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ASM Chart: Algorithmic staate chart can describe the behavior of the hardware with the step-by-step operations in precise units of time. 1.1 State Machine Charts
Z1=A+BC=A+ABC
ASM charts composed only of rectangles and diamonds are said to describe Moore machines. ASM charts that also include ovals are said to describe Mealy machines.
ASM
with
Fig. 9 Two ways to test multi-bit input ASM Outputs 1. External command outputs : Fig. 2
or Fig. 3. 2. External data outputs : register transfer as shown in Fig. 4. Conversion of a State Graph to an SM Chart
(c) Timing Chart for ASM chart Fig. 10 An example of conversion Top-down design Pure behavioral example : childish division algorithm r1 = x; r2 = 0; while (r1>= y) { r1 =r1 y; r2 = r2 + 1; }
A software algorithm can be translated into an ASM with the following rules: 1. Each assignment statement is written by itself in RTN in a unique rectangle that is not followed by a diamond. 2. Each if or while is translated into an empty rectangle with a diamond to implement the decision.
(b) The ASM operation for x = 14 and y = 7 Fig. 13 ASM for software paradign (COMUTE1 at top)
(b) The operation for x = 5 and y = 7 Fig. 22 Goto-less two-state childish division ASM
* ALU is inspired by the 74**181, PASSB is 101010 and DFFERENCE is 011001. Fig. 25 First methodical architecture
ns = ~ps&pb|ps&(rlgey|pb), ldr1 = 1, clrr2 = ~ps, incr2 = ps, ldr3 = ps, muxctr1 = ps, aluctr1[5] = ~ps, aluctr1[4] = ps, aluctr1[3] = 1, aluctr1[2] = 0, aluctr1[1] = ~ps, aluctr1[0] = ps, ready = ~ps.
IDLE 000, INIT 001, TEST 010, COMPUTE1 011, COMPUTE2 100.
Methodical versus central ALU architectures Central ALU What does computation? One ALU
Methodical Registers themselves or registers tied to dedicated muxes and ALUs Only one register All kinds Many Faster Higher
What ALU output connects to? What kind of register? Number of <- per clock cycle Speed Cost
Homework 1: Dice game (Digital system design using VHDL) The rules of the game are as follows: (1) After the first roll of the dice, the player wins if the sum is 7 or 11. The player loses if the sum is 2, 3, or 12. Otherwise, the sum the player obtained on the first roll is referred to as a point, and he or she must roll the dice again. (2) On the second or subsequent roll of the dice, the player wins if the sum equals the point, and he or she loses if the sum is 7. Otherwise, the player must roll again until he or she finally wins or loses. The block diagram for dice game: