I'm new to using Design Compiler. In the past, I've done mostly FPGA work. Right now, I'm using Synopsys to determine the minimum are necessary to represent some circuits (using the Nangate 45nm library). I'm not doing P&R right now; I'm just trying to determine transistor area.
My only optimization constraint is to minimize area. I've noticed that if I tell DC to compile more than one time in a row, it produces different (and usually smaller) results each time.
I've looked and looked and failed to see if this is mentioned in a manual or anywhere in any discussion. Is it meant to work this way?
This suggests that optimization is stopping earlier than it could, so it's not REALLY minimizing area. Any idea why?
Is there a way I can tell it to increase the effort and/or tell it to automatically iterate compiles so that it will converge on the smallest design?
I'm guessing that DC is expecting to meet timing constraints, but I've given it a purely combinatorial block and no timing constraint. Did they never consider the usage scenario when all you want to do is work out the minimum gate area for a combinatorial circuit?
On a pure combinatorial circuit you can use a set_max_delay constraint and DC will attempt to meet that.
For reduced area you can use -map_effort high or -map_effort ultra to get it to work harder.
DC is a funny beast, and the algorithms it uses change as processes advance and make certain activities more or less useful. A lot of pre-layout optimization is less useful since the whole situation can change once the gates are actually placed and routed.
I filed a support ticket with Synopsys. I was using a 2010 version of design compiler. Apparently, area optimization has been improved since then, and the 2014 version will minimize area in one compiler pass.
Related
I'm working on a problem that will eventually run in an embedded microcontroller (ESP8266). I need to perform some fairly simple operations on linear equations. I don't need much, but do need to be able work with points and linear equations to:
Define an equations for lines either from two known points, or one
point and a gradient
Calculate a new x,y point on an equation line that is a specific distance from another point on that equation line
Drop a perpendicular onto an equation line from a point
Perform variations of cosine-rule calculations on points and triangle sides defined as equations
I've roughed up some code for this a while ago based on high school "y = mx + c" concepts, but it's flawed (it fails with infinities when lines are vertical), and currently in Scala. Since I suspect I'm reinventing a wheel that's not my primary goal, I'd like to use someone else's work for this!
I've come across CGAL, and it seems very likely it's capable of all this and more, but I have two questions about it (given that it seems to take ages to get enough understanding of this kind of huge library to actually be able to answer simple questions!)
It seems to assert some kind of mathematical perfection in it's calculations, but that's not important to me, and my system will be severely memory constrained. Does it use/offer memory efficient approximations?
Is it possible (and hopefully easy) to separate out just a limited subset of features, or am I going to find the entire library (or even a very large subset) heading into my memory limited machine?
And, I suppose the inevitable follow up: are there more suitable libraries I'm unaware of?
TIA!
The problems that you are mentioning sound fairly simple indeed, so I'm wondering if you really need any library at all. Maybe if you post your original code we could help you fix it--your problem sounds like you need to redo a calculation avoiding a division by zero.
As for your point (2) about separating a limited number of features from CGAL, giving the size and the coding style of that project, from my experience that will be significantly more complicated (if at all possible) than fixing your own code.
In case you want to try a simpler library than CGAL, maybe you could try Boost.Geometry
Regards,
I'm starting on my first commercial sized application, and I often find myself making a design, but stopping myself from coding and implementing it, because it seems like a huge use of resources. This is especially true when it's on a piece that is peripheral (for example an enable for the output taps of a shift register). It gets even worse when I think about how large the generic implementation can get (4k bits for the taps example). The cleanest implementation would have these, but in my head it adds a great amount of overhead.
Is there any kind of rule I can use to make a quick decision on whether a design option is worth coding and evaluation? In general I worry less about the number of flip-flops, and more when it comes to width of signals. This may just be coming from a CS background where all application boundarys should be as small as possibly feasable to prevent overhead.
Point 1. We learn by playing, so play! Try a couple of things. See what the tools do. Get a feel for the problem. You won't get past this is you don't try something. Often the problems aren't where you think they're going to be.
Point 2. You need to get some context for these decisions. How big is adding an enable to a shift register compared to the capacity of the FPGA / your design?
Point 3. There's two major types of 'resource' to consider :- Cells and Time.
Cells is relatively easy in broad terms. How many flops? How much logic in identifiable blocks (e.g. in an ALU: multipliers, adders, etc)? Often this is defined by the design you're trying to do. You can't build an ALU without registers, a multiplier, an adder, etc.
Time is more subtle, and is invariably traded off against cells. You'll be trying to hit some performance target and recognising the structures that will make that hard are where to experience from point 1 comes in.
Things to look out for include:
A single net driving a large number of things. Large fan-outs cause a heavy load on a single driver which slows it down. The tool will then have to use cells to buffer that signal. Classic time vs cells trade off.
Deep clumps of logic between register stages. Again the tool will have to spend more cells to make logic meet timing if it's close to the edge. Simple logic is fast and small. Sometimes introducing a pipeline stage can decrease the size of a design is it makes the logic either side far easier.
Don't worry so much about large buses, if each bit is low fanout and you've budgeted for the registers. Large buses are often inherent in fast designs because you need high bandwidth. It can be easier to go wide than to go to a higher clock speed. On the other hand, think about the control logic for a wide bus, because it's likely to have a large fan-out.
Different tools and target devices have different characteristics, so you have to play and learn the rules for your set-up. There's always a size vs speed (and these days 'vs power') compromise. You need to understand what moves you along that curve in each direction. That comes with experience.
Is there any kind of rule I can use to make a quick decision on whether a design option is worth coding and evaluation?
Only rule I can come up with is 'Have I got time? or not?'
If I have, I'll explore. If not I better just make something work.
Ahhh, the life of doing design to a deadline!
It's something that comes with experience. Here's some pointers:
adding numbers is fairly cheap
choosing between them (multiplexing) gets big quite quickly if you have a lot of inputs to the multiplexer (the width of each input is a secondary issue also).
Multiplications are free if you have spare multipliers in your chip, they suddenly become expensive when you run out of hard DSP blocks.
memory is also cheap, until you run out. For example, your 4Kbit shift register easily fits within a single Xilinx block RAM, which is fine if you have one to spare. If not it'll take a large number of LUTs (depending on the device - an older Spartan 3 can fit 17 bits into a LUT (including the in-CLB register), so will require ~235 LUTS). And not all LUTs can be shift registers. If you are only worried about the enable for the register, don't. Unless you are pushing the performance of the device, routing that sort of signal to a few hundred LUTs is unlikely to cause major timing issues.
I was recently talking with someone in Resource Management and we discussed the problem of assigning developers to projects when there are many variables to consider (of possibly different weights), e.g.:
The developer's skills & the technology/domain of the project
The developer's travel preferences & the location of the project
The developer's interests and the nature of the project
The basic problem the RM person had to deal with on a regular basis was this: given X developers where each developers has a unique set of attributes/preferences, assign them to Y projects where each project has its own set of unique attributes/requirements.
It seems clear to me that this is a very mathematical problem; it reminds me of old optimization problems from algebra and/or calculus (I don't remember which) back in high school: you know, find the optimal dimensions for a container to hold the maximum volume given this amount of material—that sort of thing.
My question isn't about the math, but rather whether there are any software projects/libraries out there designed to address this kind of problem. Does anyone know of any?
My question isn't about the math, but rather whether there are any software projects/libraries out there designed to address this kind of problem. Does anyone know of any?
In my humble opinion, I think that this is putting the cart before the horse. You first need to figure out what problem you want to solve. Then, you can look for solutions.
For example, if you formulate the problem by assigning some kind of numerical compatibility score to every developer/project pair with the goal of maximizing the total sum of compatibility scores, then you have a maximum-weight matching problem which can be solved with the Hungarian algorithm. Conveniently, this algorithm is implemented as part of Google's or-tools library.
On the other hand, let's say that you find that computing compatibility scores to be infeasible or unreasonable. Instead, let's say that each developer ranks all the projects from best to worst (e.g.: in terms of preference) and, similarly, each project ranks each developer from best to worst (e.g.: in terms of suitability to the project). In this case, you have an instance of the Stable Marriage problem, which is solved by the Gale-Shapley algorithm. I don't have a pointer to an established library for G-S, but it's simple enough that it seems that lots of people just code their own.
Yes, there are mathematical methods for solving a type of problem which this problem can be shoehorned into. It is the natural consequence of thinking of developers as "resources", like machine parts, largely interchangeable, their individuality easily reduced to simple numerical parameters. You can make up rules such as
The fitness value is equal to the subject skill parameter multiplied by the square root of the reliability index.
and never worry about them again. The same rules can be applied to different developers, different subjects, different scales of projects (with a SLOC scaling factor of, say, 1.5). No insight or real leadership is needed, the equations make everything precise and "assured". The best thing about this approach is that when the resources fail to perform the way your equations say they should, you can just reduce their performance scores to make them fit. And if someone has already written the tool, then you don't even have to worry about the math.
(It is interesting to note that Resource Management people always seem to impose such metrics on others in an organization -- thereby making their own jobs easier-- and never on themselves...)
We've got a fairly large application running on VxWorks 5.5.1 that's been developed and modified for around 10 years now. We have some simple home-grown tools to show that we are not using too much memory or too much processor, but we don't have a good feel for how much headroom we actually have. It's starting to make it difficult to do estimates for future enhancements.
Does anybody have any suggestions on how to profile such a system? We've never had much luck getting the Wind River tools to work.
For bonus points: the other complication is that our system has very different behaviors at different times; during start-up it does a lot of stuff, then it sits relatively idle except for brief bursts of activity. If there is a profiler with some programmatic way to have to record state information, I think that'd be very useful too.
FWIW, this is compiled with GCC and written entirely in C.
I've done a lot of performance tuning of various kinds of software, including embedded applications. I won't discuss memory profiling - I think that is a different issue.
I can only guess where the "well-known" idea originated that to find performance problems you need to measure performance of various parts. That is a top-down approach, similar to the way governments try to control budget waste, by subdividing. IMHO, it doesn't work very well.
Measurement is OK for seeing if what you did made a difference, but it is poor at telling you what to fix.
What is good at telling you what to fix is a bottom-up approach, in which you examine a representative sample of microscopic units of what is being spent, and finding out the full explanation of why each one is being spent. This works for a simple statistical reason. If there is a reason why some percent (for example 40%) of samples can be saved, on average 40% of samples will show it, and it doesn't require a huge number of samples. It does require that you examine each sample carefully, and not just sort of aggregate them into bigger bunches.
As a historical example, this is what Harry Truman did at the outbreak of the U.S. involvement in WW II. There was terrific waste in the defense industry. He just got in his car, drove out to the factories, and interviewed the people standing around. Then he went back to the U.S. Senate, explained what the problems were exactly, and got them fixed.
Maybe this is more of an answer than you wanted. Specifically, this is the method I use, and this is a blow-by-blow example of it.
ADDED: I guess the idea of finding-by-measuring is simply natural. Around '82 I was working on an embedded system, and I needed to do some performance tuning. The hardware engineer offered to put a timer on the board that I could read (providing from his plenty). IOW he assumed that finding performance problems required timing. I thanked him and declined, because by that time I knew and trusted the random-halt technique (done with an in-circuit-emulator).
If you have the Auxiliary Clock available, you could use the SPY utility (configurable via the config.h file) which does give you a very rough approximation of which tasks are using the CPU.
The nice thing about it is that it does not require being attached to the Tornado environment and you can use it from the Kernel shell.
Otherwise, btpierre's suggestion of using taskHookAdd has been used successfully in the past.
I've worked on systems that have had luck using locally-built monitoring utilities based on taskSwitchHookAdd and related functions (delete hook, etc).
"Simply" use this to track the number of ticks a given task runs. I realize that this is fairly gross scale information for profiling, but it can be useful depending on your needs.
To see how much cpu% each task is using, calculate the percentage of ticks assigned to each task.
To see how much headroom you have, add a lowest priority "idle" task that just does "while(1){}", and see how much cpu% it is assigned to it. Roughly speaking, that's your headroom.
A two parter:
1) Say you're designing a new type of application and you're in the process of coming up with new algorithms to express the concepts and content -- does it make sense to attempt to actively not consider optimisation techniques at that stage, even if in the back of your mind you fear it might end up as O(N!) over millions of elements?
2) If so, say to avoid limiting cool functionality which you might be able to optimise once the proof-of-concept is running -- how do you stop yourself from this programmers habit of a lifetime? I've been trying mental exercises, paper notes, but I grew up essentially counting clock cycles in assembler and I continually find myself vetoing potential solutions for being too wasteful before fully considering the functional value.
Edit: This is about designing something which hasn't been done before (the unknown), when you're not even sure if it can be done in theory, never mind with unlimited computing power at hand. So answers along the line of "of course you have to optimise before you have a prototype because it's an established computing principle," aren't particularly useful.
I say all the following not because I think you don't already know it, but to provide moral support while you suppress your inner critic :-)
The key is to retain sanity.
If you find yourself writing a Theta(N!) algorithm which is expected to scale, then you're crazy. You'll have to throw it away, so you might as well start now finding a better algorithm that you might actually use.
If you find yourself worrying about whether a bit of Pentium code, that executes precisely once per user keypress, will take 10 cycles or 10K cycles, then you're crazy. The CPU is 95% idle. Give it ten thousand measly cycles. Raise an enhancement ticket if you must, but step slowly away from the assembler.
Once thing to decide is whether the project is "write a research prototype and then evolve it into a real product", or "write a research prototype". With obviously an expectation that if the research succeeds, there will be another related project down the line.
In the latter case (which from comments sounds like what you have), you can afford to write something that only works for N<=7 and even then causes brownouts from here to Cincinnati. That's still something you weren't sure you could do. Once you have a feel for the problem, then you'll have a better idea what the performance issues are.
What you're doing, is striking a balance between wasting time now (on considerations that your research proves irrelevant) with wasting time later (because you didn't consider something now that turns out to be important). The more risky your research is, the more you should be happy just to do something, and worry about what you've done later.
My big answer is Test Driven Development. By writing all your tests up front then you force yourself to only write enough code to implement the behavior you are looking for. If timing and clock cycles becomes a requirement then you can write tests to cover that scenario and then refactor your code to meet those requirements.
Like security and usability, performance is something that has to be considered from the beginning of the project. As such, you should definitely be designing with good performance in mind.
The old Knuth line is "We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil." O(N!) to O(poly(N)) is not a "small efficiency"!
The best way to handle type 1 is to start with the simplest thing that could possibly work (O(N!) cannot possibly work unless you're not scaling past a couple dozen elements!) and encapsulate it from the rest of the application so you could rewrite it to a better approach assuming that there is going to be a performance issue.
Optimization isn't exactly a danger; its good to think about speed to some extent when writing code, because it stops you from implementing slow and messy solutions when something simpler and faster would do. It also gives you a check in your mind on whether something is going to be practical or not.
The worst thing that can happen is you design a large program explicitly ignoring optimization, only to go back and find that your entire design is completely useless because it cannot be optimized without completely rewriting it. This never happens if you consider everything when writing it--and part of that "everything" is potential performance issues.
"Premature optimization is the root of all evil" is the root of all evil. I've seen projects crippled by overuse of this concept. At my company we have a software program that broadcasts transport streams from disk on the network. It was originally created for testing purposes (so we would just need a few streams at once), but it was always in the program's spec requirements that it work for larger numbers of streams so it could later be used for video on demand.
Because it was written completely ignoring speed, it was a mess; it had tons of memcpys despite the fact that they should never be necessary, its TS processing code was absurdly slow (it actually parsed every single TS packet multiple times), and so forth. It handled a mere 40 streams at a time instead of the thousands it was supposed to, and when it actually came time to use it for VOD, we had to go back and spend a huge amount of time cleaning it up and rewriting large parts of it.
"First, make it run. Then make it run fast."
or
"To finish first, first you have to finish."
Slow existing app is usually better than ultra-fast non-existing app.
First of all peopleclaim that finishign is only thing that matters (or almost).
But if you finish a product that has O(N!) complexity on its main algorithm, as a rule of thumb you did not finished it! You have an incomplete and unacceptable product for 99% of the cases.
A reasonable performance is part of a working product. A perfect performance might not be. If you finish a text editor that needs 6 GB of memory to write a short note, then you have not finished a product at all, you have only a waste of time at your hands.. You must remember always that is not only delivering code that makes a product complete, is making it achieve capability of supplying the costumer/users needs. If you fail at that it matters nothing that you have finished the code writing in the schedule.
So all optimizations that avoid a resulting useless product are due to be considered and applied as soon as they do not compromise the rest of design and implementation proccess.
"actively not consider optimisation" sounds really weird to me. Usually 80/20 rule works quite good. If you spend 80% of your time to optimize program for less than 20% of use cases, it might be better to not waste time unless those 20% of use-cases really matter.
As for perfectionism, there is nothing wrong with it unless it starts to slow you down and makes you miss time-frames. Art of computer programming is an act of balancing between beauty and functionality of your applications. To help yourself consider learning time-management. When you learn how to split and measure your work, it would be easy to decide whether to optimize it right now, or create working version.
I think it is quite reasonable to forget about O(N!) worst case for an algorithm. First you need to determine that a given process is possible at all. Keep in mind that Moore's law is still in effect, so even bad algorithms will take less time in 10 or 20 years!
First optimize for Design -- e.g. get it to work first :-) Then optimize for performance. This is the kind of tradeoff python programmers do inherently. By programming in a language that is typically slower at run-time, but is higher level (e.g. compared to C/C++) and thus faster to develop, python programmers are able to accomplish quite a bit. Then they focus on optimization.
One caveat, if the time it takes to finish is so long that you can't determine if your algorithm is right, then it is a very good time to worry about optimization earlier up stream. I've encountered this scenario only a few times -- but good to be aware of it.
Following on from onebyone's answer there's a big difference between optimising the code and optimising the algorithm.
Yes, at this stage optimising the code is going to be of questionable benefit. You don't know where the real bottlenecks are, you don't know if there is going to be a speed problem in the first place.
But being mindful of scaling issues even at this stage of the development of your algorithm/data structures etc. is not only reasonable but I suspect essential. After all there's not going to be a lot of point continuing if your back-of-the-envelope analysis says that you won't be able to run your shiny new application once to completion before the heat death of the universe happens. ;-)
I like this question, so I'm giving an answer, even though others have already answered it.
When I was in grad school, in the MIT AI Lab, we faced this situation all the time, where we were trying to write programs to gain understanding into language, vision, learning, reasoning, etc.
My impression was that those who made progress were more interested in writing programs that would do something interesting than do something fast. In fact, time spent worrying about performance was basically subtracted from time spent conceiving interesting behavior.
Now I work on more prosaic stuff, but the same principle applies. If I get something working I can always make it work faster.
I would caution however that the way software engineering is now taught strongly encourages making mountains out of molehills. Rather than just getting it done, folks are taught to create a class hierarchy, with as many layers of abstraction as they can make, with services, interface specifications, plugins, and everything under the sun. They are not taught to use these things as sparingly as possible.
The result is monstrously overcomplicated software that is much harder to optimize because it is much more complicated to change.
I think the only way to avoid this is to get a lot of experience doing performance tuning and in that way come to recognize the design approaches that lead to this overcomplication. (Such as: an over-emphasis on classes and data structure.)
Here is an example of tuning an application that has been written in the way that is generally taught.
I will give a little story about something that happened to me, but not really an answer.
I am developing a project for a client where one part of it is processing very large scans (images) on the server. When i wrote it i was looking for functionality, but i thought of several ways to optimize the code so it was faster and used less memory.
Now an issue has arisen. During Demos to potential clients for this software and beta testing, on the demo unit (self contained laptop) it fails due to too much memory being used. It also fails on the dev server with really large files.
So was it an optimization, or was it a known future bug. Do i fix it or oprtimize it now? well, that is to be determined as their are other priorities as well.
It just makes me wish I did spend the time to reoptimize the code earlier on.
Think about the operational scenarios. ( use cases)
Say that we're making a pizza-shop finder gizmo.
The user turns on the machine. It has to show him the nearest Pizza shop in meaningful time. It Turns out our users want to know fast: in under 15 seconds.
So now, any idea you have, you think: is this going to ever, realistically run in some time less than 15 seconds, less all other time spend doing important stuff..
Or you're a trading system: accurate sums. Less than a millisecond per trade if you can, please. (They'd probably accept 10ms), so , agian: you look at every idea from the relevant scenarios point of view.
Say it's a phone app: has to start in under (how many seconds)
Demonstrations to customers fomr laptops are ALWAYS a scenario. We've got to sell the product.
Maintenance, where some person upgrades the thing are ALWAYS a scenario.
So now, as an example: all the hard, AI heavy, lisp-customized approaches are not suitable.
Or for different strokes, the XML server configuration file is not user friendly enough.
See how that helps.
If I'm concerned about the codes ability to handle data growth, before I get too far along I try to set up sample data sets in large chunk increments to test it with like:
1000 records
10000 records
100000 records
1000000 records
and see where it breaks or becomes un-usable. Then you can decide based on real data if you need to optimize or re-design the core algorithms.