Spring 2002EECS150 lec01-intro Page 1 EECS150 Components and Design Techniques for Digital Systems John Wawrzynek (Warznek) Professor of EECS

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Spring 2002EECS150 lec01-intro Page 1 EECS150 Components and Design Techniques for Digital Systems John Wawrzynek (Warznek) Professor of EECS Soda Hall Office hours: Tu, Th 1-2 Teaching Assistants: Gabriel Eirea Mark Feng Yury Markovskiy Yatish Patel Jack Sampson Norm Zhou

Spring 2002EECS150 lec01-intro Page 2 Outline Enrollment Course Content Course Structure & Grading Cheating Questionnaire A Few Basic Principles of Digital Design

Spring 2002EECS150 lec01-intro Page 3 Enrollment If you are enrolled and plan to take the course you must attend your lab section next week, if not you will be dropped from the class roster. No exceptions! Please note: Thursday morning lab section will not be held. If you are enrolled in that lab section, please change (using Telebears) to a different lab before next week. If you are on the wait list and would like to get into the class you must: 1Turn in an appeal for on third floor Soda. 2Attend lectures and do the homework, the first two weeks. 3In the second week of classes, go to the lab section in which you wish to enroll. Give the TA your name and student ID. 4Later, we will process the waitlist based on these requests, and lab section openings.  The final class roster will be posted at noon on Friday Feb 1.

Spring 2002EECS150 lec01-intro Page 4 Course Materials Class notes, homework & lab assignments, and other documentation will be available on the CS150 homepage: –Check the class homepage and newsgroup often! –You are responsible for checking the class web page at least once every 24 hours. Textbook: Digital Design, Third Edition M. Morris Mano Prentice Hall, 2002 Laboratory Materials: –Xilinx tools and design libraries available online. –Verilog reference online.

Spring 2002EECS150 lec01-intro Page 5 Course Content Components and Design Techniques for Digital Systems Synchronous Digital Hardware Systems –Example: sound waveform –A series of numbers is used to represent the waveform, rather than a voltage or current, as in analog systems. Synchronous: “Clocked” - all changes in the system are controlled by a global clock (not asynchronous) Digital: All inputs/outputs and internal values (signals) take on discrete values (not analog).

Spring 2002EECS150 lec01-intro Page 6 Course Content Not a course on transistor physics and transistor circuits. Although, we will look at these to better understand the primitive elements for digital circuits. Not a course on computer architecture or the architecture of other systems. Although we will look at these as examples. Digital Architectures Arithmetic units, controllers Memory elements, logic gates, busses Transistor-level circuits Transistors, wires

Spring 2002EECS150 lec01-intro Page 7 Significant Changes from Fall 2001 Lower enrollment Verilog replaces schematics New laboratory facility, 125 Cory. Thanks to National Semiconductor! New project board, virtex based. Thanks to Xilinx, Inc. Mano book replaces Katz. Changes in order and emphasis in course content (you will probably not notice.) Not Changed: –large project –lots of work –lots of fun!

Spring 2002EECS150 lec01-intro Page 8 Course Structure & Grading

Spring 2002EECS150 lec01-intro Page 9 Course Structure & Grading Monday (for example): Discussion section1 Tuesday: Lecture 2-3:301.5 Wednesday (for example): Lab section3 Thursday: Lecture 2-3:301.5 Friday: Lab Lecture1 Reading book, reviewing notes3 Homework4 TOTAL15 hours/week A week in the life of a EECS150 student

Spring 2002EECS150 lec01-intro Page 10 Cheating Any act that gives you unfair advantage at the expense of another classmate. Examples: –copying on exams, homework, –copying design data, –modifying class CAD software, –modifying or intentionally damaging lab equipment. If you ever have a question about what will be considered cheating, please ask me. We will use software to automatically compare your submitted work to others. If we detect you are involved in cheating you will be: –turned over to the Office of Student Judicial Affairs, for investigation and sanctions, additionally, –if you are found to have cheated, you will receive an F in the course.

Spring 2002EECS150 lec01-intro Page 11 Questionnaire

Spring 2002EECS150 lec01-intro Page 12 Example Digital Systems Digital Computer –Usually design to maximize performance. "Optimized for speed" - Usually designed to minimize cost. “Optimized for low cost” - Of course, low cost comes at the expense of speed. Handheld Calculator

Spring 2002EECS150 lec01-intro Page 13 Example Digital Systems Digital Watch –Low power operation comes at the expense of: lower speed higher cost Designed to minimize power. Single battery must last for years.

Spring 2002EECS150 lec01-intro Page 14 Basic Design Tradeoffs You can improve on one at the expense of worsening one or both of the others. These tradeoffs exist at every level in the system design - every sub-piece and component. Design Specification - –Functional Description. –Performance, cost, power constraints. As a designer you must make the tradeoffs necessary to achieve the function within the constraints.

Spring 2002EECS150 lec01-intro Page 15 Design Representation

Spring 2002EECS150 lec01-intro Page 16 Hierarchy in Designs Helps control complexity - –by hiding details and reducing the total number of things to handle at any time. Modulalizes the design - –divide and conquer –simplifies implementation and debugging Top-Down Design –Starts at the top (root) and works down by successive refinement. Bottom-up Design –Starts at the leaves & puts pieces together to build up the design. Which is better? –In practice both are needed & used. Need top-down divide and conquer to handle the complexity. Need bottom-up because in a well designed system, the structure is influence by what primitves are available.

Spring 2002EECS150 lec01-intro Page 17 Digital Design Given a functional description and performance, cost, & power constraints, come up with an implementation using a set of primitives. How do we learn how to do this? 1. Learn about the primitives. 2. Learn about design representation. 3. Learn formal methods to optimally manipulate the representations. 4. Look at design examples. 5. Use trial and error - CAD tools and prototyping. Digital design is in some ways more an art than a science. The creative spirit is critical in combining primitive elements & other components in new ways to achieve a desired function. Unlike art we have objective measures of a design: performance cost power