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1.
Testbench的设计是仿真和验证数字逻辑设计的标准方法也是设计过程中的必要环节,简单高效的Testbench可以帮助设计者完成复杂工作。该文主要从Testbench的功能结构入手,研究了如何将文件化分为功能模块和实现模块的设计技巧.并通过一个FIFO的实例将这些功能模块组合成一个完整的Testbench。  相似文献   

2.
Testbench的设计是仿真和验证数字逻辑设计的标准方法也是设计过程中的必要环节,简单高效的Testbench可以帮助设计者完成复杂工作。该文主要从Testbench的功能结构入手,研究了如何将文件化分为功能模块和实现模块的设计技巧,并通过一个FIFO的实例将这些功能模块组合成一个完整的Testbench。  相似文献   

3.
参数化模型欠、过和完整约束的判定算法   总被引:3,自引:1,他引:3  
蒋鲲  高小山  岳晶岩 《软件学报》2003,14(12):2092-2097
在参数化CAD设计中,设计者常常遇到判断一个参数化模型是欠、过和完整约束的问题.针对这个问题,提出了一个判断参数化模型的欠、过和完整约束性的图论算法.该算法不仅能够给出判断,同时还能够对欠和过约束的情形进行定位,即能够给出欠和过约束发生的具体位置.这给设计者在设计过程中提供了很大的方便.  相似文献   

4.
基于ACT-R模型的互联网交互模式库设计   总被引:1,自引:0,他引:1  
论文以用户行为中心的交互设计理念,提出了基于AC T-R认知模型的新型交互模式库的组织方法,并给出相应的界面评估方法和界面效率。设计者可根据设计需求和关注点发掘交互模式,并参考模式对应的认知原则以及界面效率,对交互方案进行选择和优化。  相似文献   

5.
在游戏领域,层次有限状态机是一种传统的行为设计方法,已经得到了广泛的应用.但是,这种行为设计方法缺乏效率,因为它需要游戏设计者提供每一个执行细节.文中为解决行为设计的效率问题进行了初步的研究:将层次强化学习方法HAMs应用到行为设计中,并且在实际的Quake2游戏平台上进行了仿真实验.初步的实验结果表明,该方法可以提高行为设计效率.另外,将该方法与基于平坦式强化学习的行为设计方法做了一个对比,表明该方法具有更快的收敛速度.  相似文献   

6.
针对当前的设计理性建模理论与方法不能完全适应协同设计过程,不能全面描述协同设计中的设计理性的问题.在对IBIS(issue-based information system)模型进行拓展和改造的基础上,结合协同设计的认知特征提出了团队协同设计理性模型.该模型包括2类要素,分别以不同类型的节点和连接线表示,其中设计问题、设计方案、设计知识、设计产品、协同过程和协同情境6个要素以不同类型的节点表示;设计行为要素描述设计过程中设计者的具体操作,以不同类型的连接线表示.最后以自动打标机的协同设计过程为例,阐述了文中模型的建模过程,建立了自动打标机团队协同设计理性模型,证明了该模型的可行性和有效性.  相似文献   

7.
针对工程设计中设计者需要学会操作过多的仿真分析软件并需要在具备其它学科专业知识的基础上为设计对象建模的问题,提出了一种让设计者借助网络服务平台完成工程设计计算任务的方法.设计者可以通过服务平台,选择由外部其他专业人员已构建好的参数化设计计算模型,在适当地进行远程外部定制函数链接和模型参数在线设置之后,即时获得服务器远程计算后的仿真计算结果.上述思想方法通过开发计算服务平台提供发动机设计仿真分析服务得到了验证.结果表明,这种服务平台可以为机械领域设计者进行诸多仿真计算工作,大大减轻了设计者的建模工作量,提高了设计工作效率,同时避免了因专业知识不够而无法正确建模的问题.  相似文献   

8.
高速电路设计和信号完整性分析   总被引:5,自引:0,他引:5  
高速电路设计对PCB设计者提出了新的要求和挑战,高速电路中的信号完整性问题变得越来越突出,传统的设计方法已经不能适应,利用IBIS模型进行信号完整性分析正是为了迎接这种挑战而提出的新方法。介绍了IBIS模型的构成要素、基本的建模原理,以及利用IBIS模型进行信号完整性分析及其在高速电路设计中的应用,最后用一个实例讲述了分析的具体步骤和过程。  相似文献   

9.
随着全球化进程逐渐加快加深,国际网站要想成功需要理解并满足不同用户的文化需求。即实施“全球思考,本地行动”。文章首先回顾了有关网站文化交流的四种模型。其中包括:文化维度(n-因素)模型,文化标示物/吸引物模型,文化行为模型,以及以活动理论为根据的模型。在此基础上提出了跨文化网站设计模型,其表现为一个含六个设计步骤的浓缩性框架。目的在于对网站的文化应用提供一种思路,并对网站设计者提供有益指导。  相似文献   

10.
创意构思是现代首饰设计的核心部分。设计者孜孜不倦进行各种尝试,以求作品的新突破。文章通过实例,试着从四个角度对首饰的创意构思方法展开论述。主题发散构思,通过选取主题,制作情绪版与规格版,提炼设计要素进行创作;模型辅助造型,通过制作三维模型,辅助设计者构思,调动设计者多方位感官进行创作;结构改变创新,通过首饰的组合型与可变性探索,寻找首饰设计的新视角;材料工艺综合利用,通过对传统、新兴材料的研究,突出材料特质,扩展首饰设计空间。  相似文献   

11.
当今流行的先进的验证技术有很多,本文综合使用了OVL(OpenVerificationLibrary)断言验证、总线功能模型BFM(BusFunctionModule)层次化验证和FPGA(FieldProgrammableGateArray)硬件加速仿真这三种验证技术,搭建一个从PCI(PeripheralComponentInterconnect)接口的验证环境.实验表明,该验证环境增强了验证的可重用性、可控性,极大地减少了仿真的工作量,提高了验证的效率.  相似文献   

12.
基于随机测试的SoC系统级功能验证方法的研究   总被引:1,自引:0,他引:1  
为了克服 RTL 级验证方法的局限性,提出了采用随机测试向量在 SoC 的系统级进行功能验证的方法。该方法采用高级建模语言来构建系统级的测试平台,采用多种随机化机制来生成测试向量。测试结果表明,该方法不仅能够获得较好的功能覆盖率,而且能够尽可能早地发现 SoC 设计中的功能性错误。  相似文献   

13.
ABSTRACT

Many designers and User Interface (UI) educators discuss principles to be followed when designing the functional aspects of a UI. However, many UI principles have been proposed, scattered in scientific papers and teaching books. Some principles are different, and many are somehow similar or overlapping with others. This makes it very difficult to comprehend where to pay attention to when designing a UI. In this paper, we perform a systematic literature review to first identify the most relevant authors in the domain of functional UI design principles. Focusing on the three most cited works of these authors, we extracted 257 principles. We next analyzed all these principles, unified their variants, and, considering their scientific influence, finally derived a shorter and core selection of 36 principles. This core selection provides educators and UI designers with a clear path to teach, evaluate, learn and improve the UI functional design.  相似文献   

14.
This adaptive architecture for structuring testbenches accommodates various models of a design, from transaction to silicon. Moreover, the adapter-based architecture supports the execution of design models on different simulators (high level, RTL, gate level, and switch level), hardware emulators (the testbench runs entirely on the emulator), and even testers. Here, we present a modular, layered testbench (MLTB) approach to building a testbench. This approach is similar to platform-based design. It consists of a generic testbench kernel (TBK), connected through a bus to testbench elements. Our verification platform also satisfies another meaning of platform: a set of connected tools or a powerful tool environment, normally with an attached database, that acts as a platform for verification.  相似文献   

15.
The goal of usability lab design is to create a space where high quality data capture occurs in an environment that looks and feels like the workplace of the product that is being tested. The lab must be part recording studio and part flexible work environment. Since most work environments are not recording studios, achieving a balance between simulation of the work environment and high quality data capture presents a challenge to usability lab designers. Steps can be taken with a user-centred design process to insure that a usability lab design meets this goal. This paper describes such a user-centred design process and how it. in combination with practical architectural and equipment guidelines derived from the authors' past experience, can be used in the design and redesign of future labs. The authors also discuss what changed in the present lab at NCR as a result of these guidelines.  相似文献   

16.
17.
一种基于功能覆盖率的验证环境的构建方法   总被引:1,自引:0,他引:1  
首先介绍了功能覆盖率和层次化Testbench,然后将两者结合起来介绍了一种基于功能覆盖率的验证环境的构建方法。论文结合作者设计的“龙腾R2”总线接口单元的验证平台,对这一方法作了详细的介绍。通过与“龙腾R1”总线接口单元的验证方法比较显示,笔者搭建的验证平台的验证时间缩短25%。  相似文献   

18.
Abstract

The goal of usability lab design is to create a space where high quality data capture occurs in an environment that looks and feels like the workplace of the product that is being tested. The lab must be part recording studio and part flexible work environment. Since most work environments are not recording studios, achieving a balance between simulation of the work environment and high quality data capture presents a challenge to usability lab designers. Steps can be taken with a user-centred design process to insure that a usability lab design meets this goal. This paper describes such a user-centred design process and how it. in combination with practical architectural and equipment guidelines derived from the authors' past experience, can be used in the design and redesign of future labs. The authors also discuss what changed in the present lab at NCR as a result of these guidelines.  相似文献   

19.
The technology of Computer Aided Design (CAD) has rapidly been changing the processes of machine design, especially in detail and production design. Conventional CAD systems are necessary in production design where precise geometrical data are indispensable, but we can point out some problems of those systems from a point of view of the total machine design process. Though the main aim of introducing CAD systems is to increase designers' creativities, it is doubtful whether designers are really supported by such CAD systems. We think that knowledge engineering is useful to improve such situations. In this paper, we discuss these problems and we study the feasibilities of future CAD systems that can really help designers very intelligently and efficiently. We also show some results of our experimental systems applying knowledge engineering.  相似文献   

20.
Advances in collaborative CAD: the-state-of-the art   总被引:1,自引:0,他引:1  
In collaborative design and distributed manufacturing, the need to co-develop parts by designers at different geographical locations often arises. For designing a promising product, there is always a need for collaboration among the design, marketing, finance and procurement departments, and the top management. Global manufacturing makes it difficult to frequently gather all the departments in a meeting room to discuss, because of geographical constraints. In order to address this issue, recently, a number of software tools and research works have arisen to provide collaborative solutions. In this paper, some important works in Web-based visualization and 3D concise representations, 3D streaming technology and co-design systems and feature-/assembly-based representation are elaborated. Meanwhile, previous works done by a project led by the authors towards this direction are also highlighted.  相似文献   

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