eecs 150 - components and design techniques for digital systems lec 01 – introduction 8-31-04...
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EECS 150 - Components and Design
Techniques for Digital Systems
Lec 01 – Introduction
8-31-04
David CullerElectrical Engineering and Computer Sciences
University of California, Berkeley
http://www.eecs.berkeley.edu/~cullerhttp://www-inst.eecs.berkeley.edu/~cs150
8/31/04 EECS150 Lec01 - Intro 2
Outline
• Introductions
• Course Content
• Administrivia– Enrollment & Attendance
– Course Structure & Grading
• A Few Basic Principles of Digital Design
• Summary
• Reading: Katz&Boriello, Ch 1
8/31/04 EECS150 Lec01 - Intro 3
IntroductionsDavid E. Culler
http://www.eecs.berkeley.edu/~culler
627 Soda Hall, 643-7572
Office hours: Tue 3:30-5, Fr 10-11
Greg GibelingHead TA
Michael Liao
Stan [email protected]
Kaushik [email protected]
8/31/04 EECS150 Lec01 - Intro 4
Background
Transfer Function
Transistor Physics
Devices
Gates
Circuits
FlipFlops
EE 40
HDL
Machine Organization
Instruction Set Arch
Pgm Language
Asm / Machine Lang
CS 61C
Deep Digital Design Experience
Fundamentals of Boolean Logic
Synchronous Circuits
Finite State Machines
Timing & Clocking
Device Technology & Implications
Controller Design
Arithmetic Units
Bus Design
Encoding, Framing
Testing, Debugging
Hardware Architecture
HDL, Design Flow (CAD)
8/31/04 EECS150 Lec01 - Intro 5
Course Content
Components and Design Techniques for Digital Systems
Synchronous Digital Hardware Systems
Example digital representation: acoustic waveform
A series of numbers is used to represent the waveform, rather than a voltage or current, as in analog systems.
• Synchronous: “Clocked” - all changes in the system are controlled by a global clock and happen at the same time (not asynchronous)
• Digital: All inputs/outputs and internal values (signals) take on discrete values (not analog).
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What makes Digital Systems tick?
Combinational
Logic
time
clk
What determines the systems performance?
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Course Content
• Not a course on transistor physics and transistor circuits. Although, we will look at these to better understand the primitive elements for digital circuits.
• Not a course on computer architecture or the architecture of other systems. Although we will look at these as examples.
• Hardware Architectures
• Arithmetic units, controllers
• Memory elements, logic gates,
busses
• Transistor-level circuits
• Transistors, wires
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EECS 150 Project in my day - PONG
• Row of LEDs
• Bunch of TTL SSI chips– TTL coolbook
• Couple of switches for paddle
• Wired Bread board– Ground plane would oscillate after wires signal
punched through
• Oscilloscope and logic analyzer
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CaLinx II - Class Lab/Project Board
Flash Card & Micro-drive Port
Video Encoder & Decoder
AC ’97 Codec & Power Amp
Video & Audio Ports Four 100 Mb Ethernet Ports
8 Meg x 32SDRAM
Quad Ethernet Transceiver
XilinxVirtex 2000ESeven Segment
LED Displays
Prototype Area
8/31/04 EECS150 Lec01 - Intro 14
F03 Final Project: Video Processor (Network Controlled Video Capture/Processing/Display System)
ControlProgram
network
Video Processor
Video Processor
Commands
• Video Processor captures images with video camera.
• User interacts with control program to send processing commands to video processor (pan, zoom, transform, etc.).
• Result is displayed.• Everyone (working in groups of 2)
will design, implement, debug, and demo a video processor.
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Sp04 project: network switch for audio
Switch Switch
Switch Switch
Mic
Speaker
Station #1
CommandInterface
Mic
Speaker
Station #3
CommandInterface
Mic
Speaker
Station #2
CommandInterface
Mic
Speaker
Station #2
CommandInterface
Analog-DigitalConversion
Digital-AnalogConversion
Half Duplex“Push-to-Talk”
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Not exactly a line of LEDS
• FPGA/SDRAM provides full game logic
– Court, obstructions
– Moving paddles
– Moving, colliding ball
– All the physics
• Court displayed to NTSC (TV) Video Output
– Real time Sound effects ???
• N64 controller (and switches) for input
• How to make it multiplayer?– The network
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Network
• Second player over the network– Host board + visitor board
– Only host computes the physics
– Visitor send joystick position messages
– Host returns board description messages
– Both display game
• Ethernet ?
• 802.15.4 wireless !
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Traversing Digital Design
EE 40 CS61C
EECS150 wks 1-6
EECS150 wks 1-6
8/31/04 EECS150 Lec01 - Intro 20
Administrative Issues
• See www.inst/~cs150 every day
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Enrollment• If you are enrolled and plan to take the course you must attend your lab
section next week, if not you will be dropped from the class roster. No exceptions!
• Also, if you are on the wait list and would like to get into the class you must: 1. Pick up and fill out an appeal form (available at the CS office) and turn it in to 390 Soda, by
5pm Friday, September 3.
2. Attend lectures and do the homework, for the first two weeks.
3. In the second week of classes, go to the lab section in which you wish to enroll. Give the TA your name and student ID.
4. Later, we will process the waitlist based on these requests, and lab section openings.
5. Note: if you are not on the waitlist, you will not be considered for enrollment.
• No lab (or discussion) sections this week. Lab lecture on Friday.
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Sections
Discussion, Friday Lab lecture (2-3) in lab 125 Cory
Discussion section 103 has been moved from 3-4pm on Monday to 4-5pm on Monday.
Lab15 (Thursday 9am-12pm) has been cancelled
If you are currently enrolled in lab section 15 – please pick a different section and attend next week. The TA will tell
you if there is sufficient space.– You will get priority over waitlisted students into new sections.
• You must be in the same lab every week, and the same lab as your project partner.
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Attendance
• Attend regular lectures and ask questions. – No webcast this time
• Attend weekly “lab lecture” (Friday 2-3). – Webcast
• Attend your lab section. You must stick with the same lab section all semester.
– We will put together a lab section exchange in a few weeks to help you move to a different section.
• Attend any discussion section. You may attend any discussion section that you want regardless of which one you are enrolled in. Attendance is optional, but useful.
• The instructor and TAs hold regular office hours (see class webpage). Please take advantage of this opportunity!
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Course Materials
• Class notes, homework & lab assignments, solutions, and other documentation will be available on the class webpage:
http://www-inst.eecs.berkeley.edu/~cs152/index.html– Check the class webpage and newsgroup often!
– You are responsible for checking the class webpage at least once every 24 hours.
• Textbook: R. H. Katz, G. Borriello, Contemporary Logic Design, 2nd Ed., Prentice Hall/Pearson Publishing, available through Copy Central on Hearst $37.81Other useful books: (on reserve in Eng Library)
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Course Grading
3 Exams45%
project30%
HW10%
labs15%
• Three exams of approximately equal weight
• Weekly homework based on reading and lectures. • Out Th lecture, due Friday 2:00
next week• Lab exercises for weeks 2-6,
followed by project checkpoints and final checkoff.
• Labs and checkpoints due within the first 30 minutes of your next lab session.
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Course Structure & Grading
Monday (for example):
Discussion section 1
Tuesday:
Lecture 2-3:30 1.5
Wednesday (for example):
Lab section 3
Thursday:
Lecture 2-3:30 1.5
Friday:
Lab Lecture 1
Reading book, reviewing notes 3
Homework 4
TOTAL 15 hours/week
A week in the life of a EECS150 student
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Cheating• Any act that gives you unfair advantage at the expense of another
classmate.• Examples:
– copying on exams, homework,– copying design data,– modifying class CAD software,– modifying or intentionally damaging lab equipment.
• If you ever have a question about what will be considered cheating, please ask.
• What should the penalty be?– Fail the course. Report to student affairs.
– Fail the assignment / exam / project. (first time) Report.
– Fail the disputed entity.
• Key is time management. Avoid desperation.
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Lecture format
• Outline
• Quick review of key points from previous time
• Main Topic
• Administrative issues & Break
• Additional depth or additional topic
• Summary of key points
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a b out
0 0 1
0 1 1
1 0 1
1 1 0
Interactive Background Quiz
With your neighbor:
Draw the symbol for the logic gate implemented by this circuit.
Draw the truth table for it.
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Example Digital Systems
• Digital Computer
– Usually design to maximize performance. "Optimized for speed"
- Usually designed to minimize cost. “Optimized for low cost”
- Of course, low cost comes at the expense of speed.
• Handheld Calculator
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Example Digital Systems
• Digital Watch
– Low power operation comes at the expense of:
» lower speed
» higher cost
Designed to minimize power.Single battery must last for years.
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Basic Design Tradeoffs
• You can improve on one at the expense of worsening one or both of the others.
• These tradeoffs exist at every level in the system design - every sub-piece and component.
• Design Specification - – Functional Description.
– Performance, cost, power constraints.
• As a designer you must make the tradeoffs necessary to achieve the function within the constraints.
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To design is to represent
• How is design and engineering different from craftsmanship?
• What is the result of the design process?
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Hierarchy in Designs
• Helps control complexity - – by hiding details and reducing the total number of things to handle at
any time.
• Modularizes the design - – divide and conquer
– simplifies implementation and debugging
• Top-Down Design – Starts at the top (root) and works down by successive refinement.
• Bottom-up Design – Starts at the leaves & puts pieces together to build up the design.
• Which is better?– In practice both are needed & used.
» Need top-down divide and conquer to handle the complexity.
» Need bottom-up because in a well designed system, the structure is influence by what primitves are available.
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Summary: Digital Design
Given a functional description and performance, cost, & power constraints, come up with an implementation using a set of primitives.
• How do we learn how to do this? 1. Learn about the primitives and how to generate them.
2. Learn about design representation.
3. Learn formal methods to optimally manipulate the representations.
4. Look at design examples.
5. Use trial and error - CAD tools and prototyping.
• Digital design is in some ways more an art than a science. The creative spirit is critical in combining primitive elements & other components in new ways to achieve a desired function.
• However, unlike art, we have objective measures of a design: performance cost power