• Title/Summary/Keyword: 명령어 시퀀스

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The Design of 32 Bit Microprocessor for Sequence Control Using FPGA (FPGA를 이용한 시퀀스 제어용 32비트 마이크로프로세서 설계)

  • Yang, Oh
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.40 no.6
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    • pp.431-441
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    • 2003
  • This paper presents the design of 32 bit microprocessor for a sequence control using a field programmable gate array(FPGA). The microprocessor was designed by a VHDL with top down method, the program memory was separated from the data memory for high speed execution of sequence instructions. Therefore it was possible that sequence instructions could be operated at the same time during the instruction fetch cycle. In order to reduce the instruction decoding time and the interface time of the data memory interface, an instruction code size was implemented by 32 bits. And the real time debug operation was implemented for easeful debugging the designed processor with a single step run, PC break point run, data memory break point run. Also in this designed microprocessor, pulse instructions, step controllers, master controllers, BM and BCD type arithmetic instructions, barrel shift instructions were implemented for sequence logic control. The FPGA was synthesized under a Xilinx's Foundation 4.2i Project Manager using a V600EHQ240 which contains 600,000 gates. Finally simulation and experiment were successfully performed respectively. For showing good performance, the designed microprocessor for the sequence logic control was compared with the H8S/2148 microprocessor which contained many bit instructions for sequence logic control. The designed processor for the sequence logic showed good performance.

A Study of Detecting Malicious Files using Similarity between Machine Code in Deleted File Slices (삭제된 파일 조각에서 기계어 코드 유사도를 이용한 악의적인 파일 탐지에 대한 연구)

  • Lee, Dong-Ju;Lee, Suk-Bong;Kim, Min-Soo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.16 no.6
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    • pp.81-93
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    • 2006
  • A file system is an evidence resource of cyber crime in computer forensics. Therefore the methods of recovering the file system and searching important information have been offered. However, the methods for finding a malicious fie in free blocks or slack spaces have not been suggested. In this paper, we propose an investigation method to find a maliciously executable fragmented file. After estimating if a file is executable with a machine code rate, we conclude it could be malicious by comparing a similarity of instruction sequences. To examine instruction sequences, we also propose a method of profiling malicious files using file and a method of comparing the continued scores. As the results, we could exactly pick out the malicious execution files, such as buffer overflow attack program, at fitting threshold level.

Software Birthmark Based on k-gram Using Operator Abstraction (연산자 요약을 이용한 k그램 소프트웨어 버스마크)

  • Lee, Kihwa;Woo, Gyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.687-690
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    • 2013
  • 소프트웨어 버스마크 기법은 도용이 의심되는 소프트웨어의 소스 코드를 얻을 수 없을 때 사용할 수 있는 소프트웨어 도용 탐지 기법이다. 이 기법은 프로그램의 바이너리나 자바 클래스 파일에서 프로그램 고유의 특징인 버스마크를 추출한 다음 프로그램간 버스마크 유사도 측정을 통해 도용을 탐지한다. 이 논문에서는 선행 연구된 k그램 버스마크 기법에 연산자 요약이라는 아이디어를 접목한 연산자 요약 k그램 버스마크 기법을 제안한다. 연산자 요약이란 연산자 우선순위가 같은 연산자의 JVM 명령어를 묶어 요약번호로 나타내는 것이다. 연산자 요약 k그램 버스마크 기법은 연산자 요약과 제어 흐름을 고려하여 생성한 연속된 k개의 요약번호 시퀀스 집합을 버스마크로 정의한다. 버스마크를 평가하기 위해 선택 정렬 메소드와 버블 정렬 메소드를 대상으로 신뢰도 실험과 강인도 실험을 하였다. 실험 결과 연산자 요약 k그램 버스마크 기법이 선행 연구된 Tamada 버스마크 기법과 k그램 버스마크 기법보다 높은 신뢰도와 강인도를 보였다.

Deep Learning Study on PowerShell Attack Detection Method (파워쉘 공격 탐지방법에 대한 딥러닝 연구)

  • Cho, Jin-Ho;Park, Yang-Hun;Park, Gwang-Cheol;Choi, Sun-Oh
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.362-365
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    • 2020
  • PowerShell은 닷넷 프레임 워크에 기반을 둔, 커맨드 라인 인터페이스 및 스크립트 언어의 특징을 가진 Microsoft의 명령어 인터프리터로, 이를 내장한 Windows 운영체제 점유율의 증가와 강력한 기능으로 PowerShell을 이용한 공격은 계속 증가하고 있다. 이연구에서는 딥러닝을 사용하여 악성코드를 효과적으로 탐지하는 방법과, 이에 필요한 시퀀스 데이터 추출의 방법을 찾아내는 것에 목적이 있다.

Instructions and Data Prefetch Mechanism using Displacement History Buffer (변위 히스토리 버퍼를 이용한 명령어 및 데이터 프리페치 기법)

  • Jeong, Yong Su;Kim, JinHyuk;Cho, Tae Hwan;Choi, SangBang
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.10
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    • pp.82-94
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    • 2015
  • In this paper, we propose hardware prefetch mechanism with an efficient cache replacement policy by giving priority to the trigger block in which a spatial region and producing a spatial region by using the displacement field. It could be taken into account the sequence of the program since a history is based on the trigger block of history record, and it could be quickly prefetching the instructions or data address by adding a stored value to the trigger address and displacement field since a history is stored as a displacement value. Also, we proposed a method of replacing at random by the cache replacement policy from the low priority block when the cache area is full after giving priority to the trigger block. We analyzed using the memory simulator program gem5 and PARSEC benchmark to assess the performance of the hardware prefetcher. As a result, compared to the existing hardware prefecture to generate the spatial region using a bit vector, L1 data cache miss rate was reduced about 44.5% on average and an average of 26.1% of L1 instruction misses occur. In addition, IPC (Instruction Per Cycle) showed an improvement of about 23.7% on average.

Definition and Application of a Layered Avatar Behavior Script Language for Reusability and Simplicity (재사용성 및 용이성을 위한 계층적 아바타 행위 스크립트 언어의 정의)

  • Kim Jae-Kyung;Choi Seung-Hyuk;Sohn Won-Sung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.8
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    • pp.455-476
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    • 2006
  • An avatar script language consists of commands set which is used to control avatar behaviors in cyberspace. The script language should be abstract from complex low-level concepts, so that a user can write down a scenario script easily without concerning about physical motion parameters. Also, the script should be defined in a standard format and structure to allow reusing in various implementation tools. In this paper, a layered script language is proposed for avatar behavior representation and control, which consists of task-level behavior, high-level motion and primitive motion script language. The script language of each layer represents behavior elements for a scenario scripting interface, an avatar motion sequence, and geometric information of implementation environment, respectively. Therefore, a user can create a scenario script by abstract behavior interface and a script can be applied to various implementations by the proposed translating process. A presentation domain is chosen for applying the proposed script language and the implementation result shows that the script is flexibly applied in several applications.

Improvement of Address Pointer Assignment in DSP Code Generation (DSP용 코드 생성에서 주소 포인터 할당 성능 향상 기법)

  • Lee, Hee-Jin;Lee, Jong-Yeol
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.1
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    • pp.37-47
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    • 2008
  • Exploitation of address generation units which are typically provided in DSPs plays an important role in DSP code generation since that perform fast address computation in parallel to the central data path. Offset assignment is optimization of memory layout for program variables by taking advantage of the capabilities of address generation units, consists of memory layout generation and address pointer assignment steps. In this paper, we propose an effective address pointer assignment method to minimize the number of address calculation instructions in DSP code generation. The proposed approach reduces the time complexity of a conventional address pointer assignment algorithm with fixed memory layouts by using minimum cost-nodes breaking. In order to contract memory size and processing time, we employ a powerful pruning technique. Moreover our proposed approach improves the initial solution iteratively by changing the memory layout for each iteration because the memory layout affects the result of the address pointer assignment algorithm. We applied the proposed approach to about 3,000 sequences of the OffsetStone benchmarks to demonstrate the effectiveness of the our approach. Experimental results with benchmarks show an average improvement of 25.9% in the address codes over previous works.