Digital Systems Déign000000000000000 .pdf

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About This Presentation

fpga


Slide Content

Andreas Mitschele-Thiel
Dieter Wuttke
TECHNISCHE
UNIVERSITÄT

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

Digital Systems Design
2
Part I
Introduction

Digital Systems Design

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

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:

Systems where HW/SW relation is obvious:
embedded systems
real-time systems
reliable systems
safety-critical systems
capacity
responsiveness and delay
predictability
reliability
safety
power consumption
cost
...
=> Knowledge of HW/SW interaction is required!
What are „Integrated HW/SW-Systems“?

Digital Systems Design
4
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.
Image “borrowed” from an Iomega advertisement for Y2K software and disk drives, Scientific American
, September 1999.

Digital Systems Design
5
Motivation for the Course – Why is this important?
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
Information Technology Scenario

Digital Systems Design
6
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.

Digital Systems Design
7
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

Digital Systems Design
10
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: [email protected]
Phone: 03677- 69-2819 Phone: 03677- 69-2820

Dr. Karsten Henke
Office: Zusebau, Room 2078
Email: [email protected]
Phone: 03677- 69-1443

Digital Systems Design
11
Introduction
Integrated HW/SW systems by example
Issues of HW/SW systems development

Digital Systems Design
12
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
...

Digital Systems Design
13
Example: UMTS Network
RNS
UTRAN CN
RNS
PS Domain
CS Domain
Registers
RNC
RNC
MSC/VLR GMSC
HLR/AuC/EIR
SGSN GGSN
Node B
Node B
Node B
Node B
UE
User
Equipment
(UE)
Iu Uu
Iub
Iub
Iur
Gn

Digital Systems Design
14
Example: Digital Wireless Platform
A
D
Analog RF
Timing
recovery
phone
book
Java
VM
ARQ
Keypad,
Display
Control
Filters
Adaptive
Antenna
Algorithm
Equalizers MUD
Accelerators
(bit level)
analog digital
DSP core
uC core
(ARM)
Logic
Dedicated Logic
and Memory
Source: Berkeley Wireless Research Center

Digital Systems Design
15





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

Digital Systems Design
16
Example: Modern Vehicles, an Electronic System
Electronic Toll Collection
Collision Avoidance
Vehicle ID Tracking
Safety-critical System
Vehicle
CAN Bus
Body
Control
ECU ABS
Suspension Transmission
IVHS Infrastructure
Wireless Communications/
Data Global Positioning
Info/Comms/
AV Bus
Cellular
Phone
GPS Display
Navigation Stereo/CD
SW Architecture
Network Design/Analysis Function/Protocol Validation
Performance Modeling
Supplier Chain Integration
IVHS: Intelligent Vehicle Highway Systems
ECU: Electronic Control Unit (Bordcomputer)

Digital Systems Design
17
Example: Vehicles, a Consumer Electronic System
Comms
GSM/GPRS
UMTS, Paging
Compression
SW Shell
Windows CE,
NT, MAC, BIOS
SW Apps
Browser,
Comms, User Apps
Processor
RISC, PowerPC
X86, Hitachi RISC
Display
Heads Up,
Flat Panel
Graphics
User I/F
Voice Synthesis
Voice Control
Stylus, ETC
Output & I/F
Serial, Ethernet
Diagnostics
Info/Comms/
AV Bus
Cellular
Phone
GPS Display
Navigation Stereo/CD
•Minimum Technology to
S
atisfy User Requirements
•Usability
•Integrate with Other Vehicle
S
ystems
•Add Functions Without
A
dding the Cost
Challenges
Vehicle Web Site
Technology

Digital Systems Design
18
Example: Smart Buildings
•Task: am
zones, to be individually controlled by building occupants, creating “micro-
climates within a building”
•Other functions: s
ecurity, identification and personalization, object tagging,
seismic monitoring
Dense wireless network of sensor,
monitor, and actuator nodes
• D
• I

• A

• T

Digital Systems Design
19
PC/Data
Based
PC-1
laptop
Internet
Access
PC-2
Printer
Telecom
Based
Video
Phone
Voice
Phone
PDA
Intercom

Appliance
Based
Sprinklers
Toasters
Ovens
Clocks
Climate
Control
Utility
Customization

Security
Based
Door
Sensors
Motion
Detectors Window
Sensors
Light
Control
Audio
Alarms
Video
surveillance

Smoke
Detectors
Entertainment
Based

Stereo
TV
Cam
Corder
Still
Camera
Video
Game
VCR
DVD
Player
Web-TV
STB
Example: Home Networking Application (Subnet) Clusters

Digital Systems Design
20
Example: Smart Dust Components
Laser diode
III-V process
Passive CCR comm.
MEMS/polysilicon
Active beam steering laser comm.
MEMS/optical quality polysilicon
Sensor
MEMS/bulk, surface, ...
Analog I/O, DSP, Control
COTS CMOS
Solar cell
CMOS or III-V
Thick film battery
Sol/gel V
2O
5
Power capacitor
Multi-layer ceramic
1-2 mm

Digital Systems Design
21
Example: Airborne Dust
Mapleseed solar cell
MEMS/Hexsil/SOI
1-5 cm
Controlled auto-rotator
MEMS/Hexsil/SOI
Rocket dust
MEMS/Hexsil/SOI

Digital Systems Design
22
Example: Synthetic Insects
Source: R. Yeh, K. Pister, UCB/BSAC

Digital Systems Design
23
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

Digital Systems Design
24
What is a System Anyway?
Environment to environment
Sensors + Information Processing + Actuators
Computer is a system
Microprocessor (ASCI, memory) is not
environment
sensor
sensor
sensor
sensor
sensor
processing
actor

Digital Systems Design
25
Design Process: Behavior vs. Structure
Mapping
Flow To Implementation


Communication
Refinement
Behavior
Simulation
Performance models:
emb. SW, comm. and
comp. resources
HW/SW
partitioning,
scheduling
Synthesi
s
SW
estimation

Requirements
System
Behavior
Models of
computation
System
Architecture
Performance
Simulation
Validation

Digital Systems Design
26
Will the system solution match the original system spec?
Concept
•Limited synergies between HW & SW
t
eams
•Long complex flows in which teams do
n
ot reconcile efforts until the end
•High degree of risk that devices will be
f
ully functional
Software Hardware
?
• HW or IP Selection
• Design
• Verification
• System Test
Tx
Optics
Synth/
MUX
CDR/
DeMUX
Rx
Optics
VCXO
mP
Clock
Select
Line
I/F
OHP
STS
PP
STS
XC SPE
Map
Data
Framer
Cell/
Packet
I/F
STM
I/F

Digital Systems Design
27
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, ...)

Digital Systems Design
2
Part II
Development Process
Digital Systems Design

Digital Systems Design
3
System Development – Poor Process
Poor common infrastructure. Weak specialization of functions.
Poor resource management. Poor planning.

Digital Systems Design
4
System Development – Ordered Process
Good planning.
Good common infrastructure.
Specialization of functions.
Good resource management.

Digital Systems Design
5
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)

Digital Systems Design
6
System Development Process – The Theory
Analysis
Design
Implementation
Integration
Maintenance
Development is not a pure top-down process
use of subcomponents from the shelf
=> bottom-up
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
bottom-up and top- down design
Waterfall model

Digital Systems Design
7
Analysis
Analysis Phase and Subphases
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

Digital Systems Design
8
Problem Analysis
Preliminary study to analyse important needs of the environment to be
supported by the system
discuss principal solution strategies




=> 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)

Analysis
Problem
analysis
Feasibility
study
Requirements
analysis

Digital Systems Design
9
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)

Focus of the feasibility study are
critical issues of the system
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
Analysis
Problem
analysis
Feasibility
study
Requirements
analysis

Digital Systems Design
10
Analysis
Problem
analysis
Feasibility
study
Requirements
analysis
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
requirements are met is typically left open




=> 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

Digital Systems Design
11
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
...
We will see methods to ensure that
the requirements are met in the
design section

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

Digital Systems Design
13
Design and Subphases
Architectural Design (Top- level Design)
define the modules of the system and
their interfaces
goal: maximize internal coherence and
minimize intermodule coordination
modules are typically functional entities
but may be structural entities as well
(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

Implementation Design
take into account the details of the used
implementation technique, e.g. interfaces
to operating systems and hardware
Design
Architectural
design
Detailed
design
Implementation
design
When is the behavior of
the system decided and
when the structure?

Digital Systems Design
14
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
...

Digital Systems Design
15
&
&
&
Design Models and Views – An Overview
Different modeling approaches focus on different aspects of the system
msc data_transfer
application transport network medium network transport application
system
data-oriented
view
functional
view
structural
view
behavioral
view

Digital Systems Design
16
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
Process 1
Send msg
Receive Ack
Send Ack
Process 2
KEY_ON => START_TIMER
END_TIMER_5 =>
ALARM_ON
KEY_OFF or BELT _ON =>
END_TIMER_10 or
BELT_ON or
KEY_OFF => ALARM_OFF
WAIT
ALARM
OFF
o(n) = c1 * i(n) + c2 * i(n-1)

Digital Systems Design
17
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

&
&
&

Digital Systems Design
18
Behavior and Structure
System
Behavior
System
Architecture
Mapping
Flow To Implementation


Communication
Refinement
Behavior
Simulation
Performance
Simulation
Models of
computation
HW/SW
partitioning
,
scheduling
Synthesis

Requirements
Structural model
Validation

Digital Systems Design
19
Behavior meets Structure: The Optimization Problem
There are numerous solutions to define
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

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
Structural Space
System Platform
Behavioral Space

Digital Systems Design
20
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?

Digital Systems Design
21
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)

Digital Systems Design
22
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
components (behavior, temporal requirements, shock resistance, ...)

Digital Systems Design
23
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

Digital Systems Design
24
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

Digital Systems Design
25
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)

Digital Systems Design
26
Classic Waterfall Model & Iterative Waterfall Model
Analysis
Design
Implementation
Integration
Maintenance
Classic waterfall model (top-down)
engineering approach to building a
house, bridge, etc.
no feedback assumed
Iterative waterfall model
validation and feedback to earlier stages

Digital Systems Design
27
Evolutionary Model
Limits of the waterfall model
often the requirements are
incomplete in the beginning
waterfall model is not
appropriate where requirements
are not well understood or not
well defined
with the waterfall model,
there are no intermediate
product releases

Idea of the evolutionary model:
provide intermediate product
releases
refine and extend
requirements during the
development process
analysis
design
implementation
new prototype
needed
modification of
product definition
y
test
n

Digital Systems Design
28
Spiral Model
Meta model supporting the flexible combination of the above approaches
review results;
plan next iteration
define objectives,
alternatives and
constraints
evaluate alternatives,
identify and resolve
risks
develop
and verify

Digital Systems Design
29
V Model
Extension of the waterfall model to integrate quality assurance (verification and
validation)
requirements
definition
top-level
design
detailed
design
module
implementation
module
test
integration
test
system
test
acceptance
test
application scenarios
test cases
test cases
test
cases
validation
verification
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
the specification provided as input (is the system built right? – process quality)

Digital Systems Design
30
Traditional (Early Partitioning) vs. Codesign Approach
Early Partitioning (Structure First) HW/SW Codesign (Behavior First)
system architectur
HW descr. SW descr.
HW impl. SW impl.
prototyp/product
system description
HW impl. SW impl.
system architectur
prototyp/product
+ joint system description/model
eases validation and integration
- joint description is not optimized for
both HW and SW
+ flexibility wrt. HW/SW partitioning
+ optimized descriptions/models for HW and SW parts, respectively
- lack of flexibility wrt HW/SW partitioning
- problems with HW/SW integration

Digital Systems Design
31
Traditional vs. Codesign Approach (Polis, Cadence VCC)
Traditional System Design VCC Separation and Mapping
System
Behavior
System
Architecture
System
Implementation
System
Performance
System
Behavior
System
Architecture
Mapping
Behavior on
Architecture
Refine
Implementation
of System
1 2
3
4
Data Sheets
on paper
Executable
Data Sheets

Digital Systems Design
32
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.

Digital Systems Design
2
Part III
Requirements
Digital Systems Design

Digital Systems Design
3
Requirements
Analysis process
Functional requirements
Performance requirements
Real-time requirements
Safety and reliability
Principles and elements of requirements analysis

Digital Systems Design
4
The Importance of Requirements
Proper definition of the requirements is vital to ensure quality!

Digital Systems Design
5
Review of the Development Process
Design
Analysis
Problem
analysis
Feasibility
study
Requirements
analysis
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

Digital Systems Design
6
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
some details

Digital Systems Design
7
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


KEY_ON => START_TIMER
END_TIMER_5 =>
ALARM_ON
KEY_OFF or
BELT _ON =>
END_TIMER_10 or
BELT_ON or
KEY_OFF => ALARM_OFF
WAIT
ALARM
OFF
Example of control system:
seat belt control
Example of transformational system:
FIR filter o(n) = c1
* i(n) + c2 * i(n-1)
* c2
* c1
+
c2 * i(n-1)
c1 * i(n)
i(n)
i(n)
o(n)
S
i(n-1)

Digital Systems Design
8
Performance Requirements
Important performance requirements
Capacity
Response time
Jitter

Examples of performance requirements:
capacity: number (and kind) of events
processed per second
response-time: time to process an event
(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
the scheduling strategy
load
response time
Performance cannot be „added on“
to the implementation

Digital Systems Design
9
Real-time (Temporal) Requirements
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.

deadline time
usefulness
of result
hard or firm real-time requirement
soft real-time requirement

Digital Systems Design
10
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

Digital Systems Design
11
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

Digital Systems Design
12
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.

Digital Systems Design
13
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.

Digital Systems Design
14
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)

Digital Systems Design
15
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.

Digital Systems Design
16
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.

Digital Systems Design
17
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.

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

Digital Systems Design
3
Behavioral Models and Specification Languages
Behavioral Models
Finite State Machine
(FSM)
NDFSM
composed FSM
Petri Net (PN)
Data Flow Graph (DFG)
Control Flow Graph (CFG)
Control/Data Flow Graph
(CDFG) Specification Languages
StateCharts
SDL
VHDL
SystemC
...
Basic Concepts
concurrency
hierarchy
communication
synchronisation
exception handling
non-determinism
timing

Digital Systems Design
4
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, ...)

Digital Systems Design
5
Finite State Machines – Control Algorithms

Digital Systems Design
6
Finite State Machines – Discussion

Digital Systems Design
7
Moore vs. Mealy Automata
Theoretically, same computational power
In practice, different characteristics
Moore machines:
non-reactive
(response delayed by 1 cycle –
clocked change of output only)
easy to design
(always well-defined)
good for SW implementation
software is always “slow”
Mealy machines:
reactive (immediate response
to changes of input)
hard to compose
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
δ τ µ
X
a
Z Y
n
Z
δ τ λ
X
a
Z
Y
n
Z

Digital Systems Design
8
Finite State Machines – Discussion

Digital Systems Design
9
Finite State Machines – Example: state diagram (informal)

Digital Systems Design
10
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)

Digital Systems Design
11
Finite State Machines - Extensions
Divide and conquer

⇒Nondeterminism

⇒Parallel automata

⇒Processes

⇒Communication

⇒Hierarchy

⇒Graphical support

⇒Extended formal semantic

Digital Systems Design
12
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)
0
1 2 3 4
5
6
7 8
9
START => SEC =>
SEC => END
SEC => SEC =>
SEC =>
SEC =>
SEC =>
SEC =>
SEC =>
START =>
SEC => END
SEC => END
SEC => END

Digital Systems Design
13
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
of transition a in state s1
s1
s2
s3
a
a
b
a
c
s1
s2,s3
a
s3
b
a
s2
c
b a
c
Equivalent deterministic FSM

Digital Systems Design
14
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...)

Digital Systems Design
15
FSM Composition – Example
Example: seat belt control || timer
Belt
Control

Timer

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

KEY_ON => START_TIMER
END_TIMER_5 =>
ALARM_ON
KEY_OFF or
BELT _ON =>
END_TIMER_10 or
BELT_ON or KEY_OFF => ALARM_OFF
WAIT
ALARM
OFF

Digital Systems Design
16
FSM Composition – Example
Example: seat belt control || timer
0
1 2 3 4
5 6 7 8 9
START_TIMER =>
START_TIMER =>
SEC =>
SEC =>
END_TIMER_10
SEC => SEC =>
SEC =>
END_TIMER_5
SEC => SEC => SEC => SEC =>
Belt
Control

Timer

KEY_ON => START_TIMER
END_TIMER_5 =>
ALARM_ON
KEY_OFF or
BELT _ON =>
END_TIMER_10 or
BELT_ON or KEY_OFF => ALARM_OFF
WAIT
ALARM
OFF

Digital Systems Design
17
FSM Composition – Example
Cartesian product
OFF, 0 WAIT, 1
KEY_ON and START_TIMER =>
START_TIMER must be coherent
WAIT, 2
SEC and
not (KEY_OFF or BELT_ON) =>
OFF, 1
not SEC and
(KEY_OFF or BELT_ON) =>
OFF, 2
SEC and
(KEY_OFF or BELT_ON) =>

Digital Systems Design
18
Finite State Machines - Extensions: parallel automata

Digital Systems Design
19
FSM Extensions – Example: user interaction > Processes

Digital Systems Design
20
FSM Extensions - Communication (MSC)

Digital Systems Design
21
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
used to model preemption and exceptions
 Concurrency:
two or more FSMs are simultaneously active
states are called AND states
 Non-determinism:
used to abstract behavior
error
a
recovery
odd
even
done
a1 a2

Digital Systems Design
22
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)

Digital Systems Design
23
StateCharts – OR Decomposition
S
V
T
S
V
T
f
f
f
e
h
e
h
g g
To be in state U the system must
be either in state S or in state T
U
State U is an abstraction of states S and T

Digital Systems Design
1
Part V
High- level Synthesis
Digital Systems Design

Digital Systems Design
3
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

Digital Systems Design
4
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

Digital Systems Design
5
Domains of HW Design
Y chart: design domains and abstraction levels
structural domain behavioral domain
physical domain (layout)
=1
A
B
Y
t = 5 ns
layout PowerPC 750
EXOR: process (A, B)
begin
Y <= transport A xor B after 5 ns;
end process;
abstraction
levels

Digital Systems Design
6
Abstraction Levels
structural domain behavioral domain
physical domain (layout)
transistor layout
cells
chips
boards
CFG, algorithms
register transfers
Boolean expressions
transistor functions
gates, flip-flops
transistors
registers, ALUs, MUXs
processors,
memories, buses

Digital Systems Design
7
Structural Synthesis
Structural synthesis is the translation
from a behavioral description into a
structural description
structural domain behavioral domain
physical domain (layout)
transistor layout
cells
chips
boards
CFG, algorithms
register transfers
Boolean expressions
transistor functions
gates, flip-flops
transistors
registers, ALUs, MUXs
processors,
memories, buses

Digital Systems Design
8
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
structural domain
behavioral domain
physical domain (layout)
transistor layout
cells
chips
boards
CFG, algorithms
register transfers
Boolean expressions
transistor functions transistors
registers, ALUs, MUXs
processors,
memories, buses
gates, flip-flops

Digital Systems Design
9
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
structural domain
behavioral domain
physical domain (layout)
transistor layout
cells
chips
boards
CFG, algorithms
register transfers
Boolean expressions
transistor functions transistors
registers, ALUs, MUXs
processors,
memories, buses
gates, flip-flops

Digital Systems Design
10
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

structural domain
behavioral domain
physical domain (layout)
transistor layout
cells
chips
boards
CFG, algorithms
register transfers
Boolean expressions
transistor functions transistors
gates, flip-flops
registers, ALUs, MUXs
processors,
memories, buses
(a) a data path which is a structure of storage
elements and functional units that perform the
given register transfers, and
(b) a control unit that controls the sequencing
of the states in the register-transfer description

Digital Systems Design
11
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
by a register- transfer description










structural domain
behavioral domain
physical domain (layout)
transistor layout
cells
chips
boards
CFG, algorithms
register transfers
Boolean expressions
transistor functions transistors
registers, ALUs, MUXs
processors,
memories, buses
gates, flip-flops

Digital Systems Design
12
Levels of Synthesis

Digital Systems Design
13
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
derivation of controller (microprogram)

Digital Systems Design
14
High-level Synthesis: Theory
Behavioral model:
G
S = (V
S, E
S) is a directed acyclic graph where
each node v
S ∈ V
s represents a task and
each arc e
T = (v
i, v
j) ∈ E
S defines a data dependency (execute v
i before v
j)
Resource model:
G
R = (V
R, E
R) is a bipartite graph with

V
R = (V
S ∪ V
T) where
V
S specifies the nodes of the behavioral model
V
T specifies the nodes representing resource types
(v
S, v
T) ∈ E
R with v
S ∈ V
s and v
T ∈ V
T specifies that v
S may be implemented
by a resource node of type v
T
the cost function c denoting the cost of each instance of node type v
T and
the node execution time t denoting the latency of the execution of task v
S on
a resource of type v
T

Digital Systems Design
15
Summary of Basic Concepts of Models and Languages
State transitions
events triggering a state transition
(simple input, complex conditions)
computation associated with
transition
Concurrency
decomposition of behavior in
concurrent entities
different levels of concurrency (job,
task-, statement-, operation-level)
data-driven (data dependencies) vs
control-driven concurrency (control
dependencies)
reduction of states
Hierarchy
structural hierarchy (system, block,
process, procedure)
behavioral hierarchy (hierarchical
transitions, fork-join)
Programming constructs
specify sequential algorithm
Communication
shared variables (broadcast)
message passing
synchronous vs. asynchronous
Synchronization
control-dependent (fork-join)
data-dependent (data, event,
message)
Exception handling
immediate termination of current
behaviror
Non-determinism
choice between multiple transitions
non-deterministic ordering
Timing
timeouts
time constraints (e.g. exec. time)

Digital Systems Design
16
Control vs. Data Flow Applications
Rough classification:
control:
don’t know when data arrive
(quick reaction)
time of arrival often matters
more than value
data:
data arrive in regular streams
(samples)
values matter most

Distinction is important for:
specification (language, model, ...)
synthesis (scheduling,
optimization, ...)
validation (simulation, formal
verification, ...)

Specification, synthesis and validation
methods emphasize:
for control:
event/reaction relation
response time
(real-time scheduling for
deadline satisfaction)
priority among events and
processes
for data:
functional dependency between
input and output
memory/time efficiency
(data-flow scheduling for
efficient pipelining)
all events and processes are
equal

Digital Systems Design
17
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

Digital Systems Design
21
DFG – Example

Digital Systems Design
22
CDFG – Loop

Digital Systems Design
23
Review of Models, Concepts and Languages
Behavioral Models
Finite State Machine (FSM)
NDFSM
composed FSM
Petri Net (PN)
Data Flow Graph (DFG)
Control Flow Graph (CFG)
Control/Data Flow Graph
(CDFG)
Specification Languages
StateCharts
SDL
VHDL
SystemC
...
Basic Concepts
concurrency
hierarchy
communication
synchronisation
exception handling
non-determinism
timing

Digital Systems Design
24
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

Digital Systems Design
25
High-level Synthesis: Example
Behavioral model:
* *
*
*
+ < *
-
-
* +
1 2 6 8
10
4
3 7 9
11
5
data
dependency

Resource model:
*
*
*
*
*
*
-
-
+
+
<
1
3
7
2
6
8
4
9
11
5
10
multiplier
ALU
may be
implemented
on
Note: behavior model does not
define clocking (different from
RT synthesis)

Digital Systems Design
26
High-level Synthesis: Example
Scheduling with unlimited resources:
=> latency 4 T
* *
*
*
+ < *
-
-
* +
1 2 6 8 10
4
3 7 9 11
5
t
0
t
1
t
2
t
3
t
4

Digital Systems Design
27
High-level Synthesis: Example
Mapping and scheduling with limited resources:
4 multipliers
2 ALUs
=> latency 4 T
* *
*
*
+ < *
-
-
* +
1 2 6 8 10
4
3 7 9 11
5
t
0
t
1
t
2
t
3
t
4

Digital Systems Design
28
High-level Synthesis: Example
Mapping and scheduling with
limited resources:
1 multiplier
1 ALU
=> latency 7 T
*
1
*
2
*
6
*
8
+
10
-
4
*
3
*
7
+
9
<
11
-
5
t
0
t
1
t
2
t
3
t
4
t
5
t
6
t
7

Digital Systems Design
29
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
* * * * +
1 2 6 8 10
-
4
* + < *
3 7 9 11
-
5
t
0
t
1
t
2
t
3
t
4
assign all nodes
without predecessors
assign nodes with
scheduled predecessors
dito
dito

Digital Systems Design
30
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
* *
1 2
*
6
*
3
- * +
8 10 4
*
7
+ <
- 9 11
5
t
0
t
1
t
2
t
3
t
4
dito
dito
assign nodes with
scheduled successor
assign all nodes
without sucessor

Digital Systems Design
31
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)


* * +
1 2 10
-
4
* <
3 11
-
5
t
0
t
1
t
2
t
3
t
4
*
8
+
9
*
6
*
7
*
8
+
9
*
6
*
7

Digital Systems Design
32
Scheduling with Resource Constraints: List Scheduling
Apply global criteria to optimize the schedule
derive priority for each node based on
length of path to sink/source or
laxity of node (i.e. the difference
between start according to ASAP and
ALAP) or
number of successor nodes (fanout)
Example: 1 multiplier, 1 ALU
Priority assignment (according to length to sink):


*
1
+
10
*
6
-
4
*
7
+
9
*
2
<
11
*
8
-
5
t
0
t
1
t
2
t
3
t
4
t
5
t
6
t
7
*
3
* *
*
*
+ < *
-
-
* +
1 2 6 8 10
4
3 7 9 11
5
1
2
1 1
2 2
2 3
3 4 4

Digital Systems Design
33
Scheduling with Resource Constraints: List Scheduling
Example:
2 combined multiplier/ALU units
2 time units for multiplication
1 time unit for ALU operation




Priority assignment (length to sink):


* *
*
*
+ < *
-
-
* +
1 2 6 8 10
4
3 7 9 11
5
1
2
1 1
2 3
3 4
5 6 6
* 1 * 2
*
6
* 8
+
10
-
4
*
7
t
0
t
1
t
2
t
3
t
4
t
5
t
6
t
7
* 3
t
8
t
9
+
9
<
11
-
5

Digital Systems Design
34
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

Digital Systems Design
35
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.

Digital Systems Design
1
Models, Concepts and Languages
Behavioral Models
Finite State Machine (FSM)
NDFSM
composed FSM
Petri Net (PN)
Data Flow Graph (DFG)
Control Flow Graph (CFG)
Control/Data Flow Graph
(CDFG)
Specification Languages
StateCharts
SDL
VHDL
SystemC
...
Basic Concepts
concurrency
hierarchy
communication
synchronisation
exception handling
non-determinism
timing

Digital Systems Design
5
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, …

Digital Systems Design
6
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

Digital Systems Design
7
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

Digital Systems Design
8
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

Digital Systems Design
9
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

Digital Systems Design
10
StateCharts – OR Decomposition
S
V
T
S
V
T
f
f
f
e
h
e
h
g g
To be in state U the system must
be either in state S or in state T
U
State U is an abstraction of states S and T

Digital Systems Design
11
StateCharts – Top Down Design
State V is an abstraction of states S and U

Digital Systems Design
12
StateCharts – Default State
Flat structure Hierarchical structure

Digital Systems Design
13
StateCharts – Default State
Flat structure Hierarchical structure

Digital Systems Design
14
StateCharts – Exit on Sub- States
Incorrect (b=c ???) correct

Digital Systems Design
15
StateCharts – Default State and History
Default: “off” on first activation
Then: history
Same meaning

Digital Systems Design
16
StateCharts – AND State
Parallel structure: n+m states
Flat structure: ???

Digital Systems Design
17
StateCharts – AND State
Flat structure: equivalent FSM ! n*m states

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

Digital Systems Design
19
StateCharts – external transition variants to AND States
Entry of top state (e.g. caused by event “n”) activates all parallel automata
Leaving of sub-state (e.g. caused by “h (inS)”) deactivates the top state A
A

Digital Systems Design
20
StateCharts – Action on Entry and/or Exit

Digital Systems Design
21
StateCharts – Synchrony Hypothesis

Digital Systems Design
22
StateCharts – Synchrony Problem

Digital Systems Design
23
StateCharts – Microsteps

Digital Systems Design
24
StateCharts – Example

Digital Systems Design
25
StateCharts – AND Decomposition <> Composition
V,W
V,Y
V,Z
V
W
X
X,Y
X,W
X,Z
R
Q
Z
Y
U
R
Q
S T
k
e
e
e
k
To be in state U the system
must be both in states S and T
k
e

Digital Systems Design
26
StateCharts – Summary

Digital Systems Design
27
Asynchronous Communication
Blocking vs. non-Blocking
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)
A B

Digital Systems Design
28
Asynchronous Communication – Buffering
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

A B

Digital Systems Design
29
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)

Digital Systems Design
30
Communication Models
Unsynchronized

Read-Modify-write

Unbounded FIFO

Bounded FIFO

Rendezvous

Senders

many

many

one/many

one/many

one

Receivers

many

many

one

one

one

Buffer
Size

one

one

unbounded

bounded

one

Blocking
Reads

no

yes

yes

yes

yes

Blocking
Writes

no

yes

no

may be

yes

Single
Reads

no

no

yes

yes

yes

data may be
read once only
writer is blocked (e.g.
if buffer is full)
reader is blocked
(e.g. if buffer is empty)

Digital Systems Design
31
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

Digital Systems Design
32
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 (m 1,m2,m3…), where mi is the non-negative
number of tokens in place p
i.
initial marking (M
0) is initial state
transitions: represent actions/events
enabled transition: enough tokens in predecessors
firing transition: modifies marking
… and an initial marking M0
t1 p1
p2
t2
p4
t3
p3

Digital Systems Design
33
Concurrency, causality, choice
t1
t2
t3 t4
t5
t6
Concurrency
Causality, sequencing
Choice,
conflict

Digital Systems Design
34
Communication Protocol
Process 1
Send msg
Receive Ack
Send Ack
Process 2

Digital Systems Design
35
Producer-Consumer Problem
Produce
Consume
Buffer

Digital Systems Design
37
Summary: Control Flow Description
Specification Language

⇒NDFSM

⇒State Charts, Petri Nets

⇒SDL

⇒MSC

⇒State Charts

⇒All

⇒Different ;-(


Properties

⇒Nondeterminism

⇒Parallel automata

⇒Processes

⇒Communication

⇒Hierarchy

⇒Graphical support

⇒Semantic

Digital Systems Design
38
Control vs. Data Flow Applications
Rough classification:
control:
don’t know when data arrive
(quick reaction)
time of arrival often matters
more than value
data:
data arrive in regular streams
(samples)
values matter most

Distinction is important for:
specification (language, model, ...)
synthesis (scheduling,
optimization, ...)
validation (simulation, formal
verification, ...)

Specification, synthesis and validation
methods emphasize:
for control:
event/reaction relation
response time
(real-time scheduling for
deadline satisfaction)
priority among events and
processes
for data:
functional dependency between
input and output
memory/time efficiency
(data-flow scheduling for
efficient pipelining)
all events and processes are
equal

Digital Systems Design
39
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

Digital Systems Design
40
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)
* c1
i
* c2
+ o
i(-1) i(-1) i(-1)

Digital Systems Design
41
DFG – Example

Digital Systems Design
42
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

Digital Systems Design
43
CFG – Example (detailed level)

Digital Systems Design
44
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

Digital Systems Design
45
CDFG – Entity
Legend:
data dependencies
control dependencies

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

Digital Systems Design
46
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

Digital Systems Design
47
CDFG – Loop

Digital Systems Design
48
CDFG – Call

Digital Systems Design
49
Review of Models, Concepts and Languages
Behavioral Models
Finite State Machine (FSM)
NDFSM
composed FSM
Petri Net (PN)
Data Flow Graph (DFG)
Control Flow Graph (CFG)
Control/Data Flow Graph
(CDFG)
Specification Languages
StateCharts
SDL
VHDL
SystemC
...
Basic Concepts
concurrency
hierarchy
communication
synchronisation
exception handling
non-determinism
timing

Digital Systems Design
50
Summary of Basic Concepts of Models and Languages
State transitions
events triggering a state transition
(simple input, complex conditions)
computation associated with
transition
Concurrency
decomposition of behavior in
concurrent entities
different levels of concurrency (job,
task-, statement-, operation-level)
data-driven (data dependencies) vs
control-driven concurrency (control
dependencies)
reduction of states
Hierarchy
structural hierarchy (system, block,
process, procedure)
behavioral hierarchy (hierarchical
transitions, fork-join)
Programming constructs
specify sequential algorithm
Communication
shared variables (broadcast)
message passing
synchronous vs. asynchronous
Synchronization
control-dependent (fork-join)
data-dependent (data, event,
message)
Exception handling
immediate termination of current
behaviror
Non-determinism
choice between multiple transitions
non-deterministic ordering
Timing
timeouts
time constraints (e.g. exec. time)

Digital Systems Design
51
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

Digital Systems Design
1
Models, Concepts and Languages
Behavioral Models
Finite State Machine (FSM)
NDFSM
composed FSM
Petri Net (PN)
Data Flow Graph (DFG)
Control Flow Graph (CFG)
Control/Data Flow Graph
(CDFG)
Specification Languages
StateCharts
SDL
VHDL
SystemC
...
Basic Concepts
concurrency
hierarchy
communication
synchronisation
exception handling
non-determinism
timing

Digital Systems Design
2
Parallel Finite State Machines - Result of Decomposition

Digital Systems Design
3
Parallel Finite State Machines Example

Digital Systems Design
4
Single FSM

Digital Systems Design
5
FSM- Decomposition / Composition

Digital Systems Design
6
Parallel Finite State Machines - Properties
Concurrency
Delay
Synchronization
Rendezvous

Mutual exclusion

Blocking

Priorization

Digital Systems Design
7
Finite State Machines - Stability
Stable {X
2,X
1,X
0}

{X
0}
{X
3}
{X
1}





In = X1= Out

Digital Systems Design
8
Finite State Machines - Stability
Instable {X
2}

{X
0} {X
1,X
0}

{X
1} {X
3}






In = X1= Out

Digital Systems Design
9
Finite State Machines - Stability
Conditionally stable
stable for X
0
In = X
0 Out ={X
0,X
2,X
3}




In = X
1 Out = X
1
(instable for X
1 )

Digital Systems Design
10
Finite State Machines - Stability
Example

Digital Systems Design
11
Finite State Machines - Stability
Example

Digital Systems Design
12
Finite State Machines - Stability
Example

Digital Systems Design
13
Finite State Machines - Stability
Example

Digital Systems Design
14
Finite State Machines - Stability
Instable States

Digital Systems Design
15
Finite State Machines - Stability
Stable States (abstraction)

Digital Systems Design
22
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

Digital Systems Design
43
Summary of Basic Concepts of Models and Languages
State transitions
events triggering a state transition
(simple input, complex conditions)
computation associated with
transition
Concurrency
decomposition of behavior in
concurrent entities
different levels of concurrency (job,
task-, statement-, operation-level)
data-driven (data dependencies) vs
control-driven concurrency (control
dependencies)
reduction of states
Hierarchy
structural hierarchy (system, block,
process, procedure)
behavioral hierarchy (hierarchical
transitions, fork-join)
Programming constructs
specify sequential algorithm
Communication
shared variables (broadcast)
message passing
synchronous vs. asynchronous
Synchronization
control-dependent (fork-join)
data-dependent (data, event,
message)
Exception handling
immediate termination of current
behavior
Non-determinism
choice between multiple transitions
non-deterministic ordering
Timing
timeouts
time constraints (e.g. exec. time)

Digital Systems Design
44
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

Digital Systems Design
1
Part VI
Time and Performance Evaluation
TECHNISCHE
UNIVERSITÄT
ILMENAU
Systems Design

Digital Systems Design
3
Evaluation of Temporal and Performance Aspects
Problem Statement
Performance Modeling

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

Digital Systems Design
4
Analysis
Design
Implementation
Integration
Example: IP Office Firewall
identify
performance
requirements
identify traffic
model
identify costly or
contradicting
requirements
replace costly
functions by
cheaper functions
evaluate design alternatives
identify performance critical components
adapt design to meet performance requirements
measurement-based evaluation
Typical performance- related
questions in design phase:
System architecture?
HW architecture, need for
special HW?
Which chip sets/processor?
Which peripherals?
Programming approach,
language?
Which operating system?
…?

Digital Systems Design
5
response time perf. req. 3 cases:
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
optimistic
estimate
pessimistic
estimate
right on track
optimistic
estimate
pessimistic
estimate
details/special
care needed
optimistic
estimate
pessimistic
estimate
there is a
problem!

Digital Systems Design
6
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
S
ome advice:
do simple t
first!
abstract, a
, abstract!
(back-of-the-envelope analysis is preferable over complex behavioral model)
don´t
skip or defer performance evaluation!

Digital Systems Design
7
Tasks (1): Identify the Goals of the Performance Evaluation
What is the pu rpose 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 pe
rformance metrics to be estimated (response time or system
capacity)?
=> impact on modeling and evaluation methods
What is the re
quired accuracy of the evaluation?
=> impact on modeling and evaluation methods
What kind of performance evaluation is performed?
=
> best/worst case evaluation, average case evaluation

Digital Systems Design
8
Tasks (2- 5): Performance Modelling
(2) Study the details of the object under investigation
Workload:
identification of the service requests issued to the system
Av
ailable resources:
analysis of the execution environment
S
ystem:
analysis of the static structure as well as dynamic aspects of the system
M
apping:
identification of the resources used by specific service requests
(3)Decide on the modeling approach
select appropriate performance evaluation technique (CFG, DFG, FSM,
s
equence 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, ...
measurement, emulation, code analysis, empirical estimation

Digital Systems Design
9
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
t
echnique
(7)Evaluate the performance model
tool support for simulation, queuing analysis, graph analysis, ...
ensure the model is a valid model of the system
v
alidation of results (confidence intervals, seeds for simulation, rare
event problems)
(8)Verify the performance results against the performance requirements
check if real-t
ime, response time, capacity requirements are met

Digital Systems Design
10
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

Digital Systems Design
11
Resources
P1
P2
Example
Application (DFG or CFG)
Mapping
(spatial assignment)
Stimuli:
number of arrivals (stimuli) for task 1 (source node) per second
(deterministic or probabilistic)
Schedule for processor P1:
1, 2, 3, 4 (no impact with given mapping)
schedule may be static or dynamic (priorities)
1
2
3
4 5
6

Digital Systems Design
12
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!

Digital Systems Design
13
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∈A
r
load(p,r)
where
p denotes some process
A
r 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

Digital Systems Design
14
HW SW
Process Graph Analysis
Example: HW/SW partitioning
assign the tasks to the SW and the HW entity
such that
the maximum of the processing time of SW
and HW is a minimum and
the communication cost are minimal
20/2 denote the cost (load) of processing the
process in SW or HW, respectively
9 denote the communication cost (load) if
communicating partners are assigned to different
entities, otherwise the cost are zero
1 4
5 2
6 3
5/3
15/9
10/1
8/2
20/2 20/3
1
10 8
6
9
3
Cost function (example):
cost (partitioning) = w
p max
∀ r ∈ R {∑
p ∈ A
r load(p,r)} + w
c ∑
c ∈ A
c load(c)
where
w
p and w
c denote the weight (importance) of the processing cost and the
communication cost, respectively
R denotes the set of processing resources
A
r specifies the set of processes p assigned to processing resource r
A
c specifies the set of non-internal communications between two entities

Digital Systems Design
15
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!

Digital Systems Design
16
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

Digital Systems Design
17
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
parallel entities)
1
2
3
4 5
6
2
4 3
1
4
1
Result: critical path T = 8 ms
(best case, i.e. no contention)
20 ms
33 ms
23 ms
Result: critical path T = 76 ms (best-case, i.e.
determ. times, no contention, no queuing)
medium
1 Mb
2 MI
2,8 MI
prot. stack
prot. stack
prozessor
120 MIps
prozessor
100 MIps
phy network
30 Mbps
Example 2: communication system

Digital Systems Design
18
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

Digital Systems Design
19
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
process period T priority P
A 25
B 60
C 42
D 105
E 75

Digital Systems Design
20
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 = ∑
i=1...N
(U
i
) = ∑
i=1...N
(C
i
/T
i
) < N(2
1/N
– 1)
where
i identifies the process,
U
i
specifies the resource utilization due to process i
C
i
specifies the computation time of process i
T
i
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:
simple test for simple models (deadline D
i
= T
i
, etc.)

Digital Systems Design
21
Schedulability Analysis – Example










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

process period T comp. time C priority P
0 3 1 3
1 4 1 2
2 6 2 1
all times in ms


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

Digital Systems Design
22
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 R
i
of process i is R
i
= C
i
+ I
i
where I
i
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 I
i,j
of the higher priority
process j on process i is
I
i,j
= R
i
/T
j
*

C
j


application of fixed- point iteration method to solve the equations
(start with R
i,0 = C
i
; terminate when R
i,n+1 = R
i,n
)
R
i,n+1 = C
i + ∑
j<i R
i,n
/T
j * C
j

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

Digital Systems Design
23
Schedulability Analysis – Example






Response-time analysis:
Response time R
0
of Process P
0
:

R
0
= C
0
+ I
0
= C
0
+ 0 = 1 ms
Response time R
1
of process P
1
(recursive):

R
1
= C
1
= 1 ms (without interrupt)
R
1
= C
1
+ I
1
= C
1
+ I
1,0
= C
1
+ R‘
1
/T
0
*

C
0
= 1 + 1/3 * 1 = 2 ms R
1
= C
1
+ I
1
= C
1
+ I
1,0
= C
1
+ R‘
1
/T
0
*

C
0
= 1 + 2/3 * 1 = 2 ms
Response time R
2
of process P
2
(recursive):

R
2
= C
2
= 2 ms
R
2
= C
2
+ I
2
= C
2
+ I
2,0
+ I
2,1
= C
2
+ R‘
2
/T
0
*

C
0
+ R‘
2
/T
1
*

C
1
= 2 + 2/3 * 1 + 2/4 * 1 = 4 ms
R
2
= C
2
+ I
2
= C
2
+ I
2,0
+ I
2,1
= C
2
+ R‘
2
/T
0
*

C
0
+ R‘
2
/T
1
*

C
1
= 2 + 4/3 * 1 + 4/4 * 1 = 5 ms
R
2
= C
2
+ I
2
= C
2
+ I
2,0
+ I
2,1
= C
2
+ R‘
2
/T
0
*

C
0
+ R‘
2
/T
1
*

C
1
= 2 + 5/3 * 1 + 5/4 * 1 = 6 ms
R
2
= C
2
+ I
2
= C
2
+ I
2,0
+ I
2,1
= C
2
+ R‘
2
/T
0
*

C
0
+ R‘
2
/T
1
*

C
1
= 2 + 6/3 * 1 + 6/4 * 1 = 6 ms
process period T comp. time C priority P
0 3 1 3
1 4 1 2
2 6 2 1
all times in ms




Digital Systems Design
24
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

3 2 1 0
µ
λ
µ µ
λ λ
λ
λ denotes the arrival rate
µ denotes the service rate
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
p
i = 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
state explosion problem for realistic systems (beyond millions of states)

Digital Systems Design
25
Markov Chain Analysis – Example

Example: single server with a queue holding up to 2 requests

3 2 1 0
µ
λ
µ µ
λ λ
λ
λ denotes the arrival rate
µ denotes the service rate
Steady-state analysis:
mapping of Markov chain on a set of linear equations
state 3: λp
2 = µp
3
state 2: λp
1 + µp
3 = λp
2 + µp
2
state 1: λp
0 + µp
2 = λp
1 + µp
1
state 0: µp
1 = λp
0
normalization equation:
p
0 + p
1 + p
2 + p
3 = 1
resolution of system of equations to derive state probabilities
p
0 = 1 / (1 + λ/µ + (λ/µ)
2
+ (λ/µ)
3
)
p
1 = (λ/µ) / (1 + λ/µ + (λ/µ)
2
+ (λ/µ)
3
); p
2 = ...
derivation of mean values and distribution functions from state probabilities
utilization: U = 1 - p
0; mean number of jobs in system: N = p
1 + 2p
2 + 3p
3 ;
blocking probability B; distribution functions for waiting time, response time, etc.
steady state implies that
arrivals = completions

Digital Systems Design
26
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

See R. Jain for details

Digital Systems Design
27
Queuing Network Analysis - Example
Example: communication system (unbounded queues)
prozessor
120 MIps
prozessor
100 MIps
phy network
30 Mbps
λ
µ = 100 MIps / 2 MI = 50 1/s
µ = 30 1/s
µ = 43 1/s
= 25 1/s
medium
1 Mb
2 MI
2,8 MI
arrival rate: 25 packets/s
prot. stack
prot. stack
Results (assuming exponential service times and arrivals):
utilization = λ/µ (e.g. physical network util. = 83 %)
population per station n
i = (λ/µ) / (1− λ/µ)

mean total population N = ∑
i
n
i =7,39
mean response time T = N/λ = 296 msec (Little’s law)

Digital Systems Design
28
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)

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

Digital Systems Design
29
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)
P1
P2
1
2
5 3
4
6
0 2 4 6 8 10
Discussion
no assumptions
danger of including too many details
evaluation is time consuming
problems with rare events
large set of tools and models available
Legend:
green: execution time
blue: process priority (1=low)

1
2
3
4 5
6
2
4 3
1
4
1
/1
/4 /3
/6
/5
/2

Digital Systems Design
30
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

Digital Systems Design
31
Comparision of Methods
Analysis Analysis of
multiprocessor
systems
Verification
of Real
Time
requests
Modelling of
parallel
processing (prec.
constraints)
best
case
worst
case
average
Process graph
  no

Task graph
 not really ?

Schedulability
Utiliz.-based
 no
 no
Resp.-based
 no
 no
Markov chains

 no

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

Measurements
 no

Digital Systems Design
32
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

Digital Systems Design
33
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.

Digital Systems Design
1
Part VII
Optimization
TECHNISCHE
UNIVERSITÄT

ILMENAU
Digital Systems Design

Digital Systems Design
10
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)
evaluate quality
acceptance criteria satisfied
accept solution as
„best solution so far“
termination criteria satisfied
y
y
n
search strategy

Digital Systems Design
11
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

Digital Systems Design
12
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

Digital Systems Design
13
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)

Digital Systems Design
14
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

Digital Systems Design
15
Genetic Algorithms – Basic Operations
crossover
1 1 0 0 1 0 1 0 1 1 0 1 0 1 0 0 1 0 0 1
1 1 0 0 0 0 1 0 0 1
1 1 0 0 0 1 1 0 0 1
mutation

Digital Systems Design
16
Genetic Algorithms – Basic Algorithm
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
handling of invalid solutions in codings
crossover
replacement
mutation selection
population

Replacement and selection rely
on some cost function defining
the quality of each solution

Different replacement
strategies, e.g. “survival of the
fittest”

Crossover selection is typically
random

Digital Systems Design
17
Genetische Algorithmen – Minimum Spanning Tree
small population results in inbreeding
larger population works well with small mutation rate tradeoff between size of population and number of iterations

Digital Systems Design
18
Genetic Algorithms –Basic Operations

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

Digital Systems Design
19
Genetic Algorithms –Basic Operations

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

Digital Systems Design
20
Genetische Algorithmen – Traveling Salesman Problem
minimal 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
21
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

Digital Systems Design
22
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

Digital Systems Design
23
Tabu Search – Algorithm
The brain of the algorithm is the
tabu list that stores and maintains
information about the history of the
search.
In the most simple case a number of
previous solutions are stored in the
tabu list.
More advanced techniques maintain
attributes of the solutions rather than
the solutions itself
select initial solution
select neighborhood set
(based on current solution)
remove tabu solutions
from set
set is empty
increase neigborhood
termination criteria satisfied
y
y
n
n
evaluate quality and
select best solution from set
update tabu list

Digital Systems Design
24
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
(A2) move to HW
(A3) move to SW
(A4) combined change of some attributes
(A5) improvement of the quality of two subsequent solutions over or below
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)

1
2
3
4 5
6
2
4 3
1
4
1
/1
/4 /3
/6
/5
/2

Digital Systems Design
25
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)

Digital Systems Design
26
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

Digital Systems Design
27
Heuristic Search Methods – Classification
Heuristic Search strategy Acceptance
criterion
Termination
criterion
Search area Selection strategy History dependence
local global det. prob. random none one-
step
multi-
step
det. prob. stat. dyn.
hill-
climbing
x x x x x
tabu
search
x x x x x x
simulated
annealing
x x x x x
genetic
algorithms
x x x x x x x
random
search
x x x x x

Digital Systems Design
28
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

Digital Systems Design
29
Single Pass Approaches – Framework
The guidelines are crucial
and represent the
intelligence of the algorithm
derive guidelines for
solution construction
select subproblem
decide subproblem
based on guidelines
possibly recompute or
adapt guidelines
final solution constructed
y
n

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

HLFET (highest level first with estimated times)
length of the longest (critical) path to the sink
node (node 6)
Assignment strategy
first fit

Resulting schedule:
Legend:
green: estimated times
red: levels (priorities)

1
2
3
4 5
6
2
4 3
1
4
1
/8
/5 /4
/1
/5
/6
P1
P2
1 2
5
3
4
6
0 2 4 6 8 10

Digital Systems Design
32
List Scheduling – Example (2)
Problem (unchanged):
2 processors
6 tasks with precedence constraints
find schedule with minimal execution time

SCFET (smallest co-level first with estimated
times)
length of the longest (critical) path to the
source node (node 1)
Assignment strategy
first fit

Resulting schedule:
Legend:
green: estimated times
blue: co-levels (priorities)

1
2
3
4 5
6
2
4 3
1
4
1
/2
/6 /5
/8
/7
/3
P1
P2
1 2 5
3 4
6
0 2 4 6 8 10

Digital Systems Design
34
Clustering - Basics
Partitioning of a set of nodes in a given number of subsets
compute the „distance“
between any pair of clusters
select the pair of clusters
with the highest affinity
merge the clusters
termination criteria holds
y
n
assign each node to a
different cluster
Application:
processor assignment (load
balancing – minimize interprocess
communication)
scheduling (minimize critical
path)
HW/SW partitioning

Clustering may be employed as part
of the optimization process, i.e.
combined with other techniques

Digital Systems Design
35
Clustering
probabilistic deterministic
hierarchical partitioning
A node belongs to exactly one
cluster or not
Each node belongs with certain
probabilities to different clusters
Starts with given number of K
clusters (independent from nodes)
Starts with a distance matrix of
each pair of nodes
Termination after a given
number of iterations
Termination after all nodes
belong to one cluster
Results depend on the chosen
initial set of clusters
Exact method: always the
same result

Digital Systems Design
12
Hierarchical Clustering
Replace the selected pair
in distance matrix by a
cluster representative
Recompute distance matrix
All nodes in one cluster
y
n
Determine the distance
between each pair of
nodes
Select the smallest distance
Example data in a matrix
Stepwise reduction of the number of clusters
Algorithm is kind of subsequent merger of
nearest neighbors (nodes/clusters)

Digital Systems Design
13
Hierarchical Clustering
Dendrogram
Algorithm is kind of subsequent merger of
nearest neighbors (nodes/clusters)

Digital Systems Design
14
Partitioning Clustering (k- means)
Recompute positions of the
cluster representative
Based on the positions of
the nodes in each cluster
Number of iterations reached
y
n
Choose positions of k initial
cluster representative
assign each node to the
nearest cluster
representative

Digital Systems Design
15
Clustering – Application to Load Balancing
compute the sum of the
communication cost
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
reduction of comm. cost
without violation of constraints
possible
n
y
assign each node to a
different cluster
Optimization goal:
minimize inter-process (inter-
cluster) communication
limit maximum load per processor
(cluster) to 20

Digital Systems Design
16
Clustering – Application to Load Balancing (2 processors)
7 5
7 6
9 2
10
1
8
4
3
5
4
7 6
9 2
1
8 4
3 5
4
12
6
2
1
4
3 5
4
16
12
6
2
1
4
3 5
4
16
12
2
1
3
8
16
18
9
16
20
7 6
9 2
1
8 4
3 5
4
12
2
1
3
8
16
18

Digital Systems Design
17
Clustering – Hierarchical Algorithms
Single linkage
Centroid-based
Complete Linkage
Algorithms implement
different methods to
compute the distance
between two clusters

Digital Systems Design
18
Clustering – Single Linkage
0
1
2
3
4
5
6
7
8
9
10
0 2 4 6 8 10
P1
P2
P3
P4
P5
P6
P7
Distance between groups is estimated as
the smallest distance between entities
Example:
[ ] 1.4,min
4545255)4,2(
=== dddd
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

Digital Systems Design
19
Clustering – Single Linkage
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
Cluster # P1 C24 P3 C57 P6
P1 0 7.1 5 6.1 9.2
C24 - 0 2.2 4.1 2.2
P3 - - 0 2.8 4.3
C57 - - - 0 5.1
P6 - - - - 0
Cluster # P1 C243 C57 P6
P1 0 5 6.1 9.2
C243 - 0 2.8 2.2
C57 - - 0 5.1
P6 - - - 0
0
1
2
3
4
5
6
7
8
9
10
0 2 4 6 8 10
P1
P2
P3
P4
P5
P6
P7

Digital Systems Design
20
Clustering – Group Average
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
0
1
2
3
4
5
6
7
8
9
10
0 2 4 6 8 10
P1
P2
P3
P4
P5
P6
P7
Distance between groups is defined
as the average distance between
all pairs of entities
Example:
( ) 8.4
2
1
45255)4,2(=+=ddd

Digital Systems Design
21
Clustering – Group Average
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
Cluster # P1 C24 P3 C57 P6
P1 0 7.2 5 6.6 9.2
C24 - 0 2.6 4.5 2.6
P3 - - 0 3.6 4.3
C57 - - - 0 5.6
P6 - - - - 0
Cluster # P1 C243 C57 P6
P1 0 6.4 6.1 9.2
C243 - 0 4.8 2.5
C57 - - 0 5.1
P6 - - - 0
0
1
2
3
4
5
6
7
8
9
10
0 2 4 6 8 10
P1
P2
P3
P4
P5
P6
P7

Digital Systems Design
22
Clustering – Centroid- based
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
0
1
2
3
4
5
6
7
8
9
10
0 2 4 6 8 10
P1
P2
P3
P4
P5
P6
P7
Determine distances between centroids (k,l)
Merge centroids with the least distance
( ) ( )( )
22
),(
lklkyyxx
CCCClkd−+−=
x
x
x
x

Digital Systems Design
23
Clustering – Centroid- based
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
Cluster # C1 C24 C3 C57 C6
C1 0 7.1 5 6.5 9.2
C24 - 0 2.5 5.4 2.5
C3 - - 0 3.5 4.3
C57 - - - 0 5.5
C6 - - - - 0
0
1
2
3
4
5
6
7
8
9
10
0 2 4 6 8 10
P1
P2
P3
P4
P5
P6
P7
x
x
x
x

Digital Systems Design
24
Differences between Clustering Algorithms
-3 -2 -1 0 1 2 3
x 10
4
-2.5
-2
-1.5
-1
-0.5
0
0.5
1
1.5
2
2.5
x 10
4
X (m)
Y (m)
Single Linkage
-3 -2 -1 0 1 2 3
x 10
4
-2.5
-2
-1.5
-1
-0.5
0
0.5
1
1.5
2
2.5
x 10
4
X (m)
Y (m)
Complete Linkage
-3 -2 -1 0 1 2 3
x 10
4
-2.5
-2
-1.5
-1
-0.5
0
0.5
1
1.5
2
2.5
x 10
4
X (m)
Y (m)
Centroid Linkage
-3 -2 -1 0 1 2 3
x 10
4
-2.5
-2
-1.5
-1
-0.5
0
0.5
1
1.5
2
2.5
x 10
4
X (m)
Y (m)
K-means
-3 -2 -1 0 1 2 3
x 10
4
-2.5
-2
-1.5
-1
-0.5
0
0.5
1
1.5
2
2.5
x 10
4
X (m)
Y (m)
Ward
-3 -2 -1 0 1 2 3
x 10
4
-2.5
-2
-1.5
-1
-0.5
0
0.5
1
1.5
2
2.5
x 10
4
X ( m )
Y (m)
Single Linkage
-3 -2 -1 0 1 2 3
x 10
4
-2.5
-2
-1.5
-1
-0.5
0
0.5
1
1.5
2
2.5
x 10
4
X ( m )
Y (m)
Complete Linkage
-3 -2 -1 0 1 2 3
x 10
4
-2.5
-2
-1.5
-1
-0.5
0
0.5
1
1.5
2
2.5
x 10
4
X ( m )
Y (m)
Centroid Linkage
-3 -2 -1 0 1 2 3
x 10
4
-2.5
-2
-1.5
-1
-0.5
0
0.5
1
1.5
2
2.5
x 10
4
X ( m )
Y (m)
K-means
-3 -2 -1 0 1 2 3
x 10
4
-2.5
-2
-1.5
-1
-0.5
0
0.5
1
1.5
2
2.5
x 10
4
X ( m )
Y (m)
Ward

Digital Systems Design
25
Clustering – Variants
Clustering methods
Partitioning methods Hierarchical methods
k-means
Fuzzy-c-means
SOM
Clique
One Pass
Gustafson-Kessel algorithm

Agglomeration
(bottom up)
Division
(top down)
Single linkage
Complete linkage
Average group
Centroid
MST
ROCK
Wards
Tree Structural Vector
Quantification
Macnaughton- Smith
algorithm
Distance Metrics
Euclidean
Manhattan
Minkowsky
Mahalanobis
Jaccard
Camberra
Chebychev
Correlation
Chi-square
Kendalls‘s Rank
Correlation

Digital Systems Design
26
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!

Digital Systems Design
27
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)
Legend:
green: processing times
blue : communication times

1
2 3
4
5
9 8
3
2 5
6 1
f(x) = g(x) + h(x)
g(x) exact value of partial schedule
h(x) underestimate for remainder (rem)
=(min (altern.rem.proc, rem.comm. + rem.proc.)
x= start, than x=best of X, where X=growing set of
known solutions (min of comm+proc.)

Scheduled to: A B

Search is terminated when min {f(x)} is
a terminal node (in the search tree)
f(1) = 5 + min((9 + 3), (2+8+3)) = 5+12 = 17

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Branch and Bound with Underestimates
Example: computation of f(3)

1
2 3
4
5
9 8
3
2 5
6 1
1 -> A
f(1)=17
1 1 -> B
f(2)=17
2
2 -> A
f(3)=22
3
4
4
case 1: A= path 1-2-4
g(3) = 5 + 8 = 13
h(3) = min(3, (5+9+3) )
f(3) = 16
A
B
1 2
0 4 8 12 16 20 24
2->4
1->3
3
3 4
4 A B 1 2
0 4 8 12 16 20 24
case 2: A= path 1-3-4
g(3) = 5
h(3) = 5 + 9 + 3
f(3) = 22
f(x) = g(x) + h(x)
g(x) exact value of partial
schedule
h(x) underestimate for
remainder

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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
f(3) = 5+8 + min (5+9+3, 6+3) = 22
Schedule: Prozesse 1 und 2 auf Prozessor A
f(4) = 5+2+8+ min (3; 9+1+3) = 18
Prozess 1 auf A, 2 auf B
(daher +2 Kommunikation und proc 8+5)
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

1
2 3
4
5
9 8
3
2 5
6 1

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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
blue : comm. times

1
2 3
4
5
9 8
3
2 5
6 1
2 -> A
f(3)=22
3 2 -> B
f(4)=18
4 3 -> B
f(6)=22
6 3 -> A
f(5)=18
5
2 -> A
f(7)=25
7 2 -> B
f(8)=18
8
4 -> A
f(9)=24
9 4 -> B
f(10)=18
10
1 -> A
f(1)=17
1 2 1 -> B
f(2)=17
f(x) = g(x) + h(x)
g(x) exact
h(x) underestimate rest
Search is terminated when min {f(x)} is a terminal node (in the search tree) 12 4
A
B
1
0 4 8 12 16 20 24
3
2

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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.
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