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%$Header: /home/dashley/cvsrep/e3ft_gpl01/e3ft_gpl01/dtaipubs/cron/2006/phdtopicpropa/phdtopicpropa.tex,v 1.20 2006/03/27 00:10:30 dashley Exp $
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\begin{document}
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%-----------------------------------------------------------------------------------
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\title{Ph.D. Topic Proposal}
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\author{\vspace{2cm}\\David T. Ashley\\\texttt{dta@e3ft.com}\\\vspace{2cm}}
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\date{\vspace*{8mm}\small{Version Control $ $Revision: 1.20 $ $ \\
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Version Control $ $Date: 2006/03/27 00:10:30 $ $ (UTC) \\
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$ $RCSfile: phdtopicpropa.tex,v $ $ \\
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\LaTeX{} Compilation Date: \today{}}}
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\maketitle
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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%
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\begin{abstract}
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This document describes my Ph.D. research interests and provides
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supporting information. The interests
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(described in \S{}\ref{srin0}) revolve around the mathematical
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basis of timed automata systems and code generation
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from timed automata models.
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\end{abstract}
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\listoffigures
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\section{The Timed Automata Framework}
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\label{staf0}
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The framework of timed automata isn't commonplace in electrical
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engineering, so this section provides
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a description.
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\subsection{The Framework}
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\label{staf0:stfw0}
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The formal framework of timed automata consists of systems of
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automatons, each with discrete states, transitions, and
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timers that can be reset to zero on transitions.
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The framework includes synchronization mechanisms between automatons (i.e.
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automatons may interact in well-defined ways)\@. Synchronization mechanisms
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consist of ``soft'' synchronization mechanisms and ``hard'' synchronization
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mechanisms.
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\begin{itemize}
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\item \emph{Soft} synchronization mechanisms involve one automaton having transition
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functions that involve the discrete state or timers of another automaton.
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\item \emph{Hard} synchronization mechanisms involve events. The semantics
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of an event require two or more
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automatons to make corresponding transitions at exactly the same time.
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\end{itemize}
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The details of the framework aren't especially important,
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and there are several
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variations on the framework\footnote{Variations include
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substates, differences in the semantics of events, and dynamics that go beyond
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$\dot{t} = 1$ (i.e. hybrid systems).} that don't change the essential properties.
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The essential properties of the framework (that don't change with the variations) are:
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\begin{itemize}
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\item A system of timed automata that interact via synchronization
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mechanisms can be mathematically combined into a single
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larger automaton with a single
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discrete state space.
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\item There is some symbolic method of reasoning about what values
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timers can attain in each discrete state (polytopes, DBMs, etc.).
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\item The symbolic reasoning about timer values often allows reasoning about
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properties of the system (reachability, liveness, etc.).
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\end{itemize}
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Timed automata are recognizeable to any embedded software engineer as
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``state machines''. A typical automotive embedded system consists of many
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features and software components involving discrete state. For example,
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software to control an automobile drivetrain with features like automatic 4-wheel drive
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as well as sensor and actuator failure modes tends to have a very large discrete
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space.
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As a contrived example of a system of timed automata, consider the problem of
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controlling a drawbridge with one motor and two limit switches so that it goes up and down
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with period $K_D + K_U$ (Fig. \ref{fig:staf0:stfw0:000}).
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\begin{figure}
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\centering
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\includegraphics[width=4.0in]{system01.eps}
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\caption{Example Timed Automata System (Drawbridge Control)}
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\label{fig:staf0:stfw0:000}
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\end{figure}
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Assume that when raising the drawbridge, it is adequate to energize the motor
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until the limit switch $U$ closes. However, when closing the drawbridge,
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it is necessary to energize the motor for time $K_L$ beyond
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when the limit switch $D$ closes (the $B_{DOWNLOCK}$ state in
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Fig. \ref{fig:staf0:stfw0:01}).
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One way to design such a system is with two automata
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(Fig. \ref{fig:staf0:stfw0:00} and Fig. \ref{fig:staf0:stfw0:01}) interacting via
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synchronization mechnisms.
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The automaton of Fig. \ref{fig:staf0:stfw0:00} alternates between two
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states with period $K_D + K_U$. At any point in time, the state of this
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automaton indicates whether the drawbridge should be down or up.
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\begin{figure}
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\centering
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\includegraphics[height=2.5in]{exta01.eps}
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\caption{Example Timed Automaton (Drawbridge Target Position Determination)}
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\label{fig:staf0:stfw0:00}
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\end{figure}
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The automaton of Fig. \ref{fig:staf0:stfw0:01} directly
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determines the energization of the bridge motor as a function of
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the limit switches $D$ and $U$, the discrete state of the automaton
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of Fig. \ref{fig:staf0:stfw0:00}, and time.
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In the $B_{IDLE}$ state, the motor is deenergized.
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In the $B_{UP}$ state, the motor is energized to move the
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drawbridge up. In the $B_{DOWN}$ and $B_{DOWNLOCK}$ states,
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the motor is energized to move the drawbridge down.
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\begin{figure}
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\centering
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\includegraphics[width=4.6in]{exta02.eps}
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\caption{Example Timed Automaton (Drawbridge Motor Control)}
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\label{fig:staf0:stfw0:01}
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\end{figure}
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Mathematically, the automata of Figs.
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\ref{fig:staf0:stfw0:00}
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and
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\ref{fig:staf0:stfw0:01} can be combined to give the automaton of
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Fig. \ref{fig:staf0:stfw0:02}\@. This mathematical operation is sometimes called the
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``shuffle'' operation.
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\begin{figure}
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\centering
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\includegraphics[width=4.6in]{exta03.eps}
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\caption{Example Timed Automaton (Shuffle of Fig. \ref{fig:staf0:stfw0:00} and Fig. \ref{fig:staf0:stfw0:01})}
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\label{fig:staf0:stfw0:02}
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\end{figure}
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In Fig. \ref{fig:staf0:stfw0:02}, each of the eight discrete states
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corresponds to one discrete state from Fig. \ref{fig:staf0:stfw0:00}
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and one discrete state from In Fig. \ref{fig:staf0:stfw0:01}.
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The initial state $A_{D}B_{IDLE}$ corresponds to the initial state
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from In Fig. \ref{fig:staf0:stfw0:00} paired with the initial state
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from Fig. \ref{fig:staf0:stfw0:01}.
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The noteworthy features of Fig. \ref{fig:staf0:stfw0:02} are:
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\begin{itemize}
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\item It is the result of a mathematical algorithm applied to
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Figs. \ref{fig:staf0:stfw0:00} and \ref{fig:staf0:stfw0:01}.
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If the underlying system consisted of more than two automata, the
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algorithm could be applied repeatedly to generate a single automaton with
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a single large discrete state space.
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\item The upper bound on the number of discrete states in the shuffle
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of two automata is the product of the number of discrete states
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in each. Note, however, that $A_{D}B_{UP}$ and $A_{U}B_{DOWN}$
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don't ``truly'' exist. The reason is that the synchronization
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mechanisms between the two automata ensure that these states
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are instantly exited as soon as they are entered. Thus, a system
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of equivalent functionality can be constructed with six discrete
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states rather than eight.
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\end{itemize}
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Although the preceding example is contrived, it illustrates the flavor
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of the framework and how separate automata with synchronization mechanisms can be
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combined (and perhaps also ``separated'' or ``factored'', \S{}\ref{srin0:star0}).
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It should also be apparent that tools can verify a great deal about
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the system through symbolic manipulation. Properties that can be verified
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include:
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\begin{itemize}
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\item \emph{Reachability:} it can be symbolically determined whether
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or not each state is reachable (the algorithms involve determining
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symbolically which values timers can achieve in each discrete state and
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comparing that information against transition functions---some transitions
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cannot ever be taken).
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\item \emph{Liveness:} it can be symbolically determined whether the system
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can enter a state where no inputs to the system can cause all of a
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set of states to be reachable.
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\end{itemize}
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The example comes \emph{very} close to the way practical
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software systems are constructed. Generally, state machines in
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software have transition functions that involve time and the states of
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other state machines.
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\subsection{Human Tendencies}
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\label{staf0:shtd0}
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My experience in industry is that human beings do badly with the
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design of stateful controllers. Typical tendencies:
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\begin{itemize}
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\item \textbf{Bloating of the controller state space:}
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\;It is very common for engineers to design a controller with
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a discrete state space that is too large. The prototypical
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example is an engineer who finds a way to implement a purely combinational
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function using sequential logic.
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In the most humorous case (purely combinational logic implemented as
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sequential logic),
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the system usually behaves correctly. Serious software defects
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most typically come about through \emph{subtle} design mistakes. A typical software defect
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involves two or more software components with some interaction that enter
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states such that the software can't recover.
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\item \textbf{Inability to comprehend all possible behaviors of the system:}
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Very stateful systems tend to be incompatible with human cognitive
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ability. Even when the problem is well-defined and when the controller and
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plant are operating perfectly, human beings don't do
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well at considering every possible behavior.
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\item \textbf{Inability to comprehend how the system may behave in the presence
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of failures:}
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Very stateful systems are often designed to be tolerant of certain types
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of sensor and actuator failures (usually in the sense that the failures will
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be detected and the system will employ a different algorithm to operate without
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a specific sensor or actuator)\@. Such fault detection and tolerance
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normally complicates the software design substantially.
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However, even without designed-in fault tolerance, there is the need to
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design controllers to tolerate the faults that can occur in any practical system.
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Specific scenarios that must be tolerated:
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\begin{itemize}
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\item Spurious reset of the controller (which will normally reset the controller
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to its initial state but leave the plant undisturbed). (This directly implies that
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the system must recover from the initial state of the controller combined with
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any state of the plant.)
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\item State upset of the controller (due to electrical noise, internal software errors,
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etc.). (This directly implies that the system must recover from any state of
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the controller combined with any state of the plant.)
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\end{itemize}
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Except in simple cases, human beings don't have the cognitive capacity to consider
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all possible behaviors when both the controller and the plant may start in any state.
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\end{itemize}
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One example that comes to mind from product development is an automobile transfer case controller
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where it was discovered that if the electrical connector was removed, the transfer case mechanical
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components repositioned, and the electrical connection restored; the controller would not
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recover into normal operation. Human beings are not good at mentally exploring all possibilities, and even
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a disciplined manual process can't be used because the combinations sometimes number in the thousands
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or more. A mathematical framework and tool support are required.
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\subsection{Code Generation}
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\label{staf0:scgn0}
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In most engineering environments, software is generated
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from software designs that involve timed automata. (Some of the techniques
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used to create compact code are described in \S{}\ref{sfrr0}.)
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For some types of systems, there has been success in using
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existing tools to generate code directly from the software design
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(using tool chains from \emph{The Math Works} or \emph{I-Logix}). It is,
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however, known from experience that a clever human programmer can generate
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more compact code than any existing tool; so code generation tools have
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not penetrated cost-sensitive automotive products involving 32K of FLASH or less.
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There are two primary arguments against manual generation of code:
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\begin{itemize}
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\item Code is redundant with respect to a software design.
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In general, it does not make economic sense to maintain redundant
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information using human labor.
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\item The act of optimizing implementations typically destroys the
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clear relationship between design and code. Furthermore, changes
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to the design---sometimes even small ones---can invalidate the
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mathematical basis for certain optimizations. Optimized code becomes
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unmaintainable. It would be more economical to evaluate the viability
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of optimizations and to generate code using software tools (rather than
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human labor).
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\end{itemize}
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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\subsection{Formal Verification of Properties}
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\label{staf0:svpr0}
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Typical design tools provide simulation capability, and there is a large
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body of theory and best practice about how to design test cases based on
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a stateful design.
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Still, the following problems remain:
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\begin{itemize}
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\item Systems with a large discrete state space elude human
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understanding.
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\item It is very laborious to test systems with a large discrete
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state space.
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\item It isn't possible to fully test systems with a large
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discrete state space.
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\item It is possible (and common) to make a good faith effort at
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comprehensively testing systems but still to overlook
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unacceptable behavior.
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\end{itemize}
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\emph{Simulation and testing are not enough.} For complex safety-critical
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|
|
systems, simulation and testing do not provide enough assurance about the
|
333 |
|
|
behavior of the system.
|
334 |
|
|
|
335 |
|
|
Formal verification of properties would involve making mathematical assertions
|
336 |
|
|
about how the system must and must not behave, and then allowing
|
337 |
|
|
tools to verify the properties.
|
338 |
|
|
|
339 |
|
|
Possible types of properties:
|
340 |
|
|
|
341 |
|
|
\begin{itemize}
|
342 |
|
|
\item \emph{Required behavior:}
|
343 |
|
|
For example: \emph{When the brake pedal switch is closed,
|
344 |
|
|
the brake lights must always come on within 200ms.}
|
345 |
|
|
\item \emph{Required absence of behavior:}
|
346 |
|
|
For example: \emph{The airbags can never deploy without at least one
|
347 |
|
|
body deformation sensor indicating body deformation.}
|
348 |
|
|
\item \emph{Liveness:}
|
349 |
|
|
For example: \emph{A certain set of states is always reachable by manipulating certain
|
350 |
|
|
inputs.}
|
351 |
|
|
\end{itemize}
|
352 |
|
|
|
353 |
|
|
The only tool I'm aware of that allows formal verification of properties
|
354 |
|
|
is UPPAAL. However, the modeling framework of
|
355 |
|
|
UPPAAL isn't rich enough to support practical embedded systems.\footnote{The
|
356 |
|
|
tool chains from \emph{The Math Works} and \emph{I-Logix} don't attempt
|
357 |
|
|
formal verification at all.}
|
358 |
|
|
|
359 |
|
|
I would tend to view formal verification of properties as a last line of defense
|
360 |
|
|
against egregious software defects (i.e. as a practice that cannot stand alone)\@.
|
361 |
|
|
Formal verification should be combined with all other known
|
362 |
|
|
best practices.
|
363 |
|
|
|
364 |
|
|
|
365 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
366 |
|
|
|
367 |
|
|
\section{FLASH/ROM Reduction Techniques}
|
368 |
|
|
\label{sfrr0}
|
369 |
|
|
|
370 |
|
|
In this section, I mention some of the FLASH/ROM reduction techniques
|
371 |
|
|
used by human programmers. Important points:
|
372 |
|
|
|
373 |
|
|
\begin{itemize}
|
374 |
|
|
\item All of the techniques have a mathematical basis.
|
375 |
|
|
\item The techniques are complex to apply and best carried out by tools.
|
376 |
|
|
\item The mathematical basis of the techniques is non-trivial. There are
|
377 |
|
|
many unexplored corners.
|
378 |
|
|
\item The techniques distort the correspondence (i.e. the resemblance)
|
379 |
|
|
between design and code, and make code unmaintainable (it would be
|
380 |
|
|
better only to generate code from designs and never to maintain
|
381 |
|
|
code directly).
|
382 |
|
|
\end{itemize}
|
383 |
|
|
|
384 |
|
|
The list of techniques presented is not exhaustive (far more techniques
|
385 |
|
|
exist).
|
386 |
|
|
|
387 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
388 |
|
|
|
389 |
|
|
\subsection{General Paradigm of Software Construction for Small Microcontrollers}
|
390 |
|
|
\label{sfrr0:sgsc0}
|
391 |
|
|
|
392 |
|
|
This discussion is confined entirely to systems where a stateful design is
|
393 |
|
|
implemented directly as code (with no tabulation or compression of the design).
|
394 |
|
|
Other paradigms are possible. For example, at least one tool on the market implements
|
395 |
|
|
stateful designs as state transition tables that are evaluated at runtime by
|
396 |
|
|
a table interpreter. My experience with these types of systems is that there
|
397 |
|
|
is always a real-time performance penalty (but certainly not always a
|
398 |
|
|
FLASH penalty). My research interests do also include event-driven systems
|
399 |
|
|
and systems where the design is not implemented directly as code; but these
|
400 |
|
|
systems are not mentioned for brevity.
|
401 |
|
|
|
402 |
|
|
The most common paradigm for small systems is ``\emph{a collection of cooperating
|
403 |
|
|
timed automatons}''. The most typical abstraction of these systems is a data-flow
|
404 |
|
|
diagram, with RAM variables (i.e. global variables) used as the interfaces.
|
405 |
|
|
|
406 |
|
|
There is a body of theory and best practice about what separates good software designs
|
407 |
|
|
and implementations from bad (Parnas and the classic coupling and cohesion spectrums
|
408 |
|
|
come to mind). However, in small systems, it simply isn't possible to
|
409 |
|
|
implement the systems using classic ``good'' programming practice---formal parameters,
|
410 |
|
|
pointer dereferencing, and access to variables in stack frames all bloat
|
411 |
|
|
FLASH size under the weak instruction sets typical of small microcontrollers.
|
412 |
|
|
|
413 |
|
|
It is helpful to take a step back and consider the possibility that global variables
|
414 |
|
|
(the second-strongest form of coupling in the classic coupling spectrum) aren't
|
415 |
|
|
inherently harmful; but rather that it is the way in which global variables are
|
416 |
|
|
typically used that causes harm. The harmful aspects of global variables
|
417 |
|
|
seem to be:
|
418 |
|
|
|
419 |
|
|
\begin{itemize}
|
420 |
|
|
\item If global variables are tested \emph{and assigned} in more than place,
|
421 |
|
|
the variable actually becomes an automaton and adds to the
|
422 |
|
|
state space of the system.
|
423 |
|
|
\item Global variables lead to unrestrained connectivity: \emph{any}
|
424 |
|
|
software component can access the variables. Additionally,
|
425 |
|
|
state is not ``shed'' as functions return (as happens with formal
|
426 |
|
|
parameters and local variables)\@. This leads to connectivity
|
427 |
|
|
that often skips levels of the calling tree (making it very
|
428 |
|
|
difficult to understand the software).
|
429 |
|
|
\end{itemize}
|
430 |
|
|
|
431 |
|
|
Small systems often have design rules to mitigate the harmful aspects of
|
432 |
|
|
global variables. The design rules tend to involve these restrictions:
|
433 |
|
|
|
434 |
|
|
\begin{itemize}
|
435 |
|
|
\item A global variable used as an interface can be assigned by only one
|
436 |
|
|
software component (a 1-writer, $n$-reader restriction).
|
437 |
|
|
\item A global variable used as an interface has its readers/writers
|
438 |
|
|
represented in design documentation (so that the connectivity
|
439 |
|
|
created by the global variable isn't accidental or unrestrained).
|
440 |
|
|
\end{itemize}
|
441 |
|
|
|
442 |
|
|
The design rules typically also include provisions for global variables
|
443 |
|
|
used as interfaces that are tested and assigned by more than one software
|
444 |
|
|
component (i.e. interface automatons). The simplest example of such an
|
445 |
|
|
interface is a semaphore that is
|
446 |
|
|
set \emph{T} by one software component and tested and set \emph{F} by
|
447 |
|
|
another software component, but the design rules are far more general.
|
448 |
|
|
|
449 |
|
|
Note that tools can be used to allow a system to be phrased in a way
|
450 |
|
|
consistent with the traditional coupling spectrum but implemented
|
451 |
|
|
efficiently for small microcontrollers. For example, some compilers
|
452 |
|
|
are able to analyze the calling tree and place variables of storage
|
453 |
|
|
class \emph{automatic} into statically overlaid\footnote{Statically overlaid
|
454 |
|
|
based on the calling tree: one function's automatic variables can be overlaid
|
455 |
|
|
with another only if an analysis of the calling tree determines that
|
456 |
|
|
the two functions cannot be active at the same time.} areas of memory rather than
|
457 |
|
|
in a stack frame. Similar tool support could be developed for the notion of
|
458 |
|
|
\emph{automatic} bitfields and to restrain the connectivity introduced
|
459 |
|
|
by global variables to be consistent with the product design.
|
460 |
|
|
|
461 |
|
|
|
462 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
463 |
|
|
|
464 |
|
|
\subsection{Near versus Far (Addressing Modes)}
|
465 |
|
|
\label{sfrr0:snvf0}
|
466 |
|
|
|
467 |
|
|
Most small microcontrollers (TMS370C8, 68HC05, etc.) have two
|
468 |
|
|
non-indexed addressing modes, typically called \emph{direct} and
|
469 |
|
|
\emph{extended}. Instructions using the direct addressing mode typically
|
470 |
|
|
have the address encoded as a single byte, and can address only locations
|
471 |
|
|
\$00 through \$FF\@. Instructions using the extended addressing mode
|
472 |
|
|
typically have the address encoded as two bytes, and can address
|
473 |
|
|
locations \$0000 through \$FFFF.
|
474 |
|
|
|
475 |
|
|
For lack of better nomenclature, I'll call the RAM locations that can be addressed
|
476 |
|
|
using short instructions \emph{near} RAM, and the RAM locations that require
|
477 |
|
|
long instructions \emph{far} RAM.
|
478 |
|
|
|
479 |
|
|
When fixed RAM locations are used as interfaces (\S{}\ref{sfrr0:sgsc0}),
|
480 |
|
|
one can save substantial FLASH by allocating the variables that are
|
481 |
|
|
referenced most often throughout the software into near RAM.
|
482 |
|
|
|
483 |
|
|
In automotive software, variables such as gearshift position and vehicle speed
|
484 |
|
|
are typically referenced many times throughout FLASH. Most programmers
|
485 |
|
|
would automatically place these into near RAM.
|
486 |
|
|
|
487 |
|
|
However, for most variables, it isn't obvious whether these should be placed
|
488 |
|
|
into near or far RAM.
|
489 |
|
|
|
490 |
|
|
Software developers often write small utility programs to scan all software
|
491 |
|
|
modules to determine the number of references to each variable. This information
|
492 |
|
|
is then used to allocate the variables with the most references into near RAM.
|
493 |
|
|
|
494 |
|
|
The FLASH savings from using this technique is typically large. As an example,
|
495 |
|
|
assume there are ten variables each referenced 50 times throughout the software.
|
496 |
|
|
The savings of placing these variables into near RAM versus far RAM is
|
497 |
|
|
typically about $50 \times 10 = 500$ bytes of FLASH (more than 1\% of a
|
498 |
|
|
32K FLASH).
|
499 |
|
|
|
500 |
|
|
|
501 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
502 |
|
|
|
503 |
|
|
\subsection{Treatment of Time}
|
504 |
|
|
\label{sfrr0:stot0}
|
505 |
|
|
|
506 |
|
|
The way that time is measured is usually the single most important decision
|
507 |
|
|
in a small embedded system. Typically, many software components have to
|
508 |
|
|
measure time intervals, so a suboptimal decision about the mechanisms
|
509 |
|
|
greatly increases FLASH consumption.
|
510 |
|
|
|
511 |
|
|
The best mechanism known is to arrange all software timers into
|
512 |
|
|
binary decades and to decrement the timers en masse
|
513 |
|
|
(Fig. \ref{fig:sfrr0:stot0:00}).
|
514 |
|
|
|
515 |
|
|
\begin{figure}
|
516 |
|
|
\begin{small}
|
517 |
|
|
\begin{verbatim}
|
518 |
|
|
unsigned char modulo_counter;
|
519 |
|
|
unsigned char timers_modulo_1[MOD1_COUNT];
|
520 |
|
|
unsigned char timers_modulo_2[MOD2_COUNT];
|
521 |
|
|
unsigned char timers_modulo_4[MOD4_COUNT];
|
522 |
|
|
|
523 |
|
|
void decrement_timers(void)
|
524 |
|
|
{
|
525 |
|
|
int i;
|
526 |
|
|
|
527 |
|
|
modulo_counter++;
|
528 |
|
|
|
529 |
|
|
for (i=0; i<sizeof(timers_modulo_1)/sizeof(timers_modulo_1[0]); i++)
|
530 |
|
|
{
|
531 |
|
|
if (timers_modulo_1[i])
|
532 |
|
|
timers_modulo_1[i]--;
|
533 |
|
|
}
|
534 |
|
|
|
535 |
|
|
if (modulo_counter & 0x01)
|
536 |
|
|
{
|
537 |
|
|
for (i=0; i<sizeof(timers_modulo_2)/sizeof(timers_modulo_2[0]); i++)
|
538 |
|
|
{
|
539 |
|
|
if (timers_modulo_2[i])
|
540 |
|
|
timers_modulo_2[i]--;
|
541 |
|
|
}
|
542 |
|
|
}
|
543 |
|
|
|
544 |
|
|
if (modulo_counter & 0x02)
|
545 |
|
|
{
|
546 |
|
|
for (i=0; i<sizeof(timers_modulo_4)/sizeof(timers_modulo_4[0]); i++)
|
547 |
|
|
{
|
548 |
|
|
if (timers_modulo_4[i])
|
549 |
|
|
timers_modulo_4[i]--;
|
550 |
|
|
}
|
551 |
|
|
}
|
552 |
|
|
}
|
553 |
|
|
\end{verbatim}
|
554 |
|
|
\end{small}
|
555 |
|
|
\caption{Software Timers Decremented En Masse}
|
556 |
|
|
\label{fig:sfrr0:stot0:00}
|
557 |
|
|
\end{figure}
|
558 |
|
|
|
559 |
|
|
When software components must measure time, a byte
|
560 |
|
|
(\texttt{timers\_modulo\_4[2]}, for example) is set to a non-zero value.
|
561 |
|
|
A separate software component, usually resembling Fig. \ref{fig:sfrr0:stot0:00} but often
|
562 |
|
|
implemented in assembly-language,
|
563 |
|
|
decrements the byte, but not below zero.
|
564 |
|
|
A test against zero will determine if the time period has expired.
|
565 |
|
|
|
566 |
|
|
The single-byte mechanism combined with binary decades allows any time period
|
567 |
|
|
to be measured within 1:128. For example, assume that the binary decades are
|
568 |
|
|
$2^q \times 1ms$ (1ms, 2ms, 4ms, etc.) and then that
|
569 |
|
|
we wish to measure a time period of 30 minutes. Then
|
570 |
|
|
|
571 |
|
|
\begin{equation}
|
572 |
|
|
255 (2^q) \geq 1,800,000
|
573 |
|
|
\end{equation}
|
574 |
|
|
|
575 |
|
|
\begin{equation}
|
576 |
|
|
q = \left\lceil \log_2 \frac{1,800,000}{255} \right\rceil = 13
|
577 |
|
|
\end{equation}
|
578 |
|
|
|
579 |
|
|
A timer resolution of $2^{13} = 8,192$ms with a count of 219 or 220 would in practice be used.
|
580 |
|
|
For most automotive applications, measuring 30 minutes within 8 seconds is acceptable.
|
581 |
|
|
|
582 |
|
|
It is noteworthy that using coarse software timers introduces nondeterminism
|
583 |
|
|
into the system (although I've never seen a problem in practice) and probably requires
|
584 |
|
|
some adjustment to timed automata algorithms used for verification of properties.
|
585 |
|
|
|
586 |
|
|
|
587 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
588 |
|
|
|
589 |
|
|
\subsection{Bitfields of Size One}
|
590 |
|
|
\label{sfrr0:sbfi0}
|
591 |
|
|
|
592 |
|
|
Many small microcontrollers possess extremely efficient instructions
|
593 |
|
|
for clearing, setting, and testing individual bits of RAM (especially near
|
594 |
|
|
bits). It isn't uncommon for a microcontroller to have an instruction that
|
595 |
|
|
will test a bit and conditionally branch.
|
596 |
|
|
|
597 |
|
|
Note that economies apply only to bitfields of size one. Bitfields of
|
598 |
|
|
other sizes require the compiler to mask and shift to obtain the value of the
|
599 |
|
|
bitfield, then to shift and mask to store the value back.
|
600 |
|
|
|
601 |
|
|
The economy of bitfields of size one has several implications for the construction
|
602 |
|
|
of embedded software.
|
603 |
|
|
|
604 |
|
|
\begin{itemize}
|
605 |
|
|
\item Variables that are conceptually Boolean should never be
|
606 |
|
|
maintained as full bytes. Bitfields are more efficient, both
|
607 |
|
|
in FLASH and RAM.
|
608 |
|
|
\item In many cases, it is most efficient to maintain discrete state as
|
609 |
|
|
bitfields rather than as a byte. A state machine with three
|
610 |
|
|
discrete states is often most effectively implemented as two
|
611 |
|
|
bitfields with state assignments 0/0, 0/1, and 1/X.
|
612 |
|
|
\item It is often most effective to evaluate common Boolean subexpressions and store
|
613 |
|
|
the results in bitfields (\S{}\ref{sfrr0:scse0}).
|
614 |
|
|
\end{itemize}
|
615 |
|
|
|
616 |
|
|
|
617 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
618 |
|
|
|
619 |
|
|
\subsection{Equivalence Classing of Discrete States}
|
620 |
|
|
\label{sfrr0:secd0}
|
621 |
|
|
|
622 |
|
|
The most obvious way to construct a state machine in software is shown in
|
623 |
|
|
Fig. \ref{fig:sfrr0:secd0:00}. Discrete state is maintained
|
624 |
|
|
as a byte, and each state has a value $\in \{0, \ldots{}, 255\}$.
|
625 |
|
|
|
626 |
|
|
\begin{figure}
|
627 |
|
|
\begin{small}
|
628 |
|
|
\begin{verbatim}
|
629 |
|
|
switch (state)
|
630 |
|
|
{
|
631 |
|
|
default:
|
632 |
|
|
case 0:
|
633 |
|
|
{
|
634 |
|
|
if (some_transition_condition)
|
635 |
|
|
{
|
636 |
|
|
state = 1;
|
637 |
|
|
}
|
638 |
|
|
break;
|
639 |
|
|
}
|
640 |
|
|
case 1:
|
641 |
|
|
{
|
642 |
|
|
if (some_other_transition_condition)
|
643 |
|
|
{
|
644 |
|
|
state = 0;
|
645 |
|
|
}
|
646 |
|
|
break;
|
647 |
|
|
}
|
648 |
|
|
case 2:
|
649 |
|
|
{
|
650 |
|
|
...
|
651 |
|
|
break;
|
652 |
|
|
}
|
653 |
|
|
}
|
654 |
|
|
\end{verbatim}
|
655 |
|
|
\end{small}
|
656 |
|
|
\caption{Most Obvious Construction of State Machine in Software}
|
657 |
|
|
\label{fig:sfrr0:secd0:00}
|
658 |
|
|
\end{figure}
|
659 |
|
|
|
660 |
|
|
The shortcoming of the approach shown in Fig. \ref{fig:sfrr0:secd0:00} is that
|
661 |
|
|
state machines are often accompanied by:
|
662 |
|
|
|
663 |
|
|
\begin{itemize}
|
664 |
|
|
\item Combinational logic that implements combinational functions involving
|
665 |
|
|
the discrete state of the state machine being considered.
|
666 |
|
|
\item Transition functions in other state machines that depend on the discrete
|
667 |
|
|
state of the state machine being considered.
|
668 |
|
|
\end{itemize}
|
669 |
|
|
|
670 |
|
|
|
671 |
|
|
\begin{figure}
|
672 |
|
|
\begin{small}
|
673 |
|
|
\begin{verbatim}
|
674 |
|
|
if (
|
675 |
|
|
(state == 0) || (state == 13) || (state == 18) || (state == 30)
|
676 |
|
|
|| (state == 31) || (state == 51) || (state == 99)
|
677 |
|
|
)
|
678 |
|
|
\end{verbatim}
|
679 |
|
|
\end{small}
|
680 |
|
|
\caption{Typical Test for Membership in a Set of Discrete States}
|
681 |
|
|
\label{fig:sfrr0:secd0:01}
|
682 |
|
|
\end{figure}
|
683 |
|
|
|
684 |
|
|
This can often lead to tests of the form shown in
|
685 |
|
|
Fig. \ref{fig:sfrr0:secd0:01}.
|
686 |
|
|
Such tests are very expensive, both in FLASH consumption and in execution time.
|
687 |
|
|
A typical compiler must generate many compare instructions.
|
688 |
|
|
|
689 |
|
|
One can make the observation that there are many machine instructions that
|
690 |
|
|
create equivalence classes within $\mathbb{Z}^+$:
|
691 |
|
|
|
692 |
|
|
\begin{itemize}
|
693 |
|
|
\item An \emph{AND \#1} instruction may create equivalence classes such as
|
694 |
|
|
\{0, 2, 4, \ldots{}\} versus \{1, 3, 5, \ldots{}\}. Other \emph{AND} instructions
|
695 |
|
|
can create more complex equivalence classes.
|
696 |
|
|
\item A \emph{CMP \#n} instruction usually creates three equivalence classes: the integers less than $n$,
|
697 |
|
|
$n$, and the integers greater than $n$.
|
698 |
|
|
\item There are other machine instructions that create different equivalence classes.
|
699 |
|
|
\end{itemize}
|
700 |
|
|
|
701 |
|
|
The critical question is whether one can assign discrete state values so as to
|
702 |
|
|
make the best utilization of the equivalence classes that machine instructions
|
703 |
|
|
naturally create. For example, if a test for 10 distinct discrete states occurs
|
704 |
|
|
many places in the software, it would make sense to try to assign these
|
705 |
|
|
state values so that they are part of an equivalence class that can be
|
706 |
|
|
identified immediately by one or two machine instructions.
|
707 |
|
|
|
708 |
|
|
It should be obvious that if many different tests of discrete state are involved,
|
709 |
|
|
identifying an optimal or near-optimal assignment of discrete state values and
|
710 |
|
|
the accompanying tests would be very difficult to do by hand. This type of
|
711 |
|
|
optimization is best done by software tools.
|
712 |
|
|
|
713 |
|
|
|
714 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
715 |
|
|
|
716 |
|
|
\subsection{Ordering of Transition Functions}
|
717 |
|
|
\label{sfrr0:sotf0}
|
718 |
|
|
|
719 |
|
|
It often happens that transition functions have common subexpressions.
|
720 |
|
|
For example, consider the code snippet in Fig. \ref{fig:sfrr0:sotf0:00}.
|
721 |
|
|
The subexpression ``\texttt{A \&\& B}'' is common to both transitions
|
722 |
|
|
out of State 0.
|
723 |
|
|
|
724 |
|
|
\begin{figure}
|
725 |
|
|
\begin{small}
|
726 |
|
|
\begin{verbatim}
|
727 |
|
|
switch (state)
|
728 |
|
|
{
|
729 |
|
|
default:
|
730 |
|
|
case 0:
|
731 |
|
|
{
|
732 |
|
|
if (A && B && C)
|
733 |
|
|
{
|
734 |
|
|
state = 1;
|
735 |
|
|
}
|
736 |
|
|
else if (A && B && !D)
|
737 |
|
|
{
|
738 |
|
|
state = 2;
|
739 |
|
|
}
|
740 |
|
|
break;
|
741 |
|
|
}
|
742 |
|
|
case 1:
|
743 |
|
|
{
|
744 |
|
|
...
|
745 |
|
|
break;
|
746 |
|
|
}
|
747 |
|
|
case 2:
|
748 |
|
|
{
|
749 |
|
|
...
|
750 |
|
|
break;
|
751 |
|
|
}
|
752 |
|
|
}
|
753 |
|
|
\end{verbatim}
|
754 |
|
|
\end{small}
|
755 |
|
|
\caption{State Machine Before Control Flow Removal of Common Subexpression}
|
756 |
|
|
\label{fig:sfrr0:sotf0:00}
|
757 |
|
|
\end{figure}
|
758 |
|
|
|
759 |
|
|
The code can be optimized to evaluate this subexpression only once
|
760 |
|
|
(Fig. \ref{fig:sfrr0:sotf0:01}).
|
761 |
|
|
|
762 |
|
|
\begin{figure}
|
763 |
|
|
\begin{small}
|
764 |
|
|
\begin{verbatim}
|
765 |
|
|
switch (state)
|
766 |
|
|
{
|
767 |
|
|
default:
|
768 |
|
|
case 0:
|
769 |
|
|
{
|
770 |
|
|
if (A && B)
|
771 |
|
|
{
|
772 |
|
|
if (C)
|
773 |
|
|
{
|
774 |
|
|
state = 1;
|
775 |
|
|
}
|
776 |
|
|
else if (!D)
|
777 |
|
|
{
|
778 |
|
|
state = 2;
|
779 |
|
|
}
|
780 |
|
|
}
|
781 |
|
|
break;
|
782 |
|
|
}
|
783 |
|
|
case 1:
|
784 |
|
|
{
|
785 |
|
|
...
|
786 |
|
|
break;
|
787 |
|
|
}
|
788 |
|
|
case 2:
|
789 |
|
|
{
|
790 |
|
|
...
|
791 |
|
|
break;
|
792 |
|
|
}
|
793 |
|
|
}
|
794 |
|
|
\end{verbatim}
|
795 |
|
|
\end{small}
|
796 |
|
|
\caption{State Machine After Control Flow Removal of Common Subexpression}
|
797 |
|
|
\label{fig:sfrr0:sotf0:01}
|
798 |
|
|
\end{figure}
|
799 |
|
|
|
800 |
|
|
In the trivial case presented, it is easy to identify the subexpression
|
801 |
|
|
and rearrange the code so that it is evaluated only once. However, more complex cases
|
802 |
|
|
involve logical implication; i.e. there is not an identifiable subexpression, but there
|
803 |
|
|
is still a way to rearrange the code for better efficiency. Such analysis is
|
804 |
|
|
best done by software tools.
|
805 |
|
|
|
806 |
|
|
|
807 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
808 |
|
|
|
809 |
|
|
\subsection{Common Subexpression Elimination}
|
810 |
|
|
\label{sfrr0:scse0}
|
811 |
|
|
|
812 |
|
|
It often occurs that the same subexpression appears in transition functions from
|
813 |
|
|
more than one discrete state. It can be economical to rearrange the
|
814 |
|
|
code to evaluate such subexpressions
|
815 |
|
|
only once. Two approaches occur in practice:
|
816 |
|
|
|
817 |
|
|
\begin{itemize}
|
818 |
|
|
\item The subexpression is evaluated once, regardless of discrete state, and the
|
819 |
|
|
result is placed in a temporary variable (often a bitfield if the expression
|
820 |
|
|
has a Boolean result).
|
821 |
|
|
\item The evaluation of the subexpression is implemented as a subroutine, and
|
822 |
|
|
the subroutine is called from more than one transition function.
|
823 |
|
|
\end{itemize}
|
824 |
|
|
|
825 |
|
|
Each of these two approaches has advantages and disadvantages.
|
826 |
|
|
|
827 |
|
|
Identifying common subexpressions and deciding how to eliminate the FLASH
|
828 |
|
|
penalty associated with duplicated code is a tedious task and best done
|
829 |
|
|
by software tools.
|
830 |
|
|
|
831 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
832 |
|
|
|
833 |
|
|
\subsection{Farey Series Approximations}
|
834 |
|
|
\label{sfrr0:sfsa0}
|
835 |
|
|
|
836 |
|
|
Many modern microcontrollers have an efficient integer multiplication
|
837 |
|
|
instruction, and some also have an efficient integer division instruction.
|
838 |
|
|
Fixed-point arithmetic is the norm in small microcontroller work, and it
|
839 |
|
|
is common to want to approximate functions of the form
|
840 |
|
|
|
841 |
|
|
\begin{equation}
|
842 |
|
|
y = r_I x
|
843 |
|
|
\end{equation}
|
844 |
|
|
|
845 |
|
|
\noindent{}with $r_I \in \mathbb{R}^+$ and $x,y \in \mathbb{Z}^+$. $r_I$ is the
|
846 |
|
|
``ideal'' scaling factor, which may be irrational.
|
847 |
|
|
|
848 |
|
|
If the processor has an integer multiplication instruction but no division
|
849 |
|
|
instruction, it is usually most effective to choose
|
850 |
|
|
|
851 |
|
|
\begin{equation}
|
852 |
|
|
r_A = \frac{h}{2^q} \approx r_I,
|
853 |
|
|
\end{equation}
|
854 |
|
|
|
855 |
|
|
\noindent{}with the division by a power of two implemented via a right shift.
|
856 |
|
|
|
857 |
|
|
However, if the processor also has an integer division instruction, we may choose
|
858 |
|
|
|
859 |
|
|
\begin{equation}
|
860 |
|
|
r_A = \frac{h}{k} \approx r_I,
|
861 |
|
|
\end{equation}
|
862 |
|
|
|
863 |
|
|
\noindent{}with $k$ not required to be a power of two. The specific function
|
864 |
|
|
implemented is usually
|
865 |
|
|
|
866 |
|
|
\begin{equation}
|
867 |
|
|
y = \left\lfloor \frac{hx}{k} \right\rfloor ,
|
868 |
|
|
\end{equation}
|
869 |
|
|
|
870 |
|
|
\noindent{}or perhaps
|
871 |
|
|
|
872 |
|
|
\begin{equation}
|
873 |
|
|
y = \left\lfloor \frac{hx + z}{k} \right\rfloor ,
|
874 |
|
|
\end{equation}
|
875 |
|
|
|
876 |
|
|
\noindent{}where $z \in \mathbb{Z}$ is used to shift the result so as to
|
877 |
|
|
provide a tighter bound on the error introduced due to truncation of the
|
878 |
|
|
division.
|
879 |
|
|
|
880 |
|
|
$h$ and $k$ are constrained by the sizes of operands accepted by the
|
881 |
|
|
machine instructions ($h \leq h_{MAX}$ and $k \leq k_{MAX}$).
|
882 |
|
|
There is an algorithm from number theory (involving Farey series and
|
883 |
|
|
continued fractions) that will allow the selection of $h$ and $k$ subject
|
884 |
|
|
to the constraints. The algorithm is $O(\log N)$ and so can be applied
|
885 |
|
|
to find best rational approximations even for processors that accommodate
|
886 |
|
|
32- or 64-bit operands.\footnote{The computational complexity of the algorithm is
|
887 |
|
|
a significant point, as $2^{64}$ (or $2^{128}$) is a very large number.}
|
888 |
|
|
|
889 |
|
|
For example, the best rational approximation to $\pi$ with
|
890 |
|
|
numerator and denominator not exceeding $2^{16}-1$ is 65,298/20,785\@.
|
891 |
|
|
On a processor with a 16-bit $\times$ 16-bit multiplication instruction and a
|
892 |
|
|
32-bit / 16-bit division instruction, one can approximate
|
893 |
|
|
|
894 |
|
|
\begin{equation}
|
895 |
|
|
y = \pi x
|
896 |
|
|
\end{equation}
|
897 |
|
|
|
898 |
|
|
\noindent{}with
|
899 |
|
|
|
900 |
|
|
\begin{equation}
|
901 |
|
|
y = \left\lfloor \frac{65,\!298 x}{20,\!785} \right\rfloor
|
902 |
|
|
\end{equation}
|
903 |
|
|
|
904 |
|
|
\noindent{}very efficiently (typically 2-4 machine instructions).
|
905 |
|
|
|
906 |
|
|
|
907 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
908 |
|
|
|
909 |
|
|
\subsection{Vertical Counters}
|
910 |
|
|
\label{sfrr0:svcn0}
|
911 |
|
|
|
912 |
|
|
The traditional arrangement for sequential logic is a
|
913 |
|
|
\texttt{switch()} statement (this might also be called
|
914 |
|
|
a ``horizontal'' counter). However, in some applications that must
|
915 |
|
|
implement many identical sequential mappings, it is
|
916 |
|
|
efficient to arrange the state vector so that the state of each sequential
|
917 |
|
|
mapping consists of a bit in the same position from several bytes. This
|
918 |
|
|
is called a ``vertical'' counter.\footnote{It is suspected that the nomenclature
|
919 |
|
|
\emph{vertical counter} comes about because if one arranges the 0s and 1s of
|
920 |
|
|
bytes horizontally, the state of an individual sequential machine consists
|
921 |
|
|
of a vertical row of bits.}
|
922 |
|
|
|
923 |
|
|
An example of a vertical counter application is 3/3 debouncing---a filtering
|
924 |
|
|
function where a discrete input must be in the same state for 3 consecutive
|
925 |
|
|
instants of discrete time before the output may change to that state.
|
926 |
|
|
|
927 |
|
|
If $A$ is the most recent sample, $B$ is the next-most-recent sample,
|
928 |
|
|
$C$ is the oldest sample, and $O$ is the output (assumed maintained
|
929 |
|
|
as a RAM location) Fig. \ref{fig:sfrr0:svcn0:00}
|
930 |
|
|
supplies the Karnaugh map for 3/3
|
931 |
|
|
debouncing.
|
932 |
|
|
|
933 |
|
|
\begin{figure}
|
934 |
|
|
\centering
|
935 |
|
|
\includegraphics[height=2.0in]{kmap33db.eps}
|
936 |
|
|
\caption{Karnaugh Map Of 3/3 Debouncing}
|
937 |
|
|
\label{fig:sfrr0:svcn0:00}
|
938 |
|
|
\end{figure}
|
939 |
|
|
|
940 |
|
|
It can be seen from the figure that the expression for the output is
|
941 |
|
|
|
942 |
|
|
\begin{equation}
|
943 |
|
|
\label{eq:sfrr0:svcn0:01}
|
944 |
|
|
ABC + AO + BO + CO = ABC + O(A + B + C).
|
945 |
|
|
\end{equation}
|
946 |
|
|
|
947 |
|
|
Intuitively, (\ref{eq:sfrr0:svcn0:01}) makes sense---the output
|
948 |
|
|
will be unconditionally \emph{T} if all three of the most recent samples
|
949 |
|
|
are \emph{T}
|
950 |
|
|
($ABC$). The output will also be \emph{T} if the previous output was \emph{T}
|
951 |
|
|
and at least one of the most recent samples are \emph{T} [$O(A+B+C)$]---at least
|
952 |
|
|
one \emph{T} recent sample blocks the output from transition to \emph{F}.
|
953 |
|
|
|
954 |
|
|
Figure \ref{fig:sfrr0:svcn0:01} supplies the C-language
|
955 |
|
|
code to implement 3/3 debouncing as a vertical mapping.
|
956 |
|
|
A C-compiler will typically implement this code very directly
|
957 |
|
|
using the bitwise logical instructions of the machine.
|
958 |
|
|
|
959 |
|
|
\begin{figure}
|
960 |
|
|
\begin{verbatim}
|
961 |
|
|
/**************************************************************/
|
962 |
|
|
/* Assume: */
|
963 |
|
|
/* A : Most recent sample (i.e. at t(0)), arranged as */
|
964 |
|
|
/* a group of 8 bits. */
|
965 |
|
|
/* B : Next most recent sample t(-1). */
|
966 |
|
|
/* C : Oldest sample t(-2). */
|
967 |
|
|
/* output : Debounced collection of 8 bits presented to */
|
968 |
|
|
/* software internals. Note that this is both */
|
969 |
|
|
/* an input (to the combinational mapping) and */
|
970 |
|
|
/* the new result. */
|
971 |
|
|
/**************************************************************/
|
972 |
|
|
|
973 |
|
|
output = (A & B & C) | (output & (A | B | C));
|
974 |
|
|
|
975 |
|
|
/* End of code. */
|
976 |
|
|
\end{verbatim}
|
977 |
|
|
\caption{C-Language Implementation Of 3/3 Debouncing}
|
978 |
|
|
\label{fig:sfrr0:svcn0:01}
|
979 |
|
|
\end{figure}
|
980 |
|
|
|
981 |
|
|
|
982 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
983 |
|
|
|
984 |
|
|
\section{Research Interests}
|
985 |
|
|
\label{srin0}
|
986 |
|
|
|
987 |
|
|
This section enumerates my specific research interests.
|
988 |
|
|
|
989 |
|
|
|
990 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
991 |
|
|
|
992 |
|
|
\subsection{Mathematical Properties of Timed Automata Systems}
|
993 |
|
|
\label{srin0:star0}
|
994 |
|
|
|
995 |
|
|
I have interest in the mathematical properties of timed automata systems,
|
996 |
|
|
including these questions:
|
997 |
|
|
|
998 |
|
|
\begin{itemize}
|
999 |
|
|
\item Can these systems be rearranged (independent of code generation) for more
|
1000 |
|
|
efficient implementation? Is there some canonical form?
|
1001 |
|
|
\item Can an automaton be ``factored'' into components (i.e. the reverse
|
1002 |
|
|
operation of ``shuffle'' illustrated in Figs.
|
1003 |
|
|
\ref{fig:staf0:stfw0:00}, \ref{fig:staf0:stfw0:01}, and \ref{fig:staf0:stfw0:02})?
|
1004 |
|
|
\item Is the factorization unique\footnote{In the same sense that the
|
1005 |
|
|
fundamental theorem of arithmetic guarantees that a composite
|
1006 |
|
|
can have only one unique factorization into primes.}
|
1007 |
|
|
or can it be made unique according
|
1008 |
|
|
to some metric?
|
1009 |
|
|
\item Can algorithms spot suboptimal designs and coach
|
1010 |
|
|
human programmers?\footnote{Example of a suboptimal design:
|
1011 |
|
|
identical behavior could be achieved using a simpler design.}
|
1012 |
|
|
\end{itemize}
|
1013 |
|
|
|
1014 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
1015 |
|
|
|
1016 |
|
|
\subsection{Code Generation from Systems of Timed Automata}
|
1017 |
|
|
\label{srin0:snvf0}
|
1018 |
|
|
|
1019 |
|
|
I have interest in the mathematics of code generation from systems of timed
|
1020 |
|
|
automata. One might make the observation that all of the techniques
|
1021 |
|
|
described in \S{}\ref{sfrr0} are individual and seemingly disjoint techniques that
|
1022 |
|
|
come about through human ingenuity. I am interested in:
|
1023 |
|
|
|
1024 |
|
|
\begin{itemize}
|
1025 |
|
|
\item Any unified mathematical framework that includes all of the techniques.
|
1026 |
|
|
For example, can one find a common framework or way of thinking that includes both
|
1027 |
|
|
Farey series approximations and vertical counters?
|
1028 |
|
|
\item Any mathematical framework that, given a smorgasbord of disjoint techniques,
|
1029 |
|
|
can predict how to apply them to obtain optimal results (this is also
|
1030 |
|
|
a function of the processor instruction set). (Cost matrices and
|
1031 |
|
|
least-squares methods come to mind immediately, but I'd like to examine
|
1032 |
|
|
this more closely.)
|
1033 |
|
|
\end{itemize}
|
1034 |
|
|
|
1035 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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1036 |
|
|
|
1037 |
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|
\subsection{Code Generation and Formal Verification of Properties in the Same Framework}
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1038 |
|
|
\label{srin0:sgvs0}
|
1039 |
|
|
|
1040 |
|
|
There seem to be no existing tools that will allow code generation (from
|
1041 |
|
|
a timed automata model) and the
|
1042 |
|
|
verification of formal properties in the same framework. In addition, the tools
|
1043 |
|
|
that do generate code (for small systems) can't optimize as effectively as a
|
1044 |
|
|
human programmer. With a more sound mathematical basis for optimization,
|
1045 |
|
|
I believe that tools should be able to optimize more effectively
|
1046 |
|
|
than a human programmer.
|
1047 |
|
|
|
1048 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
1049 |
|
|
|
1050 |
|
|
\subsection{Enterprise Content Management}
|
1051 |
|
|
\label{srin0:secm0}
|
1052 |
|
|
|
1053 |
|
|
I administer web-based version control and defect-tracking databases. This type of
|
1054 |
|
|
technology is critical because human beings don't deal well with complexity and
|
1055 |
|
|
there is the inherent need to serialize (one bug at a time, one change at a time, etc.).
|
1056 |
|
|
|
1057 |
|
|
I have some interest in enterprise content management
|
1058 |
|
|
(see, for example, \emph{Alfresco}), especially the
|
1059 |
|
|
buy-versus-build dilemma and the difficulty
|
1060 |
|
|
and cost of developing custom in-house tools that are tailored to an individual
|
1061 |
|
|
company's processes (I have some ideas in this area).
|
1062 |
|
|
|
1063 |
|
|
|
1064 |
|
|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
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|
|
\end{document}
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|
|
%
|
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|
%$Log: phdtopicpropa.tex,v $
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|
%Revision 1.20 2006/03/27 00:10:30 dashley
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|
%Presumed final edits.
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|
%
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%Revision 1.19 2006/03/26 23:26:23 dashley
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%Edits.
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|
%
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%Revision 1.18 2006/03/26 02:22:21 dashley
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|
%Edits.
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%
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%End of $RCSfile: phdtopicpropa.tex,v $.
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|