26,541 research outputs found

    Asynchronous techniques for system-on-chip design

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    SoC design will require asynchronous techniques as the large parameter variations across the chip will make it impossible to control delays in clock networks and other global signals efficiently. Initially, SoCs will be globally asynchronous and locally synchronous (GALS). But the complexity of the numerous asynchronous/synchronous interfaces required in a GALS will eventually lead to entirely asynchronous solutions. This paper introduces the main design principles, methods, and building blocks for asynchronous VLSI systems, with an emphasis on communication and synchronization. Asynchronous circuits with the only delay assumption of isochronic forks are called quasi-delay-insensitive (QDI). QDI is used in the paper as the basis for asynchronous logic. The paper discusses asynchronous handshake protocols for communication and the notion of validity/neutrality tests, and completion tree. Basic building blocks for sequencing, storage, function evaluation, and buses are described, and two alternative methods for the implementation of an arbitrary computation are explained. Issues of arbitration, and synchronization play an important role in complex distributed systems and especially in GALS. The two main asynchronous/synchronous interfaces needed in GALS-one based on synchronizer, the other on stoppable clock-are described and analyzed

    Multi-Threaded Actors

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    In this paper we introduce a new programming model of multi-threaded actors which feature the parallel processing of their messages. In this model an actor consists of a group of active objects which share a message queue. We provide a formal operational semantics, and a description of a Java-based implementation for the basic programming abstractions describing multi-threaded actors. Finally, we evaluate our proposal by means of an example application.Comment: In Proceedings ICE 2016, arXiv:1608.0313

    Waveform Transition Graphs: a designer-friendly formalism for asynchronous behaviours

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    The paper proposes a new formal model for describing asynchronous behaviours involving the interplay of causality, concurrency and choice. The model is called Waveform Transition Graphs. Its main aim is simplifying the learning process for industrial engineers in accessing powerful synthesis tools provided for Signal Transition Graphs by sacrificing some of the expressive power of the latter. This formalism is developed based on feedback from engineers of Dialog Semiconductor.Peer ReviewedPostprint (author's final draft

    Psychological, psychophysical, and ergogenic effects of music in swimming

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    OBJECTIVES: Existing work using dry land exercise-related activities has shown that the careful application of music can lead to a range of benefits that include enhanced affect, lower perceived exertion, greater energy efficiency, and faster time trial performances. The purpose of this study was to assess the psychological, psychophysical, and ergogenic effects of asynchronous music in swimming using a mixed-methods approach. DESIGN: A mixed-model design was employed wherein there was a within-subjects factor (two experimental conditions and a control) and a between-subjects factor (gender). The experimental component of the study was supplemented by qualitative data that were analysed using inductive content analysis. METHODS: Twenty six participants (Mage = 20.0 years, age range: 18–23 years) underwent a period of habituation with Speedo Aquabeat MP3 players prior to the experimental phase. They were then administered two experimental trials (motivational and oudeterous music at 130 bpm) and a no-music control, during which they engaged in a 200-m freestyle swimming time trial. RESULTS: Participants swam significantly faster when exposed to either music condition relative to control (p = .022, ηp2=.18). Moreover, the music conditions were associated with higher state motivation (p = .016, ηp2=.15) and more dissociative thoughts (p = .014, ηp2=.16). CONCLUSIONS: Findings supported the hypothesis that the use of asynchronous music during a high-intensity task can have an ergogenic effect; this was in the order of 2% when averaged out across the two experimental conditions. The use of music, regardless of its motivational qualities, resulted in higher self-reported motivation as well as more dissociative thoughts

    Preserving Liveness Guarantees from Synchronous Communication to Asynchronous Unstructured Low-Level Languages

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    In the implementation of abstract synchronous communication in asynchronous unstructured low-level languages, e.g. using shared variables, the preservation of safety and especially liveness properties is a hitherto open problem due to inherently different abstraction levels. Our approach to overcome this problem is threefold: First, we present our notion of handshake refinement with which we formally prove the correctness of the implementation relation of a handshake protocol. Second, we verify the soundness of our handshake refinement, i.e., all safety and liveness properties are preserved to the lower level. Third, we apply our handshake refinement to show the correctness of all implementations that realize the abstract synchronous communication with the handshake protocol. To this end, we employ an exemplary language with asynchronous shared variable communication. Our approach is scalable and closes the verification gap between different abstraction levels of communication

    A multi-paradigm language for reactive synthesis

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    This paper proposes a language for describing reactive synthesis problems that integrates imperative and declarative elements. The semantics is defined in terms of two-player turn-based infinite games with full information. Currently, synthesis tools accept linear temporal logic (LTL) as input, but this description is less structured and does not facilitate the expression of sequential constraints. This motivates the use of a structured programming language to specify synthesis problems. Transition systems and guarded commands serve as imperative constructs, expressed in a syntax based on that of the modeling language Promela. The syntax allows defining which player controls data and control flow, and separating a program into assumptions and guarantees. These notions are necessary for input to game solvers. The integration of imperative and declarative paradigms allows using the paradigm that is most appropriate for expressing each requirement. The declarative part is expressed in the LTL fragment of generalized reactivity(1), which admits efficient synthesis algorithms, extended with past LTL. The implementation translates Promela to input for the Slugs synthesizer and is written in Python. The AMBA AHB bus case study is revisited and synthesized efficiently, identifying the need to reorder binary decision diagrams during strategy construction, in order to prevent the exponential blowup observed in previous work.Comment: In Proceedings SYNT 2015, arXiv:1602.0078
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