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  • In the last chapter we developed sequential logic,

  • which contains both combinational logic and memory

  • components.

  • The combinational logic cloud is an acyclic graph

  • of components that obeys the static discipline.

  • The static discipline guarantees if we supply valid and stable

  • digital inputs, then we will get valid and stable

  • digital outputs by some specified

  • interval after the last input transition.

  • There's also a functional specification that tells us

  • the output values for every possible combination of input

  • values.

  • In this diagram, there are k+m inputs and k+n outputs,

  • so the truth table for the combinational logic will have

  • 2^(k+m) rows and k+n output columns.

  • The job of the state registers is

  • to remember the current state of the sequential logic.

  • The state is encoded as some number k of bits,

  • which will allow us to represent 2^k unique states.

  • Recall that the state is used to capture,

  • in some appropriate way, the relevant history of the input

  • sequence.

  • To the extent that previous input values influence

  • the operation of the sequential logic,

  • that happens through the stored state bits.

  • Typically the LOAD input of the state registers

  • is triggered by the rising edge of a periodic signal, which

  • updates the stored state with the new state calculated

  • by the combinational logic.

  • As designers we have several tasks:

  • first we must decide what output sequences

  • need to be generated in response to the expected input

  • sequences.

  • A particular input may, in fact, generate a long sequence

  • of output values.

  • Or the output may remain unchanged

  • while the input sequence is processed, step-by-step,

  • where the FSM is remembering the relevant information

  • by updating its internal state.

  • Then we have to develop the functional specification

  • for the logic so it calculates the correct output

  • and next state values.

  • Finally, we need to come up with an actual circuit diagram

  • for sequential logic system.

  • All the tasks are pretty interesting,

  • so let's get started!

  • As an example sequential system, let's make a combination lock.

  • The lock has a 1-bit input signal,

  • where the user enters the combination

  • as a sequence of bits.

  • There's one output signal, UNLOCK,

  • which is 1 if and only if the correct combination has been

  • entered.

  • In this example, we want to assert UNLOCK, i.e.,

  • set UNLOCK to 1, when the last four input values are

  • the sequence 0-1-1-0.

  • Mr. Blue is asking a good question:

  • how many state bits do we need?

  • Do we have to remember the last four input bits?

  • In which case, we'd need four state bits.

  • Or can we remember less information

  • and still do our job?

  • Aha!

  • We don't need the complete history of the last four

  • inputs, we only need to know if the most recent entries

  • represent some part of a partially-entered correct

  • combination.

  • In other words if the input sequence doesn't represent

  • a correct combination, we don't need to keep track of exactly

  • how it's incorrect, we only need to know that is incorrect.

  • With that observation in mind, let's figure out how

  • to represent the desired behavior of our digital system.

  • We can characterize the behavior of a sequential system using

  • a new abstraction called a finite state machine,

  • or FSM for short.

  • The goal of the FSM abstraction is

  • to describe the input/output behavior

  • of the sequential logic, independent

  • of its actual implementation.

  • A finite state machine has a periodic CLOCK input.

  • A rising clock edge will trigger the transition

  • from the current state to the next state.

  • The FSM has a some fixed number of states,

  • with a particular state designated

  • as the initial or starting state when

  • the FSM is first turned on.

  • One of the interesting challenges in designing an FSM

  • is to determine the required number of states since there's

  • often a tradeoff between the number of state bits

  • and the complexity of the internal combinational logic

  • required to compute the next state and outputs.

  • There are some number of inputs, used

  • to convey all the external information

  • necessary for the FSM to do its job.

  • Again, there are interesting design tradeoffs.

  • Suppose the FSM required 100 bits of input.

  • Should we have 100 inputs and deliver the information

  • all at once?

  • Or should we have a single input and deliver the information

  • as a 100-cycle sequence?

  • In many real world situations where the sequential logic is

  • *much* faster than whatever physical process we're trying

  • to control,

  • we'll often see the use of bit-serial inputs where

  • the information arrives as a sequence, one bit at a time.

  • That will allow us to use much less signaling hardware,

  • at the cost of the time required to transmit

  • the information sequentially.

  • The FSM has some number outputs to convey the results

  • of the sequential logic's computations.

  • The comment before about serial vs. parallel inputs

  • applies equally to choosing how information should

  • be encoded on the outputs.

  • There are a set of transition rules,

  • specifying how the next state S-prime is

  • determined from the current state S and the inputs I.

  • The specification must be complete,

  • enumerating S-prime for every possible combination

  • of S and I.

  • And, finally, there's the specification for how

  • the output values should be determined.

  • The FSM design is often a bit simpler

  • if the outputs are strictly a function of the current state

  • S, but, in general, the outputs can

  • be a function of both S and the current inputs.

  • Now that we have our abstraction in place,

  • let's see how to use it to design our combinational lock.

In the last chapter we developed sequential logic,

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6.2.1 有限状態機械 (6.2.1 Finite State Machines)

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    林宜悉 に公開 2021 年 01 月 14 日
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