State Machine

本文主要学习了State Machine的基本概念和应用。一种时序电路组合逻辑与存储的结合并根据输入和当前状态改变输出(和状态)。系统的状态是快照拍摄时系统的所有相关元素的快照。例如:篮球比赛的状态可以用记分牌来表示。了解顺序锁定状态和有限状态机的定义。
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1.Chapter 3 Digital Logic Structures

2.3- 2 State Machine Another type of sequential circuit Combines combinational logic with storage “Remembers” state, and changes output (and state) based on inputs and current state

3.3- 3 Combinational vs. Sequential Two types of “combination” locks 4 1 8 4 30 15 5 10 20 25 Combinational Success depends only on the values , not the order in which they are set. Sequential Success depends on the sequence of values (e.g, R-13, L-22, R-3).

4.3- 4 State The state of a system is a snapshot of all the relevant elements of the system at the moment the snapshot is taken. Examples: The state of a basketball game can be represented by the scoreboard. Number of points, time remaining, possession, etc. The state of a tic-tac-toe game can be represented by the placement of X’s and O’s on the board.

5.3- 5 State of Sequential Lock Our lock example has four different states, labelled A-D: A: The lock is not open , and no relevant operations have been performed. B: The lock is not open , and the user has completed the R-13 operation. C: The lock is not open , and the user has completed R-13 , followed by L-22 . D: The lock is open . (user has completed R-13 , L-22 and then R-3 )

6.3- 6 State Diagram Shows states and actions that cause a transition between states.

7.Definition of a Finite State Machine A set of input events A set of output events A set of states A function that maps states and input to output A function that maps states and inputs to states (which is called a state transition function ) Must be complete A description of the initial state A finite state machine is one that has a limited or finite number of possible states.  3- 7

8.Example 2: A Door Combination Lock 3- 8 Partial Complete entry code is the 4-bit sequence “0110”

9.Example 3: Odd Parity Checker 3- 9

10.Why Finite State Machines (FSMs) A FSM is simple and intuitive way of describing a system which has discrete dynamics (State Transition Diagrams). An FSM is an “abstract machine.” That means that we use a mathematical description of the machine to reason about it without actually building it. A FSM can be directly and unambiguously converted into a digital electronic circuits .  3- 10

11.Step 1: Form the State Transition Table (STT) 3- 11 (NS)

12.Step 2: Code STT in numbers 3- 12  (NS) (NS)

13.Step 3: Implement STT 3- 13

14.Step 3a: Next State Logic for 1 D-Latch 3- 14 NS= (~PS S) + (PS ~S) Inputs Output

15.Step 3b: Output Logic 3- 15 R = PS Inputs Output

16.Step 4: Implement Circuit 3- 16

17.3- 17 The Clock Frequently, a clock circuit triggers transition from one state to the next. At the beginning of each clock cycle, state machine makes a transition, based on the current state and the external inputs. Not always required. In lock example, the input itself triggers a transition. “1” “0” time  One Cycle

18.3- 18 Master-Slave Flipflop A pair of gated D-latches, to isolate next state from current state. During 1 st phase (clock=1), previously-computed state becomes current state and is sent to the logic circuit. During 2 nd phase (clock=0), next state, computed by logic circuit, is stored in Latch A. PS N S PS