36 research outputs found

    Co-simulation techniques based on virtual platforms for SoC design and verification in power electronics applications

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    En las últimas décadas, la inversión en el ámbito energético ha aumentado considerablemente. Actualmente, existen numerosas empresas que están desarrollando equipos como convertidores de potencia o máquinas eléctricas con sistemas de control de última generación. La tendencia actual es usar System-on-chips y Field Programmable Gate Arrays para implementar todo el sistema de control. Estos dispositivos facilitan el uso de algoritmos de control más complejos y eficientes, mejorando la eficiencia de los equipos y habilitando la integración de los sistemas renovables en la red eléctrica. Sin embargo, la complejidad de los sistemas de control también ha aumentado considerablemente y con ello la dificultad de su verificación. Los sistemas Hardware-in-the-loop (HIL) se han presentado como una solución para la verificación no destructiva de los equipos energéticos, evitando accidentes y pruebas de alto coste en bancos de ensayo. Los sistemas HIL simulan en tiempo real el comportamiento de la planta de potencia y su interfaz para realizar las pruebas con la placa de control en un entorno seguro. Esta tesis se centra en mejorar el proceso de verificación de los sistemas de control en aplicaciones de electrónica potencia. La contribución general es proporcionar una alternativa a al uso de los HIL para la verificación del hardware/software de la tarjeta de control. La alternativa se basa en la técnica de Software-in-the-loop (SIL) y trata de superar o abordar las limitaciones encontradas hasta la fecha en el SIL. Para mejorar las cualidades de SIL se ha desarrollado una herramienta software denominada COSIL que permite co-simular la implementación e integración final del sistema de control, sea software (CPU), hardware (FPGA) o una mezcla de software y hardware, al mismo tiempo que su interacción con la planta de potencia. Dicha plataforma puede trabajar en múltiples niveles de abstracción e incluye soporte para realizar co-simulación mixtas en distintos lenguajes como C o VHDL. A lo largo de la tesis se hace hincapié en mejorar una de las limitaciones de SIL, su baja velocidad de simulación. Se proponen diferentes soluciones como el uso de emuladores software, distintos niveles de abstracción del software y hardware, o relojes locales en los módulos de la FPGA. En especial se aporta un mecanismo de sincronizaron externa para el emulador software QEMU habilitando su emulación multi-core. Esta aportación habilita el uso de QEMU en plataformas virtuales de co-simulacion como COSIL. Toda la plataforma COSIL, incluido el uso de QEMU, se ha analizado bajo diferentes tipos de aplicaciones y bajo un proyecto industrial real. Su uso ha sido crítico para desarrollar y verificar el software y hardware del sistema de control de un convertidor de 400 kVA

    A Middleware-centric design methodology for networked embedded systems

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    Negli ultimi anni \ue8 incrementato considerevolmente l\u2019interesse verso gli \u201dambient intelligence\u201d, sistemi informatici, tipicamente composti da \u201dnetworked embedded systems\u201d (Wirelesse sensor networks, mobile terminal, PDA, etc.) i quali sono integrati nell\u2019ambiente umano con l\u2019obiettivo di migliorare la qualit`a della vita nel modo pi naturale possibile. Una applicazione \u201dNetworked Embedded System\u201d (NES) \ue8 un\u2019applicazione distribuita, eseguita su piattaforme HW/SW eterogenee che interagiscono attraverso differenti canali di comunicazione. Generalmente queste applicazioni per dispositivi NES vengono sviluppate senza il supporto di software di sistema, obbligando il progettista a modellare queste applicazioni utilizzando direttamente le primitive fornite dal sistema operativo embedded o le API dei drivers dei dispositivi HW. Con questa metodologia di progettazione, le applicazioni per sistemi embedded vengono realizzate ad-hoc per la piattaforma HW/SW, risultando essere n\ue9 portabili, n\ue9 scalabili e di conseguenza particolarmente costose. A causa di questi problemi, negli ultimi anni si \ue8 adottato un flusso di progettazione che prevede l\u2019introduzione di un \u201dservice layer\u201d chiamato middleware, il quale astrae le peculiarit del sistema operativo e dei componenti HW, semplificando la progettazione di queste applicazioni embedded. Allo stato dell\u2019arte sono presenti molte implmentazioni di middleware con differenti paradigmi di programmazione, e la scelta di quale utilizzare per progettazione una applicazione NES basata sui seguenti criteri: \u2022 abilit`a/conoscenza/capacit`a di programmazione da parte del progettista; \u2022 piattaforma HW/SW disponinile. Gli svantaggi di questo approccio sono un pi\uf9 complesso flusso di progettazione legato alla mancanza di portabilit\ue0 della stessa applicazione su differenti dispositivi embedded. Questo significa che la presenza del middleware non \ue8 mai stata introdotta nel flusso di progettazione come una esplicita dimensione di progetto. Obiettivo della tesi di dottorato \ue8 lo studio e la realizzazione di un flusso di progettazione per applicazioni per NES, dove il middleware \ue8 una dimensione di progetto, diventando una variabile di progetto come lo sono il software e lo hardware. Questo punto \ue8 ottenuto risolvendo tre problemi: \u2022 Fornire un modello di middleware astratto il quale pu\uf2 essere usato come componente del flusso di progettazione; questo middleware astratto, chiamato Abstract Middleware Services (AMS), fornisce un insieme di servizi astratti basati su differenti paradigmi di programmazione dei middleware reali. Utilizzando questo modello di middleware stratto, il progettista \ue8 facilitato nello sviluppo delle applicazioni per NES. \u2022 Fornire un ambiente di simulazione dove validare e simulare l\u2019intero modello realizzato dal progettista. \u2022 Fornire una metodologia automatica di traduzione da AMS ad un middleware reale, per poter eseguire l\u2019applicazione su una reale piattaforma HW/SW, dotata di un middleware qualsiasi. L\u2019attivit di dototrato ha permesso la definizione di un nuovo approccio di progettazione basato su un modello di middleware astratto che fornisce un ambiente per la modellazione e la validazione di applicazioni per Networked Embedded Systems, risolvendo i tre punti precedenti. Inoltre, al fine di produrre un efficiente ambiente di simulazione e modellazione, sono state analizzate le metodologie di co-simulazione hardware-software-network attualmente presenti in letteratura. L\u2019attivit\ue0 di dottorato inoltre parte integrante del progetto ANGEL finanziato dalla Comunit\ue0 Europea (IST-2005-33506 - Embedded Systems), il cui obiettivo \ue8 lo sviluppo di una piattaforma per la realizzazione di sistemi eterogenei nei quali Wireless Sensor Network (WSN) e tradizionali reti di comunicazioni cooperano per monitorare e migliorare la qualit\ue0 della vita in habitat comuni. Durante questa attivit\ue0 il flusso di progettazione che include anche il middleware come variabile di progetto, oggetto della tesi di dottorato, sar esemplificato su WSN e terminali mobili (per esempio cellulari) per far si che questi possano dialogare tra loro in modo intelligente.Ambient intelligence, pervasive and ubiquitous computing are the center of a great deal of attention because of their promise to bring benefits for end-users, higher revenues for manufacturers and new challenges for researchers. Typical computing technologies (such as telemedicine, manufacturing, crisis management) are part of a broader class of Networked Embedded Systems (NES) in which a large number of nodes are connected together and collaborate to perform a common task under a defined set of constraints. Therefore, the key aspects of these applications are their distributed nature and the presence of very limited HW resources, as in case of WSNs. Their wide adoption requires interoperability across different manufacturers, simplification of application development, simulation tools for functional validation and the fulfilment of tight HW/SW constraints. Interoperability is achieved through the use of standard protocol stacks (e.g., IEEE 802.15.1/Bluetooth and IEEE 802.15.4/Zig- Bee). Simplification of application development can be achieved through a service layer, named middleware, which abstracts from the peculiarities of the operating system and HW components. Traditionally, many NES applications have been developed without support from system software [1] excepts for device drivers and operating systems. State-of-the-art techniques [2] for NES focus on simple data-gathering applications, and in most cases, the design of the application and the system software are usually closely-coupled, or even combined as a monolithic procedure. Such applications are neither flexible nor scalable and they should be re-written if the platform changes. Middleware is emerging as an important architectural component in supporting NES applications able to facilitate the application development. The role of middleware is to present a unified programmingmodel to application designers and to mask out the problems of heterogeneity and distribution providing a basic set of tools and libraries for the low-level handling of technology-specific NES. Several NES middleware have been implemented in the past years each one providing different programming paradigms (e.g., Tuplespace, messageoriented, object-oriented, database, etc.) and differ with respect to ease to use, expressiveness, scalability and overhead. However, their diversity makes the development of high quality middleware-centric software systems complex: software engineering methods and tools should be developed with the use of middleware in mind. In such way, Sensation [xxx] presents a middleware platform solution for pervasive applications inWSN providing a developer-friendly programming interface. This approach is valid just for WSN and does not include a network simulator for an exhaustive network evaluation. Model Driven Architecture (MDA) tries to overcome this problem; MDA is a new way of writing specifications, based on a platform-independent model. A complete MDA specification consists of a platform-independent UML model, one or more platform-specific models, and interface definitions, each describing how the base model is implemented on a different middleware platform. The MDA focuses primarily on the functionality and behaviour of a distributed application or system, not on the technology in which it will be implemented. Furthermore,MDA does not directly provide a simulation environment. Simulation tools are used for validating the application: there is a range of NES simulators available that focus on the network itself. NS-2 is a pure network simulator tool, where the nodes are abstracted and do not run real codes or operating systems, but rather simple behavioral models or statistical traffic generators. The advantage of NS-2 is that scalability is excellent. TOSSIM is a platform-specific simulator environment for sensor networks based on TinyOs operating system. TOSSIM can compile unchanged TinyOS applications directly into its framework, which means that most of the codes written for TOSSIM can be directly used in TinyOS. TOSSIM is a specific simulator for TinyOS and Berkeley motes and cant be used for simulating a generic NES (e.g.,WSN). Finally, SIMICS is a commercial full-system simulator that can be used to simulate heterogenous networked and distributed systems. Complete SW stacks from real system can run on the simulator without any modification. Despite of these punctual contributions, the literature does not report a complete design methodology for NES applications integrating all such three aspects. Therefore, in order to fully support the applications of a great variety of users with different needs, a complete NES application modelling and simulation environment have to include two main components: \u2022 a simulator to validate and explore application functional behaviuor in a network simulated environment supporting interoperability between different implementation platforms and ensure scalability of the NES technology. \u2022 a middleware environemnt providing different programming paradigms. This Layer will serve as an abstraction layer hiding the different NES implementations peculiarities from end-user applications. The goal of this work is to present a middleware-centric design flow for NES, where the middleware plays a decisive role in the design process. The proposed methodology allows programmers to write NES applications by using the system description language named SystemC and the AbstractMiddleware Environment (AME) framework for fast simulation. This proposal has three main advantages: (1) It provides a set of abstract services supporting the programming paradigms of different actual middleware implementations in order to meet the skills of the designer. AME facilitates the NES design flow by providing a unified and developer-common interface concealing the peculiarities of the underlying NES where the simulation environment is modelled in order to simulate the NES applications taking in account hardware and network effects. (2) The application can be simulated at early stage of the design flow for functional validation. (3) automatic mapping of AME applications on the actual platform; this guarantees the correct trade-off between level of abstraction and efficiency of implementation. In the follow we classify the actual middleware approaches according to their programming paradigms; then the AMEcentric design flow is described and finally we report the experimental results

    Simulation Native des Systèmes Multiprocesseurs sur Puce à l'aide de la Virtualisation Assistée par le Matériel

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    L'intégration de plusieurs processeurs hétérogènes en un seul système sur puce (SoC) est une tendance claire dans les systèmes embarqués. La conception et la vérification de ces systèmes nécessitent des plateformes rapides de simulation, et faciles à construire. Parmi les approches de simulation de logiciels, la simulation native est un bon candidat grâce à l'exécution native de logiciel embarqué sur la machine hôte, ce qui permet des simulations à haute vitesse, sans nécessiter le développement de simulateurs d'instructions. Toutefois, les techniques de simulation natives existantes exécutent le logiciel de simulation dans l'espace de mémoire partagée entre le matériel modélisé et le système d'exploitation hôte. Il en résulte de nombreux problèmes, par exemple les conflits l'espace d'adressage et les chevauchements de mémoire ainsi que l'utilisation des adresses de la machine hôte plutôt des celles des plates-formes matérielles cibles. Cela rend pratiquement impossible la simulation native du code existant fonctionnant sur la plate-forme cible. Pour surmonter ces problèmes, nous proposons l'ajout d'une couche transparente de traduction de l'espace adressage pour séparer l'espace d'adresse cible de celui du simulateur de hôte. Nous exploitons la technologie de virtualisation assistée par matériel (HAV pour Hardware-Assisted Virtualization) à cet effet. Cette technologie est maintenant disponibles sur plupart de processeurs grande public à usage général. Les expériences montrent que cette solution ne dégrade pas la vitesse de simulation native, tout en gardant la possibilité de réaliser l'évaluation des performances du logiciel simulé. La solution proposée est évolutive et flexible et nous fournit les preuves nécessaires pour appuyer nos revendications avec des solutions de simulation multiprocesseurs et hybrides. Nous abordons également la simulation d'exécutables cross- compilés pour les processeurs VLIW (Very Long Instruction Word) en utilisant une technique de traduction binaire statique (SBT) pour généré le code natif. Ainsi il n'est pas nécessaire de faire de traduction à la volée ou d'interprétation des instructions. Cette approche est intéressante dans les situations où le code source n'est pas disponible ou que la plate-forme cible n'est pas supporté par les compilateurs reciblable, ce qui est généralement le cas pour les processeurs VLIW. Les simulateurs générés s'exécutent au-dessus de notre plate-forme basée sur le HAV et modélisent les processeurs de la série C6x de Texas Instruments (TI). Les résultats de simulation des binaires pour VLIW montrent une accélération de deux ordres de grandeur par rapport aux simulateurs précis au cycle près.Integration of multiple heterogeneous processors into a single System-on-Chip (SoC) is a clear trend in embedded systems. Designing and verifying these systems require high-speed and easy-to-build simulation platforms. Among the software simulation approaches, native simulation is a good candidate since the embedded software is executed natively on the host machine, resulting in high speed simulations and without requiring instruction set simulator development effort. However, existing native simulation techniques execute the simulated software in memory space shared between the modeled hardware and the host operating system. This results in many problems, including address space conflicts and overlaps as well as the use of host machine addresses instead of the target hardware platform ones. This makes it practically impossible to natively simulate legacy code running on the target platform. To overcome these issues, we propose the addition of a transparent address space translation layer to separate the target address space from that of the host simulator. We exploit the Hardware-Assisted Virtualization (HAV) technology for this purpose, which is now readily available on almost all general purpose processors. Experiments show that this solution does not degrade the native simulation speed, while keeping the ability to accomplish software performance evaluation. The proposed solution is scalable as well as flexible and we provide necessary evidence to support our claims with multiprocessor and hybrid simulation solutions. We also address the simulation of cross-compiled Very Long Instruction Word (VLIW) executables, using a Static Binary Translation (SBT) technique to generated native code that does not require run-time translation or interpretation support. This approach is interesting in situations where either the source code is not available or the target platform is not supported by any retargetable compilation framework, which is usually the case for VLIW processors. The generated simulators execute on top of our HAV based platform and model the Texas Instruments (TI) C6x series processors. Simulation results for VLIW binaries show a speed-up of around two orders of magnitude compared to the cycle accurate simulators.SAVOIE-SCD - Bib.électronique (730659901) / SudocGRENOBLE1/INP-Bib.électronique (384210012) / SudocGRENOBLE2/3-Bib.électronique (384219901) / SudocSudocFranceF

    Many-Core Architectures: Hardware-Software Optimization and Modeling Techniques

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    During the last few decades an unprecedented technological growth has been at the center of the embedded systems design paramount, with Moore’s Law being the leading factor of this trend. Today in fact an ever increasing number of cores can be integrated on the same die, marking the transition from state-of-the-art multi-core chips to the new many-core design paradigm. Despite the extraordinarily high computing power, the complexity of many-core chips opens the door to several challenges. As a result of the increased silicon density of modern Systems-on-a-Chip (SoC), the design space exploration needed to find the best design has exploded and hardware designers are in fact facing the problem of a huge design space. Virtual Platforms have always been used to enable hardware-software co-design, but today they are facing with the huge complexity of both hardware and software systems. In this thesis two different research works on Virtual Platforms are presented: the first one is intended for the hardware developer, to easily allow complex cycle accurate simulations of many-core SoCs. The second work exploits the parallel computing power of off-the-shelf General Purpose Graphics Processing Units (GPGPUs), with the goal of an increased simulation speed. The term Virtualization can be used in the context of many-core systems not only to refer to the aforementioned hardware emulation tools (Virtual Platforms), but also for two other main purposes: 1) to help the programmer to achieve the maximum possible performance of an application, by hiding the complexity of the underlying hardware. 2) to efficiently exploit the high parallel hardware of many-core chips in environments with multiple active Virtual Machines. This thesis is focused on virtualization techniques with the goal to mitigate, and overtake when possible, some of the challenges introduced by the many-core design paradigm

    Uma ferramenta para modelagem e simulação de computação aproximada em hardware

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    Orientador: Lucas Francisco WannerDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Pesquisas recentes têm introduzido unidades de hardware que produzem resultados incorretos de maneira determinística ou probabilística para um pequeno conjunto de entradas. Por outro lado, permitem um maior desempenho ou um consumo de energia significativamente menor em comparação com versões precisas das mesmas unidades. Como integrar, validar e avaliar essas alternativas em uma arquitetura ou processador, porém, permanece um desafio. A falta de ferramentas para representar e avaliar hardware aproximado leva desenvolvedores a verificar suas soluções de maneira independente, sem considerar interações com outros componentes, exigindo um grande esforço em modelagem e simulação. Neste trabalho, introduzimos ADeLe, uma linguagem de alto nível para descrever, configurar e integrar unidades de hardware aproximado em um processador. ADeLe reduz o esforço de desenvolvimento de hardware aproximado por modelar aproximações em um alto nível de abstração e injetá-las automaticamente em um modelo de processador para simulação arquitetural. Na ferramenta relacionada a ADeLe, aproximações podem modificar ou substituir completamente o comportamento de instruções de hardware através de políticas definidas pelo usuário. As instruções podem ser modificadas deterministicamente ou probabilisticamente (por exemplo, baseado em tensão de operação e frequência). Para proporcionar um ambiente de teste controlado, as aproximações podem ser ligadas e desligadas a partir do software em execução. O consumo de energia é automaticamente computado com base em modelos customizáveis no sistema. Assim, a ferramenta proporciona um método de verificação genérico e flexível, permitindo uma fácil avaliação da troca entre energia e qualidade de aplicações sujeitadas a hardware aproximado. Demonstramos a ferramenta pela introdução de variadas técnicas de aproximação em um modelo de processador, com o qual aplicações selecionadas foram executadas. Ao modelar módulos de hardware aproximado dedicados, mostramos como ADeLe representa unidades aritméticas aproximadas e unidades funcionais de precisão reduzida executando 4 aplicações de processamento de imagens e 2 de computação de ponto flutuante. Com outro método de aproximação, também mostramos como a ferramenta é utilizada para estudar o impacto de memórias alimentadas por tensão ajustável sobre 9 aplicações. Nossos experimentos demonstram as capacidades da ferramenta e como ela pode ser utilizada para gerar processadores virtuais aproximados e avaliar o equilíbrio entre energia e qualidade para diferentes aplicações com esforço reduzidoAbstract: Recent research has introduced approximate hardware units that produce incorrect outputs deterministically or probabilistically for some small subset of inputs. On the other hand, they allow significantly higher throughput or lower power than their error-free counterparts. The integration, validation, and evaluation of these approximate units in architectures and processors, however, remains challenging. The lack of tools to represent and evaluate approximate hardware leads designers to verify their solutions independently, not considering interactions with other components, demanding high-effort modeling and simulation. In this work, we introduce ADeLe, a high-level language for the description, configuration, and integration of approximate hardware units into processors. ADeLe reduces the design effort for approximate hardware by modeling approximations at a high level of abstraction and automatically injecting them into a processor model for architectural simulation. In the ADeLe framework, approximations may modify or completely replace the functional behavior of instructions according to user-defined policies. Instructions may be approximated deterministically or probabilistically (e.g., based on operating voltage and frequency). To allow for controlled testing, approximations may be enabled and disabled from software. Energy is automatically accounted for based on customizable models that consider the potential power savings of the approximations that are enabled in the system. Thus, the framework provides a generic and flexible verification method, allowing for easy evaluation of the energy-quality trade-off of applications subjected to approximate hardware. We demonstrate the framework by introducing different approximation techniques into a processor model, on top of which we run selected applications. Modeling dedicated hardware modules, we show how ADeLe can represent approximate arithmetic and reduced precision computation units executing 4 image processing and 2 floating point applications. Using a different method of approximation, we also show how the framework is used to study the impact of voltage-overscaled memories over 9 applications. Our experiments show the framework capabilities and how it may be used to generate approximate virtual CPUs and to evaluate energy-quality trade-offs for different applications with reduced effortMestradoCiência da ComputaçãoMestre em Ciência da Computação2017/08015-8  FAPES

    MPSoCBench : um framework para avaliação de ferramentas e metodologias para sistemas multiprocessados em chip

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    Orientador: Rodolfo Jardim de AzevedoTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Recentes metodologias e ferramentas de projetos de sistemas multiprocessados em chip (MPSoC) aumentam a produtividade por meio da utilização de plataformas baseadas em simuladores, antes de definir os últimos detalhes da arquitetura. No entanto, a simulação só é eficiente quando utiliza ferramentas de modelagem que suportem a descrição do comportamento do sistema em um elevado nível de abstração. A escassez de plataformas virtuais de MPSoCs que integrem hardware e software escaláveis nos motivou a desenvolver o MPSoCBench, que consiste de um conjunto escalável de MPSoCs incluindo quatro modelos de processadores (PowerPC, MIPS, SPARC e ARM), organizado em plataformas com 1, 2, 4, 8, 16, 32 e 64 núcleos, cross-compiladores, IPs, interconexões, 17 aplicações paralelas e estimativa de consumo de energia para os principais componentes (processadores, roteadores, memória principal e caches). Uma importante demanda em projetos MPSoC é atender às restrições de consumo de energia o mais cedo possível. Considerando que o desempenho do processador está diretamente relacionado ao consumo, há um crescente interesse em explorar o trade-off entre consumo de energia e desempenho, tendo em conta o domínio da aplicação alvo. Técnicas de escalabilidade dinâmica de freqüência e voltagem fundamentam-se em gerenciar o nível de tensão e frequência da CPU, permitindo que o sistema alcance apenas o desempenho suficiente para processar a carga de trabalho, reduzindo, consequentemente, o consumo de energia. Para explorar a eficiência energética e desempenho, foram adicionados recursos ao MPSoCBench, visando explorar escalabilidade dinâmica de voltaegem e frequência (DVFS) e foram validados três mecanismos com base na estimativa dinâmica de energia e taxa de uso de CPUAbstract: Recent design methodologies and tools aim at enhancing the design productivity by providing a software development platform before the definition of the final Multiprocessor System on Chip (MPSoC) architecture details. However, simulation can only be efficiently performed when using a modeling and simulation engine that supports system behavior description at a high abstraction level. The lack of MPSoC virtual platform prototyping integrating both scalable hardware and software in order to create and evaluate new methodologies and tools motivated us to develop the MPSoCBench, a scalable set of MPSoCs including four different ISAs (PowerPC, MIPS, SPARC, and ARM) organized in platforms with 1, 2, 4, 8, 16, 32, and 64 cores, cross-compilers, IPs, interconnections, 17 parallel version of software from well-known benchmarks, and power consumption estimation for main components (processors, routers, memory, and caches). An important demand in MPSoC designs is the addressing of energy consumption constraints as early as possible. Whereas processor performance comes with a high power cost, there is an increasing interest in exploring the trade-off between power and performance, taking into account the target application domain. Dynamic Voltage and Frequency Scaling techniques adaptively scale the voltage and frequency levels of the CPU allowing it to reach just enough performance to process the system workload while meeting throughput constraints, and thereby, reducing the energy consumption. To explore this wide design space for energy efficiency and performance, both for hardware and software components, we provided MPSoCBench features to explore dynamic voltage and frequency scalability (DVFS) and evaluated three mechanisms based on energy estimation and CPU usage rateDoutoradoCiência da ComputaçãoDoutora em Ciência da Computaçã

    Standart-konformes Snapshotting für SystemC Virtuelle Plattformen

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    The steady increase in complexity of high-end embedded systems goes along with an increasingly complex design process. We are currently still in a transition phase from Hardware-Description Language (HDL) based design towards virtual-platform-based design of embedded systems. As design complexity rises faster than developer productivity a gap forms. Restoring productivity while at the same time managing increased design complexity can also be achieved through focussing on the development of new tools and design methodologies. In most application areas, high-level modelling languages such as SystemC are used in early design phases. In modern software development Continuous Integration (CI) is used to automatically test if a submitted piece of code breaks functionality. Application of the CI concept to embedded system design and testing requires fast build and test execution times from the virtual platform framework. For this use case the ability to save a specific state of a virtual platform becomes necessary. The saving and restoring of specific states of a simulation requires the ability to serialize all data structures within the simulation models. Improving the frameworks and establishing better methods will only help to narrow the design gap, if these changes are introduced with the needs of the engineers and developers in mind. Ultimately, it is their productivity that shall be improved. The ability to save the state of a virtual platform enables developers to run longer test campaigns that can even contain randomized test stimuli. If the saved states are modifiable the developers can inject faulty states into the simulation models. This work contributes an extension to the SoCRocket virtual platform framework to enable snapshotting. The snapshotting extension can be considered a reference implementation as the utilization of current SystemC/TLM standards makes it compatible to other frameworkds. Furthermore, integrating the UVM SystemC library into the framework enables test driven development and fast validation of SystemC/TLM models using snapshots. These extensions narrow the design gap by supporting designers, testers and developers to work more efficiently.Die stetige Steigerung der Komplexität eingebetteter Systeme geht einher mit einer ebenso steigenden Komplexität des Entwurfsprozesses. Wir befinden uns momentan in der Übergangsphase vom Entwurf von eingebetteten Systemen basierend auf Hardware-Beschreibungssprachen hin zum Entwurf ebendieser basierend auf virtuellen Plattformen. Da die Entwurfskomplexität rasanter steigt als die Produktivität der Entwickler, entsteht eine Kluft. Die Produktivität wiederherzustellen und gleichzeitig die gesteigerte Entwurfskomplexität zu bewältigen, kann auch erreicht werden, indem der Fokus auf die Entwicklung neuer Werkzeuge und Entwurfsmethoden gelegt wird. In den meisten Anwendungsgebieten werden Modellierungssprachen auf hoher Ebene, wie zum Beispiel SystemC, in den frühen Entwurfsphasen benutzt. In der modernen Software-Entwicklung wird Continuous Integration (CI) benutzt um automatisiert zu überprüfen, ob eine eingespielte Änderung am Quelltext bestehende Funktionalitäten beeinträchtigt. Die Anwendung des CI-Konzepts auf den Entwurf und das Testen von eingebetteten Systemen fordert schnelle Bau- und Test-Ausführungszeiten von dem genutzten Framework für virtuelle Plattformen. Für diesen Anwendungsfall wird auch die Fähigkeit, einen bestimmten Zustand der virtuellen Plattform zu speichern, erforderlich. Das Speichern und Wiederherstellen der Zustände einer Simulation erfordert die Serialisierung aller Datenstrukturen, die sich in den Simulationsmodellen befinden. Das Verbessern von Frameworks und Etablieren besserer Methodiken hilft nur die Entwurfs-Kluft zu verringern, wenn diese Änderungen mit Berücksichtigung der Bedürfnisse der Entwickler und Ingenieure eingeführt werden. Letztendlich ist es ihre Produktivität, die gesteigert werden soll. Die Fähigkeit den Zustand einer virtuellen Plattform zu speichern, ermöglicht es den Entwicklern, längere Testkampagnen laufen zu lassen, die auch zufällig erzeugte Teststimuli beinhalten können oder, falls die gespeicherten Zustände modifizierbar sind, fehlerbehaftete Zustände in die Simulationsmodelle zu injizieren. Mein mit dieser Arbeit geleisteter Beitrag beinhaltet die Erweiterung des SoCRocket Frameworks um Checkpointing Funktionalität im Sinne einer Referenzimplementierung. Weiterhin ermöglicht die Integration der UVM SystemC Bibliothek in das Framework die Umsetzung der testgetriebenen Entwicklung und schnelle Validierung von SystemC/TLM Modellen mit Hilfe von Snapshots

    Cross-Layer Rapid Prototyping and Synthesis of Application-Specific and Reconfigurable Many-accelerator Platforms

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    Technological advances of recent years laid the foundation consolidation of informatisationof society, impacting on economic, political, cultural and socialdimensions. At the peak of this realization, today, more and more everydaydevices are connected to the web, giving the term ”Internet of Things”. The futureholds the full connection and interaction of IT and communications systemsto the natural world, delimiting the transition to natural cyber systems and offeringmeta-services in the physical world, such as personalized medical care, autonomoustransportation, smart energy cities etc. . Outlining the necessities of this dynamicallyevolving market, computer engineers are required to implement computingplatforms that incorporate both increased systemic complexity and also cover awide range of meta-characteristics, such as the cost and design time, reliabilityand reuse, which are prescribed by a conflicting set of functional, technical andconstruction constraints. This thesis aims to address these design challenges bydeveloping methodologies and hardware/software co-design tools that enable therapid implementation and efficient synthesis of architectural solutions, which specifyoperating meta-features required by the modern market. Specifically, this thesispresents a) methodologies to accelerate the design flow for both reconfigurableand application-specific architectures, b) coarse-grain heterogeneous architecturaltemplates for processing and communication acceleration and c) efficient multiobjectivesynthesis techniques both at high abstraction level of programming andphysical silicon level.Regarding to the acceleration of the design flow, the proposed methodologyemploys virtual platforms in order to hide architectural details and drastically reducesimulation time. An extension of this framework introduces the systemicco-simulation using reconfigurable acceleration platforms as co-emulation intermediateplatforms. Thus, the development cycle of a hardware/software productis accelerated by moving from a vertical serial flow to a circular interactive loop.Moreover the simulation capabilities are enriched with efficient detection and correctiontechniques of design errors, as well as control methods of performancemetrics of the system according to the desired specifications, during all phasesof the system development. In orthogonal correlation with the aforementionedmethodological framework, a new architectural template is proposed, aiming atbridging the gap between design complexity and technological productivity usingspecialized hardware accelerators in heterogeneous systems-on-chip and networkon-chip platforms. It is presented a novel co-design methodology for the hardwareaccelerators and their respective programming software, including the tasks allocationto the available resources of the system/network. The introduced frameworkprovides implementation techniques for the accelerators, using either conventionalprogramming flows with hardware description language or abstract programmingmodel flows, using techniques from high-level synthesis. In any case, it is providedthe option of systemic measures optimization, such as the processing speed,the throughput, the reliability, the power consumption and the design silicon area.Finally, on addressing the increased complexity in design tools of reconfigurablesystems, there are proposed novel multi-objective optimization evolutionary algo-rithms which exploit the modern multicore processors and the coarse-grain natureof multithreaded programming environments (e.g. OpenMP) in order to reduce theplacement time, while by simultaneously grouping the applications based on theirintrinsic characteristics, the effectively explore the design space effectively.The efficiency of the proposed architectural templates, design tools and methodologyflows is evaluated in relation to the existing edge solutions with applicationsfrom typical computing domains, such as digital signal processing, multimedia andarithmetic complexity, as well as from systemic heterogeneous environments, suchas a computer vision system for autonomous robotic space navigation and manyacceleratorsystems for HPC and workstations/datacenters. The results strengthenthe belief of the author, that this thesis provides competitive expertise to addresscomplex modern - and projected future - design challenges.Οι τεχνολογικές εξελίξεις των τελευταίων ετών έθεσαν τα θεμέλια εδραίωσης της πληροφοριοποίησης της κοινωνίας, επιδρώντας σε οικονομικές,πολιτικές, πολιτιστικές και κοινωνικές διαστάσεις. Στο απόγειο αυτής τη ςπραγμάτωσης, σήμερα, ολοένα και περισσότερες καθημερινές συσκευές συνδέονται στο παγκόσμιο ιστό, αποδίδοντας τον όρο «Ίντερνετ των πραγμάτων».Το μέλλον επιφυλάσσει την πλήρη σύνδεση και αλληλεπίδραση των συστημάτων πληροφορικής και επικοινωνιών με τον φυσικό κόσμο, οριοθετώντας τη μετάβαση στα συστήματα φυσικού κυβερνοχώρου και προσφέροντας μεταυπηρεσίες στον φυσικό κόσμο όπως προσωποποιημένη ιατρική περίθαλψη, αυτόνομες μετακινήσεις, έξυπνες ενεργειακά πόλεις κ.α. . Σκιαγραφώντας τις ανάγκες αυτής της δυναμικά εξελισσόμενης αγοράς, οι μηχανικοί υπολογιστών καλούνται να υλοποιήσουν υπολογιστικές πλατφόρμες που αφενός ενσωματώνουν αυξημένη συστημική πολυπλοκότητα και αφετέρου καλύπτουν ένα ευρύ φάσμα μεταχαρακτηριστικών, όπως λ.χ. το κόστος σχεδιασμού, ο χρόνος σχεδιασμού, η αξιοπιστία και η επαναχρησιμοποίηση, τα οποία προδιαγράφονται από ένα αντικρουόμενο σύνολο λειτουργικών, τεχνολογικών και κατασκευαστικών περιορισμών. Η παρούσα διατριβή στοχεύει στην αντιμετώπιση των παραπάνω σχεδιαστικών προκλήσεων, μέσω της ανάπτυξης μεθοδολογιών και εργαλείων συνσχεδίασης υλικού/λογισμικού που επιτρέπουν την ταχεία υλοποίηση καθώς και την αποδοτική σύνθεση αρχιτεκτονικών λύσεων, οι οποίες προδιαγράφουν τα μετα-χαρακτηριστικά λειτουργίας που απαιτεί η σύγχρονη αγορά. Συγκεκριμένα, στα πλαίσια αυτής της διατριβής, παρουσιάζονται α) μεθοδολογίες επιτάχυνσης της ροής σχεδιασμού τόσο για επαναδιαμορφούμενες όσο και για εξειδικευμένες αρχιτεκτονικές, β) ετερογενή αδρομερή αρχιτεκτονικά πρότυπα επιτάχυνσης επεξεργασίας και επικοινωνίας και γ) αποδοτικές τεχνικές πολυκριτηριακής σύνθεσης τόσο σε υψηλό αφαιρετικό επίπεδο προγραμματισμού,όσο και σε φυσικό επίπεδο πυριτίου.Αναφορικά προς την επιτάχυνση της ροής σχεδιασμού, προτείνεται μια μεθοδολογία που χρησιμοποιεί εικονικές πλατφόρμες, οι οποίες αφαιρώντας τις αρχιτεκτονικές λεπτομέρειες καταφέρνουν να μειώσουν σημαντικά το χρόνο εξομοίωσης. Παράλληλα, εισηγείται η συστημική συν-εξομοίωση με τη χρήση επαναδιαμορφούμενων πλατφορμών, ως μέσων επιτάχυνσης. Με αυτόν τον τρόπο, ο κύκλος ανάπτυξης ενός προϊόντος υλικού, μετατεθειμένος από την κάθετη σειριακή ροή σε έναν κυκλικό αλληλεπιδραστικό βρόγχο, καθίσταται ταχύτερος, ενώ οι δυνατότητες προσομοίωσης εμπλουτίζονται με αποδοτικότερες μεθόδους εντοπισμού και διόρθωσης σχεδιαστικών σφαλμάτων, καθώς και μεθόδους ελέγχου των μετρικών απόδοσης του συστήματος σε σχέση με τις επιθυμητές προδιαγραφές, σε όλες τις φάσεις ανάπτυξης του συστήματος. Σε ορθογώνια συνάφεια με το προαναφερθέν μεθοδολογικό πλαίσιο, προτείνονται νέα αρχιτεκτονικά πρότυπα που στοχεύουν στη γεφύρωση του χάσματος μεταξύ της σχεδιαστικής πολυπλοκότητας και της τεχνολογικής παραγωγικότητας, με τη χρήση συστημάτων εξειδικευμένων επιταχυντών υλικού σε ετερογενή συστήματα-σε-ψηφίδα καθώς και δίκτυα-σε-ψηφίδα. Παρουσιάζεται κατάλληλη μεθοδολογία συν-σχεδίασης των επιταχυντών υλικού και του λογισμικού προκειμένου να αποφασισθεί η κατανομή των εργασιών στους διαθέσιμους πόρους του συστήματος/δικτύου. Το μεθοδολογικό πλαίσιο προβλέπει την υλοποίηση των επιταχυντών είτε με συμβατικές μεθόδους προγραμματισμού σε γλώσσα περιγραφής υλικού είτε με αφαιρετικό προγραμματιστικό μοντέλο με τη χρήση τεχνικών υψηλού επιπέδου σύνθεσης. Σε κάθε περίπτωση, δίδεται η δυνατότητα στο σχεδιαστή για βελτιστοποίηση συστημικών μετρικών, όπως η ταχύτητα επεξεργασίας, η ρυθμαπόδοση, η αξιοπιστία, η κατανάλωση ενέργειας και η επιφάνεια πυριτίου του σχεδιασμού. Τέλος, προκειμένου να αντιμετωπισθεί η αυξημένη πολυπλοκότητα στα σχεδιαστικά εργαλεία επαναδιαμορφούμενων συστημάτων, προτείνονται νέοι εξελικτικοί αλγόριθμοι πολυκριτηριακής βελτιστοποίησης, οι οποίοι εκμεταλλευόμενοι τους σύγχρονους πολυπύρηνους επεξεργαστές και την αδρομερή φύση των πολυνηματικών περιβαλλόντων προγραμματισμού (π.χ. OpenMP), μειώνουν το χρόνο επίλυσης του προβλήματος της τοποθέτησης των λογικών πόρων σε φυσικούς,ενώ ταυτόχρονα, ομαδοποιώντας τις εφαρμογές βάση των εγγενών χαρακτηριστικών τους, διερευνούν αποτελεσματικότερα το χώρο σχεδίασης.Η αποδοτικότητά των προτεινόμενων αρχιτεκτονικών προτύπων και μεθοδολογιών επαληθεύτηκε σε σχέση με τις υφιστάμενες λύσεις αιχμής τόσο σε αυτοτελής εφαρμογές, όπως η ψηφιακή επεξεργασία σήματος, τα πολυμέσα και τα προβλήματα αριθμητικής πολυπλοκότητας, καθώς και σε συστημικά ετερογενή περιβάλλοντα, όπως ένα σύστημα όρασης υπολογιστών για αυτόνομα διαστημικά ρομποτικά οχήματα και ένα σύστημα πολλαπλών επιταχυντών υλικού για σταθμούς εργασίας και κέντρα δεδομένων, στοχεύοντας εφαρμογές υψηλής υπολογιστικής απόδοσης (HPC). Τα αποτελέσματα ενισχύουν την πεποίθηση του γράφοντα, ότι η παρούσα διατριβή παρέχει ανταγωνιστική τεχνογνωσία για την αντιμετώπιση των πολύπλοκων σύγχρονων και προβλεπόμενα μελλοντικών σχεδιαστικών προκλήσεων
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