Beruflich Dokumente
Kultur Dokumente
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1-660
Today
Fundamental concepts of digital systems (Mano Chapter 1) Binary codes, number systems, and arithmetic (Ch 1) Boolean algebra (Ch 2) Simplification of switching equations (Ch 3) Digital device characteristics (e.g., TTL, CMOS)/design considerations (Ch 10) Combinatoric logical design including LSI implementation (Chapter 4) Flip-flops and state memory elements (Ch 5) Sequential logic analysis and design (Ch 5) Counters, shift register circuits (Ch 6) Hazards, Races, and time related issues in digital design (Ch 9) Synchronous vs. asynchronous design (Ch 9) Memory and Programmable logic (Ch 7) Minimization of sequential systems Introduction to Finite Automata Class Wrap-up: Electronic Dice Design Problem
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1-661
Roll
Electronic Dice
Clock
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CpE358/CS381 Switching Theory and Logical Design Summer-1 2004 Copyright 2004 Stevens Institute of Technology All rights reserved 1-662
3 bits (0-7) Run Controller Roll 0<state<7 State Compare 3 bits (1-6) Display Decode
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1-663
Run Controller
Run Controller
State Compare
Display Decode
If Roll has been pressed, output clock for no more than one more second. Stop the clock only if the state output of the shift register is 1, 2, 3, 4, 5, or 6. 0<state<7
Roll
SR Clock
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1-664
Run Controller
Run Controller
State Compare
Display Decode
If Roll has been pressed, output clock for no more than one more second. Stop the clock only if the state output of the shift register is 1, 2, 3, 4, 5, or 6. Start 0<state<7
Roll
SR Clock
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1-665
Run Controller
Run Controller
State Compare
Display Decode
If Roll has been pressed, output clock for no more than one more second. Stop the clock only if the state output of the shift register is 1, 2, 3, 4, 5, or 6. Start 0<state<7
Roll
SR Clock
20 Hz Clock
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CpE358/CS381 Switching Theory and Logical Design Summer-1 2004 Copyright 2004 Stevens Institute of Technology All rights reserved
1-666
Run Controller
Run Controller
State Compare
Display Decode
If Roll has been pressed, output clock for no more than one more second. Stop the clock only if the state output of the shift register is 1, 2, 3, 4, 5, or 6. Start 1010 CI 4-bit ctr LD Co CI 4-bit ctr LD 1110 Co 0<state<7
Roll
SR Clock
20 Hz Clock
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CpE358/CS381 Switching Theory and Logical Design Summer-1 2004 Copyright 2004 Stevens Institute of Technology All rights reserved
1-667
Run Controller
Run Controller
State Compare
Display Decode
If Roll has been pressed, output clock for no more than one more second. Stop the clock only if the state output of the shift register is 1, 2, 3, 4, 5, or 6. Start 1010 CI 4-bit ctr LD Co CI 4-bit ctr LD 1110 Co D Q 0<state<7
Roll
SR Clock
20 Hz Clock
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CpE358/CS381 Switching Theory and Logical Design Summer-1 2004 Copyright 2004 Stevens Institute of Technology All rights reserved
1-668
Run Controller
Run Controller
State Compare
Display Decode
If Roll has been pressed, output clock for no more than one more second. Stop the clock only if the state output of the shift register is 1, 2, 3, 4, 5, or 6. Start 1010 CI 4-bit ctr LD Co CI 4-bit ctr LD 1110 Co D Q 0<state<7
Roll
SR Clock
20 Hz Clock
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CpE358/CS381 Switching Theory and Logical Design Summer-1 2004 Copyright 2004 Stevens Institute of Technology All rights reserved
1-669
Run Controller
Run Controller
State Compare
Display Decode
If Roll has been pressed, output clock for no more than one more second. Stop the clock only if the state output of the shift register is 1, 2, 3, 4, 5, or 6. Start 0 D Q CI 4-bit ctr LD 1010 Co CI 4-bit ctr LD 1110 Co D Q 0<state<7
Roll
SR Clock
20 Hz Clock
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CpE358/CS381 Switching Theory and Logical Design Summer-1 2004 Copyright 2004 Stevens Institute of Technology All rights reserved
1-670
Run Controller
Run Controller
State Compare
Display Decode
If Roll has been pressed, output clock for no more than one more second. Stop the clock only if the state output of the shift register is 1, 2, 3, 4, 5, or 6. Start 0 D Q CI 4-bit ctr LD 1010 Co CI 4-bit ctr LD 1110 Co D Q 0<state<7
Roll 0 D Q
SR Clock
20 Hz Clock
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CpE358/CS381 Switching Theory and Logical Design Summer-1 2004 Copyright 2004 Stevens Institute of Technology All rights reserved
1-671
Run Controller
Run Controller
State Compare
Display Decode
If Roll has been pressed, output clock for no more than one more second. Stop the clock only if the state output of the shift register is 1, 2, 3, 4, 5, or 6. Start 0 D Q CI 4-bit ctr LD 1010 Co CI 4-bit ctr LD 1110 Co D Q 0<state<7
Roll 0 D Q
SR Clock
20 Hz Clock
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CpE358/CS381 Switching Theory and Logical Design Summer-1 2004 Copyright 2004 Stevens Institute of Technology All rights reserved
1-672
Run Controller
Run Controller
State Compare
Display Decode
If Roll has been pressed, output clock for no more than one more second. Stop the clock only if the state output of the shift register is 1, 2, 3, 4, 5, or 6. Start 0 D Q CI 4-bit ctr LD 1010 Co CI 4-bit ctr LD 1110 Co D Q 0<state<7
Roll 0 D Q
SR Clock
20 Hz Clock
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CpE358/CS381 Switching Theory and Logical Design Summer-1 2004 Copyright 2004 Stevens Institute of Technology All rights reserved
1-673
State Compare
Run Controller
State Compare
Display Decode
State Compare prevents the shift register from stopping if the current state is 0 or 7
State 000 001 010 011 100 101 110 111 Output 0 1 1 1 1 1 1 0
b2b1b0
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1-674
State Compare
Run Controller
State Compare
Display Decode
State Compare prevents the shift register from stopping if the current state is 0 or 7
State 000 001 010 011 100 101 110 111 Output 0 1 1 1 1 1 1 0
b2b1b0
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1-675
Display Decode
A B C D E F G
A B X 0 0 0 0 0 1 X C X 0 0 0 1 1 1 X D X 1 0 1 0 1 0 X E X 0 0 0 1 1 1 X
Run Controller
State Compare
Display Decode
F X 0 0 0 0 0 1 X
G X 0 1 1 1 1 1 X
b2b1b0
0 1 2 3 4 5 6 7
X 0 1 1 1 1 1 X
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1-676
Display Decode
A B C D E F G
A B X 0 0 0 0 0 1 X C X 0 0 0 1 1 1 X D X 1 0 1 0 1 0 X
E 0 1 D 0 1 00 X 0 01 1 1 11 1 X 10 0 0 F 0 1 G 0 1
Copyright 2004 Stevens Institute of Technology All rights reserved
Run Controller
State Compare
Display Decode
E X 0 0 0 1 1 1 X
F X 0 0 0 0 0 1 X
00 X 1 00 X 0 00 X 1
G X 0 1 1 1 1 1 X
01 0 1 01 0 0 01 0 1 11 0 X 11 0 X 11 1 X 10 0 1 10 0 1 10 1 1
b2b1b0
0 1 2 3 4 5 6 7
X 0 1 1 1 1 1 X
b1b0
A 00 X 1 00 X 0 00 X 1 01 0 1 01 0 0 01 0 1 11 1 X 11 0 X 11 0 X 10 1 1 10 0 1 10 0 1
b2
0 1 B 0 1 C 0 1
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1-677
Display Decode
A B C D E F G
A B X 0 0 0 0 0 1 X C X 0 0 0 1 1 1 X D X 1 0 1 0 1 0 X
E 0 1 D 0 1 00 X 0 01 1 1 11 1 X 10 0 0 F 0 1 G 0 1
Copyright 2004 Stevens Institute of Technology All rights reserved
Run Controller
State Compare
Display Decode
E X 0 0 0 1 1 1 X
F X 0 0 0 0 0 1 X
00 X 1 00 X 0 00 X 1
G X 0 1 1 1 1 1 X
01 0 1 01 0 0 01 0 1 11 0 X 11 0 X 11 1 X 10 0 1 10 0 1 10 1 1
b2b1b0
0 1 2 3 4 5 6 7
X 0 1 1 1 1 1 X
b1b0
A 00 X 1 00 X 0 00 X 1 01 0 1 01 0 0 01 0 1 11 1 X 11 0 X 11 0 X 10 1 1 10 0 1 10 0 1
b2
0 1 B 0 1 C 0 1
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1-678
Display Decode
A B C D E F G
A B X 0 0 0 0 0 1 X C X 0 0 0 1 1 1 X D X 1 0 1 0 1 0 X
E 0
Run Controller
State Compare
Display Decode
E X 0 0 0 1 1 1 X
F X 0 0 0 0 0 1 X
00 X 1 00 X 0 00 X 1
G X 0 1 1 1 1 1 X
01 0 1 01 0 0 01 0 1 11 0 X 11 0 X 11 1 X 10 0 1 10 0 1 10 1 1
b2b1b0
0 1 2 3 4 5 6 7
X 0 1 1 1 1 1 X
b1b0
A 00 X 1 00 X 0 00 X 1 01 0 1 01 0 0 01 0 1 11 1 X 11 0 X 11 0 X 10 1 1 10 0 1 10 0 1
A=b1+b2 B=b1b2
D 0 1 00 X 0 01 1 1 11 1 X 10 0 0
E=b2
b2
0 1 B 0 1 C 0 1
1 F 0 1 G 0 1
Copyright 2004 Stevens Institute of Technology All rights reserved
F=b1b2
D=b0 C=b2
G=b1+b2
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1-679
Run Controller
State Compare
Display Decode
Use a maximal length S/R generator to create a pseudorandom string of 1s and 0s.
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1-680
Run Controller
State Compare
Display Decode
Use a maximal length S/R generator to create a pseudorandom string of 1s and 0s. 3 bits are taken out of the S/R to represent the die state. Since there is an equal probability of any three bit combination, there are 8 states which can be represented. 2 of them are eliminated by other circuitry, so the probability of 1, 2, 3, 4, 5, or 6 are the same.
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1-681
Run Controller
State Compare
Display Decode
Use a maximal length S/R generator to create a pseudorandom string of 1s and 0s. 3 bits are taken out of the S/R to represent the die state. Since there is an equal probability of any three bit combination, there are 8 states which can be represented. 2 of them are eliminated by other circuitry, so the probability of 1, 2, 3, 4, 5, or 6 are the same. The three bits that are selected for use must not be adjacent, otherwise if 000 is rejected, the next state will be 000 or 100, depending on the next bit. 000 will be rejected again, but 100 will be accepted, increasing its probability compared to the other states. Likewise, if 111 is rejected, 011 will be accepted, increasing the probability of that state.
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1-682
Run Controller
State Compare
Display Decode
Use a maximal length S/R generator to create a pseudorandom string of 1s and 0s. 3 bits are taken out of the S/R to represent the die state. Since there is an equal probability of any three bit combination, there are 8 states which can be represented. 2 of them are eliminated by other circuitry, so the probability of 1, 2, 3, 4, 5, or 6 are the same. The three bits that are selected for use must not be adjacent, otherwise if 000 is rejected, the next state will be 000 or 100, depending on the next bit. 000 will be rejected again, but 100 will be accepted, increasing its probability compared to the other states. Likewise, if 111 is rejected, 011 will be accepted, increasing the probability of that state.
N-bit S/R b0 b1 b2
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CpE358/CS381 Switching Theory and Logical Design Summer-1 2004 Copyright 2004 Stevens Institute of Technology All rights reserved 1-683
3 bits (0-7) Run Controller Roll 0<state<7 State Compare 3 bits (1-6) Display Decode
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1-684
Roll
Electronic Dice
Clock
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CpE358/CS381 Switching Theory and Logical Design Summer-1 2004 Copyright 2004 Stevens Institute of Technology All rights reserved 1-685
Summary
Fundamental concepts of digital systems (Mano Chapter 1) Binary codes, number systems, and arithmetic (Ch 1) Boolean algebra (Ch 2) Simplification of switching equations (Ch 3) Digital device characteristics (e.g., TTL, CMOS)/design considerations (Ch 10) Combinatoric logical design including LSI implementation (Chapter 4) Flip-flops and state memory elements (Ch 5) Sequential logic analysis and design (Ch 5) Counters, shift register circuits (Ch 6) Hazards, Races, and time related issues in digital design (Ch 9) Synchronous vs. asynchronous design (Ch 9) Memory and Programmable logic (Ch 7) Minimization of sequential systems Introduction to Finite Automata Class Wrap-up: Electronic Dice Design Problem
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1-686