchi.
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The origins of handheld game consoles are found in handheld and tabletop electronic game devices of the 1970s and early 1980s. These electronic devices are capable of playing only a single game, they fit in the palm of the hand or on a tabletop, and they may make use of a variety of video displays such as LED, VFD, or LCD. In 1978, handheld electronic games were described by Popular Electronics magazine as "nonvideo electronic games" and "non-TV games" as distinct from devices that required use of a television screen. Handheld electronic games, in turn, find their origins in the synthesis of previous handheld and tabletop electro-mechanical devices such as Waco's Electronic Tic-Tac-Toe Cragstan's Periscope-Firing Range , and the emerging optoelectronic-display-driven calculator market of the early 1970s. This synthesis happened in 1976, when "Mattel began work on a line of calculator-sized sports games that became the world's first handheld electronic games. The project began when Michael Katz, Mattel's new product category marketing director, told the engineers in the electronics group to design a game the size of a calculator, using LED technology."
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The result was the 1976 release of Auto Race. Followed by Football later in 1977, the two games were so successful that according to Katz, "these simple electronic handheld games turned into a '$400 million category.'" Mattel would later win the honor of being recognized by the industry for innovation in handheld game device displays. Soon, other manufacturers including Coleco, Parker Brothers, Milton Bradley, Entex, and Bandai began following up with their own tabletop and handheld electronic games.
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In 1979 the LCD-based Microvision, designed by Smith Engineering and distributed by Milton-Bradley, became the first handheld game console and the first to use interchangeable game cartridges. The Microvision game Cosmic Hunter also introduced the concept of a directional pad on handheld gaming devices, and is operated by using the thumb to manipulate the on-screen character in any of four directions.
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In 1979, Gunpei Yokoi, traveling on a bullet train, saw a bored businessman playing with an LCD calculator by pressing the buttons. Yokoi then thought of an idea for a watch that doubled as a miniature game machine for killing time. Starting in 1980, Nintendo began to release a series of electronic games designed by Yokoi called the Game & Watch games. Taking advantage of the technology used in the credit-card-sized calculators that had appeared on the market, Yokoi designed the series of LCD-based games to include a digital time display in the corner of the screen. For later, more complicated Game & Watch games, Yokoi invented a cross shaped directional pad or "D-pad" for control of on-screen characters. Yokoi also included his directional pad on the NES controllers, and the cross-shaped thumb controller soon became standard on game console controllers and ubiquitous across the video game industry since. When Yokoi began designing Nintendo's first handheld game console, he came up with a device that married the elements of his Game & Watch devices and the Famicom console, including both items' D-pad controller. The result was the Nintendo Game Boy.
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In 1982, the Bandai LCD Solarpower was the first solar-powered gaming device. Some of its games, such as the horror-themed game Terror House, features two LCD panels, one stacked on the other, for an early 3D effect. In 1983, Takara Tomy's Tomytronic 3D simulates 3D by having two LCD panels that were lit by external light through a window on top of the device, making it the first dedicated home video 3D hardware.
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The late 1980s and early 1990s saw the beginnings of the modern-day handheld game console industry, after the demise of the Microvision. As backlit LCD game consoles with color graphics consume a lot of power, they were not battery-friendly like the non-backlit original Game Boy whose monochrome graphics allowed longer battery life. By this point, rechargeable battery technology had not yet matured and so the more advanced game consoles of the time such as the Sega Game Gear and Atari Lynx did not have nearly as much success as the Game Boy.
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Even though third-party rechargeable batteries were available for the battery-hungry alternatives to the Game Boy, these batteries employed a nickel-cadmium process and had to be completely discharged before being recharged to ensure maximum efficiency; lead-acid batteries could be used with automobile circuit limiters ; but the batteries had mediocre portability. The later NiMH batteries, which do not share this requirement for maximum efficiency, were not released until the late 1990s, years after the Game Gear, Atari Lynx, and original Game Boy had been discontinued. During the time when technologically superior handhelds had strict technical limitations, batteries had a very low mAh rating since batteries with heavy power density were not yet available.
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Modern game systems such as the Nintendo DS and PlayStation Portable have rechargeable Lithium-Ion batteries with proprietary shapes. Other seventh-generation consoles, such as the GP2X, use standard alkaline batteries. Because the mAh rating of alkaline batteries has increased since the 1990s, the power needed for handhelds like the GP2X may be supplied by relatively few batteries.
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Nintendo released the Game Boy on April 21, 1989 . The design team headed by Gunpei Yokoi had also been responsible for the Game & Watch system, as well as the Nintendo Entertainment System games Metroid and Kid Icarus. The Game Boy came under scrutiny by Nintendo president Hiroshi Yamauchi, saying that the monochrome screen was too small, and the processing power was inadequate. The design team had felt that low initial cost and battery economy were more important concerns, and when compared to the Microvision, the Game Boy was a huge leap forward.
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Yokoi recognized that the Game Boy needed a killer app—at least one game that would define the console, and persuade customers to buy it. In June 1988, Minoru Arakawa, then-CEO of Nintendo of America saw a demonstration of the game Tetris at a trade show. Nintendo purchased the rights for the game, and packaged it with the Game Boy system as a launch title. It was almost an immediate hit. By the end of the year more than a million units were sold in the US. As of March 31, 2005, the Game Boy and Game Boy Color combined to sell over 118 million units worldwide.
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In 1987, Epyx created the Handy Game; a device that would become the Atari Lynx in 1989. It is the first color handheld console ever made, as well as the first with a backlit screen. It also features networking support with up to 17 other players, and advanced hardware that allows the zooming and scaling of sprites. The Lynx can also be turned upside down to accommodate left-handed players. However, all these features came at a very high price point, which drove consumers to seek cheaper alternatives. The Lynx is also very unwieldy, consumes batteries very quickly, and lacked the third-party support enjoyed by its competitors. Due to its high price, short battery life, production shortages, a dearth of compelling games, and Nintendo's aggressive marketing campaign, and despite a redesign in 1991, the Lynx became a commercial failure. Despite this, companies like Telegames helped to keep the system alive long past its commercial relevance, and when new owner Hasbro released the rights to develop for the public domain, independent developers like Songbird have managed to release new commercial games for the system every year until 2004's Winter Games.
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The TurboExpress is a portable version of the TurboGrafx, released in 1990 for $249.99. Its Japanese equivalent is the PC Engine GT.
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It is the most advanced handheld of its time and can play all the TurboGrafx-16's games . It has a 66 mm screen, the same as the original Game Boy, but in a much higher resolution, and can display 64 sprites at once, 16 per scanline, in 512 colors. Although the hardware can only handle 481 simultaneous colors. It has 8 kilobytes of RAM. The Turbo runs the HuC6820 CPU at 1.79 or 7.16 MHz.
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The optional "TurboVision" TV tuner includes RCA audio/video input, allowing users to use TurboExpress as a video monitor. The "TurboLink" allowed two-player play. Falcon, a flight simulator, included a "head-to-head" dogfight mode that can only be accessed via TurboLink. However, very few TG-16 games offered co-op play modes especially designed with the TurboExpress in mind.
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The Bitcorp Gamate is one of the first handheld game systems created in response to the Nintendo Game Boy. It was released in Asia in 1990 and distributed worldwide by 1991.
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Like the Sega Game Gear, it was horizontal in orientation and like the Game Boy, required 4 AA batteries. Unlike many later Game Boy clones, its internal components were professionally assembled . Unfortunately the system's fatal flaw is its screen. Even by the standards of the day, its screen is rather difficult to use, suffering from similar ghosting problems that were common complaints with the first generation Game Boys. Likely because of this fact sales were quite poor, and Bitcorp closed by 1992. However, new games continued to be published for the Asian market, possibly as late as 1994. The total number of games released for the system remains unknown.
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Gamate games were designed for stereo sound, but the console is only equipped with a mono speaker.