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Design Technology
1
BY
HASSAN AL MANASRAH
TAMIR AL ZU’BI
Outline
2
 Introduction
 Automation: synthesis
 Verification: hardware/software co-simulation
 Reuse: intellectual property cores
 Design process models
Introduction
3
System Design Goals
Introduction
4
 What does “Design” means?
 Task of defining system functionality and converting that functionality into
physical implementation.
Convert functionality to physical implementation while
 Satisfying constrained metrics
 Optimizing other design metrics
 Designing embedded systems is hard because of

Complex functionality



Millions of possible environment scenarios. Ex: Elevator Controller.
So many Competing, tightly constrained metrics.
Productivity gap

As low as 10 lines of code or 100 transistors produced per day
Many possible combinations of buttons being pressed.
Improving productivity
5
Design technologies developed to improve productivity, we focus on
technologies advancing hardware / software view:

Automation: Synthesis



Reuse



Computer program to replace manual design.
Which made Hardware design look like Software design.
Process of using predesigned components.
Core in the Hardware domain.
Verification


Task of ensuring correctness/completeness of each design step.
Hardware/Software co-simulation.
Specification
Automation
Verification
Implementation
Reuse
Automation: synthesis
6
 The parallel evolution of compilation and synthesis
 Synthesis levels
 Logic synthesis




Two-level logic minimization
Multi-level logic minimization
FSM synthesis
Technology mapping
 Register-transfer synthesis
 Behavioral synthesis
 System synthesis and hardware/software co-design
The parallel evolution of compilation and synthesis
7
 In the early design was mostly
hardware, software was fairly
simple.
 Software complexity increased
with advent of general-purpose
processor.
 Different techniques for software
design and hardware design:

Sequential program code (e.g., C, VHDL)
Behavioral synthesis
(1990s)
Compilers
(1960s,1970s)
Register transfers
RT synthesis
(1980s, 1990s)
Assembly instructions
Caused division of the two fields
 Hardware/software design fields
rejoining

The co-design ladder
Both can start from behavioral
description in sequential program
model
Logic equations / FSM's
Assemblers, linkers
(1950s, 1960s)
Logic synthesis
(1970s, 1980s)
Machine instructions
Microprocessor plus
program bits
Logic gates
Implementation
VLSI, ASIC, or PLD
implementation
Cont.
 Software design evolution
 Machine instructions


Assemblers


Collection machine instructions called
Program (0’s, 1’s).
Convert assembly programs into machine
instructions, due to hard dealing with
huge number of 0’s, 1’s.
Compilers

translate sequential programs into
assembly
 Hardware design evolution
 Interconnected logic gates
 Logic synthesis


Register-transfer (RT) synthesis


converts logic equations or FSMs into
gates
converts FSMDs into FSMs, logic
equations, predesigned RT components
(registers, adders, etc.)
8
The co-design ladder
Sequential program code (e.g., C, VHDL)
Behavioral synthesis
(1990s)
Compilers
(1960s,1970s)
Register transfers
RT synthesis
(1980s, 1990s)
Assembly instructions
Logic equations / FSM's
Assemblers, linkers
(1950s, 1960s)
Logic synthesis
(1970s, 1980s)
Machine instructions
Logic gates
Behavioral synthesis

converts sequential programs into
FSMDs
Microprocessor plus
program bits
Implementation
VLSI, ASIC, or PLD
implementation
Hardware design involves many more dimensions, while compilers must generate assembly instructions to implement itself.
Hardware Designer concerned about size, power, performance and other metrics.
Synthesis Levels
Gajski’s Y-chart
 Each axis represents type of
description

Behavioral


Structural


Defines outputs as function of inputs
Implements behavior by connecting
components with known behavior
9
Carry-ripple adder
Addition
Behavior
Structural
Processors, memories
Sequential programs
Registers, FUs, MUXs
Register transfers
Gates, flip-flops
Logic equations/FSM
Physical

Gives size/locations of components and
wires on chip/board
Transistors
Transfer functions
 Synthesis converts behavior at given
Cell Layout
level to structure at same level or
lower

Modules
E.g.,




FSM → gates, flip-flops (same level)
FSM → transistors (lower level)
FSM X registers, FUs (higher level)
FSM X processors, memories (higher
level)
Chips
Boards
Physical
Logic Synthesis
10
 Converting logic-level behavior to structural implementation
By converting Logic equations and/or FSM to connected gates.
 Combinational logic synthesis
 Two-level minimization
 Multilevel minimization
 FSM synthesis
 State minimization
 State encoding
Two-level minimization
11
 Represent logic function as sum of products (or product of sums)
 AND gate for each product
 OR gate for each sum
 This minimization gives best possible performance
when at most we have 2 gates delay
 Goal: minimize size


Minimum cover
Minimum cover that is prime
Sum
of products
F = abc'd' + a'b'cd + a'bcd + ab'cd
Direct implementation
a
b
c
F
d
4 4-input AND gates and
1 4-input OR gate
→ 40 transistors
Minimum Cover
12
 Minimum # of AND gates (sum of products)
 Literal: variable or its complement

a or a’, b or b’, etc.
 Minterm: product of literals

Each literal appears exactly once

abc’d’, ab’cd, a’bcd, etc.
 Implicant: product of literals

Each literal appears no more than once


abc’d’, a’cd, etc.
Covers 1 or more minterms

a’cd covers a’bcd and a’b’cd
 Cover: set of implicants that covers all minterms of function
 Minimum cover: cover with minimum # of implicants
Cont.
13
Minimum cover: K-map approach
K-map: sum of products
 Karnaugh map (K-map)
 1 represents minterm
 Circle represents implicant
 Minimum cover
 Covering all 1’s with min # of circles
 Example: direct vs. min cover

00
01
11
10
4 vs. 5
b
c

28 vs. 40
01
11
10
0
0
1
0
0
0
0
0
1
1
0
1
0
0
0
0
ab
cd
00
01
11
10
00
01
11
10
0
0
1
0
0
0
0
0
1
1
0
1
0
0
0
0
Minimum cover
Minimum cover implementation
a
Less transistors
00
K-map: minimum cover
F=abc'd' + a'cd + ab'cd
Less gates


ab
cd
d
F
2 4-input AND gate
1 3-input AND gates
1 4 input OR gate
→ 28 transistors
Minimum cover that is prime
14
 Minimum # of inputs to AND gates
K-map: minimum cover that is prime
 Prime implicant
cd
ab
 Implicant not covered by any other implicant
0 0 1 0
 Max-sized circle in K-map
00
01
11
10
00
01
 Minimum cover that is prime
 Covering with min # of prime implicants
 Min # of max-sized circles
 Example: prime cover vs. min cover

Same # of gates


4 vs. 4
Less transistors

26 vs. 28
11
10
0 0 1 0
1 0 0 0
0 0 1 0
Minimum cover that is prime
F=abc'd' + a'cd + b'cd
Implementation
a
b
c
d
1 4-input AND gate
2 3-input AND
F
gates
1 4 input OR gate
→ 26 transistors
Minimum cover: heuristics
15
 K-maps give optimal solution every time
 Functions with > 6 inputs too complicated
 Use computer-based tabular method




Finds all prime implicants
Finds min cover that is prime
Also optimal solution every time
Problem: 2n minterms for n inputs


32 inputs = 4 billion minterms
Exponential complexity
 Heuristic
 Solution technique where optimal solution not guaranteed
 Hopefully comes close
Heuristics: iterative improvement
16
 Start with initial solution

i.e., original logic equation
 Repeatedly make modifications toward better solution
 Common modifications

Expand



Reduce


Opposite of expand
Reshape



Replace each nonprime implicant with a prime implicant covering it
Delete all implicants covered by new prime implicant
Expands one implicant while reducing another
Maintains total # of implicants
Irredundant

Selects min # of implicants that cover from existing implicants
 Synthesis tools differ in modifications used and the order they are used
Multilevel logic minimization
17
 Trade performance for size
 Increase delay for lower # of gates
 Gray area represents all possible solutions
 Circle with X represents ideal solution

2-level gives best performance



max delay = 2 gates
Solve for smallest size
delay

Generally not possible
Multilevel gives pareto-optimal solution


Minimum delay for a given size
Minimum size for a given delay
2-level minim.
size
Example
18
 Minimized 2-level logic function:


F = adef + bdef + cdef + gh
Requires 5 gates with 18 total gate inputs

4 ANDS and 1 OR
 After algebraic manipulation:


F = (a + b + c)def + gh
Requires only 4 gates with 11 total gate inputs



2 ANDS and 2 ORs
Less inputs per gate
Assume gate inputs = 2 transistors

Reduced by 14 transistors


36 (18 * 2) down to 22 (11 * 2)
Sacrifices performance for size

Inputs a, b, and c now have 3-gate delay
 Iterative improvement heuristic commonly
used
2-level minimized
a
d
b
e
c
f
g
h
F
multilevel minimized
a
b
c
d
e
f
g
h
F
FSM synthesis
19
 Converting FSM to gates
 State minimization

Reduce # of states

Identify and merge equivalent states


Smaller states registers and fewer gates
Outputs, next states same for all possible inputs.
Tabular method gives exact solution.
• Table of all possible state pairs.
• If n states, n2 table entries.
• heuristics used with large # of states.
 State encoding




Unique bit sequence for each state.
If n states, log2(n) bits to represent n unique encodings.
n! possible encodings.
Thus, heuristics common.
Technology mapping
20
 Library of gates available for implementation

Simple


only 2-input AND,OR gates
Complex


various-input AND,OR,NAND,NOR,etc. gates
Efficiently implemented meta-gates (i.e., AND-OR-INVERT,MUX)
 Final structure consists of specified library’s components only
 If technology mapping integrated with logic synthesis


More efficient circuit
More complex problem
Register-transfer synthesis
21
 Converts FSMD to custom single-purpose processor
 Datapath

Register units to store variables


Functional units


Buses, MUXs
FSM controller


Arithmetic operations
Connection units


Complex data types
Controls datapath
Key sub problems:

Allocation


Instantiate storage, functional, connection units
Binding

Mapping FSMD operations to specific units
Behavioral synthesis
22
 High-level synthesis
 Converts single sequential program to single-purpose processor

FSDM Does not require the program to schedule states
 Behavioral synthesis tool use advance techniques to carry out task
scheduling allocation.
 Key sub problems



Allocation
Binding
Scheduling

Implementing a sequential program needs
Assign sequential program’s operations to states
 Optimizations important

Compiler


Constant propagation, dead-code elimination, loop unrolling
Advanced techniques for allocation, binding, scheduling
System synthesis
Collection of processors
23
 At embedded systems its getting much complex


Multiple processes may provide better performance/power
May be better described using concurrent sequential programs
 System synthesis means: Convert 1 or more processes into 1 or more
processors
 Tasks

Transformation



Can merge 2 exclusive processes into 1 process
Can break 1 large process into separate processes
Allocation

Essentially design of system architecture


Select processors to implement processes
Also select memories and busses
Cont.
24
 Tasks (cont.)

Partitioning




Scheduling




Mapping 1 or more processes to 1 or more processors
Variables among memories
Communications among buses
Determining when each of the multiple processes on a single processor will have
chance to execute on the processor.
Memory accesses, bus communications must be schedule.
Tasks performed in variety of orders
Iteration among tasks common
Cont.
25
 Synthesis driven by constraints

E.g.,

Meet performance requirements at minimum cost


Allocate as much behavior as possible to general-purpose processor
• Low-cost/flexible implementation
Minimum # of SPPs used to meet performance
 System synthesis for GPP only (software)

Common for decades



Multiprocessing
Parallel processing
Real-time scheduling
 Hardware/software codesign


Simultaneous consideration of GPPs/SPPs during synthesis
Made possible by maturation of behavioral synthesis in 1990’s
26
Verification
Verification
27
 It is the task of ensuring that a design is correct and
complete.
o
Correctness
Means that the design implements its specification correctly.
o
Completeness
Means that the designs specification described appropriate output responses to all
relevant input sequences.
 There are two main verification approaches


Formal verification
Simulation
Formal Verification
28
It is an approach of analyzing a design to prove or disprove certain properties.
 This is done by verifying the correctness of a particular design & verifying the
completeness of a behavioral description.


Correctness verification
By verifying that a particular structural description correctly implements a behavioral description, by proving the
equivalence of the two descriptions.
Example:
Prove ALU structural implementation equivalent to behavioral description.
1. Derive Boolean equations for outputs.
2. Create truth table for equations.
3. Compare to truth table from original behavior table.

completeness verification
Verifying completeness of a behavioral verification is proving of that a certain situations will never occur.
Example:
Formally prove elevator door can never open while elevator is moving
1. Derive conditions for door being open.
2. Show conditions conflict with conditions for elevator moving.

Drawbacks:


Formal Verification is very hard
limited to small designs or verifying only certain key properties
Simulation
29
It is an approach in which we create a model of the design that can be executed on computer
 We entered the input values to the module and check that the output values of the module
match the expected values.
 Correctness verification

Example :
Prove ALU structural implementation equivalent to behavioral description.
1. Providing all possible input combinations to the module
2. Checking the ALU outputs for correct results

completeness verification
Example :
Formally prove Elevator door closed when moving
1. Provide all possible input sequences
2. Check door always closed when elevator moving
Simulation of all possible inputs is impossible, like simulating of all possible inputs for 32-bits
ALU ,which requires 232*232 possible input combinations which take a very long time to
simulate.
 Designer can only simulate a tiny subset of possible inputs, which includes typical values ,and
boundary inputs.
 Simulation increases confidence of correctness/completeness of the design but Does not prove
anything.

Simulation advantages & disadvantages
30

Simulation has several advantages over the physical implementation with respect to test
& debugging the system.
o Controllability
The ability to control the execution of the system, like the control of time and the data inputs of the system.
o
Observability
the ability to examine system values, that the user can stop the simulation and observe internal system values.
o
Debugging
the user can stop the simulation at any time ,either small ,and change the input values or the internal values or the
environment values, then restarting again.
o
Setting up time
Simulation takes a less setting up time than physical implementation, and gives the ability to test the system and check
the output before setting up the system in hardware.

Simulation has disadvantages
o
o
o
Set up simulation take much time for a complex external environment.
The models of the environment likely is incomplete ,so environment behavioral may be not modeled correctly.
Simulation speed is slower than physical implementation speed.
Cont…
31

The most significant disadvantage is simulation speed
e.g.. physical implementation of microprocessor may executes 100 million instruction per second, a simulation of gate
level model may execute only 10 instruction per second…big gap!!!

Simulation is slow for many reasons:

Sequentializing parallel design
Supposing that we are analyzing 1000000 logic gates in a design ,all this gates operate in parallel ,so we have inputs ,
outputs for each gate, every gate is simulated per a time.

Several programs added between simulated system and real hardware
The simulation has to understand the system ,takes the input , calculates ,then generates the output ,all of this take a
time, additionally the simulation is running under OS which may make a delay.

Overcome of slow simulation speed
o
Reducing the amount of real time simulation
Instead of using hours of simulation we might use a milliseconds of simulation
o
Using faster simulator
There are two ways to make simulator faster
 Building & Using special hardware for simulation, known as Emulators.
 Using simulator which is less precise and accurate, by reducing controllability and observability.
Cont…
32


Don’t need gate-level analysis for all
simulations
 E.g., cruise control
 Don’t care what happens at every
input/output of each logic gate
 Simulating RT components ~10x faster
1
IC
1 hour
 Cycle-based simulation ~100x faster
10
FPGA
1 day
 Accurate at clock boundaries only
 No information on signal changes
100
4 days
hardware emulation
between boundaries
Faster simulator often combined with
1000
throughput model
1.4 months
reduction in real time
10000
instruction-set simulation
1.2 years
 If willing to simulate for 10 hours
 Use instruction-set simulator
100,000
cycle-accurate simulation
12 years
 Real execution time simulated
1,000,000
register-transfer-level HDL simulation
>1 lifetime
 10 hours * 1 / 10,000
 = 0.001 hour
10,000,000
gate-level HDL simulation
1
millennium
 = 3.6 seconds
Hardware/software co-simulation
33
It is a simulator that is designed to hide the details of integration of an ISS and HDL
simulator.
 There are many simulation approaches varying in speed ,precision ,and accuracy.
 You may find a very detailed simulation like gate-level mode ,and very abstract
simulation like instruction level model.
 Simulation tools evolved separately for hardware/software ,so every one has separate
design evolution.


Software Global Purpose Processor(GPP)


Typically with instruction-set simulator (ISS)
Hardware Special Purpose Processor(SPP)

Typically with models in HDL environment
The integration of GPP & SPP onto a single IC increased the need of simulating these two
processors together, by merging the Software/Hardware simulation tools.
 There are two approaches to merge Software & Hardware simulation together

o
The Simple way is to create an HDL module for the GPP which will run the software of the system,
and then integrating the HDL model of the SPP, it has two disadvantages:


o
Much slower than ISS
Less observable/controllable than ISS
Creating communication between GPP (ISS) & SPP(HDL) ,that every one run alone at its
simulation and transferred data between them by shared communication when needed, this is
known as Hardware/Software Co-Simulation.
Cont…
34
Modern Hardware/Software co-simulations additionally to integrating two simulators,
they minimize the communication between two simulator.
 E.g. the memory between GPP & SPP every processor has to access the memory
 Where should memory go?
 In ISS



HDL simulator must stall for memory access
In HDL?

ISS must stall when fetching each instruction
The solution is to model a independent memory for every processor in ISS simulator and
HDL simulator with updating the shared data for both.
 Huge speedups (100x or more) reported with this technique.

Emulators
35





It is general physical device onto which a system can be mapped relatively quickly, and
can be placed in the system real environment.
It is created to solve the problems of simulation ,expensive environment setup,
incomplete environment models, and slow simulation speed.
An emulator consists of microprocessor IC and monitoring &controlling circuits.
It may contain tens or hundreds of FPGAs ,and Usually supports debugging tasks
Emulation has several advantages over simulation:

Mapped relatively quickly


Can be placed in real environment



Hours, days
No environment setup time
No incomplete environment
Typically faster than simulation

Hardware implementation
Cont…
36

Emulation has also disadvantages:
o
Still not as fast as real implementations
E.g., emulated cruise-control may not respond fast enough to keep control of car
o
Mapping still time consuming
E.g., mapping complex SOC to 10 FPGAs ,just partitioning into 10 parts could take weeks
o
Can be very expensive
o
o
Top-of-the-line FPGA-based emulator: $100,000 to $1mill
Leads to resource bottleneck, which a company may afford one emulator, then caused a groups to wait.
Reuse: intellectual property cores
37
 Designers always has Commercial Of-The-Shelf components COTS, which is
predesigned package ICs, and it is reduced the time of design and debug.
 System-On-Chip SOC is implementing all components of a system on single
chip, this is achieved by increasing ICs capacities.
 Changing the way COTS components are sold ,it is being sold as intellectual
property (IP) rather than actual IC.
 They are sold as behavioral, structural, or physical descriptions rather than
actual ICs.
 Designers can integrate these descriptions with other to form one large SOC.
 Processor-level components known as cores ,and it is referred to GPP or SPP IP
component.
Cont…
38
 Soft core
 Synthesizable behavioral
description
 Typically written in HDL
(VHDL/Verilog)
 Firm core
 Structural description
 Typically provided in HDL
 Hard core
 Physical description
 Provided in variety of
physical layout file formats
Gajski’s Y-chart
Behavioral
Structural
Processors, memories
Sequential programs
Registers, FUs, MUXs
Register transfers
Gates, flip-flops
Logic equations/FSM
Transistors
Transfer functions
Cell Layout
Modules
Chips
Boards
Physical
Hard/Soft core advantages & disadvantages
39

Hard cores

Ease of use


Predictability


Size, power, performance predicted accurately
It is specific for exact IC process ,and not easily mapped (retargeted) to different process


Developer already designed and tested hard core
 Can use right away
 Can expect to work correctly
E.g., core available for vendor X’s 0.25 micrometer CMOS process
 Can’t use with vendor X’s 0.18 micrometer process
 Can’t use with vendor Y
Soft cores


Can be synthesized to nearly any technology
Can optimize for particular use




E.g., delete unused portion of core which gives Lower power ,and smaller designs
Requires more design effort
May not work in technology not tested for
Not as optimized as hard core for the same processor ,since hard cores have been given more
attention.
Firm core advantages & disadvantages
40

Compromise between hard and soft cores



Some retargetability
Limited optimization
Better predictability/ease of use
New challenges to processor providers
41
Cores have dramatically changed business model of vendors of GPP & SPP.
 These changes made for Pricing model & IP protection


Pricing models




In the past
 Vendors sold product as IC to the designers
 Designers must buy any additional copies, because of impossible copying of ICs
• Could not (economically) copy from original
Today
 Vendors can sell as IP instead of ICs itself
 Designers incorporate IPs into SOC
 Designers can make as many copies as needed, and vendors gain money
Vendor can use different pricing models
 Royalty-based model
• Similar to old IC model
• Designer pays for each additional model created
 Fixed price model
• One price for IP and designers can make as many copies as needed
 Many other models used
IP protection
The next slide
IP protection
42
IP protection has become a key concern of core providers
 In the past



Illegally copying of IC is very difficult
 Reverse engineering required tremendous, deliberate effort
 “Accidental” copying is not possible
Today

Cores sold in electronic format
 Deliberate/accidental unauthorized copying are easier
 Vendors consider Safeguards greatly when selling their products
 Contracts are created between vendors and designers to ensure no copying and distributing for
the IP
 Encryption techniques is used by vendors to limit the actual exposure to IP
 E.g. watermarking
 determines if particular instance of processor was copied
 whether copy authorized
New challenges to processor users
43

There are a new challenges posed for a designers to use GPP & SPP

Licensing arrangements



Extra design effort


Purchasing a cores is not as easy as purchasing ICs
More contracts enforcing pricing model and IP protection and possibly requiring legal assistance .
Especially for soft cores
 Must still be synthesized and tested
 Minor differences in synthesis tools can cause problems
Verification requirements more difficult


Extensive testing for synthesized soft cores and soft/firm cores mapped to particular technology
 Ensure correct synthesis
 Timing and power vary between implementations
There is no direct access to a core once it has been integrated into a chip
 Cores buried within IC
 Cannot simply replace bad core like replacing bad IC in the past
Design process model
44

It describes order that design steps are
processed, and each step has many sub
steps.
1.
2.
3.

Behavior description step
Behavior to structure conversion step
Mapping structure to physical
implementation step
Waterfall design
model
Behavioral
Structural
Waterfall model

Physical
Proceed to next step only after current
step completed
Spiral design model

Spiral model




Proceed through 3 steps in order but with
less detail
Repeat 3 steps gradually increasing detail
Keep repeating until desired system
obtained
Becoming extremely popular (hardware &
software development)
Structural
Behavioral
Physical
Waterfall method
45

If the designer has 6 month to build a system then he proceed with:
1.
2.
3.

The designer start with describing behavior of the system completely, may take two months.
Once fully satisfied the correct of behavioral ,moving to the structural design, also take two months.
Once fully satisfying the correct of structural, then physical implementation is done.
Drawbacks


When we moved to the next step we cant come back to the previous level
Not very realistic




Bugs often found in later steps that must be fixed in earlier step
 E.g., when testing the structure we notice that we forgot to handle certain input condition at the behavior
level
Waterfall design model
Prototype often needed to know complete desired behavior
 E.g., customer adds features after product demo
Behavioral
System specifications commonly change
 E.g., to remain competitive by reducing power, size, certain features be dropped
Unexpected iterations back through 3 steps cause missed deadlines


Lost revenues
May never make it to market
Structural
Physical
Spiral method
46

If the designer has 6 month to build a system then he proceed with:
1.
2.
3.
4.
The designer start with describing the basic behavior of the system and it is not complete, may take few weeks.
Proceeding to the structural design, also may take few weeks.
then creating a physical prototype for the system,and this prototype is used to test out the basic functions.
Go back to the first step and continue
First iteration of 3 steps incomplete
 Much faster, though




Structural
Behavioral
End up with prototype


Spiral design model
Use to test basic functions
Get idea of functions to add/remove
Original iteration experience helps in following iterations of 3 steps
Physical
Drawbacks:

The designer must come up with ways to obtain structure and physical implementations quickly




E.g., the designer uses FPGAs for prototype ,then generating a new silicon for final product takes a long time
May have to use more tools
The designer Could require Extra effort/cost when using extra tools .
Could require more time than waterfall method due to the overhead of creating physical prototyps.

If correct implementation first time with waterfall
General-purpose processor design models
47

Previous slides focused on SPPs

Can apply equally to GPPs

Waterfall model




Structure developed by particular company
Acquired by embedded system designer
Designer develops software (behavior)
Designer maps application to architecture



Compilation
Manual design
Spiral-like model

Beginning to be applied by embedded system designers
Spiral-like model
48

Designer develops or acquires architecture

Develops application(s)

Maps application to architecture

Analyzes design metrics

Now makes choice




Y-chart
Architecture
Application(s)
Mapping
Analysis
Modify mapping
Modify application(s) to better suit architecture
Modify architecture to better suit application(s)
 Not as difficult now
 Maturation of synthesis/compilers
 IPs can be tuned
Continue refining to lower abstraction level until particular implementation chosen
Summary
49
 Design technology seeks to reduce gap between IC





capacity growth and designer productivity growth
Synthesis has changed digital design
Increased IC capacity means sw/hw components
coexist on one chip
Design paradigm shift to core-based design
Simulation essential but hard
Spiral design process is popular
References
50

Embedded System Design: A Unified Hardware/Software Introduction
Frank Vahid and Tony Givargis