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TECHNISCHE

UNIVERSITÄT
ILMENAU

Digital Systems Design


Integrated Hard- and Software Systems
http://www.tu-ilmenau.de/ihs

Andreas Mitschele-Thiel
Dieter Wuttke
Digital Systems Design
Part I
IQtroduction

2
Digital Systems Design
Motivation for the Course – Why is this important?
What are „Integrated HW/SW-Systems“?
Any computer system consists of hardware and software!
But: HW is often hidden and not considered important by SW developers

Indicators that HW is important:

 capacity Systems where HW/SW relation is obvious:


 responsiveness and delay  embedded systems
 predictability  real-time systems
 reliability  reliable systems
 safety  safety-critical systems
 power consumption
 cost
 ...

=> Knowledge of HW/SW interaction is required!

3
Digital Systems Design
Motivation for the Course – Why is this important?

Embedded programming without knowledge of HW/SW integration

Image “borrowed” from an Iomega advertisement for Y2K software and disk drives,
Scientific American, September 1999.
4
Digital Systems Design
Motivation for the Course – Why is this important?
Information Technology Scenario

According to the International Data Corporation

 1997: 96% of all Internet-access devices shipped in the United


States were PCs

 End of 2002: less than 50% of them were PCs


Instead, digital set-top boxes, cell phones, and personal digital
assistants are sold

 Today: the most selling Internet-access devices are mobile phones

5
Digital Systems Design
Objectives

Let’s assume you are employed as a system architect with some company and
faced with the following task:

Given is some problem to be solved by some kind of computer system, e.g. an


ABS system for a car, a fly-by-wire system for a new Airbus, the control of a
microwave oven, a mobile phone, a corporate IP router, or the control unit of
some medical x-ray equipment.
The different systems have very different requirements, including real-time
constraints, reliability, cost, etc.

Your task is to select the most appropriate system design including HW


and SW, as well as the selection of the most appropriate design method and
tools.

The goal of the course is to provide the knowledge to make these kind of
decisions.
6
Digital Systems Design
Content IHS 2
 Motivation and overview
 Development process and tasks
 System requirements
 Behavioral models overview
 FSM, NDFSM, FSM composition
 PN, DFG, CFG, CDFG
 Specification languages details
 Statecharts
 SDL
 VHDL
 SystemC
 Functional validation
 Performance/temporal validation
 Optimization

7
Digital Systems Design
Organisational Stuff
Course prerequisites:
 Basics of digital systems
 Basics of computer architecture and computer design

Slides and additional information will be provided at


http://www.tu-ilmenau.de/ics

Instructor contact:
Andreas Mitschele-Thiel Dr. Dieter Wuttke
Office: Zusebau, Room 1032 Office: Zusebau, Room 1067
Email: mitsch@tu-ilmenau.de Email: dieter.wuttke@tu-ilmenau.de
Phone: 03677-69-2819 Phone: 03677-69-2820

Dr. Karsten Henke


Office: Zusebau, Room 2078
Email: karsten.henke@tu-ilmenau.de
Phone: 03677-69-1443

10
Digital Systems Design
Introduction

 Integrated HW/SW systems by example


 Issues of HW/SW systems development

11
Digital Systems Design
Some Examples of Systems with Tight HW/SW Interaction
Communication systems
 GSM/UMTS network elements
 IP router (QoS support)
 ATM switch
 GSM/UMTS mobile

Safety-critical systems
 fly-by-wire system
 ABS, ASR, ESP, etc.
 train control
 control of physical and chemical processes

Embedded systems (not user-programable)


 every-day-appliances (microwave oven, vending machine, mobile phone, ...)
 ABS
 ticket machine
 ...
12
Digital Systems Design
Example: UMTS Network

UTRAN CN
RNS
CS Domain
User Node B
Equipment
(UE)
MSC/VLR GMSC
RNC

Node B Iub Registers


Iur

RNS HLR/AuC/EIR

Node B

SGSN Gn GGSN
RNC
PS Domain
UE Iub
Node B

Uu Iu
13
Digital Systems Design
Example: Digital Wireless Platform

Dedicated Logic uC core


and Memory (ARM)

Java
phone
Keypad,

Logic Accelerators book


VM Display

(bit level)
Control ARQ
A
Timing
D recovery
Equalizers MUD

Analog RF Adaptive
Filters Antenna
Algorithm
analog digital

DSP core

14Source: Berkeley Wireless Research Center


Digital Systems Design
Example: Car Electronics
• More than 30% of the cost of a car is now in electronics
• 90% of all innovations will be based on electronic systems

15
Digital Systems Design
Example: Modern Vehicles, an Electronic System

IVHS Infrastructure Safety-critical System

Cellular Body
Phone Control

Navigation Info/Comms/ Stereo/CD Suspension Vehicle Transmission


AV Bus CAN Bus
GPS Display ECU ABS

Electronic Toll Collection


Collision Avoidance
Wireless Communications/
Vehicle ID Tracking
Data Global Positioning

SW Architecture Performance Modeling


Network Design/Analysis Function/Protocol Validation
Supplier Chain Integration

IVHS: Intelligent Vehicle Highway Systems


16ECU: Electronic Control Unit (Bordcomputer)
Digital Systems Design
Example: Vehicles, a Consumer Electronic System

Cellular
Phone Vehicle Web Site
Technology
Navigation Info/Comms/ Stereo/CD
AV Bus
GPS Display Comms
SW Shell
GSM/GPRS
Windows CE,
UMTS, Paging
NT, MAC, BIOS
Compression

User I/F
Output & I/F SW Apps
Voice Synthesis
Serial, Ethernet Browser,
Challenges Diagnostics
Voice Control
Comms, User Apps
Stylus, ETC
• Minimum Technology to
Satisfy User Requirements
• Usability Display
Processor
Heads Up,
• Integrate with Other Vehicle RISC, PowerPC
Flat Panel
Systems X86, Hitachi RISC
Graphics
• Add Functions Without
Adding the Cost

17
Digital Systems Design
Example: Smart Buildings

Dense wireless network of sensor,


monitor, and actuator nodes
• Disaster mitigation, traffic management and control
• Integrated patient monitoring, diagnostics, and drug administration
• Automated manufacturing and intelligent assembly
• Toys, Interactive Musea

• Task: ambient conditioning systems allow thermal conditioning in small, localized


zones, to be individually controlled by building occupants, creating “micro-
climates within a building”
• Other functions: security, identification and personalization, object tagging,
18 seismic monitoring
Digital Systems Design
Example: Home Networking Application (Subnet) Clusters

Stereo
Web-TV
Voice Video STB TV
Phone Phone
Entertainment
DVD Based Cam
PDA Telecom Player Corder
Based

PC-1
PC-2 laptop VCR
Still
Camera
Intercom Video
PC/Data Game

Printer Based Internet


Access

Door Sprinklers

Motion Sensors
Detectors Window Utility Toasters
Sensors Customization
Appliance
Security Based
Based
Video
surveillance
Light
Control Ovens
Climate
Control
Smoke Audio
Detectors Alarms
Clocks
19
Digital Systems Design
Example: Smart Dust Components

Laser diode
III-V process

Passive CCR comm.


MEMS/polysilicon
Active beam steering laser comm.
MEMS/optical quality polysilicon

Analog I/O, DSP, Control


Sensor COTS CMOS
MEMS/bulk, surface, ... Power capacitor
Multi-layer ceramic

Solar cell
CMOS or III-V

Thick film battery


Sol/gel V2O5

20 1-2 mm
Digital Systems Design
Example: Airborne Dust

Mapleseed solar cell 1-5 cm


MEMS/Hexsil/SOI

Controlled auto-rotator
Rocket dust MEMS/Hexsil/SOI
MEMS/Hexsil/SOI
21
Digital Systems Design
Example: Synthetic Insects

Source: R. Yeh, K. Pister, UCB/BSAC


22
Digital Systems Design
Definition of Embedded Systems
An embedded system
 employs a combination of hardware & software (a “computational engine”)
to perform a specific function
 is part of a larger system that may not be a “computer”

 works in a reactive and time-constrained environment

 Software is used for providing features and flexibility


 Hardware = {Processors, ASICs, Memory,...} is used for performance (&
sometimes security)
=> Integrated HW/SW system

Typical characteristics:
 perform a small set of highly specific functions (not "general purpose”)
 increasingly high-performance & real-time constrained
 power, cost and reliability are often important issues
23
Digital Systems Design
What is a System Anyway?

environment

sensor
sensor
sensor
sensor actor
sensor

processing
 Environment to environment
 Sensors + Information Processing + Actuators
 Computer is a system
 Microprocessor (ASCI, memory) is not
24
Digital Systems Design
Design Process: Behavior vs. Structure

Performance models:
Models of emb. SW, comm. and
computation comp. resources
Requirements

System System
Validation Behavior Architecture
HW/SW
Behavior partitioning,
Mapping
Simulation scheduling

Performance
Simulation
SW
Synthesi Communication estimation
s Refinement

Flow To Implementation

25
Digital Systems Design
Will the system solution match the original system spec?

• Limited synergies between HW & SW


teams
• Long complex flows in which teams do
not reconcile efforts until the end
• High degree of risk that devices will be
Concept fully functional

Software
? Hardware
• HW or IP Selection
• Design
• Verification
• System Test

Clock
VCXO
Select

Tx Synth/ STM
Optics MUX I/F
Line STS
OHP Cell/
Rx CDR/ I/F STS XC SPE Data Packet
Optics DeMUX PP Map Framer
I/F

mP

26
Digital Systems Design
Important Lessons

 Embedded systems market has surpassed the PC market

 Communication is everywhere

 Systems differ in many aspects (functionality, time constraints,


reliability, safety, cost, power consumption, …)

 Design methodologies are important to handle complexity


(behavioural and structural descriptions and verification)

 Methods for HW design align with modern SW design


but: HW knowledge is essential to optimize solutions
(cost, capacity, response time, reliability, safety, power, ...)

27
Digital Systems Design
Digital Systems Design
Part II
Development Process

2
Digital Systems Design
System Development – Poor Process

Poor common infrastructure. Weak specialization of functions.


Poor resource management. Poor planning.
3
Digital Systems Design
System Development – Ordered Process

Good planning.
Good common infrastructure.
Specialization of functions.
Good resource management.
4
Digital Systems Design
General Development Tasks

Analysis
 of the requirements of the environment to the system

Modelling
 the system to be designed and experimenting with algorithms involved

Refining (or partitioning)


 the function to be implemented into smaller, interacting pieces

HW/SW partitioning
 allocating elements in the refined model to either HW units or SW running on
custom hardware or general microprocessors

Scheduling
 the times at which the functions are executed (this is important when several
modules in the partition share a single hardware unit)

5
Digital Systems Design
System Development Process – The Theory

Waterfall model
Analysis

Design

Implementation

Development is not a pure top-down process Integration


 use of subcomponents from the shelf
=> bottom-up Maintenance
 lack of accurate estimation in early phases
=> feedback
 lack of confidence in feasibility
=> feasibility studies, prototyping

=> in practice the development process is a mixture of


6 bottom-up and top-down design
Digital Systems Design
Analysis Phase and Subphases

Analysis
Problem
analysis

Feasibility
study

Requirements
analysis

The goals of the analysis phase are


 to identify the purpose, merit and risks of developing the product, and
 to identify the purpose of the product and to understand its exact requirements
7
Digital Systems Design
Problem Analysis
 Preliminary study to analyse important needs of the environment to be
supported by the system
 discuss principal solution strategies
Analysis
Problem
analysis

Feasibility
study

Requirements
analysis

=> Problem definition (German: Lastenheft)


• project goals (business objectives)

• product goals, scope and major directions of the development

• specifies variables and constants of the product to be developed

• identifies resources necessary to conduct the development (capital


investments, human resources)

8
Digital Systems Design
Feasibility Study
Check the feasibility of the product development and the product
 technical feasibility (availability of efficient algorithms, ...)
 economic feasibility (time-to-market,
market window, investment, pay-off) Analysis
Problem
analysis

Feasibility
Focus of the feasibility study are study

Requirements
critical issues of the system analysis

in order to
improve confidence in the successful
completion of the project

=> Output (depends on exact focus of feasibility study)


• info on expected cost and benefits of the project

• info on technological and financial risks of project

• needed resources for development and/or marketing

• evaluation of possible technical alternatives


9
Digital Systems Design
Requirements Analysis
Detailed study of the requirements of the system as seen from its environment
 Identify, analyze and classify the specific requirements of the product to be
developed
The solution, i.e. the question of how the Analysis
Problem
requirements are met is typically left open analysis

Feasibility
study

Requirements
analysis

=> Requirements specification (German: Pflichtenheft)


• Complete and correct

• Defines output of the development process (deliverables)

• Definition of the interfaces to the environment

• Definition of overall functionality of the product

• Performance requirements

• Contraints on SW, operating system and HW

• Possibly guidelines for internal structure of the product

10
Digital Systems Design
Requirements Definition: Contents
 Identification of the system (interfaces to the environment)
 Functional requirements (functionality provided at the interfaces)
 Temporal and performance requirements (throughput, response time, delay,
jitter)
 Fault-tolerance and reliability
 Quality (absence of errors)
 Safety
 Operating platform (OS, general HW)
 Power consumption
 Heat disipation
 Operating environment (operating temperature, shock-, dust-resistance, etc.)
 Size
 Mechanical construction
 EMC (Tx/Rx) We will see methods to ensure that
 Maintainability
the requirements are met in the
 Extendability
 Support design section
 Documentation
 Cost (development, deployment and operation)
 Date of completion
11 ...
Digital Systems Design
Design and Subphases

Design
Architectural
design

Detailed
design

Implementation
design

Purpose:
 decide how the system meets the requirements -> inside view
 focus on the solution
12
Digital Systems Design
Design and Subphases

Architectural Design (Top-level Design) Design


 define the modules of the system and
Architectural
their interfaces design
 goal: maximize internal coherence and
Detailed
minimize intermodule coordination design
 modules are typically functional entities Implementation
but may be structural entities as well design
(structural vs. behavioral modularization)

Detailed Design (Module Design)


 define the functional/behavioral details of
each module independent of the
implementation technique, e.g. its
algorithms When is the behavior of
the system decided and
Implementation Design when the structure?
 take into account the details of the used
implementation technique, e.g. interfaces
to operating systems and hardware

13
Digital Systems Design
The Design Space: A Complex Optimization Problem

 System architecture – overall architecture (structural model, or mapping of


functions on HW, etc.)
 Design methods (design tools and specification languages)
 HW selection (System-on-Chip, ASIC, FPGA, DSP, NP, uC, uP)
 HW design methods (languages, HL-Synthesis, RTL-Synthesis, …)
 HW description (algorithms and implementation)
 HW mapping and scheduling
 SW description (programming languages, algorithms and implementation)
 SW mapping and scheduling
 HW/SW interfacing
 Interfacing with environment (embedding)
 Operating system (OS) support
 Make or buy (HW, SW, OS)
 Available human resources and know-how
 ...
14
Digital Systems Design
Design Models and Views – An Overview

Different modeling approaches focus on different aspects of the system


&
&
&

structural
view
msc data_transfer
application transport network medium network transport application

data-oriented functional
system
view view

behavioral
view

15
Digital Systems Design
Behavioral Models
Behavioral models describe the behavior of the system or parts hereof

Implementation of behaviroal models may be in SW or HW


– however some models are better suited for HW design others better for SW

Examples: C program, Petri net, state diagram, data flow graph

KEY_ON => START_TIMER WAIT


o(n) = c1 * i(n) + c2 * i(n-1)
KEY_OFF or END_TIMER_5 =>
OFF
BELT _ON => ALARM_ON

END_TIMER_10 or
BELT_ON or
ALARM
KEY_OFF => ALARM_OFF
Send msg

Process 1 Process 2

Send Ack

Receive Ack

16
Digital Systems Design
Structural Models
Structural models focus on the structure of the system, i.e. its components,
modules, etc., rather than its behavior

Structural blocks may be


 abstract (ALUs, processors, memory, busses, chipsets, boards) or

 detailed (flip-flops, gatter)

Examples: netlist, architectural


block diagram

&

&

&

17
Digital Systems Design
Behavior and Structure

Models of Structural model


computation Requirements

System System
Validation Behavior Architecture
HW/SW
Behavior partitioning
Mapping
Simulation ,
scheduling
Performance
Simulation

Communication
Refinement
Synthesis
Flow To Implementation
18
Digital Systems Design
Behavior meets Structure: The Optimization Problem
 There are numerous solutions to define
Behavioral Space the behavior consistent with the given
requirements (algorithms, data structures)
 There are numerous ways to model the
defined behavior of the system

 There are numerous solutions to define


the structure of the system
(Microcontroller, DSP, customized HW,
configurable HW, ...)
 There are multiple ways to model the
defined structure of the system
System Platform
 Design is about mapping the behavior
(including data and functions) on the
structure such that all requirements are
fulfilled (cost, time constraints, capacity,
reliability, maintainability, power
consumption, ...)

 Mapping is a very complex optimization


problem

19 Structural Space
Digital Systems Design
Design: Behavior vs. Structure
Behavioral specifications describe the functionality of the system using some
modeling or programming language
 behavior specifications may be
 abstract models (state charts, UML, SDL) or

 concrete programs (C, VHDL, SystemC)

 behavioral specifications may be


 executed/implemented on real HW (C program, assembler) or

 simulated on virtual HW (VHDL, SystemC, SDL)

Behavioral specifications ensure that


 the functional requirements are met
 however there is no confidence in non-functional aspects of the system, e.g.
performance, real-time, fault tolerance, cost, power consumption, ...

Structural specifications are needed to implement the system in HW

So, when is the best point in time to decide the structure?


20
Digital Systems Design
Implementation
Prerequisites:
 Functional details as algorithms, etc. are specified
 HW components are selected
 HW/SW partitioning may be decided
 ...

Tasks:
 coding of functions, algorithms, etc. in the selected implementation language
 test of the modules and components in isolation emulating the environment of
the modules/components

Notes:
 provided the design is complete and correct this is straight-forward
 the implementation phase represents a small part of the development process
(appr. 20% for pure SW projects)
21
Digital Systems Design
Validation Methods
 By construction
 Property is inherent.
 By verification
 Property is provable.
 By testing
 Check behavior of (all) inputs.
 By simulation
 Check behavior in the model world.
 By intuition
 Property is true. I just know it is.
 By assertion
 Property is true. Wanna make something of it?
 By intimidation
 Don’t even try to doubt whether it is true.

It is generally better to be higher in this list!


Validation is a continuous process applied
 in different phases of the development process and
 to different models of the system
to ensure conformance with various properties/requirements of the system or its
22components (behavior, temporal requirements, shock resistance, ...)
Digital Systems Design
Integration
Purpose:
 ensure compliance with system requirements

 complete the system for delivery

Tasks:
 System integration: subsequent addition of HW components and SW
modules to the system until the final system is established
 Integration testing: stepwise testing of system (requires knowledge of the
system as a whole)
 System testing: test after all parts have been integrated

Notes:
 Testing may be applied to almost all requirements or properties of systems,
system components or modules (functionality, performance, reliability, termal
resistance, shock resistance, ergonomics, man-machine interface,
documentation, ...)
 Testing is the most popular validation method in practice
23
Digital Systems Design
Maintenance
 involved during the whole lifetime of a system, from delivery till removal from
service

 deal with changes due to


 changing environments,

 changing functional or

 performance requirements

 removal of errors

Note: often the maintenance cost are much greater than the development cost

24
Digital Systems Design
Process Models – Overview
 Waterfall model (top-down)
 engineering approach to building a house, bridge, etc.
 no feedback assumed
 Iterative waterfall model
 validation and feedback to earlier stages
 Evolutionary model
 system development process is considered an evolution of prototypes
 requirements are subsequently added to the system
 Spiral model
 generalisation of various process models (meta model)
 multiple development cycles including validation
 V model
 continuous validation with real world/environment
 Component-based (bottom-up)
 compose the system of a set of predefined components (object-based)

25
Digital Systems Design
Classic Waterfall Model & Iterative Waterfall Model

Classic waterfall model (top-down)


 engineering approach to building a
house, bridge, etc.
Analysis
 no feedback assumed

Design

Implementation

Integration

Maintenance

Iterative waterfall model


 validation and feedback to earlier stages

26
Digital Systems Design
Evolutionary Model
Limits of the waterfall model
 often the requirements are
incomplete in the beginning
waterfall model is not
appropriate where requirements analysis
are not well understood or not
well defined design
 with the waterfall model,
there are no intermediate implementation
product releases modification of
product definition
test
Idea of the evolutionary model:
 provide intermediate product new prototype
releases needed y
 refine and extend n
requirements during the
development process

27
Digital Systems Design
Spiral Model
Meta model supporting the flexible combination of the above approaches

define objectives, evaluate alternatives,


alternatives and identify and resolve
constraints risks

review results; develop


plan next iteration and verify

28
Digital Systems Design
V Model
Extension of the waterfall model to integrate quality assurance (verification and
validation)

validation
requirements application scenarios acceptance
definition test

top-level test cases system


design test

verification
detailed test cases integration
design test
test
module cases module
implementation test

Validation: ensure the system conforms with the needs of the environment (are we
building the right system? – product quality)
Verification: ensures that the outcome of a development phase exactly conforms to
29the specification provided as input (is the system built right? – process quality)
Digital Systems Design
Traditional (Early Partitioning) vs. Codesign Approach
Early Partitioning (Structure First) HW/SW Codesign (Behavior First)

system architectur system description

HW descr. SW descr. system architectur

HW impl. SW impl. HW impl. SW impl.

prototyp/product prototyp/product

+ optimized descriptions/models for + joint system description/model


HW and SW parts, respectively eases validation and integration
- lack of flexibility wrt HW/SW - joint description is not optimized for
partitioning both HW and SW
30- problems with HW/SW integration + flexibility wrt. HW/SW partitioning
Digital Systems Design
Traditional vs. Codesign Approach (Polis, Cadence VCC)

Traditional System Design VCC Separation and Mapping

System System
Behavior Architecture

1 2
System System
Behavior Architecture Mapping

3
Behavior on
System System
Architecture
Implementation Performance

Refine

4 Implementation
of System

Data Sheets Executable


on paper Data Sheets

31
Digital Systems Design
References
System Focus
 D. Gajski, F. Vahid, S. Narayan, J. Gong: Specification and Design of
Embedded Systems. Prentice Hall, 1994.
 A. Mitschele-Thiel: Systems Engineering with SDL – Developing Performance-
Critical Communication Systems. Wiley, 2001. (section 2.1.2)
 J. Teich: Digitale Hardware/Software Systeme. Springer, 1997.

Software Focus
 H. Balzert: Lehrbuch der Software-Technik – Band 1: Softwareentwicklung.
Spektrum-Verlag, 2001.
 R. S. Pressman: Software Engineering – A Practicioner´s Approach. Fourth
Edition, McGraw Hill, 1997.

32
Digital Systems Design
Digital Systems Design
Part III
Requirements

2
Digital Systems Design
Requirements

 Analysis process
 Functional requirements
 Performance requirements
 Real-time requirements
 Safety and reliability
 Principles and elements of requirements analysis

3
Digital Systems Design
The Importance of Requirements

Proper definition of the requirements is vital to ensure quality!


4
Digital Systems Design
Review of the Development Process

Analysis
Problem
analysis
Feasibility
study
Requirements
analysis

Design
The requirements analysis is a detailed study of the
requirements of the system as seen from its environment.
Major tasks are to
 identify,
 analyze and
 classify
the requirements of the product to be built
5
Digital Systems Design
Requirements Definition: Contents
 Identification of the system (interfaces to the environment)
 Functional requirements (functionality provided at the interfaces)
 Temporal and performance requirements (throughput, response time, delay,
jitter)
 Fault-tolerance and reliability
 Quality (absence of errors)
 Safety
 Operating platform (OS, general HW)
 Power consumption
 Heat disipation
 Operating environment (operating temperature, shock-, dust-resistance, etc.)
 Size
 Mechanical construction
 EMC (Tx/Rx)
 Maintainability
 Extendability
 Support
 Documentation
 Cost (development, deployment and operation)
 Date of completion => let‘s take a look at
6 ... some details
Digital Systems Design
Functional Requirements
Definition of the exact behavior of the system as seen at its interfaces

Description technique highly depends on the kind of system:


 (state) control system -> state machine
 transformational system -> data flow model
=> see section on behavioral models for details

Example of control system: Example of transformational system:


seat belt control FIR filter o(n) = c1 * i(n) + c2 * i(n-1)
i(n)
i(n)
KEY_ON => START_TIMER WAIT * c1

c1 * i(n)
OFF
KEY_OFF or END_TIMER_5 => S
BELT _ON => ALARM_ON
* c2 + o(n)
END_TIMER_10 or i(n-1) c2 * i(n-1)
BELT_ON or
ALARM
KEY_OFF => ALARM_OFF

7
Digital Systems Design
Performance Requirements
Important performance requirements
Capacity

response time

 Response time
 Jitter

Examples of performance requirements:


 capacity: number (and kind) of events
processed per second
 response-time: time to process an event load
(95% percentile)
The performance of the system depends on
the load imposed on it, i.e. the traffic model

The performance is highly influenced by the


design, especially
 the module/component design
 the available processing and
communication resources Performance cannot be „added on“
 the scheduling strategy to the implementation
8
Digital Systems Design
Real-time (Temporal) Requirements

usefulness hard or firm real-time requirement


of result soft real-time requirement

deadline time

Definitions:
 If the result is useful even after the deadline, we call the deadline soft.
 If the result is of no use after the deadline has passed, the deadline is called firm.
 If a catastrophe could result if a strict deadline is missed, the deadline is called
hard.
 A real-time computer system that has to meet at least one hard deadline is called
a hard real-time system.

System design for hard- and soft real-time systems is fundamentally different.
9
Digital Systems Design
Real-time (Temporal) Requirements
Examples:
 soft deadlines
 public transportation system

 airport luggage transport system

 firm deadlines
 audio processing

 video processing

 hard deadlines
 control of nuclear or chemical processes (chain reaction)

 railway traffic control

 air traffic control

10
Digital Systems Design
Real-time Systems – Classification

 On the basis of the external requirements


 hard/firm real-time versus soft real-time
 fail safe vs. fail operational (e.g. train control system vs. fly-by-wire
system)

 On the basis of the design and implementation


 guaranteed timeliness vs. best effort
 resource adequacy vs. no resource adequacy (sufficient computational
resources to handle all specified peak loads and fault scenarios)
 event triggered vs. time triggered

11
Digital Systems Design
Time Triggered (TT) vs. Event Triggered (ET) Systems
A system is Time Triggered (TT) if the control signals, such as
 sending and receiving of messages
 recognition of an external state change
are derived solely from the progression of a (global) notion of time.

A system is Event Triggered (ET) if the control signals are derived solely from
the occurrence of events, e.g.,
 termination of a task
 reception of a message
 an external interrupt.

Note that the triggering method is often an attribute of the implementation and
not necessarily a requirement.

12
Digital Systems Design
Safety Requirements: Fail-Safe vs. Fail-Operational
Safety requirements define the action taken in the case of a failure.

A system is fail-safe if there is a safe state in the environment that can be


reached in case of a system failure, e.g. ABS, train signaling system.
In a fail-safe application the computer has to have a high error detection
coverage.

Fail safeness is a characteristic of the application, not the computer system.

A system is fail-operational, if no safe state can be reached in case of a system


failure, e.g. a flight control system aboard an airplane.
In fail-operational applications the computer system has to provide a minimum
level of service, even after the occurrence of a fault.

13
Digital Systems Design
Reliability Requirements
Reliability denotes the probability for a failure or absence from failure of a
system

Examples of reliability figures are


 MTTF (mean time to failure)

 MTBF (mean time between failures)

 probability for up-time (e.g. 99.995%)

The reliability of the system can be estimated/calculated (in theory) from the
reliability of its components

A system that ensures that it still functions correctly even in the case of failure of
some components is called a fault tolerant system (i.e. it is able to tolerate faults
of single components of the system)

14
Digital Systems Design
Predictability in Rare Event Situations
A rare event is an important event that occurs very infrequently during the
lifetime of a system, e.g. the rupture of a pipe in a nuclear reactor.

A rare event can give rise to many correlated service requests (e.g. an alarm
shower).

In a number of applications, the merit of a system depends on the predictable


performance in rare event scenarios, e.g. a flight control system.

In most cases, typical workload testing will not cover the rare event scenario.

15
Digital Systems Design
Principles and Elements of the Analysis Model
Guidelines for the analysis:
 understand the problem first! (before you begin to create the analysis model)
 record origin and reason for every requirement
 use multiple views of requirements (data model, functional model, behavioral
models)
 priorize requirements
 eliminate ambiquities

Elements of the analysis model:


 data dictionary
 process specification (data-flow diagram)
 control specification (state-transition diagram)
 data object description (entity-relationship diagram)
 functional specification (sequence diagram)

Specific methods and tools for various application areas have been proposed,
e.g. real-time systems, transformational systems, control systems,
communication systems, etc.

16
Digital Systems Design
References
 H. Balzert: Lehrbuch der Software-Technik – Band 1: Softwareentwicklung.
Spektrum-Verlag, 2001.
 R. S. Pressman: Software Engineering – A Practicioner´s Approach. Fourth
Edition, 1997. (Chapter 12: Analysis Modeling)
 A. Mitschele-Thiel: Systems Engineering with SDL – Developing Performance-
Critical Communication Systems. Wiley, 2001.
 B. Thomé (Editor): Systems Engineering – Principles and Practice of
Computer-based Systems Engineering, Wiley, 1993.

17
Digital Systems Design
Digital Systems Design
Part IV
Behavioral Models and
Specification Languages
1
Digital Systems Design
Behavioral Models and Specification Languages

Basic Concepts
 concurrency
 hierarchy
 communication
 synchronisation
Behavioral Models  exception handling
 Finite State Machine  non-determinism
(FSM)  timing
 NDFSM
 composed FSM
 Petri Net (PN)
 Data Flow Graph (DFG)
 Control Flow Graph (CFG)
 Control/Data Flow Graph Specification Languages
(CDFG)  StateCharts
 SDL
 VHDL
 SystemC
 ...

3
Digital Systems Design
Finite State Machines (FSM)

Functional decomposition into states of operation


 finite states

 transitions between states

 event triggered transitions

 neither concurrency nor time (sequential FSMs)

Typical applications:
 reactive (control) systems

 protocols (telecom, computers, ...)

4
Digital Systems Design
Finite State Machines – Control Algorithms

5
Digital Systems Design
Finite State Machines – Discussion

6
Digital Systems Design
Moore vs. Mealy Automata
Theoretically, same computational power
In practice, different characteristics
 Moore machines:

 non-reactive
(response delayed by 1 cycle – δ n
τ a
µ
X Z Z Y
clocked change of output only)
 easy to design
(always well-defined)
 good for SW implementation
 software is always “slow”
 Mealy machines:
a
 reactive (immediate response Z
to changes of input) δ τ λ
n
 hard to compose X Z Y
 problematic SW implementation
 due to immediate response to changes of input (interrupts/polling)
 software must be “fast enough”
 may be needed in hardware, for speed
7
Digital Systems Design
Finite State Machines – Discussion

8
Digital Systems Design
Finite State Machines – Example: state diagram (informal)

9
Digital Systems Design
Finite State Machines – Discussion

Advantages:
 Easy to use (graphical languages)

 Powerful algorithms for

 synthesis (SW and HW)

 verification

Disadvantages:
 Sometimes over-specify implementation

(sequencing is fully specified)


 Number of states can be unmanageable

 Numerical computations cannot be specified compactly


(need Extended FSMs)

10
Digital Systems Design
Finite State Machines - Extensions

Divide and conquer

⇒ Nondeterminism

⇒ Parallel automata

⇒ Processes

⇒ Communication

⇒ Hierarchy

⇒ Graphical support

⇒ Extended formal semantic

11
Digital Systems Design
NDFSM: Time Range

Special case of unspecified/unknown behavior, but so common to deserve


special treatment for efficiency

Example: nondeterministic delay (between 6 and 10 s)

START => SEC => SEC => SEC =>


1 2 3 4
SEC =>
START =>
0
SEC => END 5
SEC => END
9 SEC =>
END SEC =>
SEC =>
END 6
SEC =>
8 7 SEC =>
SEC =>

12
Digital Systems Design
NDFSMs and FSMs

 Formally FSMs and NDFSMs are equivalent


(Rabin-Scott construction, Rabin ‘59)
 In practice, NDFSMs are often more compact
(exponential blowup for determinization)

Example: non-deterministic selection Equivalent deterministic FSM


of transition a in state s1
s1
c
s1 c a
a c b
a s2,s3 s3
b
s3 a b a
s2
a
s2
13
Digital Systems Design
Modeling Concurrency – parallel automata

Systems are typically composed of chunks of rather independent functionalities,


e.g. seat belt control || timer || driver
Systems may be physically distributed,
e.g. peer protocol automata
Need to compose parts described by sequential FSMs
 construct a complete model of the system
 building the cartesian product results in state explosion
Approach
 Describe the system using a number of separate FSMs and interconnect them
Issue
 How do the interconnected FSMs talk to each other?

Fundamental hypothesis:
all the FSMs change state together (synchronicity)
System state = Cartesian product of component states
(state explosion may be a problem...)
14
Digital Systems Design
FSM Composition – Example
Example: seat belt control || timer
KEY_ON => START_TIMER WAIT

KEY_OFF or END_TIMER_5 =>


Belt OFF
BELT _ON => ALARM_ON
Timer
Control END_TIMER_10 or
BELT_ON or
ALARM
KEY_OFF => ALARM_OFF

Belt control:
• 5 sec after the car key is switched on, an alarm signal should be on as long as
the belt is not locked.
• After 10 sec the alarm should be switched off

15
Digital Systems Design
FSM Composition – Example
Example: seat belt control || timer
KEY_ON => START_TIMER WAIT

KEY_OFF or END_TIMER_5 =>


Belt OFF
BELT _ON => ALARM_ON
Timer
Control END_TIMER_10 or
BELT_ON or
ALARM
KEY_OFF => ALARM_OFF

START_TIMER => SEC => SEC => SEC =>


1 2 3 4 SEC =>
START_TIMER => END_TIMER_5

SEC =>
SEC => SEC => SEC => SEC =>
0 END_TIMER_10
9 8 7 6 5

16
Digital Systems Design
FSM Composition – Example
Cartesian product

KEY_ON and START_TIMER =>


START_TIMER m ust be coherent

OFF, 0 WAIT, 1 SEC and


not (KEY_OFF or BELT_ON) =>

not SEC and


(KEY_OFF or BELT_ON) =>
WAIT, 2

SEC and
OFF, 1
(KEY_OFF or BELT_ON) =>

OFF, 2

17
Digital Systems Design
Finite State Machines - Extensions: parallel automata

18
Digital Systems Design
FSM Extensions – Example: user interaction > Processes

19
Digital Systems Design
FSM Extensions - Communication (MSC)

20
Digital Systems Design
Hierarchical FSM models – StateCharts

Problem: how to reduce the size of the representation?


Harel’s classical papers on StateCharts (language) and bounded concurrency
(model): 3 orthogonal exponential reductions
 Hierarchy:
 state a “encloses” an FSM
 being in a means FSM in a is active
 states of a are called OR states a
odd
 used to model preemption and exceptions
 Concurrency: a1 a2
 two or more FSMs are simultaneously active even

 states are called AND states


done error
 Non-determinism:
 used to abstract behavior
recovery

21
Digital Systems Design
StateCharts – Basic Principles
Basic principles:
 An extension of conventional FSMs
 Conventional FSMs are inappropriate for the behavioral description of complex
control
 flat and unstructured
 inherently sequential in nature
 StateCharts support
 repeated decomposition of states into sub-states in an AND/OR fashion,
combined with a
 synchronous communication mechanism (instantaneous broadcast)

State decomposition:
 OR-States have sub-states that are related to each other by exclusive-or
 AND-States have orthogonal state components (synchronous FSM composition)
 AND-decomposition can be carried out on any level of states (more
convenient than allowing only one level of communicating FSMs)
 Basic States have no sub-states (bottom of hierarchy)
 Root State have no parent states (top of hierarchy)

22
Digital Systems Design
StateCharts – OR Decomposition
State U is an abstraction of states S and T

To be in state U the system must


be either in state S or in state T

e
U
f
S
S
e f
V V
g g

T f
T
h
h

23
Digital Systems Design
Digital Systems Design
Part V
High-level Synthesis

1
Digital Systems Design
High-level Synthesis

 Motivation for high-level synthesis


 Domains of the HW design
 Levels of abstractions
 Overview on synthesis methods
 High-level synthesis tasks and models
 ASAP and ALAP
 List scheduling
 Advanced Issues

3
Digital Systems Design
Motivation for High-level Synthesis
Complexity problem: millions of transistors on a single chip
=> handcrafting of each single transistor is not possible
=> handcrafting of single gates is not possible
=> cost and time of the process require to do it right the first time
=> need design automation on more abstract levels
=> high-level synthesis
 algorithm synthesis
 HW/SW (system)
synthesis

Design automation ensures:


 speed-up the design process
 do it right the first time
=> time-to-market

4
Digital Systems Design
Domains of HW Design
Y chart: design domains and abstraction levels

structural domain behavioral domain


EXOR: process (A, B)
A begin
=1 Y Y <= transport A xor B after 5 ns;
B end process;

t = 5 ns

layout PowerPC 750


abstraction
levels

physical domain (layout)


5
Digital Systems Design
Abstraction Levels

structural domain behavioral domain

processors,
memories, buses CFG, algorithms
registers, ALUs, MUXs register transfers
gates, flip-flops Boolean expressions
transistors transistor functions

transistor layout
cells
chips

boards

6 physical domain (layout)


Digital Systems Design
Structural Synthesis
Structural synthesis is the translation
from a behavioral description into a
structural description
structural domain behavioral domain

processors,
memories, buses CFG, algorithms
registers, ALUs, MUXs register transfers
gates, flip-flops Boolean expressions
transistors transistor functions

transistor layout
cells
chips

boards

7 physical domain (layout)


Digital Systems Design
Circuit Synthesis

 generates a transistor schematic from a set of input-output current, voltage


and frequency characteristics or equations
 transistor schematic contains transistor types, parameters and sizes

behavioral domain
structural domain

processors,
memories, buses CFG, algorithms
registers, ALUs, MUXs register transfers
gates, flip-flops Boolean expressions
transistors transistor functions

transistor layout

cells

chips

boards

8 physical domain (layout)


Digital Systems Design
Logic Synthesis
 translation of Boolean expressions into a netlist of components from a given
library of logic gates such as NAND, NOR, EXOR, etc.
-> see logic synthesis section for details

behavioral domain
structural domain

processors,
memories, buses CFG, algorithms
registers, ALUs, MUXs register transfers
gates, flip-flops Boolean expressions
transistors transistor functions

transistor layout

cells

chips

boards

9 physical domain (layout)


Digital Systems Design
Register-transfer Synthesis
 start with a set of states and a set of register-transfers in each state
 one state typically corresponds to a clock cycle (clock-accurate description)
 register-transfer synthesis generates the corresponding structures
in two parts
(a) a data path which is a structure of storage
elements and functional units that perform the
given register transfers, and structural domain
behavioral domain

(b) a control unit that controls the sequencing


of the states in the register-transfer description
processors,
memories, buses CFG, algorithms
registers, ALUs, MUXs register transfers
gates, flip-flops Boolean expressions
transistors transistor functions

transistor layout

cells

chips

boards

10 physical domain (layout)


Digital Systems Design
High-level Synthesis
High-level synthesis (also called system synthesis or algorithmic synthesis) may
cover HW as well as SW parts of the system
 starts with a set of processes communicating through either shared variables or
message passing (an un-clocked description)
 generates a structure of processors, memories, controllers
and interface adapters from a set of system components
 each component can be described
behavioral domain
by a register-transfer description structural domain

processors,
memories, buses CFG, algorithms
registers, ALUs, MUXs register transfers
gates, flip-flops Boolean expressions
transistors transistor functions

transistor layout

cells

chips

boards

11 physical domain (layout)


Digital Systems Design
Levels of Synthesis

12
Digital Systems Design
High-level Synthesis – Central Tasks
High-level synthesis deals with
 the algorithmic level (behavioral viewpoint)
 the system level (structural viewpoint)

Tasks of high-level synthesis


 (system) partitioning
 partitioning of a behavioral description or design structure into
subdescriptions or substructures
 reduce the problem size
 satisfy external constraints as chip size, pins per package, power
dissipation or wire length
 allocation
 selection of the number and types of structural entities
 mapping (Gajski: allocation, Teich: Bindung)
 assignment of data to storage units (registers)
 assignment of operations to functional units (ALUs, etc.)
 assignment of communications to busses or links
 scheduling (Teich: Ablaufplanung)
 temporal assignment of data and operations

13  derivation of controller (microprogram)


Digital Systems Design
High-level Synthesis: Theory
Behavioral model:
GS = (VS, ES) is a directed acyclic graph where
 each node vS ∈ Vs represents a task and
 each arc eT = (vi, vj) ∈ ES defines a data dependency (execute vi before vj)
Resource model:
GR = (VR, ER) is a bipartite graph with
 VR = (VS ∪ VT) where
 VS specifies the nodes of the behavioral model
 VT specifies the nodes representing resource types
 (vS, vT) ∈ ER with vS ∈ Vs and vT ∈ VT specifies that vS may be implemented
by a resource node of type vT
 the cost function c denoting the cost of each instance of node type vT and
 the node execution time t denoting the latency of the execution of task vS on
a resource of type vT
14
Digital Systems Design
Summary of Basic Concepts of Models and Languages
State transitions Programming constructs
 events triggering a state transition  specify sequential algorithm
(simple input, complex conditions) Communication
 computation associated with  shared variables (broadcast)
transition
 message passing
Concurrency
 synchronous vs. asynchronous
 decomposition of behavior in
concurrent entities Synchronization
 different levels of concurrency (job,  control-dependent (fork-join)
task-, statement-, operation-level)  data-dependent (data, event,
 data-driven (data dependencies) vs message)
control-driven concurrency (control Exception handling
dependencies)  immediate termination of current
 reduction of states behaviror
Hierarchy Non-determinism
 structural hierarchy (system, block,  choice between multiple transitions
process, procedure)  non-deterministic ordering
 behavioral hierarchy (hierarchical Timing
transitions, fork-join)
 timeouts
15  time constraints (e.g. exec. time)
Digital Systems Design
Control vs. Data Flow Applications
Rough classification: Specification, synthesis and validation
 control: methods emphasize:
 don’t know when data arrive  for control:

(quick reaction)  event/reaction relation

 time of arrival often matters  response time


more than value (real-time scheduling for
 data: deadline satisfaction)
 data arrive in regular streams  priority among events and
(samples) processes
 values matter most  for data:

 functional dependency between

Distinction is important for: input and output


 specification (language, model, ...)  memory/time efficiency

 synthesis (scheduling, (data-flow scheduling for


optimization, ...) efficient pipelining)
 validation (simulation, formal  all events and processes are

verification, ...) equal

16
Digital Systems Design
Control/Data Flow Graph (CDFG)
 also called sequence graph
 mixture of control and data flow graph
 hierarchy of sequential elements
 units model data flow

 hierarchy models control flow

 special nodes (for control operations)


 start/end node: NOP (no operation) – all inputs needed (AND), all outputs
needed (AND)
 branch node (BR) – one out of many outputs selected (OR)

 iteration (LOOP) – one out of two outputs selected (OR)

 procedure call (CALL) – lower hierarchy is executed exactly once

 attributes
 nodes: execution time, cost, ...

 arcs: conditions for branches and loops

17
Digital Systems Design
DFG – Example

21
Digital Systems Design
CDFG – Loop

22
Digital Systems Design
Review of Models, Concepts and Languages

Basic Concepts
 concurrency

 hierarchy

 communication

 synchronisation
Behavioral Models
 exception handling
 Finite State Machine (FSM)
 non-determinism
 NDFSM
 timing
 composed FSM

 Petri Net (PN)

 Data Flow Graph (DFG)

 Control Flow Graph (CFG)

 Control/Data Flow Graph


Specification Languages
(CDFG)
 StateCharts

 SDL

 VHDL

 SystemC

 ...

23
Digital Systems Design
Data Flow Graph (DFG)
Powerful formalism for data-dominated applications

DFG support the specification of transformational systems:


 output is a function of the input
 set of actors (nodes) connected by a set of arcs representing the data flow
 no states, no external events to trigger state changes
 unbounded FIFO queues (main data store)
 no control nodes, e.g. branch, loop

DFG represent a partial ordered model of the computation


=> specification of problem-inherent dependencies only
=> suitable for scheduling and code generation
=> there is a relation between buffer dimensioning and scheduling
(static scheduling minimizes the number of buffers required)

Languages:
 graphical: Ptolemy (UCB), GRAPE (U. Leuven), SPW (Cadence), COSSAP
(Synopsys)
 textual: Silage (UCB, Mentor), Haskell, Lucid
24
Digital Systems Design
High-level Synthesis: Example
Behavioral model:

* * * * +
1 2 6 8 10

* * + <
3 7 9 11
Resource model:

- * multiplier *
4 1 2

data * *
3 6
dependency
- * *
5 7 8

Note: behavior model does not - ALU


4 -
define clocking (different from 5
RT synthesis)
may be +
implemented 9 +
on 10
<
25 11
Digital Systems Design
High-level Synthesis: Example
Scheduling with unlimited resources:
=> latency 4 T

t0

* 1 * 2 * * 8
+ 10
6
t1

* 3 * + 9
< 11
7
t2

- 4

t3

- 5

t4
26
Digital Systems Design
High-level Synthesis: Example
Mapping and scheduling with limited resources:
 4 multipliers
 2 ALUs
=> latency 4 T t
0

* 1 * 2 * * 8
+ 10
6
t1

* 3 * + 9
< 11
7
t2

- 4

t3

- 5

t4
27
Digital Systems Design
High-level Synthesis: Example
Mapping and scheduling with
t0
limited resources:
* 1
+ 10
 1 multiplier
t1
 1 ALU
* <
=> latency 7 T 2 11
t2
* 3
t3
* - 4
6
t4
* 7
t5
* 8
- 5
t6
+ 9
t7
28
Digital Systems Design
ASAP Scheduling without Resource Constraints
ASAP (as soon as possible) scheduling without resource constraints:
 algorithm: for each time slot select node which has all predecessors assigned
 problem is solvable in polynomial time
t0
assign all nodes
without predecessors * * * * +
1 2 6 8 10
t1
assign nodes with
scheduled predecessors * 3 * + 9
< 11
7
t2

dito - 4

t3

dito
- 5

t4
29
Digital Systems Design
ALAP Scheduling without Resource Constraints
ALAP (as late as possible) scheduling without resource constraints:
 algorithm: complementary to ASAP; start with nodes without successors
 problem is solvable in polynomial time
t0
dito
* 1 * 2
t1
dito * *
3 6
t2
assign nodes with
scheduled successor - 4 * * +
7 8 10
t3
assign all nodes
without sucessor - + 9
< 11
5

t4
30
Digital Systems Design
Scheduling with Resource Constraints: ASAP Extension
Extensions to ASAP and ALAP, respectively
 compute schedule using ASAP (or ALAP)
 if a resource constraint is violated, move respective nodes
Example: extended ASAP (2 multiplier, 2 ALUs)
t0

* 1 * 2 * * 8
+ 10
7
t1

* * + < 11
3 76 9
t2

- 4 * *
6 8
t3

- 5 + 9

t4
31
Digital Systems Design
Scheduling with Resource Constraints: List Scheduling
Apply global criteria to optimize the schedule t0
 derive priority for each node based on
* 1
+ 10
 length of path to sink/source or
t1
 laxity of node (i.e. the difference
between start according to ASAP and * 2
< 11
ALAP) or t2
 number of successor nodes (fanout)
* 3
Example: 1 multiplier, 1 ALU
t3
Priority assignment (according to length to sink):
* - 4
6
4 * 1
4 * 2
3 * 2 * 8
2 + 10 t4
6

* 7
3 * 3
2 * 1 + 9
1 < 11 t5
7

* 8
- 5
2 - 4
t6
+ 9
t7
32 - 5 1
Digital Systems Design
Scheduling with Resource Constraints: List Scheduling
t0
Example:
 2 combined multiplier/ALU units t1 * *
1 2
 2 time units for multiplication

 1 time unit for ALU operation


t2

t3 * 6 * 3
Priority assignment (length to sink):

t4
6 * 1
6 * 2
5 * 3 * 8
2 + 10
6
t5 * 7 * 8
4 * 3
3 * 1 + 9
1 < 11
7
t6
- 4
+ 10
2 - 4 t7
- 5
+ 9
t8
1 - 5 <
11
33 t9
Digital Systems Design
Advanced Topics of High-level Synthesis
Considered so far:
 mapping and scheduling without resources constraints
 mapping and scheduling with given number (and type) of resources

Advanced topics:
 mapping and scheduling with time constraints and open number of resources
 mapping and scheduling of periodic tasks
 mapping and scheduling in the presence of multiple resources with identical
functionality but different area-latency relations
 ...

The general mapping and scheduling problem is NP hard (optimal solution is not
computable in polynomial time)
Numerous heuristic optimization algorithms have been applied to the problem

34
Digital Systems Design
References
 D. Gajski, N. Dutt, A. Wu, S. Lin: High-level Synthesis – Introduction to Chip
and System Design. Kluwer Academic Publishers, 1992.
 Bleck, Goedecke, Huss, Waldschmidt: Praktikum des modernen VLSI-
Entwurfs. B.G. Teubner, 1996
 J. Teich: Digitale Hardware/Software Systeme. Springer, 1997.

35
Digital Systems Design
Models, Concepts and Languages

Basic Concepts
 concurrency

 hierarchy

 communication

 synchronisation
Behavioral Models
 exception handling
 Finite State Machine (FSM)
 non-determinism
 NDFSM
 timing
 composed FSM

 Petri Net (PN)

 Data Flow Graph (DFG)

 Control Flow Graph (CFG)

 Control/Data Flow Graph


Specification Languages
(CDFG)
 StateCharts

 SDL

 VHDL

 SystemC

 ...

1
Digital Systems Design
Synchronous vs. Asynchronous FSMs
Synchronous FSMs (e.g. StateCharts):
 communication by shared variables that are read and written in zero time
 communication and computation happens instantaneously at discrete time
instants
 all FSMs execute a transition simultaneously (lock-step)
 may be difficult to implement
 multi-rate specifications
 distributed/heterogeneous architectures

Asynchronous FSMs (e.g. SDL, CSP) :


 free to proceed independently
 do not execute a transition at the same time (except for CSP rendezvous)
 may need to share notion of time: synchronization
 easy to implement

Multitude of commercial and non-commercial graphical languages and tools:


 StateCharts, UML, SDL, StateFlow
 tool support for design, simulation, validation, code generation, HW
synthesis, …
5
Digital Systems Design
StateCharts – Basic Principles
Basic principles:
 An extension of conventional FSMs
 Conventional FSMs are inappropriate for the behavioral description of complex
control
 flat and unstructured
 inherently sequential in nature
 StateCharts support
 repeated decomposition of states into sub-states in an AND/OR fashion,
combined with a
 synchronous communication mechanism (instantaneous broadcast)

 StateCharts describe behavioral aspects, additional (but less important)


 ModuleCharts can be used for structural aspects and
 ActivityCharts for data flow and control flow description

 Source: Science of Computer Programming 8 (1987) 231-274, North-Holland


 STATECHARTS: A VISUAL FORMALISM FOR COMPLEX SYSTEMS·
 DavidHAREL, Department of Applied Mathematics, The Weizmann Institute of Science,
Rehovot, Israel
6
Digital Systems Design
StateCharts – Syntax

 The general syntax of an expression labeling a transition in a StateChart is E(C)/A


where S,T are states
 E is the event that triggers the transition

 C is the condition that guards the transition


(cannot be taken unless c is true when e occurs)
 A is the action that is carried out if and when the transition is taken

 For each transition label:


 condition and action are optional

 an event can be the changing of a value

 standard comparisons (e.g. x > y) are allowed as conditions

 assignment statements (e.g. x := 10) are allowed as actions

7
Digital Systems Design
StateCharts – Actions and Events

 An action A on the edge leaving a state may also appear as an event triggering
a transition going into an orthogonal state:
 a state transition broadcasts an event visible immediately to all other FSMs,
that can make transitions immediately and so on
 executing the first transition will immediately cause the second transition to
be taken simultaneously (problem in reality!!!)

 Actions and events may be associated to the execution of orthogonal


components: start(A), stopped(B)

 Entry / Exit actions in states

8
Digital Systems Design
StateCharts – Hierarchy
State decomposition:

 OR-States have sub-states that are related to each other by exclusive-or


 AND-States have orthogonal state components (synchronous FSM composition)
 AND-decomposition can be carried out on any level of states (more
convenient than allowing only one level of communicating FSMs)
 Basic States have no sub-states (bottom of hierarchy)
 Root State have no parent states (top of hierarchy)

 Initialization:

 Default (or initial states) can be marked in each hierarchy level


 History connector to remember states in sub-states
 Combination of default state on first start and history for further steps

9
Digital Systems Design
StateCharts – OR Decomposition
State U is an abstraction of states S and T

To be in state U the system must


be either in state S or in state T

e
U
f
S
S
e f
V V
g g

T f
T
h
h

10
Digital Systems Design
StateCharts – Top Down Design
State V is an abstraction of states S and U

11
Digital Systems Design
StateCharts – Default State

Flat structure Hierarchical structure

12
Digital Systems Design
StateCharts – Default State

Flat structure Hierarchical structure

13
Digital Systems Design
StateCharts – Exit on Sub-States

Incorrect (b=c ???) correct

14
Digital Systems Design
StateCharts – Default State and History

Default: “off” on first activation Same meaning


Then: history

15
Digital Systems Design
StateCharts – AND State

Parallel structure: n+m states


Flat structure: ???

16
Digital Systems Design
StateCharts – AND State

Flat structure: equivalent FSM ! n*m states


17
Digital Systems Design
StateCharts – external transition variants to AND States

Entry of top state (e.g. caused by event “n”) activates all parallel automata
18 Leaving of sub-state (e.g. caused by “h (inS)”) deactivates the top state A
Digital Systems Design
StateCharts – external transition variants to AND States

Entry of top state (e.g. caused by event “n”) activates all parallel automata
19 Leaving of sub-state (e.g. caused by “h (inS)”) deactivates the top state A
Digital Systems Design
StateCharts – Action on Entry and/or Exit

20
Digital Systems Design
StateCharts – Synchrony Hypothesis

21
Digital Systems Design
StateCharts – Synchrony Problem

22
Digital Systems Design
StateCharts – Microsteps

23
Digital Systems Design
StateCharts – Example

24
Digital Systems Design
StateCharts – AND Decomposition <> Composition

To be in state U the system


V,W U must be both in states S and T
k
V,Y
V,Z S T
k
e V Z
X,Y
X,Z e W
e X e
Y

k X,W
Q

Q R
R
25
Digital Systems Design
StateCharts – Summary

26
Digital Systems Design
Asynchronous Communication

Blocking vs. non-Blocking A B

 blocking read (receiver waits for sender)


 reading process can not test for emptiness of input
 must wait for input to arrive before proceeding
 blocking write (sender waits for receiver)
 writing process must wait for successful write before continue

Languages
 blocking write/blocking read (CSP, CCS)
 non-blocking write/blocking read (FIFO, CFSMs, SDL)
 non-blocking write/non-blocking read (shared variables)

27
Digital Systems Design
Asynchronous Communication – Buffering

A B

 Buffers used to adapt when sender and receiver have different rate
 size of buffer?
 Lossless vs. lossy
 events/tokens may be lost
 bounded memory: overflow or overwriting

 need to block the sender

 Single vs. multiple read


 result of each write can be read at most once or several times
 Pure FIFO
 prioritized events

 out of order access to FIFO

28
Digital Systems Design
Communication Mechanisms
 Rendez-Vous (CSP)
 No space is allocated for shared data, processes need to synchronize in
some specific points to exchange data
 Read and write occur simultaneously

 Shared memory
 Multiple non-destructive reads are possible
 Writes delete previously stored data

 Buffered (FIFO)
 Bounded (ECFSMs, CFSMs)
 Unbounded (SDL, ACFSMs, Kahn Process Networks, Petri Nets)

29
Digital Systems Design
Communication Models
writer is blocked (e.g.
if buffer is full)

reader is blocked data may be


(e.g. if buffer is empty) read once only

Buffer Blocking Blocking Single


Senders Receivers Size Reads Writes Reads

Unsynchronized many many one no no no

Read-Modify-write many many one yes yes no

Unbounded FIFO one/many one unbounded yes no yes

Bounded FIFO one/many one bounded yes may be yes

Rendezvous one one one yes yes yes

30
Digital Systems Design
Petri Nets (PNs)

 Model introduced by C.A. Petri in 1962


 Ph.D. Thesis: “Communication with Automata”

 Applications: distributed computing, manufacturing, control, communication


networks, transportation, …
 PNs describe explicitly and graphically:
 sequencing/causality

 conflict/non-deterministic choice

 concurrency

 Asynchronous model (partial ordering)


 Main drawback: no hierarchy

31
Digital Systems Design
Petri Net

 A PN (N,M0) is a Petri Net Graph N


 places: represent distributed state by holding tokens
 marking (state) M is an n-vector (m1,m2,m3…), where mi is the non-negative
number of tokens in place pi.
 initial marking (M0) is initial state
 transitions: represent actions/events
 enabled transition: enough tokens in predecessors
 firing transition: modifies marking
 … and an initial marking M0 p2
t2
p1 t1 p4

t3
p3

32
Digital Systems Design
Concurrency, causality, choice

t1

Concurrency

t2

t5
Causality, sequencing

Choice,
conflict
t3 t4

t6
33
Digital Systems Design
Communication Protocol

Send msg

Process 1 Process 2

Send Ack

Receive Ack

34
Digital Systems Design
Producer-Consumer Problem

Produce

Buffer

Consume

35
Digital Systems Design
Summary: Control Flow Description

Properties Specification Language

⇒ Nondeterminism ⇒ NDFSM

⇒ Parallel automata ⇒ State Charts, Petri Nets

⇒ Processes ⇒ SDL

⇒ Communication ⇒ MSC

⇒ Hierarchy ⇒ State Charts

⇒ Graphical support ⇒ All

⇒ Semantic ⇒ Different ;-(

37
Digital Systems Design
Control vs. Data Flow Applications
Rough classification: Specification, synthesis and validation
 control: methods emphasize:
 don’t know when data arrive  for control:

(quick reaction)  event/reaction relation

 time of arrival often matters  response time


more than value (real-time scheduling for
 data: deadline satisfaction)
 data arrive in regular streams  priority among events and
(samples) processes
 values matter most  for data:

 functional dependency between

Distinction is important for: input and output


 specification (language, model, ...)  memory/time efficiency

 synthesis (scheduling, (data-flow scheduling for


optimization, ...) efficient pipelining)
 validation (simulation, formal  all events and processes are

verification, ...) equal

38
Digital Systems Design
Data Flow Graph (DFG)
Powerful formalism for data-dominated applications

DFG support the specification of transformational systems:


 output is a function of the input
 set of actors (nodes) connected by a set of arcs representing the data flow
 no states, no external events to trigger state changes
 unbounded FIFO queues (main data store)
 no control nodes, e.g. branch, loop

DFG represent a partial ordered model of the computation


=> specification of problem-inherent dependencies only
=> suitable for scheduling and code generation
=> there is a relation between buffer dimensioning and scheduling
(static scheduling minimizes the number of buffers required)

Languages:
 graphical: Ptolemy (UCB), GRAPE (U. Leuven), SPW (Cadence), COSSAP
(Synopsys)
 textual: Silage (UCB, Mentor), Haskell, Lucid
39
Digital Systems Design
DFG
Semantics (informal)
 actors perform computation (often stateless)
 firing of actors when all needed inputs are available
 unbounded FIFOs for unidirectional exchange of data between actors
(integer, floats, arrays, etc.)
 extensions to model decisions

Example: FIR (finite impuls response) filter


 single input sequence i(n)
 single output sequence o(n)
 o(n) = c1 * i(n) + c2 * i(n-1)

i * c2

* c1 i(-1)

+ o
40
Digital Systems Design
DFG – Example

41
Digital Systems Design
Control Flow Graph (CFG)
 also called flow chart (abstract description of program designs)
 focus on control aspect of a system
 set of nodes and arcs
 trigger of an activity (node) when a particular preceding activity is completed
 different triggers for transitions
 suitable for well defined tasks that do not depend on external events
 imposes a complete order on the execution of activities
=> close to implementation (on conventional computer architecture)
 various variants with various levels of details
 simple operator level (addition, multiplication, etc)

 abstract function/procedure level

42
Digital Systems Design
CFG – Example (detailed level)

43
Digital Systems Design
Control/Data Flow Graph (CDFG)
 also called sequence graph
 mixture of control and data flow graph
 hierarchy of sequential elements
 units model data flow

 hierarchy models control flow

 special nodes (for control operations)


 start/end node: NOP (no operation) – all inputs needed (AND), all outputs
needed (AND)
 branch node (BR) – one out of many outputs selected (OR)

 iteration (LOOP) – one out of two outputs selected (OR)

 procedure call (CALL) – lower hierarchy is executed exactly once

 attributes
 nodes: execution time, cost, ...

 arcs: conditions for branches and loops

44
Digital Systems Design
CDFG – Entity

Legend:
data dependencies
control dependencies

Notes: AND dependencies at NOPs (NO Operation), OR dependencies at


BRanches and LOOPs
45
Digital Systems Design
CDFG – Branch

Notes:
• data dependencies are not fully specified
• x = a – b may execute in parallel to IF statement
• computation of p and q within IF statement may execute in parallel
46
Digital Systems Design
CDFG – Loop

47
Digital Systems Design
CDFG – Call

48
Digital Systems Design
Review of Models, Concepts and Languages

Basic Concepts
 concurrency

 hierarchy

 communication

 synchronisation
Behavioral Models
 exception handling
 Finite State Machine (FSM)
 non-determinism
 NDFSM
 timing
 composed FSM

 Petri Net (PN)

 Data Flow Graph (DFG)

 Control Flow Graph (CFG)

 Control/Data Flow Graph Specification Languages


(CDFG)  StateCharts

 SDL

 VHDL

 SystemC

 ...

49
Digital Systems Design
Summary of Basic Concepts of Models and Languages
State transitions Programming constructs
 events triggering a state transition  specify sequential algorithm
(simple input, complex conditions) Communication
 computation associated with  shared variables (broadcast)
transition
 message passing
Concurrency
 synchronous vs. asynchronous
 decomposition of behavior in
concurrent entities Synchronization
 different levels of concurrency (job,  control-dependent (fork-join)
task-, statement-, operation-level)  data-dependent (data, event,
 data-driven (data dependencies) vs message)
control-driven concurrency (control Exception handling
dependencies)  immediate termination of current
 reduction of states behaviror
Hierarchy Non-determinism
 structural hierarchy (system, block,  choice between multiple transitions
process, procedure)  non-deterministic ordering
 behavioral hierarchy (hierarchical Timing
transitions, fork-join)
 timeouts
50  time constraints (e.g. exec. time)
Digital Systems Design
References
 D. Gajski, F. Vahid, S. Narayan, J. Gong: Specification and Design of
Embedded Systems. Prentice Hall, 1994. (chapters 2 and 3)
 J. Teich: Digitale Hardware/Software Systeme. Springer, 1997.
 http://www.sei.cmu.edu/publications/documents/02.reports/02tn001.html

51
Digital Systems Design
Models, Concepts and Languages

Basic Concepts
 concurrency

 hierarchy

 communication

 synchronisation
Behavioral Models
 exception handling
 Finite State Machine (FSM)
 non-determinism
 NDFSM
 timing
 composed FSM

 Petri Net (PN)

 Data Flow Graph (DFG)

 Control Flow Graph (CFG)

 Control/Data Flow Graph Specification Languages


(CDFG)  StateCharts

 SDL

 VHDL

 SystemC

 ...

1
Digital Systems Design
Parallel Finite State Machines - Result of Decomposition

2
Digital Systems Design
Parallel Finite State Machines Example

3
Digital Systems Design
Single FSM

4
Digital Systems Design
FSM- Decomposition / Composition

5
Digital Systems Design
Parallel Finite State Machines - Properties
 Concurrency
 Delay
 Synchronization
 Rendezvous

 Mutual exclusion

 Blocking

 Priorization

6
Digital Systems Design
Finite State Machines - Stability

 Stable {X2,X1,X0}

 {X0}
{X3}
 {X1}

 In = X1= Out

7
Digital Systems Design
Finite State Machines - Stability

 Instable {X2}

 {X0} {X1,X0}

 {X1} {X3}

 In = X1= Out

8
Digital Systems Design
Finite State Machines - Stability

 Conditionally stable
stable for X0
 In = X0 Out ={X0,X2,X3}

 In = X1 Out = X1
(instable for X1 )

9
Digital Systems Design
Finite State Machines - Stability
 Example

10
Digital Systems Design
Finite State Machines - Stability
 Example

11
Digital Systems Design
Finite State Machines - Stability
 Example

12
Digital Systems Design
Finite State Machines - Stability
 Example

13
Digital Systems Design
Finite State Machines - Stability
 Instable States

14
Digital Systems Design
Finite State Machines - Stability
 Stable States (abstraction)

15
Digital Systems Design
Petri Nets (PNs)

 Model introduced by C.A. Petri in 1962


 Ph.D. Thesis: “Communication with Automata”

 Applications: distributed computing, manufacturing, control, communication


networks, transportation, …
 PNs describe explicitly and graphically:
 sequencing/causality

 conflict/non-deterministic choice

 concurrency

 Asynchronous model (partial ordering)


 Main drawback: no hierarchy

22
Digital Systems Design
Summary of Basic Concepts of Models and Languages
State transitions Programming constructs
 events triggering a state transition  specify sequential algorithm
(simple input, complex conditions) Communication
 computation associated with  shared variables (broadcast)
transition
 message passing
Concurrency
 synchronous vs. asynchronous
 decomposition of behavior in
concurrent entities Synchronization
 different levels of concurrency (job,  control-dependent (fork-join)
task-, statement-, operation-level)  data-dependent (data, event,
 data-driven (data dependencies) vs message)
control-driven concurrency (control Exception handling
dependencies)  immediate termination of current
 reduction of states behavior
Hierarchy Non-determinism
 structural hierarchy (system, block,  choice between multiple transitions
process, procedure)  non-deterministic ordering
 behavioral hierarchy (hierarchical Timing
transitions, fork-join)
 timeouts
43  time constraints (e.g. exec. time)
Digital Systems Design
References
 D. Gajski, F. Vahid, S. Narayan, J. Gong: Specification and Design of
Embedded Systems. Prentice Hall, 1994. (chapters 2 and 3)
 J. Teich: Digitale Hardware/Software Systeme. Springer, 1997.
 http://www.sei.cmu.edu/publications/documents/02.reports/02tn001.html

44
Digital Systems Design
TECHNISCHE
UNIVERSITÄT

ILMENAU

Systems Design

Part 9,
Time and Performance Evaluation

1
Digital Systems Design
Evaluation of Temporal and Performance Aspects

 Problem Statement  Performance Evaluation


 Performance Modeling
Integrated Hard- and Software Systems
http://www.tu-ilmenau.de/ihs

3
Digital Systems Design
Example: IP Office Firewall

Analysis
Typical performance-related
Design questions in design phase:
 identify
performance  System architecture?
requirements Implementation HW architecture, need for
 identify traffic evaluate design special HW?
Integration

model alternatives  Which chip sets/processor?
 identify costly or  identify performance  Which peripherals?
contradicting critical components  Programming approach,
requirements  measurement-based
 adapt design to meet language?
replace costly evaluation
 performance  Which operating system?
4
functions by requirements
cheaper functions
Digital Systems Design  …?
Accuracy and Effort
 look at worst case (maximum load) or average (be aware of nonlinear
behavior)
 watch level of detail!
 different kinds of performance requirements
 throughput/utilization of resources -> cheap and accurate performance
evaluation
 response time -> less accurate and highly expensive evaluation

 optimistic/pessimistic evaluation (use of bounds)


note: estimation of bounds is much easier than exact values

3 cases: perf. req. response time

 right on track optimistic pessimistic


estimate estimate

 details/special optimistic pessimistic


care needed estimate estimate

 there is a
optimistic pessimistic
problem! estimate estimate
5
Digital Systems Design
Tasks of Performance Evaluation - Summary

(1) Identify the goals of the performance evaluation

(2) Study the details of the object under investigation

(3) Decide on the modeling approach

(4) Build the performance model

(5) Derive quantitative data (as input) for the performance model

(6) Transform the performance model to an executable or assessable model

(7) Evaluate the performance model

(8) Verify the performance results against the performance requirements

Some advice:
 do simple things first!
 abstract, abstract, abstract!
(back-of-the-envelope analysis is preferable over complex behavioral model)
 don´t skip or defer performance evaluation!
6
Digital Systems Design
Tasks (1): Identify the Goals of the Performance Evaluation

 What is the purpose of the performance evaluation?

 evaluate possible solutions to a decision problem

 identify the parts of the system critical to performance

=> avoid spending time on evaluating things you already know

 What are the performance metrics to be estimated (response time or system


capacity)?

=> impact on modeling and evaluation methods

 What is the required accuracy of the evaluation?

=> impact on modeling and evaluation methods

 What kind of performance evaluation is performed?

=> best/worst case evaluation, average case evaluation

7
Digital Systems Design
Tasks (2-5): Performance Modelling
(2) Study the details of the object under investigation
Workload:
 identification of the service requests issued to the system
Available resources:
 analysis of the execution environment
System:
 analysis of the static structure as well as dynamic aspects of the system
Mapping:
 identification of the resources used by specific service requests
(3) Decide on the modeling approach
 select appropriate performance evaluation technique (CFG, DFG, FSM,
sequence diagrams, queuing model, ...)
(4) Build the performance model
 carefully select the level of abstraction
(5) Derive quantitative data for the performance model
 derive execution times, available resources, traffic model, ...
8  measurement, emulation, code analysis, empirical estimation
Digital Systems Design
Tasks (6-8): Performance Evaluation
(6) Transform the performance model to an executable or assessable model
 take into account the limits of the selected performance evaluation
technique

(7) Evaluate the performance model

 tool support for simulation, queuing analysis, graph analysis, ...

 ensure the model is a valid model of the system

validation of results (confidence intervals, seeds for simulation, rare


event problems)

(8) Verify the performance results against the performance requirements

 check if real-time, response time, capacity requirements are met

9
Digital Systems Design
Performance Model – The Incredients
Application
 information about the application

 typically some behavioral model attributed with temporal information on


execution times
 e.g. PN, DFG, CFG, FSM

Resources
 typically some structural model attributed with capacity information of
resources (MIPS, FLOPS, ...)
Mapping (spatial assignment)
 information describing how the entities of the application are assigned to the
resources (which function is assigned to which processor or other HW entity)
Runtime system (temporal assignment)
 information on dynamic aspects, e.g. scheduling algorithms
System stimuli (traffic model)
 the characteristics of the input to the system that triggers an execution
 types and temporal characteristics of the input events

10
Digital Systems Design
Example

Application (DFG or CFG) Resources

2 P1
Mapping
4 5 (spatial assignment)
3
P2
6

Schedule for processor P1:


 1, 2, 3, 4 (no impact with given mapping)
 schedule may be static or dynamic (priorities)

Stimuli:
number of arrivals (stimuli) for task 1 (source node) per second
(deterministic or probabilistic)
11
Digital Systems Design
Performance Evaluation – Summary of Methods
Methods
 process graph analysis (structural model)
 task graph analysis (behavioral model)
 schedulability analysis (real-time analysis)
 Markov chain analysis
 queuing network analysis
 operational analysis
 discrete-event simulation

In order to select the right method it is important to understand


the strengths and limits of each method!

12
Digital Systems Design
Process Graph Analysis
Process graph
 structural model of the application
 nodes represent functional entities (module, function, procedure, operation, etc)
 edges represent communication relations
 precedence relations are neglected
Process graph analysis
 limited to the analysis of the load imposed on the resources of the system
 assumption that contention on resources does not have a negative impact on the
load of the system
 resources may be physical (e.g. processor, HW entity, communication link) or
logical (e.g. critical sections)
Example of simple analysis:
load(r) = ∑ p∈Ar load(p,r)
where
 p denotes some process
 Ar specifies the set of processes assigned to resource r and
 load(p,r) denotes the exact resource demand resulting from the assignment of process
p on resource r
Note: the formula may be equally applied to compute the load of a communication link
13
Digital Systems Design
Process Graph Analysis
Example: HW/SW partitioning
SW HW
 assign the tasks to the SW and the HW entity
such that 1
1 4
 the maximum of the processing time of SW 5/3 10/1
and HW is a minimum and 10 8
 the communication cost are minimal

 20/2 denote the cost (load) of processing the 2 5


15/9 8/2
process in SW or HW, respectively 3 6
 9 denote the communication cost (load) if 9
communicating partners are assigned to different 3 6
20/2 20/3
entities, otherwise the cost are zero

Cost function (example):


cost (partitioning) = wp max∀ r ∈ R {∑p ∈ Ar load(p,r)} + wc ∑c ∈ Ac load(c)
where
 wp and wc denote the weight (importance) of the processing cost and the
communication cost, respectively
 R denotes the set of processing resources
 Ar specifies the set of processes p assigned to processing resource r
14  Ac specifies the set of non-internal communications between two entities
Digital Systems Design
Process Graph Analysis
Typical questions to be answered:
 can the load be handled by the available resources (processors, links)?
 is the load balanced?
Method is often used in industry to estimate the load imposed on a system and
to estimate the system capacity
Application to communication systems design: estimate the communication
bandwidth of the system (e.g. of internal memory bus or system bus)

Tooling: excel sheet is sufficient

Discussion:
 simple, fast and efficient
 application to best-case analysis
=> load/capacity is a central constraint that has to be met by the system,
otherwise detailed studies are useless!

15
Digital Systems Design
Task Graph Analysis
Task graph
 simple behavior model of the application
 nodes represent functional entities (module, function, procedure, operation, etc)
 arcs represent precedence constraints

Task graph analysis


 analysis of the critical path from source to sink (graph theory)
 focus on response time of the system
 assumption that contention on resources does not have a negative impact on the
load of the system (e.g. no context-switch times - similar to process analysis)
 resources may be physical (e.g. processor, HW entity, communication link) or
logical (e.g. critical sections)

Discussion:
 simple and efficient for deterministic (constant) execution times
(complex for other distributions)
 application to best-case analysis
(neglect contention on resources – scheduling)
 wide application to optimization techniques
16
Digital Systems Design
Task Graph Analysis – Examples
Analysis:
 find the longest (critical) path and compute its length

(apply recursive scheme to compute subpaths)


Example 1: DFG (or CDF with Example 2: communication system
parallel entities)
prot. stack

prozessor
1 2 MI 20 ms
2 100 MIps

2
1
4 5 medium phy network
33 ms
3 4 1 Mb 30 Mbps
3 4
prot. stack
6 prozessor
1 2,8 MI 23 ms
120 MIps

Result: critical path T = 8 ms


(best case, i.e. no contention)
Result: critical path T = 76 ms (best-case, i.e.
17 determ. times, no contention, no queuing)
Digital Systems Design
Schedulability Analysis
Analysis techniques to check whether a system can meet its deadlines

Model:
 fixed set of processes

 single processor/resource

 all processes are periodic, with known periods

 processes are completely independent of each other

 process deadlines are equal to the process periods

 all system overheads are ignored

 all processes have a fixed worst-case execution time

 priority-based preemptive scheduling of processes (runable higher-priority


process immediately interrupts a low-priority process)

Schedulability analysis:
 check if the deadlines can be met under all circumstances

 different schemes available depending on the specific model

18
Digital Systems Design
Rate Monotonic Priority Assignment
Idea: assign priorities to processes according to their period T (and deadline D)
(process with shortest period is assigned the highest priority (5))

Rate monotonic (RM) scheduling is optimal in the sense that


 if a process set can be scheduled (using preemptive priority-based
scheduling) with a fixed priority assignment scheme,
 then the same process set can also be scheduled with an RM assignment
scheme

Example for RM scheduling:

process period T priority P


A 25 5
B 60 3
C 42 4
D 105 1
E 75 2

19
Digital Systems Design
Schedulability Analysis – Utilization-based
Idea: derive sufficient condition for schedulability based on the analysis of the
resource utilization

Assumption: RM scheduling

Sufficient condition for schedulability (though not a necessary condition):

Utilization U = ∑ (Ui) = ∑ (Ci/Ti) < N(21/N – 1)


i=1...N i=1...N
where
 i identifies the process,
 Ui specifies the resource utilization due to process i
 Ci specifies the computation time of process i
 Ti specifies its period
 N defines the number of processes

Utilization bounds (U): N=1 => U=1; N=2 => U=0.828; N=10 => U=0.718;
for infinite number of N: U->0.69

Discussion:
20  simple test for simple models (deadline Di = Ti, etc.)
Digital Systems Design
Schedulability Analysis – Example

process period T comp. time C priority P


0 3 1 3
1 4 1 2
all times in ms

2 6 2 1

1/N
U = ∑i=1...N (Ui) = ∑i=1...N (Ci/Ti) < N(2 – 1)

RM scheduling => Utilization-based analysis:


1/3 + 1/4 + 2/6 = 11 /12
0.33 + 0.25 + 0.33 = 0.91 > 0.78
=> sufficient condition is not given

21 
Digital Systems Design
Schedulability Analysis – Response-time Analysis
Idea:
 predict the worst-case response time of each process and compare with the
deadline to determine the feasibility of the schedule

Assumption: any priority assignment (not only RM)

Outline of approach:
 response time Ri of process i is Ri = Ci + Ii where Ii is the maximum
interference of process i from higher-priority processes
 the interference depends on the number of releases of the interfering processes
and their computation time, i.e. the interference Ii,j of the higher priority
process j on process i is
Ii,j = Ri/Tj * Cj
 application of fixed-point iteration method to solve the equations
(start with Ri,0 = Ci; terminate when Ri,n+1 = Ri,n)
Ri,n+1 = Ci + ∑j<i Ri,n/Tj * Cj

For details and variants see Burns&Wellings or Krishna&Shin


22
Digital Systems Design
Schedulability Analysis – Example
process period T comp. time C priority P
0 3 1 3
1 4 1 2
2 6 2 1 all times in ms

Response-time analysis:
Response time R0 of Process P0:
R0 = C0 + I0 = C0 + 0 = 1 ms 
Response time R1 of process P1 (recursive):
R1 = C1 = 1 ms (without interrupt)
R1 = C1 + I1 = C1 + I1,0 = C1 + R‘1/T0 * C0 = 1 + 1/3 * 1 = 2 ms
R1 = C1 + I1 = C1 + I1,0 = C1 + R‘1/T0 * C0 = 1 + 2/3 * 1 = 2 ms 
Response time R2 of process P2 (recursive):
R2 = C2 = 2 ms
R2 = C2 + I2 = C2 + I2,0 + I2,1 = C2 + R‘2/T0 * C0 + R‘2/T1 * C1 = 2 + 2/3 * 1 + 2/4 * 1 = 4 ms
R2 = C2 + I2 = C2 + I2,0 + I2,1 = C2 + R‘2/T0 * C0 + R‘2/T1 * C1 = 2 + 4/3 * 1 + 4/4 * 1 = 5 ms
R2 = C2 + I2 = C2 + I2,0 + I2,1 = C2 + R‘2/T0 * C0 + R‘2/T1 * C1 = 2 + 5/3 * 1 + 5/4 * 1 = 6 ms

23 R2 = C2 + I2 = C2 + I2,0 + I2,1 = C2 + R‘2/T0 * C0 + R‘2/T1 * C1 = 2 + 6/3 * 1 + 6/4 * 1 = 6 ms 


Digital Systems Design
Markov Chain Analysis
Idea: model the states and the transitions of the system and assign rates to the
transitions (comparable to a FSM with timed transitions)
Example: single server with a queue holding up to 2 requests
µ µ µ
λ denotes the arrival rate
λ 3 2 1 0 µ denotes the service rate
λ λ λ
Sketch of solution technique for steady-state analysis:
 mapping of Markov chain on a set of linear equations defining the state
probabilities
 normalization equation ∑i=0...n pi = 1
 derivation of mean values and distribution functions from state probabilities
Transient analysis is based on set of differential equations
Discussion:
 rather low-level description of the states of the system
 restricted to exponentially distributed transition rates and independence of events
24  state explosion problem for realistic systems (beyond millions of states)
Digital Systems Design
Markov Chain Analysis – Example
Example: single server with a queue holding up to 2 requests
µ µ µ
λ denotes the arrival rate
λ 3 2 1 0 µ denotes the service rate
λ λ λ
Steady-state analysis:
 mapping of Markov chain on a set of linear equations
state 3: λp2 = µp3
state 2: λp1 + µp3 = λp2 + µp2 steady state implies that
state 1: λp0 + µp2 = λp1 + µp1 arrivals = completions
state 0: µp1 = λp0
normalization equation: p0 + p1 + p2 + p3 = 1
 resolution of system of equations to derive state probabilities
p0 = 1 / (1 + λ/µ + (λ/µ)2 + (λ/µ)3 )
p1 = (λ/µ) / (1 + λ/µ + (λ/µ)2 + (λ/µ)3 ); p2 = ...
 derivation of mean values and distribution functions from state probabilities
utilization: U = 1 - p0; mean number of jobs in system: N = p1 + 2p2 + 3p3 ;
25 blocking probability B; distribution functions for waiting time, response time, etc.
Digital Systems Design
Queuing Network Analysis
Idea: solve the system at the level of queuing stations directly as an alternative
to a mapping and solution of the Markov chains

Assumption:
 stations are separable (product-form queuing networks)
 each station can be analysed in separation (exponential input results in
exponential output)

Restrictions:
 limited distributions (exponential and derivatives)
 no synchronizations
 no blocking (infinite queues)

Results:
 mean values for delays, utilization, queue length and population

Discussion:
 efficient solution techniques available for a considerable set of queuing
networks

26
See R. Jain for details
Digital Systems Design
Queuing Network Analysis - Example
Example: communication system (unbounded queues)

arrival rate: 25 packets/s


prot. stack λ = 25 1/s
µ = 100 MIps / 2 MI = 50 1/s
prozessor
2 MI 100 MIps

µ = 30 1/s
medium phy network
1 Mb 30 Mbps

prot. stack
µ = 43 1/s
prozessor
2,8 MI 120 MIps

Results (assuming exponential service times and arrivals):


 utilization = λ/µ (e.g. physical network util. = 83 %)
 population per station ni = (λ/µ) / (1− λ/µ)
 mean total population N = ∑ ni =7,39
i
27  mean response time T = N/λ = 296 msec (Little’s law)
Digital Systems Design
Operational Analysis
Idea:
 model the system as a set of stations with queues
 use a small set of simple laws (job flow balance etc.)
 base analysis on operational data (i.e. measurable and testable)

Assumptions:
 job flow balance
 no assumptions on service and arrival time distributions

Analysis of arrival rates, throughput, utilization and mean service times of the
different stations in the system

Discussion:
 simple (unsuitable to parallel execution)
 fast
 answers „what if“ questions
 derivation of response time figures only if population is given (i.e. application of
Little´s law (answer response time questions only if the population of jobs in the
system is known ) – no assumptions about distributions)

28 See Lazowska et.al. or Denning & Buzen for details


Digital Systems Design
Discrete-event Simulation
Idea:
 model the relevant events of the system
 process the events according to their temporal order (similar to the real
execution with the exception that simple processing blocks are modeled only)

Example: Execution on a 2-processor system (non-preemptive)

1
2/1 P1 1 5 3 6
P2 4 2
2
1/2 0 2 4 6 8 10
4 5
3/3 4/4
3 4/5
Discussion
6 no assumptions
1/6 

Legend:  danger of including too many details


green: execution time  evaluation is time consuming
blue: process priority (1=low)  problems with rare events
29
 large set of tools and models available
Digital Systems Design
Measurement-based Evaluation
Steps of measurement-based evaluation
 derive (behavioral) model of the system
 decide on instrumentation points
 instrumentation of the executables to generate traces (add time stamp)
 interfacing to track data (SW or HW monitoring) – minimize the intrusion to
system execution (and thus falsification of results)
 post-execution analysis of the traces
 special care needed in distributed systems -> common notion of time needed

Various measurement tools are available

Gain important insight in the system execution for performance debugging and
development of future systems

30
Digital Systems Design
Comparision of Methods
Analysis Analysis of Verification Modelling of
multiprocessor of Real parallel
best worst average systems Time processing (prec.
case case requests constraints)
Process graph   no 

Task graph  not really ? 

Schedulability

Utiliz.-based  no  no

Resp.-based  no  no

Markov chains   no 

Queuing   no no
networks
Operational   no no
analysis
Simulation   no 

Measurements  no 
31
Digital Systems Design
Problems and Limits of Performance Evaluations
 missing data
 uncertainty of available execution data
 data dependencies (if, case, while, ...)
 context dependencies: caching, scheduling, synchronization, blocking
=> worst case execution time (based on code rather than measurements)
 uncertainty of traffic model, i.e. the distributions of the stimuli of the system

32
Digital Systems Design
References
Overview and simple techniques:
 A. Mitschele-Thiel: Systems Engineering with SDL – Developing Performance-Critical
Communication Systems. Wiley, 2001. (section 2.3 & 2.4)
 H.U. Heiss: Prozessorzuteilung in Parallelrechnern. BI-Wissenschaftsverlag, Reihe
Informatik, Band 98, 1994.
 R. Jain: The Art of Computer Systems Performance Analysis – Techniques for
Experimental Design, Measurements, Simulation, and Modeling. Wiley, 1991.

Evaluation of real-time systems (deterministic assumptions):


 A. Burns, A. Wellings: Real-Time Systems and Programming Languages, 2nd edition,
Addison Wesley, 1996.
 G. Buttazzo: Hard Real-Time Computing Systems. Kluwer Academic Publishers. 1997.
 C.M. Krishna, K.G. Shin: Real-time Systems. McGraw-Hill, 1997.
 H. Kopetz: Real-time Systems. Kluwer Academic Publishers, 1997.

Evaluation of queuing systems (exponential and other distributions):


 J. Dennig, J. Buzen: The Operational Analysis of Queueing Network Models. Computing
Surveys, 10(3), Sept. 1978.
 E.D. Lazowska, J. Zahorjan, G.S. Graham, K. Sevcik: Quantitative System Performance:
Computer System Analysis Using Queueing Network Models. Prentice-Hall, 1984.
33
Digital Systems Design
TECHNISCHE
UNIVERSITÄT
ILMENAU

Digital Systems Design


Part 9,,
Optimization

1
Digital Systems Design
Heuristic Search
Most heuristics are based on an iterative search comprising the following
elements:
 selection of an initial (intermediate) solution (e.g. a sequence)

 evaluation of the quality of the intermediate solution

 check of termination criteria

select initial solution

select next solution


(based on previous solution) search strategy

evaluate quality

y accept solution as
acceptance criteria satisfied
„best solution so far“

n
termination criteria satisfied

10 y
Digital Systems Design
Hill-Climbing – Discussion
 simple
 local optimizations only: algorithm is not able to pass a valley to finally reach
a higher peak
 idea is only applicable to small parts of optimization algorithms but needs to
be complemented with other strategies to overcome local optimas

11
Digital Systems Design
Random Search
also called Monte Carlo algorithm

Idea:
 random selection of the candidates for a change of intermediate solutions or
 random selection of the solutions (no use of neighborhood)

Discussion:
 simple (no neighborhood relation is needed)
 not time efficient, especially where the time to evaluate solutions is high
 sometimes used as a reference algorithm to evaluate and compare the
quality of heuristic optimization algorithms
 idea of randomization is applied to other techniques, e.g. genetic algorithms
and simulated annealing

12
Digital Systems Design
Simulated Annealing
Idea:
 simulate the annealing process of material: the slow cooling of material leads to
a state with minimal energy, i.e. the global optimum

Classification:
 Search strategy
 random local search

 Acceptance criteria
 unconditional acceptance of the selected solution if it represents an
improvement over previous solutions
 otherwise probabilistic acceptance
 Termination criteria
 static bound on the number of iterations (cooling process)

13
Digital Systems Design
Simulated Annealing – Discussion and Variants
Discussion:
 parameter settings for cooling process is essential (but complicated)
 slow decrease results in long run times

 fast decrease results in poor solutions

 discussion whether temperature decrease should be linear or logarithmic

 straightforward to implement

Variants:
 deterministic acceptance
 nonlinear cooling (slow cooling in the middle of the process)
 adaptive cooling based on accepted solutions at a temperature
 reheating

14
Digital Systems Design
Genetic Algorithms – Basic Operations

1 1 0 0 1 0 1 0 1 1 0 1 0 1 0 0 1 0 0 1

crossover

1 1 0 0 0 0 1 0 0 1

mutation

1 1 0 0 0 1 1 0 0 1

15
Digital Systems Design
Genetic Algorithms – Basic Algorithm

crossover Replacement and selection rely


on some cost function defining
the quality of each solution
selection mutation
Different replacement
strategies, e.g. “survival of the
population replacement fittest”

Crossover selection is typically


random
General parameters:
 size of population
 mutation probability
 candidate selection strategy (mapping quality on probability)
 replacement strategy (replace own parents, replace weakest, influence of
probability)
Application-specific parameters:
 mapping of problem on appropriate coding
16 handling of invalid solutions in codings
Digital Systems Design
Genetische Algorithmen – Minimum Spanning Tree

17small


population results in inbreeding
larger population works well with small mutation rate  tradeoff between size of population and number of iterations
Digital Systems Design
Genetic Algorithms –Basic Operations

 Mutation
 => crating a new member of the population by changing one member

18
Digital Systems Design
Genetic Algorithms –Basic Operations

 Crossover
 => crating a new member of the population from two members

19
Digital Systems Design
Genetische Algorithmen – Traveling Salesman Problem

20minimal


impact of mutation rate with small population
negativ impact of high mutation rate with larger population (increased randomness) – impact not quite clear
Digital Systems Design
Genetic Algorithms – Discussion

 finding an appropriate coding for the binary vectors for the specific
application at hand is not intuitive
problems are
 redundant codings,

 codings that do not represent a valid solution, e.g. coding for a


sequencing problem
 tuning of genetic algorithms may be time consuming
 parameter settings highly depend on problem specifics
 suited for parallelization of optimization

21
Digital Systems Design
Tabu Search
Idea:
 extension of hill-climbing to avoid being trapped in local optima
 allow intermediate solutions with lower quality
 maintain history to avoid running in cycles

Classification:
 Search strategy
 deterministic local search

 Acceptance criteria
 acceptance of best solution in neighborhood which is not tabu
 Termination criteria
 static bound on number of iterations or
 dynamic, e.g. based on quality improvements of solutions

22
Digital Systems Design
Tabu Search – Algorithm

select initial solution

select neighborhood set


(based on current solution)

remove tabu solutions


from set increase neigborhood

y
set is empty
n
The brain of the algorithm is the
evaluate quality and tabu list that stores and maintains
select best solution from set information about the history of the
search.
update tabu list In the most simple case a number of
previous solutions are stored in the
tabu list.
n More advanced techniques maintain
termination criteria satisfied
attributes of the solutions rather than
y the solutions itself
23
Digital Systems Design
Tabu Search – Organisation of the History
The history is maintained by the tabu list
Attributes of solutions are a very flexible mean to control the search

Example of attributes of a HW/SW partitioning problem with 8 tasks assigned to 1 of 4


different HW entities:
(A1) change of the value of a task assignment variable 1
2/1
(A2) move to HW 2
1/2 4 5
(A3) move to SW 3 3/3 4/4
(A4) combined change of some attributes
4/5
6
(A5) improvement of the quality of two subsequent solutions over or below 1/6
a threshold value

Aspiration criteria: Under certain conditions tabus may be ignored, e.g. if


 a tabu solution is the best solution found so far
 all solutions in a neighborhood are tabu
 a tabu solution is better than the solution that triggered the respective tabu conditions
Intensification checks whether good solutions share some common properties
Diversification searches for solution that do not share common properties
Update of history information may be recency-based or frequency-based (i.e. depending on
the frequency that the attribute has been activated)
24
Digital Systems Design
Tabu Search – Discussion
 easy to implement (at least the neighborhood search as such)
 non-trival tuning of parameters
 tuning is crucial to avoid cyclic search
 advantage of use of knowledge, i.e. feedback from the search (evaluation of
solutions) to control the search (e.g. for the controlled removal of
bottlenecks)

25
Digital Systems Design
Heuristic Search Methods – Classification
Search strategy
 search area
 global search (potentially all solutions considered)
 local search (direct neighbors only – stepwise optimization)
 selection strategy
 deterministic selection, i.e. according to some deterministic rules
 random selection from the set of possible solutions
 probabilistic selection, i.e. based on some probabilistic function
 history dependence, i.e. the degree to which the selection of the new
candidate solution depends on the history of the search
 no dependence
 one-step dependence
 multi-step dependence
Acceptance criteria
 deterministic acceptance, i.e. based on some deterministic function
 probabilistic acceptance, i.e. influenced by some random factor
Termination criteria
 static, i.e. independent of the actual solutions visited during the search
 dynamic, i.e. dependent on the search history
26
Digital Systems Design
Heuristic Search Methods – Classification

Heuristic Search strategy Acceptance Termination


criterion criterion
Search area Selection strategy History dependence

local global det. prob. random none one- multi- det. prob. stat. dyn.
step step
hill- x x x x x
climbing
tabu x x x x x x
search
simulated x x x x x
annealing
genetic x x x x x x x
algorithms
random x x x x x
search

27
Digital Systems Design
Single Pass Approaches
The techniques covered so far search through a high number of solutions.

Idea underlying single pass approaches:


 intelligent construction of a single solution (instead of updating and
modification of a number of solutions)
 the solution is constructed by subsequently solving a number of subproblems

Discussion:
 single-pass algorithms are very quick
 quality of solutions is often small
 not applicable where lots of constraints are present (which require some kind
of backtracking)

Important applications of the idea:


 list scheduling: subsequent selection of a task to be scheduled until the
complete schedule has been computed
 clustering: subsequent merger of nodes/modules until a small number of
cluster remains such that each cluster can be assigned a single HW unit
28
Digital Systems Design
Single Pass Approaches – Framework

derive guidelines for The guidelines are crucial


solution construction and represent the
intelligence of the algorithm
select subproblem

decide subproblem
based on guidelines

possibly recompute or
adapt guidelines

n
final solution constructed
y

29
Digital Systems Design
List Scheduling – Example (1)
Problem:
 2 processors
 6 tasks with precedence constraints 1 2 /8
 find schedule with minimal execution time
2 1 /6
HLFET (highest level first with estimated times)
4 3 /4 5 4 /5
 length of the longest (critical) path to the sink
node (node 6) 3 4 /5
Assignment strategy
 first fit 6 1 /1

Resulting schedule:
Legend:
P1 1 2 3 6 green: estimated times
P2 5 4 red: levels (priorities)
0 2 4 6 8 10

31
Digital Systems Design
List Scheduling – Example (2)
Problem (unchanged):
 2 processors
 6 tasks with precedence constraints 1 2 /2
 find schedule with minimal execution time

SCFET (smallest co-level first with estimated 2 1 /3


times) 4 3 /5 5 4 /6
 length of the longest (critical) path to the
3 4 /7
source node (node 1)
Assignment strategy
 first fit 6 1 /8

Resulting schedule:
Legend:
P1 1 2 5 6 green: estimated times
P2 4 3 blue: co-levels (priorities)
0 2 4 6 8 10

32
Digital Systems Design
Clustering - Basics

Partitioning of a set of nodes in a given number of subsets

assign each node to a Application:


different cluster
 processor assignment (load
balancing – minimize interprocess
compute the „distance“ communication)
between any pair of clusters
 scheduling (minimize critical
path)
select the pair of clusters
with the highest affinity  HW/SW partitioning

Clustering may be employed as part


merge the clusters
of the optimization process, i.e.
combined with other techniques
n
termination criteria holds
y

34
Digital Systems Design
Clustering

probabilistic deterministic

Each node belongs with certain A node belongs to exactly one


probabilities to different clusters cluster or not

hierarchical partitioning

Starts with a distance matrix of Starts with given number of K


each pair of nodes clusters (independent from nodes)

Exact method: always the Results depend on the chosen


same result initial set of clusters

Termination after all nodes Termination after a given


belong to one cluster number of iterations

35
Digital Systems Design
Hierarchical Clustering

Stepwise reduction of the number of clusters

Determine the distance


between each pair of
nodes

Select the smallest distance

Replace the selected pair


in distance matrix by a
cluster representative

Recompute distance matrix


Example data in a matrix
n
All nodes in one cluster
Algorithm is kind of subsequent merger of
y nearest neighbors (nodes/clusters)
12
Digital Systems Design
Hierarchical Clustering

Dendrogram

Algorithm is kind of subsequent merger of


nearest neighbors (nodes/clusters)
13
Digital Systems Design
Partitioning Clustering (k-means)

Choose positions of k initial


cluster representative

assign each node to the


nearest cluster
representative

Recompute positions of the


cluster representative
Based on the positions of
the nodes in each cluster

n
Number of iterations reached
y
14
Digital Systems Design
Clustering – Application to Load Balancing

assign each node to a Optimization goal:


different cluster  minimize inter-process (inter-
cluster) communication
compute the sum of the  limit maximum load per processor
communication cost (cluster) to 20
between any pair of clusters

select the pair of clusters


with the highest comm.
cost that does not violate
the capacity constraints

merge the clusters

y reduction of comm. cost


without violation of constraints
possible
n
15
Digital Systems Design
Clustering – Application to Load Balancing (2 processors)

10
7 5 12 12 12
5 4 5 4 5 4 5 4
4 4 4 4
6 7 6 7 6 7 6

3 8 3 8 3 8 3 16
1 1 1 1
2 9 2 9 2 9 2

12
18 18 20
5 4 8 8
4 9
6

3 16 3 16 3 16 16
1 1 1
2 2 2
16
Digital Systems Design
Clustering – Hierarchical Algorithms

Single linkage Complete Linkage

Centroid-based

Algorithms implement
different methods to
compute the distance
between two clusters
17
Digital Systems Design
Clustering – Single Linkage

10
9 P1 P7 Distance between groups is estimated as
8 the smallest distance between entities
P5
7
6 Example:

d ( 2, 4 )5 = min[d 25 , d 45 ] = d 45 = 4.1
5 P3
P4
4
3
P2 P6
2
1
0
0 2 4 6 8 10

Cluster # P1 P2 P3 P4 P5 P6 P7

P1 0 7.2 5 7.1 6.1 9.2 7

P2 - 0 3 1.4 5.4 3 6.7

P3 - - 0 2.2 2.8 4.3 4.3

P4 - - - 0 4.1 2.2 5.4

P5 - - - - 0 5.1 1.4

P6 - - - - - 0 6

P7 - - - - - - 0
18
Digital Systems Design
Clustering – Single Linkage

10 Cluster # P1 C24 P3 C57 P6


9 P1 P7
P1 0 7.1 5 6.1 9.2
8
P5
7 C24 - 0 2.2 4.1 2.2
6
P3 - - 0 2.8 4.3
5 P3
P4 C57 - - - 0 5.1
4
3 P6 - - - - 0
P2 P6
2
1
0
Cluster # P1 C243 C57 P6
0 2 4 6 8 10
P1 0 5 6.1 9.2

Cluster # P1 P2 P3 P4 P5 P6
C243 P7 - 0 2.8 2.2

P1 0 7.2 5 7.1 6.1 C57


9.2 7 - - 0 5.1

P2 - 0 3 1.4 5.4 P6
3 6.7 - - - 0

P3 - - 0 2.2 2.8 4.3 4.3

P4 - - - 0 4.1 2.2 5.4

P5 - - - - 0 5.1 1.4

P6 - - - - - 0 6

P7 - - - - - - 0
19
Digital Systems Design
Clustering – Group Average

10
9 P7
Distance between groups is defined
P1
8 as the average distance between
P5
7 all pairs of entities
6
5 P3 Example:
P4
4
3
2 P2 P6 d ( 2, 4 )5 =
1
(d 25 + d 45 ) = 4.8
1
2
0
0 2 4 6 8 10

Cluster # P1 P2 P3 P4 P5 P6 P7

P1 0 7.2 5 7.1 6.1 9.2 7

P2 - 0 3 1.4 5.4 3 6.7

P3 - - 0 2.2 2.8 4.3 4.3

P4 - - - 0 4.1 2.2 5.4

P5 - - - - 0 5.1 1.4

P6 - - - - - 0 6

P7 - - - - - - 0
20
Digital Systems Design
Clustering – Group Average

10 Cluster # P1 C24 P3 C57 P6


9 P1 P7
P1 0 7.2 5 6.6 9.2
8
P5
7 C24 - 0 2.6 4.5 2.6
6
P3 - - 0 3.6 4.3
5 P3
P4 C57 - - - 0 5.6
4
3 P6 - - - - 0
P2 P6
2
1
0
0 2 4 6 8 10 Cluster # P1 C243 C57 P6

P1 0 6.4 6.1 9.2


Cluster # P1 P2 P3 P4 P5 P6 P7
C243 - 0 4.8 2.5

P1 0 7.2 5 7.1 6.1 9.2


C57 7 - - 0 5.1

P2 - 0 3 1.4 5.4 3
P6 6.7 - - - 0

P3 - - 0 2.2 2.8 4.3 4.3

P4 - - - 0 4.1 2.2 5.4

P5 - - - - 0 5.1 1.4

P6 - - - - - 0 6

P7 - - - - - - 0
21
Digital Systems Design
Clustering – Centroid-based

10
9 xP1 P7
Determine distances between centroids (k,l)
x
8 Merge centroids with the least distance
P5

((C ))
7
6
5 P3
x
d (k , l ) = xk − C xl ) + (C
2
yk − C yl
2

P4
4
3 x
P6
2 P2
1
0
0 2 4 6 8 10

Cluster # P1 P2 P3 P4 P5 P6 P7

P1 0 7.2 5 7.1 6.1 9.2 7

P2 - 0 3 1.4 5.4 3 6.7

P3 - - 0 2.2 2.8 4.3 4.3

P4 - - - 0 4.1 2.2 5.4

P5 - - - - 0 5.1 1.4

P6 - - - - - 0 6

P7 - - - - - - 0
22
Digital Systems Design
Clustering – Centroid-based

10
Cluster # C1 C24 C3 C57 C6
9 xP1 P7
x
8 C1 0 7.1 5 6.5 9.2
P5
7
C24 - 0 2.5 5.4 2.5
6
5 P3 C3 - - 0 3.5 4.3
x P4
4
C57 - - - 0 5.5
3 x
P2 P6
2 C6 - - - - 0
1
0
0 2 4 6 8 10

Cluster # P1 P2 P3 P4 P5 P6 P7

P1 0 7.2 5 7.1 6.1 9.2 7

P2 - 0 3 1.4 5.4 3 6.7

P3 - - 0 2.2 2.8 4.3 4.3

P4 - - - 0 4.1 2.2 5.4

P5 - - - - 0 5.1 1.4

P6 - - - - - 0 6

P7 - - - - - - 0
23
Digital Systems Design
Differences between Clustering Algorithms
4 4
x 10 x 10
2.5 2.5
4
2
x 10 2
2.5
Single Linkage K-means
1.5 1.5

1
2
Single
WardLinkage
K-means
Centroid
CompleteLinkage
Linkage 1

0.5 0.5
Y (m)

Y (m)
0 0
1.5
4
-0.5 x 10 -0.5
2.5
-1
2 1 -1

-1.5 Complete Linkage -1.5


1.5
-2
1 0.5 -2

-2.5 -2.5
-3 -2 -1 0 1 2 3
YY (m)(m)

0.5 -3 -2 -1 0 1 2 3
X (m) 4 X (m) 4

0 0 x 10 x 10

4
x 10
-0.5 2.5

-0.5
-1 2

-1.5 x 10
4
1.5
Ward
2.5
-2
-1 1
2
-2.5 Centroid Linkage 0.5
-3 1.5 -2 -1 0 1 2 3
-1.5
Y (m)
X (m) 4
x 10 0
1
-0.5
0.5
-2
Y (m)

-1
0
-1.5
-0.5
-2.5 -2
-3-1 -2 -1 0 1 2 3
-2.5
-1.5 X (m) -3 -2 -1 0 4 1 2 3
X (m) x 10 4
x 10
-2
24
Digital Systems Design
-2.5
-3 -2 -1 0 1 2 3
X (m) 4
x 10
Clustering – Variants

Clustering methods
Partitioning methods Hierarchical methods
k-means Agglomeration Division
Fuzzy-c-means (bottom up) (top down)
SOM Single linkage Wards
Clique Complete linkage Tree Structural Vector
One Pass Average group Quantification
Gustafson-Kessel algorithm Centroid Macnaughton-Smith
MST algorithm
ROCK

Distance Metrics  Camberra


 Euclidean  Chebychev
 Manhattan  Correlation
 Minkowsky  Chi-square
 Mahalanobis  Kendalls‘s Rank
25  Jaccard Correlation
Digital Systems Design
Clustering – Discussion
 Results
 Exact results (single linkage)
 Not-exact results  often several iterations are necessary (K-means)
 Metrics
 Strong impact to clustering results
 Not each metric is suitable for each clustering algorithm
 Decision for one- or multi-criteria metrics (separated or joint clustering)
 Selection of Algorithm
 Depends strongly on the structure of the data set and the expected results
 Some algorithms tend to separate outlayers in own clusters  some large
clusters and a lot of very small clusters (complete linkage)
 Only few algorithms are able to detect also branched, curved or cyclic clusters
(single linkage)
 Some algorithms tend to return clusters with nearly equal size (K-means,
Ward)
 Quality of clustering results
 The mean variance of the elements in each cluster (affinity parameter) is often
used
 In general the homogeneity within clusters and the heterogeneity between clusters
can be measured
 However, the quality prediction can be only as good as the quality of the used
metric!
26
Digital Systems Design
Branch and Bound with Underestimates
Application of the A* algorithm to the scheduling problem

Example: scheduling on a 2-processor system (processor A and B)


Process graph communication || processing (assumption)

f(x) = g(x) + h(x)


1 g(x) exact value of partial schedule
5
2 5 h(x) underestimate for remainder (rem)
2 8 3 9 =(min (altern.rem.proc, rem.comm. + rem.proc.)
x= start, than x=best of X, where X=growing set of
6 1 known solutions (min of comm+proc.)
4
3 f(1) = 5 + min((9 + 3), (2+8+3)) = 5+12 = 17
Legend:
green: processing times
blue : communication times Scheduled to: A B

Search is terminated when min {f(x)} is


a terminal node (in the search tree)
27
Digital Systems Design
Branch and Bound with Underestimates
Example: computation of f(3)

1 1 1 -> A 2 1 -> B
5
2 5 f(1)=17 f(2)=17

2 8 3 9 f(x) = g(x) + h(x)


3 2 -> A
f(3)=22 g(x) exact value of partial
6 1
schedule
4
3 h(x) underestimate for
remainder
case 1: A= path 1-2-4
A 1 2 4
g(3) = 5 + 8 = 13
B 2->4 4
h(3) = min(3, (5+9+3))
0 4 8 12 16 20 24
f(3) = 16
case 2: A= path 1-3-4
A 1 2 3 4
g(3) = 5
B 1->3 3 4
h(3) = 5 + 9 + 3
0 4 8 12 16 20 24
28 f(3) = 22
Digital Systems Design
Berechnung
 Annahme: Kommunikation auf gleichem Processor läuft parallel zur CPU
 f(1) = 5 + 9 + 3 = 17 f(2) Gleiches Ergebnis,
da egal, ob Prozess 1 auf A oder B läuft 1 5
2 5
 f(3) = 5+8 + min (5+9+3, 6+3) = 22
Schedule: Prozesse 1 und 2 auf Prozessor A
2 8 3 9
 f(4) = 5+2+8+ min (3; 9+1+3) = 18
6 1
Prozess 1 auf A, 2 auf B
(daher +2 Kommunikation und proc 8+5) 4 3
 f(5) = 5+9+ min (1+3; 2+8+3) = 18
Schedule: Prozesse 1 und 3 auf Prozessor A
 f(6) = f(3)
 f(7) = weitere Fallunterscheidungen mit Rest

29
Digital Systems Design
Branch and Bound with Underestimates
Application of the A* algorithm to the scheduling problem

Example: scheduling on a 2-processor system (processor A and B)


Process graph Search Tree
Legend:
green: processing times
1
5 blue : comm. times 1 1 -> A 2 1 -> B
2 5 f(1)=17 f(2)=17

2 8 3 9
3 2 -> A 4 2 -> B 5 3 -> A 6 3 -> B
6 1 f(3)=22 f(4)=18 f(5)=18 f(6)=22
4 f(x) = g(x) + h(x)
3
g(x) exact 7 2 -> A 8 2 -> B
h(x) underestimate rest f(7)=25 f(8)=18

A 1 3
B 12 2 4 9 4 -> A 10 4 -> B
f(9)=24 f(10)=18
0 4 8 12 16 20 24
30Search is terminated when min {f(x)} is a terminal node (in the search tree)
Digital Systems Design
References
 A. Mitschele-Thiel: Systems Engineering with SDL – Developing Performance-
Critical Communication Systems. Wiley, 2001. (section 2.5)
 C.R. Reeves (ed.): Modern Heuristic Techniques for Combinatorial Problems.
Blackwell Scientific Publications, 1993.
 H.U. Heiss: Prozessorzuteilung in Parallelrechnern. BI-Wissenschaftsverlag,
Reihe Informatik, Band 98, 1994.
 M. Garey, D. Johnson: Computer and Intractability. W.H. Freeman, New
York, 1979.

31
Digital Systems Design

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