Object oriented

Design apparatus and a method for generating an implementable description of a digital system

6606588

Abstract

The present invention is a design apparatus compiled on a computer environment for generating from a behavioral description of a system comprising at least one digital system part, an implementable description for said system, said behavioral description being represented on said computer environment as a first set of objects with a first set of relations therebetween, said implementable description being represented on said computer environment as a second set of objects with a second set of relations therebetween, said first and second set of objects being part of a design environment.


Claims

What is claimed is:

1. A design apparatus for generating from a behavioral description of a system comprising at least one digital system part, an implementable description for the system, the behavioral description being represented on the computer environment as a first set of objects with a first set of relations therebetween, the implementable description being represented on the computer environment as a second set of objects with a second set of relations therebetween, the first and second set of objects being part of a design environment.

2. The design apparatus of claim 1 wherein the first and second set of objects are part of a single design environment.

3. The design apparatus of claim 1, wherein the design environment comprises an Object Oriented Programming Language.

4. The design apparatus of claim 3, wherein the Object Oriented Programming Language is C++.

5. The design apparatus of claim 1, wherein the design environment is an open environment wherein new objects are created.

6. The design apparatus of claim 1, wherein at least part of the input signals and output signals of the first set of objects are at least part of the input signals and output signals of the second set of objects.

7. The design apparatus of claim 6, wherein at least part of the input signals and output signals of the behavioral description are at least part of the input signals and output signals of the implementable description.

8. The design apparatus of claim 1, wherein the first set of objects has first semantics and the second set of objects has second semantics.

9. The design apparatus of claim 8, wherein the first semantics is a data-vector model and/or a data-flow model.

10. The design apparatus of claim 8, wherein the second semantics is a signal flow graph (SFG) data structure.

11. The design apparatus of claim 1, wherein the impact in the implementable description of at least a part of the objects of the second set of objects is essentially the same as the impact in the behavioral description of at least a part of the objects of the first set of objects.

12. The design apparatus of claim 1, further comprising means for simulating the behavior of the system, the means simulating the behavior of the behavioral description, the implementable description or any intermediate description therebetween.

13. The design apparatus of claim 1, wherein at least part of the second set of objects is derived from objects belonging to the first set of objects.

14. The design apparatus of claim 1, wherein the implementable description is at least partly obtained by refining the behavioral description.

15. The design apparatus of claim 1, wherein the implementable description is an architecture description of the system.

16. The design apparatus of claim 15, further comprising means for translating the architecture description into a synthesizable description of the system, the synthesizable description being directly implementable in hardware.

17. The design apparatus of claim 16, wherein the hardware is a semiconductor chip.

18. The design apparatus of claim 1, further comprising means to derive the first set of objects from a vector description describing the system as a set of operations on data vectors.

19. The design apparatus of claim 18, wherein the vector description is a MATLAB description.

20. The design apparatus of claim 9, further comprising means for simulating statically or demand-driven scheduled dataflow on the data-flow description.

21. The design apparatus of claim 1, further comprising means for clock-cycle true simulating the digital system using a data-flow description and/or one or more of SFG data structures using an expectation-based simulation.

22. The design apparatus as recited in claim 1, wherein said objects comprise a function.

23. A method of designing a system comprising at least one digital part, the method comprising refining wherein a behavioral description of the system is transformed into an implementable description of the system, the behavioral description being represented as a first set of objects with a first set of relations therebetween and the implementable description being represented as a second set of objects with a second set of relations therebetween, wherein refining comprises a first refining wherein the behavioral description is a data-vector model and is at least partly transformed into a data-flow model.

24. The method of claim 23, wherein refining comprises translating behavioral characteristics at least partly into structural characteristics.

25. The method of claim 23, further comprising simulating the behavior of the behavioral description, wherein the implementable description and/or any intermediate description therebetween is simulated.

26. The method of claim 23, wherein refining comprises adding new objects, permitting interaction with existing objects, and adjusting existing objects allowing the interaction.

27. The method of claim 23, wherein refining is performed in an open environment and comprises expansion of existing objects.

28. The method of claim 22, wherein the data-flow model is an untimed floating point data-flow model.

29. The method of claim 22, wherein refining further comprises a second refining wherein the data-flow model is at least partly transformed into an SFG model.

30. The method of claim 23, wherein refining comprises a first refining comprising:

determining the input vector lengths of input, output and intermediate signals;

determining the amount of parallelism of operations that process input signals to output signals;

determining actors, edges and tokens of the behavioral description; and

determining the wordlength of the tokens.

31. The method of claim 29, wherein determining the amount of parallelism comprises determining the amount of parallelism for every data vector and reducing the unspecified communication bandwidth of the data-vector model to a fixed number of communication buses in the data-flow model.

32. The method of claim 29, wherein determining actors, edges and tokens of the behavioral description comprises defining one or a group of data vectors in the first data-vector model as actors; defining data precedences crossing actor bounds, as edges, the edges behaving like queues and transporting tokens between actors; and constructing a system schedule and running a simulation on a computer environment.

33. The method of claim 23, wherein the second set of objects with the second set of relations therebetween are at least partly derived from the first set of objects with the first set of relations therebetween.

34. The method of claim 23, wherein objects belonging to the second set of objects are new objects, identical with and/or derived by inheritance from objects from the first set of objects, or a combination thereof.

35. The method of claim 29, further comprising combining several of the SFG models with a finite state machine description resulting in an implementable description.

36. The method of claim 35, further comprising transforming the implementable description to synthesizable code.

37. The method of claim 36, wherein the synthesizable code is VHDL code.

38. A method of simulating a system, the method comprising transforming a description of a system into compilable C++ code that is suitable for simulating the system as software, wherein the description is an implementable description, wherein the implementable description is transformable into synthesizable code.

39. The method of claim 38, wherein the description is an SFG data structure and the compilable C++ code is used to perform clock-cycle true simulations.

40. A method of simulating a system, wherein a description of a system is transformed into compilable C++ code, wherein the description comprises the combination of several SFG data structures with a finite state machine description resulting in an implementable description, the implementable description being the compilable C++ code suitable for simulating the system as software.

41. A hardware circuit or a software simulation of a hardware circuit designed with the design apparatus of claim 1.

42. A hardware circuit or a software simulation of a hardware circuit designed with the method of claim 23.

43. The method as recited in claim 23, wherein said objects comprise a function.

44. The method as recited in claim 27, wherein said expansion includes the addition of functions to an existing object for creating a new object.

45. The method of claim 44, wherein the implementable description is automatically transformable.


Description

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention is situated in the field of design of systems. More specifically, the present invention is related to a design apparatus for digital systems, generating implementable descriptions of said systems.

The present invention is also related to a method for generating implementable descriptions of said systems.

2. Description of the Related Technology

The current need for digital systems forces contemporary system designers with ever increasing design complexities in most applications where dedicated processors and other digital hardware are used, demand for new systems is rising and development time is shortening. As an example, currently there is a high interest in digital communication equipment for public access networks. Examples are modems for Asymmetric Digital Subscriber Loop (ADSL) applications, and up- and downstream Hybrid Fiber-Coax (HFC) communication. These modems are preferably implemented in all-digital hardware using digital signal processing (DSP) techniques. This is because of the complexity of the data processing that they require. Besides this, these systems also need short development cycles. This calls for a design methodology that starts at high level and that provides for design automation as much as possible.

One frequently used modeling description language is VHDL (VHSIC Hardware Description Language), which has been accepted as an IEEE.RTM. standard since 1987. VHDL is a programming environment that produces a description of a piece of hardware. Additions to standard VHDL can be to implement features of Object Oriented Programming Languages into VHDL. This was described in the paper OO-VHDL (Computer, October 1995, pages 18-26). Another frequently used modeling description language is VERILOG.RTM..

A number of commercially available system environments support the design of complex DSP systems.

MATLAB.RTM. of Mathworks Inc offers the possibility of exploration at the algorithmic level. It uses the data-vector as the basic semantical feature. However, the developed MATLAB.RTM. description has no relationship to a digital hardware implementation, nor does MATLAB.RTM. support the synthesis of digital circuits.

SPW of Alta Group offers a toolkit for the simulation of these kinds of systems. SPW is typically used to simulate data-flow semantics. Data-flow semantics define explicit algorithmic iteration, whereas data-vector semantics do not. SPW relies on an extensive library and toolkit to develop systems. Unlike MATLAB.RTM., the initial description is a block-based description. Each block used in the systems appears in two different formats, (a simulatable and a synthesizable version) which results in possible inconsistency.

COSSAR.RTM. of Synopsys performs the same kind of system exploration as SPW.

DC and BC are products of Synopsys that support system synthesis. These products do not provide sufficient algorithm exploration functions.

Because all of these tools support only part of the desired functionality, contemporary digital systems are designed typically with a mix of these environments. For example, a designer might do algorithmic exploration in MATLAB, then do architecture definition with SPW, and finally map the architecture definition to an implementation in DC.

AIMS OF THE INVENTION

It is an aim of the present invention to disclose a design apparatus that allows to generate from a behavioral description of a digital system, an implementable description for said system.

It is another aim of the present invention to disclose a design apparatus that allows for designing digital systems, starting from a data vector or data flow description, and generating an implementable level such as VHDL. A further aim is to perform such design tasks within one object oriented environment.

Another aim is to provide a means comprised in said design apparatus for simulating the behavior of the system at any level of the design stage or trajectory.

SUMMARY OF THE INVENTION

A first aspect of the present invention concerns a design apparatus compiled on a computer environment for generating from a behavioral description of a system comprising at least one digital system part, an implementable description for said system, said behavioral description being represented on said computer environment as a first set of objects with a first set of relations therebetween, said implementable description being represented on said computer environment as a second set of objects with a second set of relations therebetween, said first and second set of objects being part of a design environment.

A behavioral description is a description which substantiates the desired behavior of a system in a formal way. In general, a behavioral description is not readily implementable since it is a high-level description, and it only describes an abstract version of the system that can be simulated. An implementable description is a more concrete description that is, in contrast to a behavioral description, detailed enough to be implemented in software to provide an approximative simulation of real-life behavior or in hardware to provide a working semiconductor circuit.

With design environment is meant an environment in which algorithms can be produced and run by interpretion or compilation.

With objects is meant a data structure which shows all the characteristics of an object from an object oriented programming language, such as described in "Object Oriented Design" (G. Booch, Benjamin/cummings Publishing, Redwood City, Calif., 1991).

Said first and second set of objects are preferably part of a single design environment.

Said design environment comprises preferably an Object Oriented Programming Language (OOPL). Said OOPL can be C++.

Said design environment is preferably an open environment wherein new objects can be created. A closed environment will not provide the flexibility that can be obtained with an open environment and will limit the possibilities of the user.

Preferably, at least part of the input signals and output signals of said first set of objects are at least part of the input signals and output signals of said second set of objects. Essentially all of the input signals and output signals of said first set of objects can be essentially all of the input signals and output signals of said second set of objects.

At least part of the input signals and output signals of said behavioral description are preferably at least part of the input signals and output signals of said implementable description. Essentially all of the input signals and output signals of said behavioral description can be essentially all of the input signals and output signals of said implementable description.

Said first set of objects has preferably first semantics and said second set of objects has preferably second semantics. With semantics is meant the model of computation. Said first semantics is preferably a data-vector model and/or a data-flow model. Said second semantics is preferably a Finite State Machine Data Path (FSMD) data structure, comprising a control part and a data processing part, the data processing part being modeled by a signal flow graph (SFG) data structure and the control part being modeled by a FSM data structure. The terms FSMD and SF are used interchangeably throughout the text.

Preferably, the impact in said implementable description of at least a part of the objects of said second set of objects is essentially the same as the impact in said behavioral description of at least a part of the objects of said first set of objects.

Preferably, the impact in said implementable description of essentially all of the objects of said second set of objects is essentially the same as the impact in said behavioral description of essentially all of the objects of said first set of objects.

With impact is meant not only the function, but also the way the object interacts with its environment from an external point of view. A way of rephrasing this is that the same interface for providing input and collecting output is present. This does not mean that the actual implementation of the data-processing between input and output is the same. The implementation is embodied by objects, which can be completely different but perform a same function. In an OOPL, the use of methods of an object without knowing its actual implementation is referred to as information hiding.

The design apparatus preferably further comprises means for simulating the behavior of said system said means simulating the behavior of said behavioral description, said implementable description or any intermediate description therebetween. Said intermediate description can be obtained after one or several refining steps from said behavioral description.

Preferably, at least part of said second set of objects is derived from objects belonging to said first set of objects. This can be done by using the inheritance functionalities provided in an OOPL. Essentially all of said second set of objects can be derived from objects belonging to said first set of objects.

Said implementable description can be essentially obtained by refining said behavioral description. Preferably, said refining comprises the refining of objects. The design apparatus can further comprise means to derive said first set of objects from a vector description, preferably a MATLAB.RTM. description, describing said system as a set of operations on data vectors, means for simulating static or demand-driven scheduled dataflow on said dataflow description and/or means for clock-cycle true simulating said digital system using said dataflow description and/or one or more of said SFG data structures.

The design apparatus can further comprise means to derive said first set of objects from a vector description, preferably a MATLAB description, describing said system as a set of operations on data vectors, means for simulating statically or demand-driven scheduled dataflow on said dataflow description and/or means for clock-cycle true simulating said digital system using said dataflow description and/or one or more of said SFG data structures.

In a preferred embodiment, said implementable description is an architecture description of said system, said system advantageously further comprising means for translating said architecture description into a synthesizable description of said system, said synthesizable description being directly implementable in hardware. Said synthesizable description is preferably a netlist of hardware building blocks. Said hardware is preferably a semiconductor chip or a electronic circuit comprising semiconductor chips.

A synthesizable description is a description of the architecture of a semiconductor that can be synthesized without further processing of the description. An example is a VHDL description.

Said means for translating said architecture description into a synthesizable description can be Cathedral-3 or Synopsys DC.

A second aspect of the present invention is a method for designing a system comprising at least one digital part, comprising a refining step wherein a behavioral description of said system is transformed into an implementable description of said system, said behavioral description being represented as a first set of objects with a first set of relations therebetween and said implementable description being represented as a second set of objects with a second set of relations therebetween.

Said refining step preferably comprises translating behavioral characteristics at least partly into structural characteristics. Said refining step can comprise translating behavioral characteristics completely into structural characteristics.

Said method can further comprise a simulation step in which the behavior of said behavioral description, said implementable description and/or any intermediate description therebetween is simulated.

Said refining step can comprises the addition of new objects, permitting interaction with existing objects, and adjustments to said existing objects allowing said interaction.

Preferably, said refining step is performed in an open environment and comprises expansion of existing objects. Expansion of existing objects can include the addition to an object of methods that create new objects. Said object is said to be expanded with the new objects. The use of expandable objects allows to use meta-code generation: creating expandable objects implies an indirect creation of the new objects.

Said behavioral description and said implementable description are preferably represented in a single design environment, said single design environment advantageously being an Object Oriented Programming Language, preferably C++.

Preferably, said first set of objects has first semantics and said second set of objects has second semantics. Said first semantics is preferably a data-vector model and/or a data-flow model. Said second semantics is preferably an SFG data structure.

The refining step comprises preferably a first refining step wherein said behavioral description being a data-vector model is at least partly transformed into a data-flow model. Advantageously, said data-flow model is an untimed floating point data-flow model.

Said refining step preferably further comprises a second refining step wherein said data-flow model is at least partly transformed into an SFG model. Said data-flow model can be completely transformed into an SFG model.

In a preferred embodiment, said first refining step comprises the steps of determining the input vector lengths of input, output and intermediate signals, determining the amount of parallelism of operations that process input signals under the form of a vector to output signals, determination of objects, connections between objects and signals between objects of said data-flow model, and determining the wordlength of said signals between objects. In the sequel of this application, the term "actors" is also used to denote objects. Connections between objects are denoted as "edges" and signals between objects are denoted as "tokens". Said step of determining the amount of parallelism can preferably comprise determining the amount of parallelism for every data vector and reducing the unspecified communication bandwidth of said data-vector model to a fixed number of communication buses in said data-flow model. Said step of determination of actors, edges and tokens of said data-flow model preferably comprises defining one or a group of data vectors in said first data-vector model as actors; defining data precedences crossing actor bounds, as edges, said edges behaving like queues and transporting tokens between actors; construct a system schedule and run a simulation on a computer environment. Said second refining step comprises preferably transforming said tokens from floating point to fixed point. Preferably, said SFG model is a timed fixed point SFG model.

Said second set of objects with said second set of relations therebetween are preferably at least partly derived from said first set of objects with said first set of relations therebetween. Objects belonging to said second set of objects are preferably new objects, identical with and/or derived by inheritance from objects from said first set of objects, or a combination thereof.

Several of said SFG models can be combined with a finite state machine description resulting in an implementable description. Said implementable description can be transformed to synthesizable code, said synthesizable code preferably being VHDL code.

Another aspect of the present invention is a method for simulating a system, wherein a description of a system is transformed into compilable C++ code.

Preferably, said description is an SFG data structure and said compilable C++ code is used to perform clock cycle true simulations.

Several SFG data structures can be combined with a finite state machine description resulting in an implementable description, said implementable description being said compilable C++ code suitable for simulating said system as software.

A clock-cycle true simulation of a system uses one or more SFG data structures.

Said clock-cycle true simulation can be an expectation-based simulation, said expectation-based simulation comprising the steps of: annotating a token age to every token; annotating a queue age to every queue; increasing token age according to the token aging rules and with the travel delay for every queue that has transported the token; increasing queue age with the iteration time of the actor steering the queue, and; checking whether token age is never smaller than queue age throughout the simulation.

Another aspect of the present invention is a hardware circuit or a software simulation of a hardware circuit designed with the design apparatus as recited higher.

Another aspect of the present invention is a hardware circuit or a software simulation of a hardware circuit designed with the method as recited above.

DETAILED DESCRIPTION OF THE INVENTION

The present invention will be further explained by means of examples, which does not limit the scope of the invention as claimed.

SHORT DESCRIPTION OF THE DRAWINGS

In FIGS. 1A, 1B, 1C and 1D, the overall design methodology according to an embodiment of the invention is described.

In FIG. 2, a targeted architecture of a system that is to be designed according to the invention is described.

In FIG. 3, the C++ modeling levels of target architecture are depicted.

In FIG. 4, a Synchronous Data Flow (SDF) model of the PN correlator of the target architecture of FIG. 2 is shown.

In FIG. 5, a Cyclo-Static Data Flow (CSDF) model of the PN correlator is described.

In FIG. 6, a MATLAB.RTM. Dataflow model of the PN correlator is shown.

In FIG. 7, the SFG modeling concepts are depicted.

In FIG. 8, the implied description of the max actor is described.

In FIG. 9, example implementations for different expectations are given.

In FIG. 10, an overview of expectation based simulation is shown.

In FIG. 11, the code in OCAPI, or design environment of the invention, for a correlator processor is given.

In FIG. 12, the resulting circuit for datapath and controller is hierarchically drawn.

FIG. 13 describes a DECT Base station setup.

FIG. 14 shows the front-end processing of the DECT transceiver.

In FIG. 15, a part of the central Very Long Instruction Word (VLIW) controller description for the DECT transceiver ASIC is shown.

In FIG. 16, the use of overloading to construct the signal flowgraph data structure is shown.

In FIG. 17, an example C++ code fragment and its corresponding data structure is described.

In FIG. 18, a graphical and C++-textual description of the same FSM is shown.

In FIG. 19, the final system architecture of the DECT transceiver is shown.

In FIG. 20, a data-flow target architecture is shown.

In FIG. 21, the simulation of one cycle in a system with three components is shown.

In FIG. 22, the implementation and simulation strategy is depicted.

In FIG. 23, an end-to-end model of a QAM transmission system is shown.

In FIG. 24, the system contents for the QAM transmission system is described.

The present invention can be described as a design environment for performing subsequent gradual refinement of descriptions of digital systems within one and the same object oriented programming language environment. The lowest level is semantically equivalent to a behavioral description at the register transfer (RT) level.

A preferred embodiment of the invention comprising the design method according to the invention is called OCAPI. OCAPI is part of a global design methodology concept SOC++. OCAPI includes both a design environment in an object oriented programming language and a design method. OCAPI differentiates from current systems that support architecture definition (SPW COSSAP.RTM.) in the way that a designer is guided from the MATLAB.RTM. level to the register transfer level. This way, combined semantic and syntactic translations in the design flow are avoided.

The designer is offered a single coding framework in an object oriented programming language, such as C++, to express refinements to the behavior. An open environment is used, rather than the usual interface-and-module approach.

The coding framework is a container of design concepts, used in traditional design practice. Some example design concepts currently supported are simulation queues, finite state machines, signal flowgraphs, hybrid floating/fixed point data types, operation profiling and signal range statistics. The concepts take the form of object oriented programming language objects (referred to as object in the remainder of this text), that can be instantiated and related to each other.

With this set of objects, a gradual refinement design route is offered: more abstract design concepts can be replaced with more detailed ones in a gradual way. Also, design concepts are combined in an orthogonal way: quantization effects and clock cycles (operation/operator mapping) for instance are two architecture features that can be investigated separately. Next, the different design hierarchies can be freely intermixed because of this object-oriented approach. For instance, it is possible to simulate half of the description at fixed point level, while the other half is still in floating point.

The use of a single object oriented programming language framework in OCAPI allows fast design iteration, which is not possible in the typical nowadays hybrid approach.

Comparing to existing data-flow-based systems like SPW and COSSAR.RTM. we see that the algorithm iterations can be freely chosen. Comparing to existing hardware design environments like DC or BC, we wee that we can start from a specification level that is more abstract than the connection of blocks.

Two concepts of scaleable parallelism and expectation based simulation are introduced. The designer is given an environment to check the feasibility of what the designer thinks can be done. In the development process, the designer creates his library of Signal FlowGraph (SFG) versions of abstract MATLAB.RTM. operations.

DESCRIPTION OF OCAPI, A PREFERRED EMBODIMENT OF THE PRESENT INVENTION

OCAPI is a C++ library intended for the design of digital systems. It provides a short path from a system design description to implementation in hardware. The library is suited for a variety of design tasks, including:

Fixed Point Simulations

System Performance Estimation

System Profiling

Algorithm-to-Architecture Mapping

System Design according to a Dataflow Paradigm

Verification and Testbench Development

Development Flow

The Flow Layout

The design flow according to an embodiment of the present invention, as shown in FIG. 1D, starts off with an untimed, floating point C++ system description 101. Since data-processing intensive applications such as all-digital transceivers are targeted, this description uses data-flow semantics. The system is described as a network of communicating components.

At first, the design is refined, and in each component, features expressing hardware implementation are introduced, including time (clock cycles) and bittrue rounding effects. The use of C++ allows to express this in an elegant way. Also, all refinement is done in a single environment, which greatly speeds up the design effort.

Next, the timed, bittrue C++ description 103 is translated into an equivalent HDL description by code generation. For each component, a controller description 105 and a datapath description 107 can be generated. Also for each component a single HDL description can be generated, this description preferably jointly representing the control processing and data processing of the component. This is done because OCAPI relies on separate synthesis tools for both parts, each one optimized towards controller or else datapath synthesis tasks. Through the use of an appropriate object modeling hierarchy the generation of datapath and controller HDL can be done fully automatic.

For datapath synthesis 109, OCAPI relies on the Cathedral-3 datapath synthesis tools, that allow to obtain a bitparallel hardware implementation starting from a set of signal flowgraphs. Controller synthesis 111 on the other hand is done by the logic synthesis of Synopsys DC. This divide and conquer strategy towards synthesis allows each tool to be applied at the right place.

During system simulation, the system stimuli 113 are also translated into testbenches that allow to verify the synthesis result of each component. After interconnecting all synthesized components into the system netlist, the final implementation can also be verified using a generated system testbench 115.

The System Model

The system machine model that is used is a set of concurrent processes. Each process translates to one component in the final system implementation.

At the system level, processes execute using data flow simulation semantics. That is, a process is described as an iterative behavior, where inputs are read in at the start of an iteration, and outputs are produced at the end. Process execution can start as soon as the required input values are available.

Inside of each process, two types of description are possible. The first one is an untimed description, and can be expressed using any C++ constructs available. A firing rule is also added to allow dataflow simulation. Untimed processes are not subject to hardware implementation but are needed to express the overal system behavior. A typical example is a channel model used to simulate a digital transceiver.

The second flavor of processes is timed. These processes operate synchronously to the system clock. One iteration of such a process corresponds to one clock cycle of processing. Such a process falls apart in two pieces: a control description and a data processing description.

The control description is done by means of a finite state machine, while the data description is a set of instructions. Each instruction consists of a series of signal assignments, and can also define process inputs and outputs. Upon execution, the control description is evaluated to select one or more instructions for execution. Next, the selected instructions are executed. Each instruction thus corresponds to one clock cycle of RT behavior.

For system simulation, two schedulers are available. A dataflow scheduler is used to simulate a system that contains only untimed blocks. This scheduler repeatedly checks process firing rules, selecting processes for execution as their inputs are available. When the system also contains timed blocks, however, a cycle scheduler is used. The cycle scheduler manages to interleave execution of multi-cycle descriptions, but can incorporate untimed blocks as well.

The Standard Program

The library of OCAPI has been developed with the g++ C++ GNU compiler. The best mode embodiment uses the g++ 2.8.1 compiler, and has been successfully compiled and run under the HPUX 10 (HPUX10) operating system platform. It is also possible to use a g++ 2.7.2 compiler, allowing for compilation and run under operating system platforms such as HPUX-9 (HPRISC), HPUX-10 (HPUX10), SunOS (SUN4), Solaris (SUN5) and Linux 2.0.0 (LINUX).

The layout of the `standard` g++ OCAPI program will be explained, including compilation and linking of this program.

First of all, g++ is a preferred standard compilation environment. On Linux, this is already the case after installation. Other operating system vendors however usually have their own proprietary C++ compiler. In such cases, the g++ compiler should be installed on the operating system, and the PATH variable adapted such that the shell can access the compiler.

The OCAPI library comes as a set of included files and a binary lib. All of these are put into one directory, which is called the BASE directory.

The `standard program` is the minimal contents of an OCAPI program. It has the following layout.

                      include "qlib.h"
                      int main( )
                      {
                      // your program goes here
                      }


The include "qlib.h" includes everything you need to access all classes within OCAPI.

If this program is called "standard.cxx", then the following makefile will transform the source code into an executable for you:
            HOSTTYPE = HPUX10
            BASE = /imec/vsdm/OCAPI/release/v0.9
            CC = g++
            QFLAGS = -c -g -Wall -I${BASE}
            LIBS = -lm
            %.o: %.cxx
              $(CC) $(QFLAGS) $< -o $@
            TARGET = standard
            all: $(TARGET)
            define lnkqlib
            $(CC) $  -o $@ $(LIBS)
            endef
            OBJS = standard.o
            standard:${OBJS} $(BASE)/lib$(HOSTTYPE)qlib.a
              ${lnkqlib}
            clean:
            rm -f *.o $(TARGET)


This is a makefile for GNU's "make"; other "make" programs can have a slightly different syntax, especially for the definition of the "lnkqlib" macro. It is not the shortest possible solution for a makefile, but it is one that works on different platforms without making assumptions about standard compilation rules.

The compilation flags, "QFLAGS" mean the following: "-c" selects compilation-only, "-g" turns on debugging information, and "-Wall" is the warning flag. The debugging flag allows you to debug your program with "gdb", the GNU debugger.

Even if you don't like a debugger and prefer "printf( )" debugging, "gdb" can at least be of great help in the case the program core dumps. Start the program under "gdb" (type "gdb standard" at the shell prompt), type "run" to let "standard" crash again, and then type "bt". One now see the call trace.

Calculation

OCAPI processes both floating point and fixed point values. In contrast to the standard C++ data types like "int" and "double", a "hybrid" data type class is used, that simulates both fixed point and floating point behavior.

The dfix Class

This class is called "dfix". The particular floating/fixed point behavior is selected by the class constructor. The standard format of this constructor is:
        dfix a;   // a floating point value
        dfix a(0.5);// a floating point value with initial value
        dfix a(0.5, 10, 8);
                  // a fixed point value with initial value,
                  // 10 bits total word-length, 8 fractional bits


A fixed point value has a maximal precision of the mantissa precision of a C++ "double". On most machines, this is 53 bits.

A fixed point value can also select a representation, an overflow behavior, and a rounding behavior. These flags are, in this order, optional parameters to the "dfix" constructor. They can have the following values.

Representation flag: "dfix::tc" for two's complement signed representation, "dfix::ns" for unsigned representation.

Overflow flag: "dfix::wp" for wrap-around overflow, "dfix::st" for saturation.

Rounding flag: "dfix::fl" for truncation (floor), "dfix::rd" for rounding behavior.

Some examples are
        dfix a(0.5, 10, 8);
         // the default is two's complement, wrap-around,
         // truncated quantisation
        dfix a(0.5, 10, 8, dfix::tc, dfix::st, dfix::rd);
         // two's complement, saturation, rounding quantisation
        dfix a(0.5, 10, 8, dfix::ns);
         // unsigned, wrap-around, truncated quantisation


When working with fixed point "dfix"es, it is important to keep the following rule in mind: "quantisation occurs only when a value is defined or assigned". This means that a large expression with several intermediate results will never have these intermediate values quantised. Especially when writing code for hardware implementation, this should be kept in mind. Also intermediate results are stored in finite hardware and therefore, will have some quantisation behavior. There is however a "cast" operator that will come at help here.

The dfix Operators

The operators on "dfix" are shown below

+, -, *, /

Standard addition, subtraction (including unary minus), multiplication and division.

+=, -=, *=, /=

In-place versions of previous operators.

abs

Absolute value.

<<, >>

Left and right shifts.

<<=, >>=

In place left and right shifts.

msbpos

Most-significant bit position.

&, .vertline., , .about.

Bitwise and, or, exor, and not operators.

frac( ) (member call)

Fractional part.

==, !=, <=, >=, <, >

Relational operators: equal, different, smaller then or equal to, greater then or equal to, smaller then, greater then. These return an "int" instead of a "dfix".

All operators with exception of the bitwise operators work on the maximal fixed point precision (53 points). The bitwise operators have a precision of 32 bits (a C++ "long"). Also, they assume the fixed point representation contains no fractional bits.

In addition to the arithmetic operators, several utility methods are available for the "dfix" class.
        dfix a,b;
        // cast a to another type
        b = cast(dfix(0, 12, 10), a);
        // assign b to a, retaining the quantisation of a
        a = b;
        // assign b to a, including the quantisation
        a.duplicate(b);
        // return the integer part of b
        int c = (int) b,
        // retrieve the value of b as a double
        double d,e:
        d = b.Val( );
        e = Val(b);
        // return quantisation characteristics of a
        a.TypeW( );       // returns the number of bits
        a.TypeL( );       // returns the number of fractional bits
        a.TypeSign( );           // returns dfix::tc or dfix::ns
        a.TypeOverflow( );       // returns dfix::wp or dfix::st
        a.TypeRound( );          // returns dfix::fl or dfix::rd
        // check if two dfixes are identical in value and
        quantisation
        identical(a,b);
        // see wether a is floating or fixed point
        a.TypeMode( ); // returns dfix::fixpoint or dfix::floatpoint
        a.isDouble( );
        a.isFix( );
        // write a to cout
        cout << a;
        // write a to stdout, in float format,
        // on a field of 10 characters
        write(cout, a, 'f', 10);
        // now use a fixed-format
        write(cout, a, 'g', 10);
        // next assume a is a fixed point number, and write out an
        // integer representation (considering the decimal point at
        // the lsb of a) use a hexadecimal format
        write(cout, a, 'x', 10);
        // use a binary format
        write(cout, a, 'b', 10);
        // use a decimal format
        write(cout, a, 'd', 10);
        // read a from stdin
        cin >> a;


Communication

Apart from values, OCAPI is concerned with the communication of values in between blocks of behavior. The high level method of communication in OCAPI is a FIFO queue, of type "dfbfix". This queue is conceptually infinite in length. In practice it is bounded by a sysop phonecall telling that you have wasted up all the swap space of the system.

The dfbfix Class

A queue is declared as

dfbfix a("a");

This creates a queue with name a. The queue is intented to pass value objects of the type "dfix". There is also an alias type of "dfbfix", known as "FB" (flow buffer). So you can also write

FB a("a");
                      The dfbfix operations
        The basic operations on a queue allow to store and retrieve
        "dfix " objects. The operations are
        dfix k;
        dfix j(0.5);
        dfbfix a("a");
        // insert j at the front of a
        a.put(j)
        // operator format for an insert
        a << j;
        // insert j at position 5, with position 0 corresponding to
        // the front of a.
        a.putIndex(j,5);
        // read one element from the back of a
        k = a.get( );
        // operator format for a read
        a >> j;
        // peek one element at position 1 of a
        k = a.getIndex(1);
        // operator format for peek
        k = a.getIndex(1);
        // retrieve one element from a and throw it
        a.pop( );
        // throw all elements, if any, from a
        a.clear( );
        // return the number of elements in a as an int
        int n = a.getSize( );
        // return the name of the queue
        char *p = a.name( );


Whenever you perform an access operation that reads past the end of a FIFO, a runtime error results, showing

Queue Underflow @ get in queue a

Utility Calls for dfbfix

Besides the basic operations on queues, there are some additional utiliy operations that modify a queue behavior
        // make a queue of length 20. The default length of a queue
        // is 16. Whenever this length is exceeded by a put, the
        // storage in the queue is dynamically expanded by a factor
        // of 2.
        dfbfix a("a", 20);
        // After the asType( ) call, the queue will have an input
        // "quantizer" that will quantize each element inserted
        // into the queue to that of the quantizer type
        dfix q(0, 10, 8);
        a.asType(q);
        // After an asDebug( ) call, the queue is associated with a
        // file, that will collect every value written into the
        // queue. The file is opened as the queue is initialized
        // and closed when the queue object is destroyed.
        a.asDebug("thisfile.dat");
        // Next makes a duplicate queue of a, called b. Every write
        // into a will also be done on b. Each queue is allowed to
        // have at most ONE duplicate queue.
        dfbfix b ("b");
        a.asDup(b);
        // Thus, when another duplicate is needed, you write it as
        dfbfix c("c");
        b.asDup(c);


During the communication of "dfix" objects, the queues keep track of some statistics on the values that are passed through it. You can use the "<<" operator and the member function "stattitle( )" to make these statistics visible.

The next program demonstrates these statistics
                         #include "qlib.h"
                         void main( )
                         {
                         dfbfix a("a");
                         a << dfix(2);
                         a << dfix(1);
                         a << dfix(3);
                         a.stattitle(cout);
                         cout << a;
                         }


When running this program, the following appears on screen
    Name  put get   MinVal    @idx    MaxVal    @idx  Max#  @idx
      A    3   0  1.0000e+00    2   3.0000e+00    3     3     3


The first line is printed by the "stattitle( )" call as a mnemonic for the fields printed below. The next line is the result of passing the queue to the standard output stream object. The fields mean the following:
        Name        The name of the queue
        put         The total number of elements "put( )" into the
                    queue
        get         The total number of elements "get( )" from the
                    queue
        MinVal      The lowest element put onto the queue
        @idx        The put sequential number that passed this
                    lowest element
        MaxVal      The highest element put onto the queue
        @idx        The put sequential number that passed this
                    highest element
        Max#        The maximal queue length that occurred
        @idx        The put sequential number that resulted in
                    this maximal queue length


Globals and Derivatives for dfbfix

There are two special derivates of "dfbfix". Both are derived classes such that you can use them wherever you would use a "dfbfix". Only the first will be discussed here, the other one is related to cycle-true simulation and is discussed in section "Faster Communications".

The "dfbfix_nil" object is like a "/dev/null" drain. Every "dfix" written into this queue is thrown. A read operation from such a queue results in a runtime error.

There are two global variables related to queues. The "listOfFB" is a pointer to a list of queues, containing every queue object you have declared in your program. The member function call "nextFB( )" will return the successor of the queue in the global list. For example, the code snippet
                  dfbfix *r;
                  for ( r = listOfFB ; r ; r = r->nextFB( ) )
                  {
                                 . . .
                  }


will walk trough all the queues present in the OCAPI program.

The other global variable is "nilFB", which is of the type "dfbfix_nil". It is intended to be used as a global trashcan.

The Basic Block

OCAPI supports the dataflow simulation paradigm. In order to define the actors to the system, one "base" class is used, from which all actors will inherit. In order to do untimed simulations, one should follow a standard template to which new actor classes must conform. In this section, the standard template will be introduced, and the writing style is documented.

Basic Block Include and Code File

Each new actor in the system is defined with one header file and one source code C++ file. We define a standard block, "add", which performs an addition.

The include file, "add.h", looks like
        #ifndef ADD_H
        #define ADD_H
        #include "qlib.h"
        class add : public base
        {
         public:
          add(char *name, FB & _in1, FB & _in2, FB & _o1);
          int run( );
         private:
          FB *in1;
          FB *in2;
          FB *o1;
        };
        #endif


This defines a class "add", that inherits from "base". The "base" object is the one that OCAPI likes to work with, so you must inherit from it in order to obtain an OCAPI basic block.

The private members in the block are pointers to communication queues. Optionally, the private members should also contain state, for example the tap values in a filter. The management of state for untimed blocks is entirely the responsibility of the user; as far as OCAPI is concerned, it does not care what you use as extra variables.

The public members include a constructor and an execution call "run". The constructor must at least contain a name, and a list of the queues that are used for communication. Optionally, some parameters can be passed, for instance in case of parametrized blocks (filters with a variable number of taps and the like).

The contents of the adder block will be described in "add.cxx".
        #include "add.cxx"
        add::add(char *name, FB & _in1, FB & _in2, FB & _o1) :
        base(name)
        {
                               in1 = _in1.asSource(this);
                               in2 = _in2.asSource(this);
                               o1 = _o1.asSink (this);
        }
        int add::run( )
        {
                               // firing rule
                               if (in1 ->getSize( ) < 1)
                                return 0;
                               if (in2 ->getSize( ) < 1)
                                return 0;
                               o1 ->put(in1 ->get ( ) + in2 ->get( ));
                               return 1;
        }


The constructor passes the name of the object to the "base" class it inherits from. In addition, it initializes private members with the other parameters. In this example, the communication queue pointers are initialized. This is not done through simple pointer assignment, but through function calls "asSource" and "asSink". This is not obligatory, but allows OCAPI to analyze the connectity in between the basic blocks. Since a queue is intended for point-to-point communication, it is an error to use a queue as input or ouput more then once. The function calls "asSource" and "asSink" keep track of which blocks source/sink which queues. They will return a runtime error in case a queue is sourced or sinked more then once. The constructor can optionally also be used to perform initialization of other private data (state for instance). The "run( )" method contains the operations to be performed when the block is invoked. The behavior is described in an iterative way. The "run" function must return an integer value, 1 if the block succeeded in performing the operation, and 0 if this has failed.

This behavior consists of two parts: a firing rule and an operative part. The firing rule must check for the availability of data on the input queues. When no sufficient data is present (checked with the "getSize( )" member call), it stops execution and returns 0. When sufficient data is present, execution can start. Execution of an untimed behavior can use the different C++ control constructs available. In this example, the contents of the two input queues is read, the result is added and put into the ouput queue. After execution, the value 1 is returned to signal the behavior has completed.

Predefined Standard Blocks: File Sources and Sinks

The OCAPI library contains three predefined standard blocks, which is a file source "src", a file sink "snk", and a ram storage block "ram".

The file sources and sinks define operating system interfaces and allow you to bring file data into an OCAPI simulation, and to write out resulting data to a file. The examples below show various declarations of these blocks. Data in these files is formatted as floating point numbers separated by white space. For output, newlines are used as whitespace.
          // define a file source block, with name a, that will read
          // data from the file "in.dat" and put it into the queue k
          dfbfix k("k");
          src a("a", k, "in.dat");
          // an alternative definition is
          dfbfix k("k");
          src a("a", k);
          a.setAttr(src::FILENAME, "in.dat");
          // which also gives you a complex version
          dfbfix k1("k1");
          dfbfix k2("k2");
          src a("a", k1, k2);
          a.setAttr(src::FILENAME, "in.dat");
          // define a sink block b, that will put data from queue o
          // into a file "out.dat".
          dfbfix o ("o");
          snk b("b", o, "out.dat");
          // an alternative definition is
          dfbfix o("o");
          snk b("b", o);
          b.setAttr(snk::FILENAME, "out.dat");
          // which gives one also a complex version
          dfbfix o1("o1");
          dfbfix o2("o2");
          snk b("b", o1, o2);
          b.setAttr(snk::FILENAME, "out.dat");
          // the snk mode has also a matlab-goodie which will format
          // output data into a matrix A that can be read in directly
          // by Matlab.
          dfbfix o("o");
          snk b("b", o, "out.m");
          b.setAttr(snk::FILENAME, "out.m");
          b.setAttr(snk::MATLABMODE, 1);


Predefined Standard Blocks: RAM

The ram untimed block is intended to simulate single-port storage blocks at high level. By necessity, some interconnect assumptions had to be made on this block. On the other hand, it is supported all the way through code generation.

OCAPI does not generate RAM cells. However, it will generate appropriate connections in the resulting system netlist, onto which a RAM cell can be connected.

The declaration of a ram block is as follows.
          // make a ram a, with an address bus, a data input bus, a
          // data output bus, a read command line, a write command
          // line, with 64 locations
          dfbfix address("address");
          dfbfix data_in("data_in");
          dfbfix data_out("data_out");
          dfbfix read_c("read_c");
          dfbfix write_c("write_c");
          ram a("a",address,data_in,data_out,write_c,read_c,64);
          // clear the ram
          a.clear();
          // fill the ram with the linear sequence data = k1+address
          // * k2;
          a.fill(k1, k2)
          // dump the contents of a to cout
          a.show();


The execution semantics of the ram are as follows. For each read or write, an address, a read command and a write command must be presented. If the read command equals "dfix(1)", a read will be performed, and the value stored at the location presented through "address" will be put on "data_out". If the read command equals any other value, a dummy byte will be presented at "data_out". If no read command was presented, no data will be presented on "data_out". For writes, an identical story holds for reads on the "data_in" input: whenever a write command is presented, the data input will be consumed. When the write command equals 1, then the data input will be stored in the location provided through "address". When a read and write command are given at the same time, then the read will be performed before the write. The ram also includes an online "purifier" that will generate a warning message whenever data from an unwritten location is read.

Untimed Simulations

Given the descriptions of one or more untimed blocks, a simulation can be done. The description of a simulation requires the following to be included in a standard C++ "main( )" procedure:

The instantiation of one or more basic blocks.

The instantiation of one or more communication queues that interconnect the blocks

The setup of stimuli. Either these can be included at runtime by means of the standard file source blocks, or else dedicated C++ code can be written that fills up a queue with stimuli.

A schedule that drives the execution methods of the basic blocks.

A schedule, in general, is the specification of the sequence in which block firing rules must be tested (and fired if necessary) in order to run a simulation. There has been quite some research in determining how such a schedule can be constructed automatically from the interconnection network and knowledge of the block behavior. Up to now, an automatic mechanism for a general network with arbitrary blocks has not been found. Therefore, OCAPI relies on the designer to construct such a schedule.

Layout of an Untimed Simulation

In this section, the template of the standard simulation program will be given, along with a description of the "scheduler" class that will drive the simulation. A configuration with the "adder" block (described in the section on basic blocks) is used as an example.
            #include   qlib.h''
            #include   add.h''
            void main()
            {
                  dfbfix i1("i1");
                  dfbfix i2("i2");
                  dfbfix o1("o1");
                  src SRC1("SRC1", i1,"SRC1");
                  src SRC2("SRC2", i2,"SRC2");
                  add ADD ("ADD1", i1, i2, o1);
                  snk SNK1("SNK1", o1,"SNK1");
                  schedule S1("S1");
                  S1.next(SRC1);
                  S1.next(SRC2)
                  S1.next(ADD );
                  S1.next(SNK1)
                  while (S1.run());
                  i1.stattitle(cout)
                  cout << i1;
                  cout << i2;
                  cout << o1;
            }


The simulation above instantiates three communication buffers, that interconnect four basic blocks. The instantiation defines at the same time the interconnection network of the simulation. Three of the untimed blocks are standard file sources and sinks, provided with OCAPI. The "add" block is a user defined one.

After the definition of the interconnection network, a schedule must be defined. A simulation schedule is constructed using "schedule" objects. In the example, one schedule object is defined, and the four blocks are assigned to it by means of a "next( )" member call.

The order in which "next( )" calls are done determines the order in which firing rules will be tested. For each execution of the schedule object "Si", the "run( )" methods of "SRC1", "SRC2", "ADD" and "SNK1" are called, in that order. The execution method of a scheduler object is called "run( )". This function returns an integer, equal to one when at least on block in the current iteration has executed (i.e. the "run( )" of the block has returned one). When no block has executed, it returns zero.

The while loop in the program therefore is an execution of the simulation. Let us assume that the directory of the simulator executable contains the two required stimuli files, "SRC1" and "SRC2". Their contents is as follows
            SRC1        SRC2        -- not present in the file
             --          --         -- not present in the file
              1           4
              2           5
              3           6


When compiling and running this program, the simulator responds:

* * * INFO: Defining block SRC1

* * * INFO: Defining block SRC2

* * * INFO: Defining block ADD

* * * INFO: Defining block SNK1
    Name  put get   MinVal    @idx    MaxVal    @idx  Max#  @idx
     i1    3   3  1.0000e+00    1   3.0000e+00    3     1     1
     i2    3   3  4.0000e+00    1   6.0000e+00    3     1     1
     o1    3   3  5.0000e+00    1   9.0000e+00    3     1     1


and in addition has created a file "SNK1", containing

SNK1--not present in the file

. . . --not present in the file

5.000000e+00

7.000000e+00

9.000000e+00

The "INFO" message appearing on standard output are a side effect of creating a basic block. The table at the end is produced by the print statements at the end of the program.

More on Schedules

If you would examine closely which blocks are fired in which iteration, (for instance with a debugger) then you would find

iteration 1

run SRC1=>i1 contains 1.0

run SRC2=>i2 contains 4.0

run ADD=>o1 contains 5.0

run SNK1=>write out o1

schedule.run( ) returns 1

iteration 2

run SRC1=>i1 contains 2.0

run SRC2=>i2 contains 5.0

run ADD=>o1 contains 7.0

run SNK1=>write out o1

schedule.run( ) returns 1

iteration 3

run SRC1=>i1 contains 3.0

run SRC2=>i2 contains 6.0

run ADD=>o1 contains 9.0

run SNK1=>write out o1

schedule.run( ) returns 1

iteration 4

run SRC1=>at end-of-file, fails

run SRC2=>at end-of-file, fails

run ADD=>no input tokens, fails

run SNKA=>no input tokens, fails

schedule.run( ) returns 0=>end simulation

There are two schedule member functions, "traceOn( )" and "traceOff( )", that will produce similar information for you. If you insert

S.traceOn( );

just before the while loop, then you see

* * * INFO: Defining block SRC1

* * * INFO: Defining block SRC2

* * * INFO: Defining block ADD

* * * INFO: Defining block SNK1

S1 [SRC1 SRC2 ADD SNK1]

S1 [SRC1 SRC2 ADD SNK1]

S1 [SRC1 SRC2 ADD SNK1]

S1 [ ]
    Name  put get   MinVal    @idx    MaxVal    @idx  Max#  @idx
     i1    3   3  1.0000e+00    1   3.0000e+00    3     1     1
     i2    3   3  4.0000e+00    1   6.0000e+00    3     1     1
     o1    3   3  5.0000e+00    1   9.0000e+00    3     1     1


appearing on the screen. This trace feature is convenient during schedule debugging.

In the simulation ouput, you can also notice that the maximum number of tokens in the queues never exceeds one. When you had entered another schedule sequence, for example

schedule S1("S1");

S1.next(ADD);

S1.next(SRC2);

S1.next(SRC1);

S1.next(SNK1);

then you would notice that the maximum number of tokens on the queues would result in different figures. On the other hand, the resulting data file, "SNK1", will contain exactly the same results. This demonstrates one important property of dataflow simulations: any arbitrary but consistent schedule yields the same results. Only the required amount of storage will change from schedule to schedule.

In multirate systems, it is convenient to have different schedule objects and group all blocks working on the same rate in one schedule.

Profiling in Untimed Simulations

Untimed simulations are not targeted to circuit implementation. Rather, they have an explorative character. Besides the queue statistics, OCAPI also enables you to do precise profiling of operations. The requirement for this feature is that

You use "schedule" objects to construct the simulation

You describe block behavior with "dfix" objects

Profiling is by default enabled. To view profiling results, you send the schedule object under consideration to the standard output stream. In the "main" example program given above, you can modify this as
                  include   qlib.h''
                  include   add.h''
                  void main()
                  {
                               . . .
                               schedule S1("S1");
                               . . .
                               cout << S1;
                  }


When running the simulation, you will see the following appearing on stdout:

* * * INFO: Defining block SRC1

* * * INFO: Defining block SRC2

* * * INFO: Defining block ADD

* * * INFO: Defining block SNK1
    Name  put get   MinVal    @idx    MaxVal    @idx  Max#  @idx
     i1    3   3  1.0000e+00    1   3.0000e+00    3     1     1
     i2    3   3  4.0000e+00    1   6.0000e+00    3     1     1
     o1    3   3  5.0000e+00    1   9.0000e+00    3     1     1


Schedule S1 ran 4 times:
                      SRC1                   3
                      SRC2                   3
                      ADD                    3
                      +                      3
                      SNK1                   3


For each schedule, it is reported how many times it was run. Inside each schedule, a firing count of each block is given. Inside each block, an operation execution count is given. The simple "add" block gives the rather trivial result that there were three additions done during the simulation.

The gain in using operation profiling is to estimate the computational requirement for each block. For instance, if you find that you need to do 23 multiplications in a block that was fired 5 times, then you would need at least five multipliers to guarantee the block implementation will need only one cycle to execute. Finally, if you want to suppress operation profiling for some blocks, then you can use the member function call "noOpsCnt( )" for each block. For instance, writing

ADD.noOpsCnt( );

suppresses operation profiling in the ADD block.

Implementation

The features presented in the previous sections contain everything you need to do untimed, high level simulations. These kind of simulations are useful for initial development. For real implementation, more detail has to be added to the descriptions.

OCAPI makes few assumptions on the target architecture of your system. One is that you target bitparallel and synchronous hardware. Synchronicity is not a basic requirement for OCAPI. The current version however constructs single-thread simulations, and also assumes that all hardware runs at the same clock. If different clocks need to be implemented, then a change to the clock-cycle true simulation algorithm will have to be made. Also, it is assumed that one basic block will eventually be implemented into one processor.

One question that comes to mind is how hardware sharing between different basic blocks can be expressed. The answer is that you will have to construct a basic block that merges the two behaviors of two other blocks. Some designers might feel reluctant to do this. On the other hand, if you have to write down merged behavior, you will also have to think about the control problems that are induced from doing this merging. OCAPI will not solve this problem for you, though it will provide you with the means to express it.

Before code generation will translate a description to an HDL, one will have to take care of the following tasks:

One will have to specify wordlengths. The target hardware is capable of doing bitparallel, fixed point operations, but not of doing floating point operations. One of the design tasks is to perform the quantisation on floating point numbers. The "dfix" class discussed earlier contains the mechanisms for expressing fixed point behavior.

One will have to construct a clock-cycle true description. In constructing this description, one will not have to allocate actual hardware, but rather express which operations one expects to be performed in which clock cycle. The semantical model for describing this clock cycle true behavior consists of a finite state machine, and a set of signal flow graphs. Each signal flow graph expresses one cycle of implemented behavior. This style of description splits the control operations from data operations in your program. In contrast, the untimed description you have used before has a common representation of control and data.

OCAPI does not force an ordening on these tasks. For instance, one might first develop a clock cycle true description on floating point numbers, and afterwards tackle the quantization issues. This eases verification of the clock-cycle true circuit to the untimed high level simulation.

The final implementation also assumes that all communication queues will be implemented as wiring. They will contain no storage, nor they will be subject to buffer synthesis. In a dataflow simulation, initial buffering values can however be necessary (for instance in the presence of feedback loops). In OCAPI, such a buffer must be implemented as an additional processor that incorporates the required storage. The resulting system dataflow will become deadlocked because of this. The cycle scheduler however, that simulates timed descriptions, is clever enough to look for these `initial tokens` inside of the descriptions.

In the next sections, the classes that allow you to express clock cycle true behavior are introduced.

Signals and Signal Flowgraphs

Some initial considerations on signals are introduced first.

Hardware Versus Software

Software programs always use memory to store variables. In contrast, hardware programs work with signals, which might or might not be stored into a register. This feature can be expressed in OCAPI by using the "_sig" class. Simply speaking, a "_sig" is a "dfix" for which one has indicated whether is needs storage or not.

In implementation, a signal with storage is mapped to a net driven by a register, while an immediate signal is mapped to a net driven by an operator.

Besides the storage issue, a signal also departs from the concept of "scope" one uses in a program. For instance, in a function one can use local variables, which are destroyed (i.e. for which the storage is reclaimed) after one has executed the function. In hardware however, one controls the signal-to-net mapping by means of the clock signal.

Therefore one have to manage the scope of signals. The signal scope is expressed by using a signal flowgraph object, "sfg". A signal flowgraph marks a boundary on hardware behavior, and will allow subsequent synthesis tools to find out operator allocation, hardware sharing and signal-to-net mapping.

The _sig Class and Related Operations

Hardware signals can expressed in three flavors. They can be plain signals, constant signals, or registered signals. The following example shows how these three can be defined.
            // define a plain signal a, with a floating point dfix
            // inside of it.
            _sig a("a");
            // define a plain signal b, with a fixed point dfix inside
            // of it.
            _sig b("b", dfix(0,10,8));
            // define a registered signal c, with an initial value k
            // and attached to a clock ck.
            dfix k(0.5);
            clk ck;
            _sig c("c", ck, k);
            // define a constant signal d, equal to the value k
            _sig d(k);


The registered signals, and more in particular the clock object, are explained more into detail when signal flowgraphs and finite state machines are discussed. This section concentrates on operations that are available for signals.

Using signals and signal operations, one can construct expressions. The signal operations are a subset of the operations on "dfix". This is because there is a hardware operator implementation behind each of these operations.

+, -, *

Standard addition, subtraction (including unary minus), multiplication

&, .vertline., ,

Bitwise and, or, exor, and not operators

==, !=, <=, >=, <, >

Relational operators

<<, >>

Left and right shifts

s.cassign(s1,s2)

Conditional assignment with s1 or s2 depending on s

cast(T,s)

Convert the type of s to the type expressed in "dfix" T

lu(L,s)

Use s as in index into lookuptable L and retrieve

msbpos(s)

Return the position of the msb in s

Precision considerations are the same as for "dfix". That is, precision is at most the mantissa precision of a double (53 bits). For the bitwise operations, 32 bits are assumed (a long). "cast", "lu" and "msbpos" are not member but friend functions. In addition, "msbpos" expects fixed-point signals.
            _sig a("a");
            _sig b("b");
            _sig c("c");
            // some simple operations
            c = a + b;
            c = a - b;
            c = a * b;
            // bitwise operations works only on fixed point signals
            _sig e(dfix(0xff, 10, 0));
            _sig d("d",dfix(0,10,0));
            _sig f("f",dfix(0,10,0))
            f = d & e;
            f = d .vertline. e;
            f = .about.d;
            f = d   _sig(dfix(3,10,0));
            // shifting
            // a dfix is automatically promoted to a constant _sig
            f = d << dfix(3,8,0);
            // conditional assignment
            f = (d < dfix(2,10,0)).cassign(e,d)
            // type conversion is done with cast
            _sig g("g",dfix(0,3,0)
            g = cast(dfix(0,3,0) , d)
            // a lookup table is an array of unsigned long
            unsigned long j = {1, 2, 3, 4, 5};
            // a lookuptable with 5 elements, 3 bits wide
            lookupTable j_lookup("j_lookup", 5, dfix(0,3,0)) = j;
            // find element 2
            g = lu(j_lookup, dfix(2,3,0));


If one is interested in simulation only, then one should not worry too much about type casting and the like. However, if one intends implementation, then some rules are at hand. These rules are induced by the hardware synthesis tools. If one fails to obey them, then one will get a runtime error during hardware synthesis.

All operators, apart from multiplication, return a signal with the same wordlength as the input signal.

Multiplication returns a wordlength that is the sum of the input wordlengths.

Addition, subtraction, bitwise operations, comparisons and conditional assignment require the two input operands to have the same wordlength.

Some common pitfalls that result of this restriction are the following.

Intermediate results will, by default, not expand wordlength. In contrast, operations on dfix do not loose precision on intermediate results. For example, shifting an 8 bit signal up 8 positions will return you the value of zero, on 8 bits. If you want too keep up the precision, then you must first cast the operation to the desired output wordlength, before doing the shift.

The multiplication operator increases the wordlength, which is not automatically reduced when you assign the result to a signal of smaller with. If you want to reduce wordlength, then you must do this by using a cast operation.

For complex expressions, these type promotion rules look a bit tedious. They are however used because they allow you to express behavior precisely downto the bit level. For example, the following piece of code extracts each of the bits of a three bit signal:
                _sig threebits(dfix(6,3,0))
                dfix bit(0,1,0);
                _sig bit2("bit2"), bit1("bit1"), bit0("bit0");
                bit2 = cast(bit, threebits <<dfix(2));
                bit1 = cast(bit, threebits <<dfix(1));
                bit0 = cast(bit, threebits)


These bit manipulations were not possible without the given type promotion rules.

For hardware implementation, the following operators are present.

Addition and subtraction are implemented on ripple-carry adder/subtractors.

Multiplication is implemented with a booth multiplier block.

Casts are hardwired.

Shifts are either hardwired in case of constant shifts, or else a barrel shifter is used in case of variable shifts.

Comparisons are implemented with dedicated comparators (in case of constant comparisons), or subtractions (in case of variable comparisons).

Bitwise operators are implemented by their direct gate equivalent at the bit level.

Lookup tables are implemented as PLA blocks that are mapped using two-level or multi-level random logic.

Conditional assignment is done using multiplexers.

Msbit detection is done using a dedicated msbit-detector.

Globals and Utility Functions for Signals

There are a number of global variables that directly relate to the "_sig" class, as well as the embedded "sig" class. In normal circumstances, you do not need to use these functions.

The variables "glbNumberOf_Sig" and "glbNumberOfSig" contain the number of "_sig" and "sig" that your program has defined. The variable "glbNumberOfReg" contains the number of "sig" that are of the register type. This represents the word-level register count of your design. The "glbSigHashConflicts" contain the number of hash conflicts that are present in the internal signal data structure organization. If this number is more then, say 5% of "glbNumberOf_Sig", then you might consider knocking at OCAPIs complaint counter. The simulation is not bad if you exceed this bound, only it will go slower.

The variable "glbListOfSig" contains a global list of signals in your system. You can go through it by means of
              sig *run;
              for (run = glbListOfSig; run; run = run->nextsig())
              {
                           . . .
              }


For each such a "sig", you can access a number of utility member functions.

"isregistero" returns 1 when a signal is a register.

"isconstanto" returns 1 when a signal is a constant value.

"isterm( )" returns 1 when you have defined this signal yourself. These are signals which are introduced through "_sigo" class constructors. OCAPI however also adds signals of its own.

"getname( )" returns the "char *" name you have used to define the signal.

"get_showname( )" returns the "char *" name of the signal that is used for code generation. This is equal to the original name, but with a unique suffix appended to it.

The sfg Class

In order to construct a timed (clocked) simulation, signals and signal expressions must be assigned to a signal flowgraph. A signal flowgraph (in the context of OCAPI) is a container that collects all behavior that must be executed during one clock cycle.

The sfg behavior contains

A set of expressions using signals

A set of inputs and outputs that relate signals to output and input queues

Thus, a signal flowgraph object connects local behavior (the signals) to the system through communications queues. In hardware, the indication of input and output signals also results in ports on your resulting circuit.

A signal flowgraph can be a marker of hardware scope. This is also demonstrated by the following example.
          _sig a("a");
          _sig b("b");
          _sig c(dfix(2));
          dfbfix A("A");
          dfbfix B("B");
          // a signal flowgraph object is created
          sfg add_two, add_three;
          // from now on, every signal expression written down will
          // be included in the signal flowgraph add_two
          add_two.starts();
          a = b + c;
          // You must also give a name to add_two, for code
          // generation
          add_two << "add_two";
          // also, inputs and ouputs have to be indicated.
          // you use the input and ouput objects ip and op for this
          add_two << ip(b, B);
          add_two << op(a, A);
          // next expression will be part of add_three
          add_three.starts();
          a = b + dfix(3);
          add_three << "add_three";
          add_three << ip(b,B);
          add_three << op(a,A);
          // you can also to semantical checks on signal flowgraphs
          add_two.check();
          add_three.check();


The semantical check warns you for the following specification errors:

Your signal flowgraph contains a signal which is not declared as a signal flowgraph input and at the same time, it is not a constant or a register. In other words, your signal flowgraph has a dangling input.

You have written down a combinatorial loop in your signal flowgraph. Each signal must be ultimately dependent on registered signals, constants, or signal flowgraph inputs. If any other dependency exists, you have written down a combinatorial loop for which hardware synthesis is not possible.

Execution of a signal flowgraph

A signal flowgraph defines one clock cycle of behavior. The semantics of a signal flowgraph execution are well defined.

At the start of an execution, all input signals are defined with data fetched from input queues.

The signal flowgraph output signals are evaluated in a demand driven way. That is, if they are defined by an expression that has signal operands with known values, then the ouput signal is evaluated. Otherwise, the unknown values of the operands are determined first. It is easily seen that this is a recursive process. Signals with known values are: registered signals, constant signals, and signals that have already been calculated in the current execution.

The execution ends by writing the calculated output values to the output queues.

Signal flowgraph semantics are somewhat related to untimed blocks with firing rules. A signal flowgraph needs one token to be present on each input queue. Only, the firing rule on a signal flowgraph is not implemented. If the token is missing, then the simulation crashes. This is a crude way of warning you that you are about to let your hardware evaluate a nonsense result.

The relation with untimed block firing rules will allow to do a timed simulation which consist partly of signal flowgraph descriptions and partly of untimed basic blocks. The section "Timed simulations will treat this more into detail.

Running a Signal Flowgraph by Hand

A signal flowgraph is only part of a timed description. The control component (an FSM) still needs to be introduced. There can however be situations in which you would like to run a signal flowgraph directly. For instance, in case you have no control component, or if you have not yet developed a control description for it.

The "sfg" member function "run( )" performs the execution of the signal flowgraph as described above. An example is used to demonstrate this.
        #include "qlib.h"
        void main( )
        {
                               _sig a("a")
                               sig b("b")
                               _sig c(dfix(2));
                               dfbfix A("A")
                               dfbfix B("B")
                               sfg add_two;
                               add_two.starts( );
                               a = b + c;
                               add_two << "add_two";
                               add_two << ip(b, B);
                               add_two << op(a, A);
                               add_two.check( );
                               B << dfix(1) << dfix(2);
                               // running silently
                               add_two.eval( );
                               cout << A.get( ) << ".backslash.n";
                               // running with debug information
                               add_two.eval(cout);
                               cout << A.get( ) << ".backslash.n";
                               add_two.eval(cout);
                               }


When running this simulation, the following appears on the screen.
              3.000000e+00
              add_two(      b       2)
                      :     a       4
                      => a       4
              4.000000e+00
              add_two(Queue Underflow @ get in queue B


The first line shows the result in the first "eval( )" call. When this call is given an output stream as argument, some additional information is printed during evaluation. For each signal flowgraph, a list of input values is printed. Intermediate signal values are printed after the ":" at the beginning of the line. The output values as they are entered in the ouput queues are printed after the "=>". Finally, the last line shows what happens when "eval( )" is called when no inputs are available on the input queue "B".

For signal flowgraphs with registered signals, you must also control the clock of these signals. An example of an accumulator is given next.
        #include "qljb.h"
        void main( )
        {
                         clk ck;
                         _sig a("a",ck,dfix(0));
                         dfbfix A("A")
                         sfg accu;
                         accu.starts( )
                         a = a + b;
                         accu << "accu";
                         accu << ip(b, B);
                         accu << op(a, A);
                         accu.check( );
                         B << dfix(1) << dfix(2)<< dfix(3);
                         while (B.getSize( ))
                         {
                          accu.eval (cout)
                          accu.tick(ck);
                         }
        {


The simulation is controlled in a while loop that will consume all input values in queue "B". After each run, the clock attached to registered signal "a" is triggered. This is done indirectly through the "sfg" member call "tick( )", that updates all registered signals that have been assigned within the scope of this "sfg". Running this simulation results in the following screen ouput
          accu          (         b         1)
                        :         a         0/        1
                        =>     a         0/        1
          accu          (         b         2)
                        :         a         1/        3
                        =>     a         1/        3
          accu          (         b         3)
                        :         a         3/        6
                        a         3/        6


The registered signal "a" has two values: a present value (shown left of "/"), and a next value (shown right of "/"). When the clock ticks, the next value is copied to the present value. At the end of the simulation, registered signal "a" will contain 6 as its present value. The ouput queue "A" however will contain the 3, the "present value" of "a" during the last iteration.

Finally, if you want to include a signal flowgraph in an untimed simulation, you must make shure that you implement a firing rule that guards the sfg evaluation.

An example that incorporates the accumulator into an untimed basic block is the following.
        #include "qlib.h"
        class accu : public base
        {
                      public:
                       accu(char *name, dfbfix &i; dfbfix &o);
                       int run( );
                      private:
                       dfbfix *ipq;
                       dfbfix *opq;
                       sfg _accu;
                       clk ck;
        }
        accu::accu(char *name, dfbfix &i, dfbfix &o) : base(name)
        {
                      ipq = i.asSource(this);
                      opq = o.asSink(this);
                      _sig a("a",ck,dfix(0));
                      _sig b("b");
                      _accu.starts( );
                      a = a + b;
                      _accu << "accu";
                      _accu << ip(b, *ipq);
                      _accu << op(a, *opq);
                      _accu.check( );
        }
        int accu::run( )
        {
                      if (ipq->getSize( ) < 1)
                      return 0;
                      _accu.eval( );
                      _accu.tick(ck);
        }


In this example, the signal flowgraph _accu is included into the private members of class _accu.

Globals and Utility Functions for Signal Flowgraphs

The global variable "glbNumberOfSfg" contains the number of "sfg" objects that you have constructed in your present OCAPI program. Given an "sfg( )" object, you have also a number of utility member function calls.

"getname( )" returns the "char *" name of the signal flowgraph.

"merge( )" joins two signal flowgraphs.

"getisig(int n)" returns a "sig *" that indicates which signal corresponds to input number "i" of the signal flowgraph. If 0 is returned, this input does not exist.

"getiqueue(int n)" returns the queue ("dfbfix *") assigned to input number "i" of the signal flowgraph. If 0 is returned, then this input does not exist.

"getosig(int n)" returns a "sig *" that indicates which signal corresponds to output number "i" of the signal flowgraph. If 0 is returned, this output does not exist.

"getoqueue(int n)" returns the queue ("dfbfix *") assigned to output number "i" of the signal flowgraph. If 0 is returned, then this output does not exist.

You should keep in mind that a signal flowgraph is a data structure. The source code that you have written helps to build this data structure. However, a signal flowgraph is not executed by running your source code. Rather, it is interpreted by OCAPI. You can print this data structure by means of the "cg(ostream)" member call.

For example, if you appended

accu.cg(cout);

to the "running-an-sfg-by-hand" example, then the following output would be produced:
        sfg accu
                         inputs    { b_2 }
                         outputs   { a_1 }
                         code    {
                                 a_1 = a_1_at1 + b_2;
                         };


Finite State Machines

With the aid of signals and signal flowgraphs, you are able to construct clock-cycle true data processing behavior. On top of this data processing, a control sequencing component can be added. Such a controller allows to execute signal flowgraphs conditionally. The controller is also the anchoring point for true timed system simulation, and for hardware code generation. A signal flowgraph embedded in an untimed block cannot be translated to a hardware processor: you have to describe the control component explicitly.

The ctlfsm and State Classes

The controller model currently embedded in OCAPI is a Mealy-type finite state machine. This type of FSM selects the transition to the next state based on the internal state and the previous output value.

In an OCAPI description, you use a "ctlfsm" object to create such a controller. In addition, you make use of "state" objects to model controller states. The following example shows the use of these objects.
        #include "qlib.h"
        void main( )
        {
                      sfg dummy;
                      dummy << "dummy";
                      // create a finite state machine
                      ctlfsm f;
                      // give it a name
                      f << "theFSM";
                      // create 2 states for it
                      state rst;
                      state active;
                      // give them a name
                      rst << "rst";
                      active << "active ";
                      // identify rst as the initial state of
                      // ctlfsm f
                      f << dflt (rst);
                      // identify active as a plain state of ctlfsm
                      // f
                      f << active;
                      // create an unconditional transition from
                      // rst to active
                      rst << allways << active;
                      // always' is a historical typo and will be
                      // replaced by "always" in the future
                      // create an unconditional transition from
                      // active to active, executing the dummy sfg.
                      active << allways << dummy << active;
                      // show what's inside f
                      cout << f;
        }


There are two states in this fsm, "rst" and "active". Both are inserted in the fsm by means of the "<<" operator. In addition, the "rst" state is identified as the default state of the fsm, by embedding it into the "deflt" object. An fsm is allowed to have one default state. When the fsm is simulated, then the state at the start of the first clock cycle will be "rst". In the hardware implementation, a "reset" pin will be added to the processor that is used to initialize the fsm's state register with this state.

Two transitions are defined. A transition is written according to the template: starting state, conditions, actions, target state, all of this separated by the "<<" operator. The condition "allways" is a default condition that evaluates to true. It is used to model unconditional transitions.

The last line of the example shows a simple operation you can do with an fsm. By relating it to the output stream, the following will appear on the screen when you compile and execute the example.
                digraph g
                {
                                     rst [shape=box];
                                     rst->active;
                                     active->active;
                }


This output represent a textual format of the state transition diagram. The format is that of the "dotty" tool, which produces a graphical layout of your state transition diagram. "dotty" is commercial software available from AT&T.

You cannot simulate a "ctlfsm" object on itself. You must do this indirectly through the "sysgen" object, which is introduced in the section "Timed Simulations".

The cnd Class

Besides the default condition "allways", you can use also boolean expressions of registered signals. The signals need to be registered because we are describing a Mealy-type fsm. You construct conditions through the "cnd" object, as shown in the next example.
    #include "qlib.h"
    void main( )
    {
        clk ck;
        _sig a("a",ck, dfix(0));
        _sig b("b",ck, dfix(0));
        _sig a_input("a");
        _b_input("a");
        dfbfix A("A");
        dfbfix B("B");
        sfg some_operation;
        // some operations go here . . .
        sfg readcond;
        readcond.starts( );
        a = a_input;
        b = b_input;
        readcond << "readcond";
        readcond << ip(a_input,A);
        readcond << ip(binput,B);
        readcond.check( );
        // create a finite state machine
        ctlfsm f;
        f << "theFSM";
        state rst;
        state active;
        state wait;
        rst << "rst";
        active << "active";
        wait << "wait";
        f << deflt(rst);
        f << active;
        f << wait;
        rst << allways << readcond << active;
        active  << _cnd(a) << readcond << some_operation
                << wait;
        wait    << (_cnd(a) && _cnd(b)) << readcond
                << wait;
        wait    << (!_cnd(a).vertline..vertline.!_cnd(b))<<
     readcond<< active;
    }


A FAQ is why condition signals must be registers, and whether they can be plain signals also. The answer is simple: no, they can't. The fsm control object is a stand-alone machine that must be able to `boot` every clock cycle. During one execution cycle, it will first select the transition to take (based on conditions), and then execute the signal flowgraphs that are attached to this transition. If "immediate" transition conditions had to be expressed, then the signals should be read in before the fsm transition is made, which is not possible: the execution of an sfg can only be done when a transition is selected, in other words: when the condition signals are known. Besides this semantical consideration, the registered-condition requirement will also prevent you from writing combinatorial control loops at the system level.

The first signal flowgraph "readcond" takes care of reading in two values "a" and "b" that are used in transition conditions. The sfg reads the signals "a" and "b" in through the intermediate signals `a_input" and "b_input". This way, "a" and "b" are explicitly assigned in the signal flowgraph, and the semantical check "readcond.check( )" will not complain about unassigned signals.

The fsm below it defines three states. Besides an initial state "rst" and an operative state "active" and a wait state "wait" is defined, that is entered when the input signal "a" is high. This is expressed by the "_cnd(a)" transition condition in the second fsm transition. You must use "_cnd( )" instead of "cnd( )" because of the same reason that you must use "_sig( )" instead of "sig( )": The underscore-type classes are empty boxes that allocate the objects that do the real work for you. This allocation is dynamic and independent of the C++ scope.

Once the wait state is entered, it can leave it only when the signals "a" or "b" go low. This is indicated in the transition condition of the third fsm transition. A "&&" operator is used to express the and condition. If the signals "a" and "b" remain high, then the wait state is not left. The transition condition of the last transition expresses this. It uses the logical not "!" and logical or ".vertline..vertline." operators to express this.

The "readcond" signal flowgraph is executed at all transitions. This ensures that the signals "a" and "b" are updated every cycle. If you fail to do this, then the value of "a" and "b" will not change, potentially creating a deadlock.

To summarize, you can use either "always" or a logical expression of "_cnd( )" objects to express a transition condition. The signals use in the condition must be registers. This results in a Mealy-type fsm description

Utility Functions for fsm Objects

A number of utility functions on the "ctlfsm" and "state" classes are available for query purposes. This is only minimal: The objects are intended to be manipulated by the cycle scheduler and code generators.
        sfg action;
        ctlfsm f;
        state s1;
        state s2;
        f << deflt(s1);
        f << s2;
        s1 << allways << s2;
        s2 << allways << action << s1;
        // run through all the state in f
        statelist *r;
        for (r = f.first; r; r = r->next)
        {
        . . .
        }
        // print the nuymber of states in f,
        // print the number of transitions in f,
        // print the name of f,
        // print the number of sfg's in f
        cout << f.numstates( ) << ".backslash.n";
        cout << f.numtransitions( ) << ".backslash.n";
        cout << f.getname( ) << ".backslash.n";
        cout << f.numactions( ) << ".backslash.n";
        // print the name of a state
        cout << s1.getname( ) << ".backslash.n";


The Basic Block for Timed Simulations

Using signals, signal flowgraphs, finite state machines and states, you can construct a timed description of a block. Having obtained such a description, it is convenient to merge it with the untimed description. This way, you will have one class that allows both timed and untimed simulation. Of course, this merging is a matter of writing style, and nothing forces you to actually have both a timed and untimed description for a block.

The basic block example, that was introduced in the section "The basic block", will now be extended with a timed version. As before, both an include file and a code file will be defined. The include file, "add.h", looks like the following code.
    #ifndef ADD_H
    #define ADD_H
    #include "qlib.h"
    class add : public base
    {
        public:
         add(char *name, FB & _in1, FB & _in2, FB & _o1);
         // untimed
         int run( );
         // timed
         void define( );
         ctlfsm &fsm( ) {return _fsm};
        private:
         FB *in1;
         FB *in2;
         FB *o1;
         ctlfsm _fsm;
         sfg _add;
         state _go;
    };
    #endif


The private members now also contain a control fsm object, in addition to signal flowgraph objects and states. If you feel this is becoming too verbose, you will find help in the section "Faster description using macros", that defines a macro set that significantly accelerates description entry.

In the public members, two additional member functions are declared: the "define( )" function, which will setup the timed description data structure, and the "fsm( )", which returns a pointer to the fsm controller. Through this pointer, OCAPI accesses everything it needs to do simulations and code generation.

The contents of the adder block will be described in "add.cxx".

#include "add.h"

add::add(char *name, FB & _in1, FB & _in2, FB & _o1):
        base(name)
        {
                         in1 = _in1.asSource(this);
                         in2 = _in2.asSource(this);
                         o1 = _o1.asSink (this);
                         define( );
        }
        int add::run( )
        {
                         . . .
        }
        void add::define( )
        {
                         _sig i1("i1");
                         _sig i2("i2");
                         _sig ot("ot");
                         _add << "add";
                         _add.starts( );
                         ot = i1 + i2;
                         _add << ip(i1, *in1);
                         _add << ip(i2, *in2);
                         _add << op(ot, *o1);
                         _fsm << "fsm";
                         _go << "go";
                         _fsm << deflt (_go);
                         _go << allways << _add << _go;
        }


If the timed description uses also registers, then a pointer to the global clock must also be provided (OCAPI generates single-clock, synchronous hardware). The easiest way is to extend the constructor of "add" with an additional parameter "clk &ck", that will also be passed to the "define" function.

Timed Simulations

By obtaining timed descriptions for your untimed basic block, you are now ready to proceed to a timed simulation. A timed simulation differs from an untimed one in that it proceeds clock cycle by clock cycle. Concurrent behavior between different basic blocks is simulated on a cycle-by-cycle basis. In contrast, in an untimed simulation, this concurrency is present on an iteration by iteration basis.

The Sysgen Class

The "sysgen" object is for timed simulations the equivalent of a "scheduler" object for untimed simulations. In addition, it also takes care of code and testbench generation, which explains the name.

The sysgen class is used at the system level. The timed "add" class, defined in the previous section, is used as an example to construct a system which uses untimed file sources and sinks, and a timed "add" class.
        #include "q1ib.h"
        #include "add.h"
        void main( )
        {
                           dfbfix i1("i1");
                           dfbfix i2("i2");
                           dfbfix o1("o1");
                           src SRC1("SRC1", i1, "SRC1");
                           src SRC2("SRC2", i2, "SRC2");
                           add ADD ("ADD" , i1, i2, o1);
                           snk SNK1 ("SNK1", o1, "SNK1");
                           sysgen S1("S1");
                           S1 << SRC1;
                           S1 << SRC2;
                           S1 << ADD.fsm( )
                           S1 << SNK1;
                           S1.setinfo (verbose);
                           clk ck;
                           int i;
                           for (i=0; i<3; i++)
                           {
                            S1.run(ck);
                           }
        }


The simulation is set up as before with queue objects and basic blocks. Next, a "sysgen" object is created, with name "S1". All basic blocks in the simulation are appended to the "sysgen" objects by means of the $<<$ operator. If a timed basic block is to be used, as for instance in case of the "add" object, then the "fsm( )" pointer must be presented to "sysgen" rather then the basic block itself. A "sysgen" object knows how to run and combine both timed and untimed objects. For the description shown above, untimed versions of the file sources and sink "src" and "snk" will be used, while the timed version of the "add" object will be used.

Next, three clock cycles of the system are run. This is done by means of the "run(ck)" member function call of "sysgen". The clock object "ck" is, because this simulation contains no registered signals, a dummy object. When running the simulator executable with stimuli file contents
          SRC1          SRC2          -- not present in the file
          ----          ----          -- not present in the file
          1             4
          2             5
          3             6


you see the following appearing on the screen.

* * * INFO: Defining block SRC1

* * * INFO: Defining block SRC2

* * * INFO: Defining block ADD

* * * INFO: Defining block SNK1

fsm fsm: transition from go to go

add#0

add#1
                           in    i1  1
                           in    i2  4
                           sig   ot  5
                           out'  ot  5


fsm fsm: transition from go to go

add#0

add#1
                           in    i1  2
                           in    i2  5
                           sig   ot  7
                           out'  ot  7


fsm fsm: transition from go to go

add#0

add#1
                           in    i1  3
                           in    i2  6
                           sig   ot  9
                           out'  ot  9


The debugging output produced is enabled by the "setinfo( )" call on the "sysgen" object. The parameter "verbose" enables full debugging information. For each clock cycle, each fsm responds which transition it takes. The fsm of the "add" block is called "fsm", and as is seen it makes transitions from the single state "go" to the obvious destination. Each signal flowgraph during this simulation is executed in two phases (below it is indicated why). During simulation, the value of each signal is printed.

Selecting the Simulation Verbosity

The "setinfo" member function call of "sysgen" selects the amount of debugging information that is produced during simulation. Four values are available:

"silent" will cause no output at all. This can significantly speed up your simulation, especially for large systems containing several hundred of signal flowgraphs.

"terse" will only print the transitions that fsm's make.

"verbose" will print detailed information on all signal updates.

"regcontents" will print a list the values of registered signals that change during the current simulation. This is by far the most interesting option if you are debugging at the system level: when nothing happens, for instance when all your timed descriptions are in some "hold" mode, then no ouput is produced. When there is a lot of activity, then you will be able to track all registered signals that change.

This example is part of a simulation containing 484 registerd signals and 483 signal flowgraphs. Using "setinfo(verbose)" here might require a good text editor to see what is happening--if anything will happen before your quota is exceeded.

For Instance, the Code Fragment

sysgen S("S");

S.setinfo(regcontents);

int cycle;
    for (cycle=0; cycle < 100; cycle++)
    {
        cout << {character pullout}> Cycle {character pullout}
     << cycle << {character pullout}.backslash.n'';
        S.run(ck);
    }


can produce an output as shown below.
          > Cycle 18
                            coef_ram_ir_2         0       1
                            copy_step_flag        1       0
                            ext_ready_out         1       0
                            pc                   15      16
                            step_flag             1       0
          > Cycle 19
                            coef_ram_ir_2         1       0
                            coef_wr_adr          12      13
                            hold_pc               0      16
                            pc                   16      17
                            pc_ctl_ir_1           1       0
          > Cycle 20
                            step_clock            0       1
          > Cycle 21
                            copy_step_flag        0       1
                            prev_step_clock       0       1
                            step_flag             0       1


Three Phases are Better

Although you will be saved from the details behind two-phase simulation, it is worthwhile to see the motivation behind it.

When you run an "sfg" "by hand" using the "run( )" method of an "sfg", the simulation proceeds in one phase: read inputs, calculate, produce ouput. The "sysgen" object, on the other hand, uses a two-phase simulation mechanism.

The origin is the following. In the presence of feedback loops, your system data flow simulation will need initial values on the communication queues in order to start the simulation. However, the code generator assumes the communication queues will translate to wiring. Therefore, there will never be storage in the implementation of a communication queue to hold these intitial values. OCAPI works around this by producing these initial values at runtime. This gives rise to a three-phase simulation: in the first phase, initial values are produced, while in the second phase, they are consumed again. This process repeats every clock cycle.

The three-phase simulation mechanism is also able to detect combinatorial loops at the system level. If there exists such a loop, then the first phase of the simulation will not produce any initial value on the system interconnect. Consequently, in the last phase there will be at least one signal flowgraph that will not be able to complete execution in the current clock cycle. In that case, OCAPI will stop the simulation. Also, you get a list of all signal flowgraphs that have not completed the current clock cycle, in addition to the queue statistics that are attached to these signal flowgraphs.

Hardware Code Generation

OCAPI allows you to translate all timed descriptions to a synthesizable hardware description.

For each timed description, you get a datapath ".dsfg" file, that can be entered into the Cathedral-3 datapath synthesis environment, converted to VHDL and postprocessed by Synopsys-dc logic synthesis.

For each timed description, you also get a controller ".dsfg" file, which is synthesized through the same environment.

You also get a glue cell, that interconnects the resulting datapath and controller VHDL file.

You get a system interconnect file, that integrates all glue cells in your system. For this system interconnect file, you optionally can specify system inputs and outputs, scan chain interconnects, and RAM interconnects. The file is VHDL.

Finally, you also get debug information files, that summarize the behavior of and ports on each processor.

Untimed blocks are not translated to hardware. The use of the actual synthesis environments will not be discussed in this section. It is assumed to be known by a person skilled in the art.

The Generate( ) Call

The member call "generate( )" performs the code generation for you. In the adder example, you just have to add

S1.generate( );

at the end of the main function. If you would compile this description, and run it, then you would see things are not quite OK:

* * * INFO: Generating Systen Link Cell

* * * INFO: Component generation for S1

* * * INFO: C++ currently defines 5 sig, 4 _sig, 1 sfg.

* * * INFO: Generating FSMD fsm

* * * INFO: FSMD fsm defines 1 instructions

DSFGgen: signal i1 has no wordlength spec.

DSFGgen: signal i2 has no wordlength spec.

DSFGgen: signal to has no wordlength spec.

DSFGgen: not all signals were quantized. Aborting.

* * * INFO: Auto-cleanup of sfg

Indeed, in the adder example up to now, nothing has been entered regarding wordlengths. During code generation, OCAPI does quite some consistency checking. The general advice in case of warnings and errors is: If you see an error or warning message, investigate it. When you synthesize code that showed a warning or error during generation, you will likely fail in the synthesis process too.

The "add" description is now extended with wordlengths. 8 bit wordlengths are chosen. You modify the "add" class to include the following changes.
    void add::define()
    {
        dfix w1(0,8,0);
        _sig i1({character pullout}i1' ',w1);
        _sig i2({character pullout}i2' ',w1);
        _sig ot({character pullout}ot' ',w1);
        ...
    }


After recompiling and rerunning the OCAPI program, you now see:

* * * INFO: Generating Systen Link Cell

* * * INFO: Component generation for S1

* * * INFO: C++ currently defines 5 sig, 4 _sig, 1 sfg.

* * * INFO: Generating FSMD fsm

* * * INFO: FSMD fsm defines 1 instructions

* * * INFO: C++ currently defines 31 Sig, 21 Sig, 3 sfg.

* * * INFO: Auto-cleanup of sfg

In the directory where you ran this, you will find the following files:

"fsm_dp.dsfg",the datapath description of "add"

"fsm_fsm.dsfg", the controller description of "add"

"fsm.vhd", the glue cell description of add

"S1.vhd", the system interconnect cell

"fsm.ports", a list of the I/O ports of "add".

The glue cell "fsm.vhd" has the following contents (only the entity declaration part is shown).
    -- Cath3 Processor for FSMD design fsm
    library IEEE;
    use IEEE.std_logic_1164.all;
    entity fsm is
            port (
                reset:  in std_logic;
                clk: in std_logic;
                i1: in std_logic_vector ( 7 downto 0 );
                i2: in std_logic_vector ( 7 downto 0 );
                ot: out std_logic_vector ( 7 downto 0 )
                );
    end fsm;


Each processor has a reset pin, a clock pin, and a number of I/O ports, depending on the inputs and ouputs defined in the signal flowgraphs contained in this processor. All signals are mapped to "std_logic" or "std_logic_vector". The reset pin is used for synchronous reset of the embedded finite state machine. If you need to initialize registered signals in the datapath, then you have to describe this explicitly in a signal flowgraph, and execute this upon the first transition out of the initial state.

The "fsm.ports" file, indicates which ports are read in each transition. In the example of the "add" class, there is only one transition, which results in the following ".ports" file
                ********** SFG fsmgogo0 **********
            Port #         I/O         Port          Q
               1            I           i1           i1
               2            I           i2           i2
               1            O           ot           o1


The name of an input or output signal is used as a port name, while the name of the queue associated to it relates to the system net name that will be connected to this port.

System Cell Refinements

The system link cell incorporates all glue cells of your current timed system description. These glue cells are connected if they read/write from the same system queue. There are some refinements possible on the "sysgen" object that will also allow you to indicate system level inputs and ouputs, scan chains, and RAM connections.

System inputs and ouputs are indicated with the "inpad( )" and "outpad( )" member calls of "sysgen". In the example, this is specified as
                         ...
                         sysgen S1({character pullout}S1'');
                         dfix b8(0,8,0);
                         S1.inpad(i1, b8);
                         S1.inpad(i2, b8);
                         S1.outpad(o1, b8);


Making these connections will make the "i1", "i2", "o1" signals appear in the entity declaration of the system cell "S1". The entity declaration inside of the file "S1.vhd" thus looks like
    entity S1 is
            port (
                reset:  in std_logic;
                clk: in std_logic;
                i1: in std_logic_vector ( 7 downto 0 );
                i2: in std_logic_vector ( 7 downto 0 );
                o1: out std_logic_vector ( 7 downto 0 )
                );
    end S1;


Scan chains can be added at the system level, too. For each scan chain you must indicate which processors it should include. Suppose you have three basic blocks (including a timed description and registers) with names "BLOCK1", "BLOCK2", "BLOCK3". You attach the blocks to two scan chains using the following code.

scanchain SCAN1("scan1");

scanchain SCAN2("scan2");

SCAN1.addscan(& BLOCK1. fsm( ));

SCAN1.addscan(& BLOCK2. fsm( ));

SCAN2.addscan(& BLOCK3. fsm( ));

The "sysgen" object identifies the required scan chain connections through the "fsm" objects that are assigned to it. In order to have reasonable circuit test times, you should not include more then 300 flip-flops in each scan chain. If you have a processor that contains more then 300 flip-flops, then you should use another scan chain connection strategy.

Finally, you can generate code for the standard untimed block RAM. There are two possible interconnection mechanisms: the first will include the untimed RAM blocks in "sysgen" as internal components of the system link cell. The second will include the RAM blocks as external components. This latter method requires you to construct a new "system-system link cell", that includes the RAM entities and the system link cell in a larger structure. However, it might be required in case you have to remap the standard RAM interface, or introduce additional asynchronous timing logic.

An example of the two methods is shown next

ram RAM1("ram1", addr1, di1, do1, wr, rd, 128);

ram RAM2("ram2", addr2, di2, do2, wr, rd, 128);
                // types of address and data bus
                dfix addrtype(0, 7, 0);
                dfix dattype (0, 4, 0);
                sysgen S1(  S1' ');
                // define an external ram
                S1.extern_ram(RAM1, addrtype, dattype);
                // define an internal ram
                S1.intern_ram(RAM2, addrtype, dattype);


Pitfalls for Code Generation

As always, there are a number of pitfalls when things get complex. You should watch the following when diving into code generation.

OCAPI generates nicely formatted code, that you can investigate. To help you in this process, also the actual signal names that you have specified are regenerated in the VHDL and DSFG code. This implies that you have to stay away from VHDL and DSFG keywords, or else you will get an error from either Cathedral-3 or Synopsys.

The mapping of the fixed point library to hardware is, in the present release, minimal. First of all, although registered signals allow you to specify an initial value, you cannot rely on this for the hardware circuit. Registers, when powered on, take on a random state. Therefore, make sure that you specify the initialization sequence of your datapath. A second fixed point pitfall is that the hardware support for the different quantization schemes is lacking. It is assumed that you finally will use truncated quantization on the lsb-side and wrap-around quantization on the msb-side of all signals. The other quantization schemes require additional hardware to be included. If you really need, for instance, saturated msb quantization, then you will have to describe it in terms of the default quantization.

Finally, the current set of hardware operators in Cathedral-3 is designed for signed representations. They work with unsigned representations also as long as you do no use relational operations (<, > and the like). In this last case, you should implement the unsigned operation as a signed one with one extra bit.

Verification and Testbenches

Once you have obtained a gate level implementation of your circuit, it is necessary to verify the synthesis result. OCAPI helps you with this by generating testbenches and testbench stimuli for you while you run timed simulations and do code generations.

The example of the "add" class introduced previously is picked up again, and testbench generation capability is included to the OCAPI description.

Generation of Testbench Vectors

The next example performs a three cycle simulation of the "add" class and generates a testbench vectors for it.
    #include "qlib.h"
    void main()
    {
        dfbfix i1("i1");
        dfbfix i2("i2");
        dfbfix o1("o1");
        src SRC1("SRC1", i1,"SRC1");
        src SRC2("SRC2", i2,"SRC2");
        add ADD ("ADD" , i1, i2, o1);
        snk SNK1("SNK1", o1,"SNK1");
        sysgen S1("S1");
        S1 << SRC1;
        S1 << SRC2;
        S1 << ADD.fsm();
        S1 << SNK1;
        ADD.fsm().tb_enable();
        clk ck;
        int i;
        for (i=0; i<3; i++)
        S1.run(ck);
        ADD.fsm().tb_data();
    }


Just before the timed simulation starts, you enable the generation of testbench vectors by means of a "tb_enable( )" member call for each fsm that requires testbench vectors.

During simulation, the values on the input and ouput ports of the "add" processor are recorded. After the simulation is done, the testbenches are generated using a "tb.backslash._data( )" member function call.

Testbench generation leaves three data files behind:

"fsm_tb.dat" contains binary vectors of all inputs of the "add" processor. It is intended to be read in by the VHDL simulator as stimuli.

"fsm_tb.dat_hex" contains hexadecimal vectors of all inputs and outputs of the "add" processor. It contains the output that should be produced by the VHDL simula