5,131 research outputs found

    P4-compatible High-level Synthesis of Low Latency 100 Gb/s Streaming Packet Parsers in FPGAs

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    Packet parsing is a key step in SDN-aware devices. Packet parsers in SDN networks need to be both reconfigurable and fast, to support the evolving network protocols and the increasing multi-gigabit data rates. The combination of packet processing languages with FPGAs seems to be the perfect match for these requirements. In this work, we develop an open-source FPGA-based configurable architecture for arbitrary packet parsing to be used in SDN networks. We generate low latency and high-speed streaming packet parsers directly from a packet processing program. Our architecture is pipelined and entirely modeled using templated C++ classes. The pipeline layout is derived from a parser graph that corresponds a P4 code after a series of graph transformation rounds. The RTL code is generated from the C++ description using Xilinx Vivado HLS and synthesized with Xilinx Vivado. Our architecture achieves 100 Gb/s data rate in a Xilinx Virtex-7 FPGA while reducing the latency by 45% and the LUT usage by 40% compared to the state-of-the-art.Comment: Accepted for publication at the 26th ACM/SIGDA International Symposium on Field-Programmable Gate Arrays February 25 - 27, 2018 Monterey Marriott Hotel, Monterey, California, 7 pages, 7 figures, 1 tabl

    Translating Asynchronous Games for Distributed Synthesis (Full Version)

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    In distributed synthesis, we generate a set of process implementations that, together, accomplish an objective against all possible behaviors of the environment. A lot of recent work has focussed on systems with causal memory, i.e., sets of asynchronous processes that exchange their causal histories upon synchronization. Decidability results for this problem have been stated either in terms of control games, which extend Zielonka's asynchronous automata by partitioning the actions into controllable and uncontrollable, or in terms of Petri games, which extend Petri nets by partitioning the tokens into system and environment players. The precise connection between these two models was so far, however, an open question. In this paper, we provide the first formal connection between control games and Petri games. We establish the equivalence of the two game models based on weak bisimulations between their strategies. For both directions, we show that a game of one type can be translated into an equivalent game of the other type. We provide exponential upper and lower bounds for the translations. Our translations make it possible to transfer and combine decidability results between the two types of games. Exemplarily, we translate decidability in acyclic communication architectures, originally obtained for control games, to Petri games, and decidability in single-process systems, originally obtained for Petri games, to control games

    Adapting specifications for reactive controllers

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    For systems to respond to scenarios that were unforeseen at design time, they must be capable of safely adapting, at runtime, the assumptions they make about the environment, the goals they are expected to achieve, and the strategy that guarantees the goals are fulfilled if the assumptions hold. Such adaptation often involves the system degrading its functionality, by weakening its environment assumptions and/or the goals it aims to meet, ideally in a graceful manner. However, finding weaker assumptions that account for the unanticipated behaviour and of goals that are achievable in the new environment in a systematic and safe way remains an open challenge. In this paper, we propose a novel framework that supports assumption and, if necessary, goal degradation to allow systems to cope with runtime assumption violations. The framework, which integrates into the MORPH reference architecture, combines symbolic learning and reactive synthesis to compute implementable controllers that may be deployed safely. We describe and implement an algorithm that illustrates the working of this framework. We further demonstrate in our evaluation its effectiveness and applicability to a series of benchmarks from the literature. The results show that the algorithm successfully learns realizable specifications that accommodate previously violating environment behaviour in almost all cases. Exceptions are discussed in the evaluation
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