## State Machine Analysis and Design

State Machine Analysis and Design Z. Jerry Shi Computer Science and Engineering University of Connecticut Thank John Wakerly for providing his slide...
Author: Molly Carroll
State Machine Analysis and Design

Z. Jerry Shi Computer Science and Engineering University of Connecticut

Thank John Wakerly for providing his slides and figures.

Clocked synchronous sequential circuits • A.k.a. “state machines” • Use edge-triggered edge triggered flip-flops flip flops • All flip-flops are triggered from the same master clock signal, and therefore all change state together • Feedback sequential circuits – No N explicit li i flip-flops; fli fl state storedd in i feedback f db k loops l • Example: edge-triggered D flip-flop itself (4 states) • Sections 7.9 (advanced courses)

Describing Sequential Circuits • State table – For each current current-state, state, specify next next-states states as function of inputs – For each current-state, specify outputs as function of inputs

• State diagram – Graphical version of state table

State/output table

State-machine structure (Mealy) output depends on state and input p

typically edge-triggered p ops D flip-flops

State-machine structure (Moore) output depends on state onlyy

typically edge-triggered p ops D flip-flops

State-machine structure (pipelined)

• It is desirable that the outputs do not change during a cycle – Output-coded p state assignment g • Outputs taken directly from flip-flops, valid sooner after clock edge

– Pipelined outputs • Outputs depends on the input and state in the previous cycle

Notation, characteristic equations • Q∗ means “the next value of Q.” • “Excitation” Excitation is the input applied to a device that determines the next state. • “Characteristic equation” specifies the next state of a device as a function of its excitation.

Latch and flip-flop characteristic equations

State-machine analysis steps Assumption: Starting point is a logic diagram. 1 Determine next 1. next-state state function F and output function G. G 2a. Construct state table – For each state/input combination, determine the excitation value. – Using the characteristic equation, determine the corresponding next-state next state values (trivial with D flip flip-flop’s). flop s).

2b. Construct output table – For each state/input combination, determine the output value. (Can be combined with state table.)

3. (Optional) Draw state diagram

Example state machine

Excitation equations

Transition equations • Excitation equations

• Characteristic equations q

• Substitute excitation equations into characteristic equations

Transition and state tables (Transition equations) (Output equation)

Transition table

State table

State/output table

State diagram

• Circles for states • Arrows for transitions (note output information)

Modified state machine MAXS

MAXS = Q0 ⋅ Q1

• Moore machine

Updated state/output table, state diagram

Timing diagram for state machine

• • •

State transitions take place if EN = 1 MAX may be changed by the input EN in a cycle MAXS does not depend p on the input p EN

State-machine design and synthesis

The creative part, part like writing a program

Turning the crank, crank like a compiler does

• Example: Design a combination lock with two inputs, inputs X1 and X2. X2 Open for the sequence X1, X2, X2 (one input per clock).

Example: a combination lock • Design a combination lock with two inputs, X1 and X2. Open for the sequence X1, X2, X2. State X1 X2 -------------------------- ----------------------------------------------Meaning Name 00 01 10 11 UNLOCK -------------------------- ----------------------------------------------Start

A

A

A

B

A (B) 0

Got X1

B

A

C

A

A (C) 0

Got X1,X2

C

A

D

A

A (D) 0

G t X1,X2,X2 Got X1 X2 X2 D

A

A (D)

B

A

1

State Assignment • Can minimize number of states (see text), but hardly anyone bothers anymore. y • Need to assign state-variable combinations to states. – Minimum number of variables for n states is ⎡log2 n⎤ – Using more than minimum number may be advantageous in some situations, e.g., one variable per state (“one-hot”) (see text). – Example p -- 4 states,, 2 state variables (Q1,Q2): (Q ,Q )

A ==> 00 B ==> 01 C ==> 10 D ==> 11

Up to this point is “art”, the rest is just “turning the crank.”

Transition table • Substitute state-variable combinations for states in the state table. State X1 X2 -------------------------- ----------------------------------------------Meaning Q1 Q2 00 01 10 11 UNLOCK -------------------------- ----------------------------------------------St t Start

00

00

00

01

00

0

Got X1

01

00

10

00

00

0

Got X1,X2

10

00

11

00

00

0

Got X1,X2,X2 1 1

00

00

01

00

1

---------------------------------------------Q1∗ Q2∗

Transition equations; circuit • Transition table specifies each state variable (Q1∗, Q2∗) as a g function of Q Q1,, Q Q2,, X1,, X2. combinational logic – Find a realization of each function by your favorite means -- ad hoc, minimal sum-of-products, etc.

• Build B ild the th circuit. i it

Q1

Q1∗

D

Q

D

Q

Q1 UNLOCK

Q2 X1 X2 CLK

Q2∗

Q2

Another design example (from textbook) • Design a machine with inputs A and B and output Z that is 1 if: – A had the same value at the two previous ticks, or – B has been 1 since the last time the above was true

Timing diagram and state sequence

State assignment • There are 6,720 different state assignments of 5 states to 3 variables. – And there are even more using 4 or more variables

• Here are a few “obvious” or “interesting” ones:

Transition/output table (decomposed assignment)

• Simple textual substitution • With D flip-flops, excitation table is identical to transition table.

Develop excitation equations

• Assume unused states have next-state = 000

Don’t cares for the next-state entries of unused states

D1 = 1 D2 = Q1•Q3’•A’+Q3•A+ Q2•B D3 = A

Logic diagram D1 = 1 D2 = Q1•Q3’•A’+Q3•A+ Q1•Q3 •A +Q3•A+ Q2•B D3 = A

Read Chapter 7.5 for designing state machines using state diagrams

State machine design steps •

• •

• • • • • •

Construct a state/output table corresponding to the description or specification – Using mnemonic names for the states – May start with a state diagram Minimize the number of states (optional) State assignment – Choose state variables and assign state-variable combinations to the named states Substitute the state-variable state variable combinations into the state/output table to create the transition/output table Choose a flip-flop type C t t an excitation Construct it ti table t bl that th t shows h the th required i d excitation it ti Derive excitation equations from the excitation table Derive output equations Draw a logic diagram

1s-counting machine •

Design a state machine Two inputs, X and Y, and one output Z. Z should h ld be b 1 if the h number b off 1’s 1’ on X andd Y since i reset is i a multiple l i l off 4, 4 and 0 otherwise.

Transition/excitation and output table • State assignment: S0-S3 = (00, 01, 11, 10) – Try a different state assignment in homework

D1 = Q2 • X′ X • Y + Q1′ Q1 • X • Y + Q1 • X′ X • Y′ Y + Q2 • X • Y′ Y D2 = Q1′ • X′ • Y + Q1′ • X • Y′ + Q2 • X′ • Y′ + Q2′ • X • Y Z = Q1′ • Q2′

Excitation maps for D1 and D2 inputs

Combinational lock •

Design a state machine One iinput X. O X Two outputs UNLK and HINT. UNLK is 1 if and only if X is 0 and the sequence received on X at the preceding seven clock ticks was 0110111. 0110111 HINT is 1 if and only if the current value of X is the correct one to move the machine closer to being in the “unlocked” state (where UNLK = 1).

Transition/excitation and output table • State assignment A-H:0-7

K-maps for D1, D2, and D3

D1 = Q1•Q2′•X + Q1′•Q2•Q3•X′ + Q1•Q2•Q3′ D2 = Q2′ Q2′•Q3•X Q3 X + Q2 Q2•Q3′•X Q3′ X D3 = Q1•Q2′•Q3′ + Q1•Q3•X′ + Q2′•X′ + Q1′•Q3′•X′ + Q2•Q3′•X

K-maps for UNLK and HINT

UNLK = Q1•Q2•Q3•X Q Q Q HINT = Q1′•Q2′•Q3′•X′ + Q1•Q2′•X + Q2′•Q3•X + Q2•Q3•X′+ Q2•Q3′•X

Another example •

Design a state machine that recognize a binary number that can be evenly divided by 4 – Input: D, providing bits from MSB to LSB, 1 bit per cycle – Output: Y if the bits received so far can be evenly divided by 4

State

D

Y

0

1

S00

S00

S1

1

S1

S0

S1

0

S0

S00

S1

0

Design State Machines using State Diagrams • Sometimes people like graphical approaches – It is simpler

• However, it is also more error prone – A state table is an exhaustive listings of the next state for each state/input combination • You will not miss a case

– In a stage diagram, every input combination should be covered exactly by one expression • Gi Given an input i combination, bi i one andd only l one expression i is i true • It is not easy to see

Ambiguity in state diagram • In a properly constructed state diagram, each input combination is covered exactlyy once byy an expression p of an outgoing g g arc • Ambiguous: double-covered or uncovered • Some input combinations are covered by more than one expressions (double-covered) – Given such an input combination, you have two or more transitions to follow – AND of any two expressions should be 0

• Some input combinations are not covered by any expressions (uncovered) – Given such an input combination, you do not have any transitions to follow – OR of all expressions should be 1

Example of an ambiguous state diagram

1965 Ford Thunderbird tail lights

Flashing sequence for T-bird tail-lights

Left turn

Right turn

State diagram for T-bird tail-lights state machine

Corrected and enhanced state diagram for T-bird tail-lights state machine

State assignment for T-bird tail-lights state machine

Transition list for T-bird tail-lights state machine
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