131 research outputs found

    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

    A minimized automaton representation of reachable states

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    Synthesis from multi-paradigm specifications

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    This work 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. The implementation translates Promela to input for the Slugs synthesizer and is written in Python

    The Design of a Multicore Extension of the SPIN Model Checker

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    Validating Requirements for Fault Tolerant Systems Using Model Checking

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    Model checking is shown to be an effective tool in validating the behavior of a fault tolerant embedded spacecraft controller. The case study presented here shows that by judiciously abstracting away extraneous complexity, the state space of the model could be exhaustively searched allowing critical functional requirements to be validated down to the design level. Abstracting away detail not germane to the problem of interest leaves by definition a partial specification behind. The success of this procedure shows that it is feasible to effectively validate a partial specification with this technique. Three anomalies were found in the system one of which is an error in the detailed requirements, and the other two are missing/ambiguous requirements. Because the method allows validation of partial specifications, it also is an effective methodology towards maintaining fidelity between a co-evolving specification and an implementation

    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

    Understanding GCC Builtins to Develop Better Tools

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    C programs can use compiler builtins to provide functionality that the C language lacks. On Linux, GCC provides several thousands of builtins that are also supported by other mature compilers, such as Clang and ICC. Maintainers of other tools lack guidance on whether and which builtins should be implemented to support popular projects. To assist tool developers who want to support GCC builtins, we analyzed builtin use in 4,913 C projects from GitHub. We found that 37% of these projects relied on at least one builtin. Supporting an increasing proportion of projects requires support of an exponentially increasing number of builtins; however, implementing only 10 builtins already covers over 30% of the projects. Since we found that many builtins in our corpus remained unused, the effort needed to support 90% of the projects is moderate, requiring about 110 builtins to be implemented. For each project, we analyzed the evolution of builtin use over time and found that the majority of projects mostly added builtins. This suggests that builtins are not a legacy feature and must be supported in future tools. Systematic testing of builtin support in existing tools revealed that many lacked support for builtins either partially or completely; we also discovered incorrect implementations in various tools, including the formally verified CompCert compiler

    Distributed MAP in the SpinJa Model Checker

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    Spin in Java (SpinJa) is an explicit state model checker for the Promela modelling language also used by the SPIN model checker. Designed to be extensible and reusable, the implementation of SpinJa follows a layered approach in which each new layer extends the functionality of the previous one. While SpinJa has preliminary support for shared-memory model checking, it did not yet support distributed-memory model checking. This tool paper presents a distributed implementation of a maximal accepting predecessors (MAP) search algorithm on top of SpinJa.Comment: In Proceedings PDMC 2011, arXiv:1111.006
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