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Rensselaer Polytechnic Institute

ECSE-4760
Real-Time Applications in Control &
Communications
EXPERIMENTS IN DIGITAL LOGIC DESIGN
Number of Sessions 4

INTRODUCTION
Over the past few decades the digital world has come into its own. Even though
engineering has gone into specialization, it is necessary to understand digital circuits to be
able to communicate with others. This experiment attempts to teach a simple method of
designing digital circuits.
Due to the quick pace of the lab, it is highly recommended that you read one of the
references. This will enable you to proceed quickly through the preliminary problems so you
will have more time for the design problems.
The following is an outline of the experiment. Following each section will be a set of
questions that should be answered to show an understanding of the material presented. Any
difficulties should be referred to a reference or your instructor. You should use the
DesignWorks (LogicWorks or any other you may have) logic circuit simulator on the
Macintosh after most sections to cement together all the preceding sections.
BACKGROUND THEORY
Boolean Algebra
Switching Algebra
Combinational Logic
Minimization
Flip-Flops and Registers
Counters
Synthesis of Synchronous Circuits
EXPERIMENTAL PROCEDURE
Questions and Problems
Simulator Operation
REFERENCES
It is required that you show all circuits, as built, in your write-up. Please include equations
too. The first part of the procedure section contains all the questions and problems to be
1

answered and the second part describes the use of DesignWorks. Note: all references to
DesignWorks (on Macintosh computers) throughout this procedure may be replaced with
LogicWorks on the lab Windows PCs.

BACKGROUND THEORY
Since the digital world consists of discrete levels, functions can be described in truth
tables as opposed equations for the continuous world. The three basic digital functions are
AND, OR, and NOT. Their symbols and truth tables are shown below. These functions (from
now on called gates) are such that as soon as the inputs change, the outputs will also
change. (There actually is a small delay dependent on the type of gate. See reference [1].)
INPUT

A
B

OUTPUT
F

FIGURE 1. AND gate and truth table.


INPUT

A
B

OUTPUT

FIGURE 2. OR gate and truth table.


A

F
A

INPUT

OUTPUT

FIGURE 3. NOT gate and truth table.


Very often an OR and AND gate will have a NOT at the end of it (because of hardware
considerations). These will then be called NOR and NAND gates respectively.
Please do problem 1 in the QUESTIONS AND PROBLEMS of the EXPERIMENTAL
PROCEDURE.
BOOLEAN ALGEBRA
George Boole (1815-64) introduced an algebra of logic in the mid-1800's, however, the
present-day application of Boolean algebra is credited to a paper by C. Shannon in 1938. The
techniques and manipulations provided by Boolean Algebra are a necessity to efficient logic
design.
A. Definition

A set of elements B and two binary operations '+' and '' over B form a Boolean Algebra
{B, +, } if and only if the following postulates hold:
Postulate 1 - The set of B objects or elements are subject to an equivalence relationship,
denoted '=', which satisfies the principle of substitution, i.e., if A = B, A may be
substituted for B in any expression involving B without affecting the validity of the
expression. As in ordinary algebra, the letters of the alphabet are used to represent
variables.
Postulate 2 (Closure) - Whenever A, B B then
(A + B) B
(A B) B
Postulate 3 (Identity) - There exist two identity elements (called 0 and 1) such that:
0 + A = A + 0 = A (additive identity)
1 A = A 1 = A (multiplicative identity)
Postulate 4 - '+' and '' are:
i. commutative
A+B=B+A
AB=BA
ii. associative
A + (B + C) = (A + B) + C
A (B C) = (A B) C
iii. distributive over each other
A (B + C) = (A B) + (A C)
A + (B C) = (A + B) (A + C)
Postulate 5 - For every element A in B there exists an element A(termed the
complement of A) such that:
A A 1
A A 0

Postulate 6 - There are at least two elements X and Y in B such


that X Y.
B. Theorems

1. The 0 and 1 elements are unique.


2. For every element A in B: A + A = A and A A = A
3. A + 1 = 1 and A 0 = 0
4. The elements 0 and 1 are distinct and 1 0 or 0 1 .
5. A + AB = A and A (A + B) = A. This is often termed the absorption rule. (The '' is
understood, thus A B = AB)
6. A (A) A
7. A AB A B and A (A
B) AB
8. (A B) (A C) AC AB and AB BC
9. DeMorgan's Theorem

AC AB AC

AB A B

A B A B

C. Duality

Notice that the previous postulates and theorems were given in pairs. In each case one
postulate in a pair can be obtained from the other by interchanging 0 and 1 along with '+'
and ''. This is called the principle of duality. Every theorem which can be proven for Boolean
algebra has a dual which is also true. For example:
A+0=A
A1=A

and
A + (B C) = (A + B) (A + C)
A (B + C) = (A B) + (A C)
SWITCHING ALGEBRA
Switching algebra is a mathematical framework for the design and analysis of logic
networks using binary decision-making elements such as NAND and NOR gates. The
distinctive feature is that variables and functions can assume only two values, 0 and 1. Thus
Switching algebra is a subset of Boolean algebra restricted to two elements ( B = 0, 1).
Switching algebra will provide a means of describing functional relationships in a form that
corresponds precisely to a network of gates.
A. Properties of Switching Algebra
1. Distinctness of 0 and 1
X 0 if and only if X = 1
X 1 if and only if X = 0
2. Operations
AND, ''
00=0
01=10=0
11=1
OR, '+'
0+0=0
0+1=1+0=1
1+1=1
NOT, '
'

1 0
0 1
The associative law allows us to extend definitions of AND and OR to many variables.
Thus
for Z = A + B + C + D + E, then Z = 1 if any of A, B, C, D, or E is 1, in any
combination.
Similarly Z = ABCDE is 1 if and only if all the variables A, B, C, D, and E are 1.

B. DeMorgan's Theorem
The two basic duals of the theorem are:

XY X Y
X Y X Y

DeMorgan's theorem as well as other theorems can be extended to many variables:

ABCDE... A B C D E ...
A B C ... A B C ...
DeMorgan's theorem expresses a relationship between AND and OR that is important to

recognize. Consider the equation Z = A + B + C. We could interpret this as Z = 1 when A or


B or C is 1. An alternative is Z = 0 if A and B and C are 0. This is represented by Z A B C
which is equivalent to Z = A + B + C by DeMorgan's theorem.

All this leads to the need to realize that a gate can be realized by its dual using

DeMorgan's theorem. Some examples are as follows:

AND version
F =AB

OR version

A
B

A
B

F = A + B

A circle represents a NOT.

F =AB

A
B

F = A + B

A
B

F = A B

A
B

F =A +B

A
B

FIGURE 4.
It is important to note that AB and A B are not equivalent expressions. The truth
table for both is shown below.
INPUT

OUTPUT

AB
AB

0
0
0

FIGURE 5.
Answer question 2 in the QUESTIONS AND PROBLEMS of the EXPERIMENTAL PROCEDURE.
COMBINATIONAL LOGIC
Combinational logic refers to networks whose outputs depend solely on their inputs, and
not on any previous state. The analysis of combinational logic requires the writing of the
Boolean algebra equation for each element of the network, and then combining these for the
final output equation. For example:

A
B
C
A
B
C

E = A B C

E1

F
E2

E 2= A B C

E1 ABC

F = E1 + E2

E 2 ABC

F = A B C + A B C

E 3 E1 E 2
F ABC ABC

FIGURE
6.
The truth table is:

INPUT

OUTPUT

Sequence

ABC

ABC

ABC

ABC


ABC

ABC

ABC

ABC

FIGURE 7.
DeMorgan's theorem states that AB A B. Therefore a NAND gate is also a NOT OR
gate, as shown below.
A
B

A
B

F 1

F 2 = A

F 1 = AB

F1 AB

F 2
+
B

F2 A B

FIGURE 8.

When analyzing NAND circuits, a NOTed-OR can be substituted in place of a NAND gate.
This is
usually done at odd levels as shown below.

A
B

A
B

E 1

E 1

F 1
C
D

E2

F 2

E
E

F1 = AB CD

C
D

AB
1 =

E2

2 = CD

= AB

+CD

=F 2

E1 AB
E 2 CD
F1 ABCD AB CD F2
FIGURE 9.

mainly for the simplicity of their hardware components. Analysis of


NAND gates are used
NOR circuits follows similar reasoning.
Synthesis of combinational logic is just the reverse of analysis. Implement each section
of a Boolean equation and then OR or AND the sections together to get the final output. For
example, implement F AB ACD using NAND logic.

A
B

E1
F

A
C
D

E 1 = AB

E 2 = ACD

E1 AB

F = AB +ACD

E 2 ACD

E2

F AB ACD

FIGURE
10.
Implement F AB D(B C)

E1

A
B

E 1 =AB
F

D
B
C

E3

E 2 =B + C

E 3 =D ( B + C )

F =AB +D ( B + C )

E2

E1 AB
E2 B C
E 3 D(B C)
F AB D(B C)

FIGURE 11.

Sum of Products, Products of Sums


There are two basic forms in which a Boolean algebraic expression can be written. These
are the sum of products (SOP) and the product of sums (POS). That is, the expression
AB AB is an ORing of the two ANDed terms. The ANDed terms, AB and AB, are called
product terms. The ORing is the sum of the terms. Therefore, the above expression is a sum
of products. Likewise, a product of sums expression could be (A B)(A B) .

Answer question 3 in the QUESTIONS AND PROBLEMS of the EXPERIMENTAL


PROCEDURE.

MINIMIZATION

Algebra theorems provide the fundamental tools of minimization. Reduction such as


A AB A B are easily recognized while others, such as AB BC AC , are not as
obvious. For example, reduce F ABC ABC B BD by algebraic manipulation
F BC (A A) B BD

BC B D
BC D

Reduce

F AB BC AC

AB (A A) BC AC
AB ABC ABC AC
AB(1 C) AC (B 1)
AB AC

Algebraic reduction of Boolean functions is not easy and requires considerable


experience, judgment, and luck. This becomes more apparent as the complexity of the
function increases. As a result, the use of Karnaugh Maps, which is a powerful tool in
minimizing logic, will be taught.
A. Karnaugh Maps
Each variable can exist as either of two values; 0 and 1. Two squares can represent this.
A

FIGURE 12.
Similarly, two variables can be described as follows:

A B

AB

A B

AB

or

00

01

10

11

FIGURE 13.
Thus A 1, A 0, B 1, B 0 . The map then looks as follows:
B
A
0
1
0 A B AB
1 AB AB

FIGURE 14.


The two combinations of A are
listed on top, and the two combinations of B are listed on

the side. The intersections form the fourunique combinations of the two variables.

The K-map representation is constructed by placing a 1 in any cell for which the function
of the variables is 1. Therefore the function F AB AB can be mapped as:
B
A
0
1

0
1
0

F A B AB

FIGURE 15.

The way of minimizing algebra can be easily seen by the function


B
A
0
1

0
0
1

1
0
1

F AB
AB
FIGURE 16.

F AB AB A

It can be obviously seen from the map that when A = 1, F = 1 regardless of the value of
B. It is this property, of visually recognizing two adjacent ones, that makes K-maps such a
powerful tool. Although the 2-variable problem is trivial, K-maps can be extended to 3, 4, and
more variables.

AB

CD

AB

00

01

11

10

00 ABC

ABC

00 ABCD ABCD ABCD ABCD

ABC

ABC

01 ABCD ABCD ABCD ABCD

11 ABC

ABC

11 ABCD ABCD ABCD ABCD

ABC

ABC

10 ABCD ABCD ABCD ABCD

01
10

FIGURE 17. Methods of representing 3 and 4 variable


maps.
B. Minimum Sum of Products
There are two rules. The first is to order the variables so that only one variable changes
at a time (see FIGURE 17). This is important because when two adjacent 1 valued cells are
paired, only one variable changes and that is the redundant variable.
The second rule is to group the 1's in the largest power of two possible. This way one,
two,
or
more
variables
can
be
seen
as
redundant.
For
example,
F A B C D AB C D ABCD A BCD A B CD A BCD AB CD can be minimized
as follows.

AB

CD
00

00

01

11

01

11
10

10
1
1

FIGURE 18.
By pairing 1's, F reduces to B C D A CD ACD A BC . Notice that groups can be
extended off the edge of the map. Continuing by trying to group the largest power of two
takes the following form.

AB

CD
00

00

01

11

01

11
10

10
1
1

FIGURE 19.

The function is now F CD BD ABC . Notice how the four corners combine. This may
seem odd, but if the map is enlarged (adding no new information), this will become obvious.

CD

AB

00

00

01

11

10

00

01

11

10

00

FIGURE 20.
There are times when you have a choice in covering (drawing circles around) the 1's. In
this case you pick the coverage that suits other parameters. For example,
CD
AB
00
01

00

01

11

10

1
1

11
10

F ABD BD ACD
or

F ABD BD ABC

FIGURE 21.

To include both covers would add a redundant term to F.


In summary, to minimize the terms of a function, get the fewest covers, covering the
largest area possible. As a closing note, sometimes there will arise a switching application
that will not contain all the possible values needed to fill a K-map. In this condition, you don't
really care if a cell is zero or one. Therefore it is correct to cover the largest possible area
including don't care's. For example,
CD
AB
00
01

00
1
0

01
d
0

11
1
0

10
1
0

11
10

d
0

0
0

1
1

1
d

d = dont care

F AB AC

FIGURE 22.

Answer question 4 in the QUESTIONS AND PROBLEMS of the EXPERIMENTAL PROCEDURE.


FLIP-FLOPS AND REGISTERS

10

One of the most common types of memory is the flip-flop (otherwise known as the
bistable multivibrator). The four we will be concerned about are S-R, J-K, T, and D. The
characteristics of each of the flip-flops will be covered in this section. The C input is the clock
input used in some flip-flops to synchronize transitions.
A. S-R Flip-Flop (LATCH)
FIGURE 23 shows the logic circuit for the flip-flop constructed with two NAND gates. Also
shown are the symbol and operation table. Note that the output Q is not necessarily the
complement of Q.

INPUT

Q
`S

`R

(a) Logic Circuit

(b) Symbol

OUTPU T
R

previous value

(c) Operation Table


FIGURE 23. Latch.
As can be seen, the outputs are uniquely determined by the inputs except for the (1,1)
condition where the output stays at its previous state. Problems occur when the inputs
switch from (0,0) to (1,1) simultaneously. In the real world there would be a race between
the gates.
B. J-K Flip-Flop
FIGURE 24 shows the symbol and operation table for a J-K flip-flop.

INPUT
J
C
K

Q
Q

(a) Symbol

OUTPUT
Q

no change

complement

(b) Operation Table


FIGURE 24. J-K flip-flop.
C. D Flip-Flop
FIGURE 25 shows the symbol and operation table for a D flip-flop. As can be seen, it is
easily constructed from a J-K flip-flop.

11

INPUT
J
C
K

(a) Logic Circuit

OUTPUT
(after C.P.)

(b) Symbol

(c) Operation Table


FIGURE 25. D flip-flop.
The D flip-flop will simply assume the state of the input after a clock pulse. This is useful
as a delay element and when transferring bits from one source to another. The D flip-flop is
commonly used in shift registers.
D. T Flip-Flop
FIGURE 26 describes the T flip-flop. As shown, the T flip-flop is simply a J-K flip-flop with
the two inputs connected. It is commonly used in counters.

INPUT
J
C
K

(a) Logic Circuit

OUTPUT
(after C.P.)

(b) Symbol

no change

complement

(c) Operation Table


FIGURE 26. T flip-flop.
E. Shift Registers
Shift registers occupy an important position in most digital systems. They are often used
to momentarily store binary information needed to be coded or decoded. They also play an
important link between systems using sequential I/O channels.
The flip-flops in a register must be wired so binary data can be inserted (shifted) into the
register, and probably shifted out as well.
F. Serial Shift Registers
Serial shift registers involve shifting bits into the register one at a time in a series
fashion. A five bit serial shift register is shown below using D flip-flops. Data shifts from a
flip-flop to the next one to its right, on each clock pulse.

12

0
DATA INPUT

DATA OUTPUT

FIGURE 27. Serial shift register.


Data can be taken out in a parallel or serial fashion, as shown.
G. Parallel Load Shift Registers
A second method of loading a register is by shifting in all the bits in parallel at the same
time (for example from a decoder). An example of a 3-bit parallel shift register is shown
below.
SHIFT
X2

X1

J
C
K

X0

J
C
K

Q
Q

J
C
K

RESET

FIGURE 28.
When the shift line goes high, the outputs of the AND gates take on the values of X. On the
next clock, this information is shifted into the register. To reset the register, the reset line
goes high and the shift line low so that all the Q's will turn low on the next clock pulse. Thus
this configuration requires two clock pulses; one to reset and one to load.
Probably the most useful register is a parallel load, serial shift register that lets you
control either mode. That type of register incorporates the two previous techniques.
Answer question 5 in the QUESTIONS AND PROBLEMS of the EXPERIMENTAL PROCEDURE.
COUNTERS
Only synchronous counters will be described because of their simplicity. A synchronous
counter is one in which all the flip-flops change state simultaneously since all the clocks
inputs are tied together. Counters are usually constructed of T flip-flops since the flip-flops
only have to toggle at a given sequence. A 3-bit synchronous counter is shown below.

13

T
C

Q
Q

FIGURE 29. 3-Bit synchronous counter.


The equations for the flip-flops are T1 = 1; T2 = Q1; T3 = Q1 Q2. Thus T1 toggles at every
clock pulse, T2 toggles only when Q1 is high, on every other clock pulse, and finally T3 toggles
when both Q1 and Q2 are high, or every fourth clock pulse. The counting sequence is shown
below:
STATE
Count

r e p e a t

FIGURE 30. Counting sequence.


This type of counter can be extended by the following set of equations.
T1 = 1
T2 = T1
T3 = T1T2
Tn = T1T2Tn-1
Counter Designs
The 'Detect and Steer' method works by constructing the appropriate combinational
control logic at the input of each flip-flop so that the counter progresses through the desired
states. A list of general steps used to design a counter by this method is shown below.
1. Start by writing the desired counting sequence.
2. From 1 determine which flip-flop must change when going from the last state to the
first.
3. Generate the control circuitry for each flip-flop from the analysis done in 2.

14

4. This can best be shown by the following design of a Mod-11 synchronous binary
counter.

STATE

Inhibit D,
Force A & C

A is the most significant bit

Count

Decimal

10

10

C changes

11

A,C change

D is the least significant bit

C changes
B,C change
C changes
A,B,C change

r e p e a t

12

FIGURE 31.
To find the expression for the T flip-flop inputs, note that there are several unused states
that will add dont cares to the K-map. These are ABCD = 1011, 1100, 1101, 1110 & 1111.
For the T4 input for A, this flip-flop should change (T 4 = 1) when ABCD = 0111 & 1010. The Kmap with the dont cares will be:
CD
AB
00
01
11
10

00

01

11

10

1
d
d

d
1

d = dont care
T4 = BCD + AC

Similarly, T3 for B needs to be 1 when ABCD = 0011 & 0111. The corresponding K-map is:
CD
AB
00
01
11
10

00

01

11
1
1
d
d

10

d = dont care
T3 = CD

You should work out the expression for Cs T 2 flip-flop, noting that there will be six 1s in the
K-map. The T1 expression for D could also be done this way, but since D changes almost
every time, it is easier to look at the case when it doesnt change. Instead of filling up the K15

map with all 1s except for the lower right corner, we will put a 0 in for the ABCD = 1010
state and find the inverse (NOT) expression. Now the K-map will look like:
CD
AB
00
01
11
10

00
1
1
d
1

01
1
1
d
1

11
1
1
d
d

10
1
1
d
0

d = dont care
T1 = AC

Once we detect the 1010 state for D (detecting AC) we can summarize all the T flip-flop
input expressions:
D = T1 = A C
inhibits only on A C; otherwise 1
C = T2 = D + A C
A C is the force term
B = T3 = C D
A = T4 = B C D + A C
A C is the force term

The logic for the Mod-11 counter is shown below:

AC
T
C

Q
Q

T
C

Q
Q

T
C

FIGURE 32.
Answer question 6 in the QUESTIONS AND PROBLEMS of the EXPERIMENTAL PROCEDURE.
SYNTHESIS OF SYNCHRONOUS CIRCUITS (see Ref. [2])
The synthesis of a logic circuit is one of the most difficult aspects of digital circuit design.
The designer must balance the cost of his time spent on the design to the cost of the logic
used. (This really applies to prototypes. For production, the designer will be more interested
in minimizing his circuit than minimizing his time.) There is a method, which will be
explained, that minimizes the designer's time spent working out his circuit, and maximizes
his time where thought process is needed flow-charting.
Flow-charting is used everywhere. In composition it is called an outline. Programmers use
it. In flow-charting a finite state machine, the designer takes all the specs and puts it into his
flow chart.
Let's take a simple example - the design of a Mod-8 counter. You already know how to
design T-FF counters. This time we will synthesize a D-FF counter. Since 8 distinct outputs
are needed, the design calls for 8 states since each output will depend on the state you are
in. The flow chart is as follows:

16

/000

/001

/010

/011

/100

/101

/110

/111

FIGURE 33.
Each state is represented by a circled letter. The arrow points to the next state following
a clock pulse. For a simple counter, the arrows just follow a string. The number following the
slash shows the desired output at each transition. If there was an input it would be put in
front of the slash.
Let's continue. Suppose we wanted an up/down counter dependent upon an input, X.
When X = 1 the counter counts up and for X = 0 the counter counts down. The
implementation of this flow chart is just as simple. We now have arrows in both directions,
dependent on X.

X/000
A

X/001
B

X/000

X/001

X/010
C

X/010

X/011
D

X/011

X/100
E

X/100

X/101
F

X/101

X/110
G

X/110

X/111
H

X/111

FIGURE 34.
On

X(when

X 0 ) the arrows point backwards. The outputs follow similar reasoning.

Now for a final extension. The new design calls for two inputs X,Y. On 0,1 you have a
down counter; on 1,0 you have an up counter; and on 0,0 and 1,1 you stop counting. Only
the first 4 states will be shown.

11
00/000

01/111

01/000
A

10/000

11
00/001

01/001
B

10/001

11
00/010

11
00/011

01/010
C

10/010

01/011
D

10/011

10/100

FIGURE 35.
Once a good working flow chart has been accomplished (minimization will not be
covered) the rest is pure mechanics. The step after the flow chart is to write a state table.
Let's work on a simple 4 state up/down counter. This table simply lists each state on the left,
and the transition to the next state inside the box, dependent on the input variable X. From
the state table, an excitation table is written. Using K-map techniques, a state representation
is made and inserted for each state. Notice that only one variable changes at a time when
using a K-map. Using K-map techniques, the equations for each flip-flop are found. Note that
Q1Q2 are the outputs of flip-flops. The digits inside the box are for the inputs of the flip-flops.

17

X
A

0
D

1
B

X
Q1Q2
(A)
00
(B)
01
(C)
11
(D)
10

State Table

0
11

1
01

00

10

01

11

10

00

Excitation Table

Q1 XQ 2 XQ 2
Q
2 XQ1 XQ1

Excitation Equations

FIGURE 36.
Going back to the flow chart, an output table is written. It may seem a little odd that each
state codes for two outputs, but you must realize that the coding is for the next state, not
the immediate state. Finally, the equations for the outputs are written.
X
Q 1Q 2
0
(A) 00
11
(B) 01
00
(C) 11
01
(D) 10
10
Output Table

1
01
10
11
00

O1 XQ 2 XQ 2 Q1
O 2 Q1Q 2 Q1Q 2
Output Equations

FIGURE
37.
That is all there is to this type of synchronous synthesis. Once the equations are written,
they can easily be converted to actual logic.
Here is one more example and then you are on your own. It is desired to design a
synchronous machine to decode a series of ones and zeros into a special output sequence.
The input is X and the output is Z:
start
continue
X0
1 0 0 0 0 1 1 1 0 0 0 1 1 0 1
X
Z0
1 1 0 1 0 1 1 1 1 0 1 1 1 1 1
Z
The first observation is that there is a 1 output for every 1 input. The next observation is
that the output toggles on a zero input after the first zero input. Start with state A. On a 1
input, a 1 is output and there is no need to leave state A. On the other hand, there are two
outputs for a zero input so it takes 2 states to code for the two outputs. Therefore the flow
chart is as follows:
0/0
1/1
1/1

Notation: INPUT/OUTPUT

0/1

FIGURE 38.
Note that all possible inputs at every state are accounted for. In this particular case,
there are a few simple flow charts that will do the trick. Experience will allow you to pick the

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simplest. In this case, since we will use a D-FF and assign 0 for state A, it is simplest to let
everything fall back to A. The state-output table is:

X
0
1
A
B/
A/1
1
B
A/
A/1
0
State-Output Table
FIGURE 39.
The excitation table and equation is:
X
Q
0
1
(A) 0
1
0
(B) 1
0
0
Excitation Table

Q XQ
Excitation Equation
FIGURE
40.

the output table and equation is:


X
Q
0
1
(A) 0
1
1
(B) 1
0
1
Output Table

O X Q

Output Equation

FIGURE
41.

The final circuit is simply


X

FIGURE 42.
Answer question 7 in the QUESTIONS AND PROBLEMS of the EXPERIMENTAL PROCEDURE.

EXPERIMENTAL PROCEDURE
QUESTIONS AND PROBLEMS

19

This procedure consists of seven short answer problems and one major design project.
You should plan to finish questions 1 - 7 during one lab session. The other 3 sessions are to
be devoted to your design project.
All the problems solved should have figures, either drawn by hand or printed out from
DesignWorks. If you are printing out circuits, move them to the top of the page. This will
save paper and speed up printing. You may also construct several circuits on the same page
before printing.
1. a) Build (from this point on, the word build will be used to mean design, test, and write in
your lab book) a four input NAND gate using gates with 2 inputs. Write down the truth
table.
b) Do the same for a 4 input NOR gate.
2. a) Prove to yourself DeMorgan's theorem using DesignWorks.
b) Show, one step at a time, that
A + ( B C) = (A + B) (A + C)
for A = 0, B = 1, C = 1.
c) What is the dual of:

A (B + C) + (D A) (C + D)

3. a) Analyze the following in two ways to get sums of product and product of sums
equations. Then show how you can get one from the other using DeMorgan's Theorem.
E1

A
B

C
D
F

E2

C
A

FIGURE 43.
b) Implement F AB A B using NAND logic. AB A B is called an exclusive or. Draw
a truth table and test it on the simulator.
4. a) Minimize F A BC D ABCD AB CD A B CD ABC D AB CD A BCD .
both versions on DesignWorks.
Test out
b)

Minimize

and

give

the

truth

table

for

the

reduced

version

where

F
A B C D E AB CD E A BC D E AB C D E A B CD E A BC D E AB CD E ABC D E A B

(Note that this can be reduced to a 4 variable map.)

c) Write the equation for the following:

20

AB

CD

00

01

11

10

00

01

11

10

d = don't care

FIGURE 44.
5. a) Familiarize yourself with the flip-flops available on DesignWorks by entering them and
testing them.
b) Use the clock on a J-K flip-flop. Naming the clock signal and the output gives a timing
diagram.
c) Simulate a 3-bit serial shift using J-K flip-flops and a switch for the input.
6. Design and build a counter that will go through the following sequence. Show all work.
STATE
A

Note: state '4' is skipped

r e p e a t

FIGURE 45.
7. a) Build a one stage full adder with inputs X, Y, and carry in from previous stage. There
should be outputs of a sum and a carry out. Draw the necessary truth tables.
b) How could this be expanded to create an n-stage adder? Assuming each gate has a
delay, can all the n bits be added at the same time?
8. Decide on a project, design it and build it. Show your instructor what your project is
before you start it. This project should be fairly complicated and not a common function
from a TTL data book. A function that accepts certain inputs in certain sequences and
causes different patterns to appear on the available outputs is appropriate. In other
words, the design should be unique. See guidelines below.
DESIGN PROJECT
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For this final part of the logic design lab, you are to design and implement a machine of
your own choice on DesignWorks. Here are some hints and rules:
1. The design must have both combinational and sequential logic (flip-flops).
2. The design must have some user input (more is usually better).
3. The design must have some output (more is usually better).
4. The design must be implementable, even if your attempt to implement it didn't quite
work (in which case say why it didn't work in your lab report).
5. Show your T.A. the working model and he will sign it.
6. In short, the more impressive your design, the higher your grade (if it works). If your
design does something fantastic, say so on your lab write-up. Brag about your design.
7. The design ought to be relevant. That is, it should do something that has some use
(even a game), rather than some arbitrary function.
8. All parts of the design ought to have a bearing on the output; i.e., a flip-flop connected
to nothing doesn't satisfy the requirements of sequential logic.
Following these simple guidelines this should produce a good project. Suggested projects
are:
1. A simple game like Mastermind.
2. A message scroll.
3. A traffic light controller.
4. A serial to parallel/parallel to serial converter.
5. An Arithmetic-Logic Unit (ALU).
You may use the hex-keyboard and display options wherever needed or desired. There is
a device editor available on DesignWorks that allows you to make your design modular. You
are encouraged to do this.
SIMULATOR OPERATION
Some Pointers on the Use of DesignWorks
Listed are some points that should help you get started on the DesignWorks package on
the Macintosh. Also shown is a simple example. Students are advised to work through the
example before proceeding with the lab. Further information on the package should not be
difficult to find from the manual.
The manual should also be able to give you ideas for the final design project.
1. Open the DesignWorks folder by clicking the mouse twice on it.
2. Click twice on the icon labeled DesignWorks 2.5.4 (or latest version).
3. If necessary, go to the File menu at the top of the screen and open a new circuit. A
circuit template and a timing diagram appears on the screen. Work through the example
shown below.
Example
Let us try to construct the circuit shown below:
A
B

FIGURE 46. Example circuit.

22

The following components have to be assembled:


NAND gate: Select a 2-input NAND gate NAND-2 from the Gates option within the
selection labeled Libraries at the top of the screen. A mouse click places the NAND gate
or any other selected component on the circuit template. Repeated clicks will place
additional components. When you have all the gates you need, press the Space Bar. This
will yield the cursor.
Connections: A connection may be made by clicking the cursor near a lead, and drawing
it across to the required place. When a connection is established between two circuit
components, the signal line flashes briefly.
Naming signals: At the bottom left corner of the circuit template is a set of cursor
selections. Select the pen. Clicking the pen on a signal line causes it to flash, and a text
cursor appears. Name the signal and press return when done. The signal will immediately
be assigned an area on the timing diagram. Label the signals A, B, and C as shown in
FIGURE 46. In addition, the pen may be used to write any text on the circuit template; e.g.
the NAND gate may be labeled NAND.
Switch: To be able to change the values of the input, switches need to be connected to
points A and B. Select Switch from the I/O option under the Libraries menu selection.
Connections are made as described above. The input value of may be changed by clicking
the mouse on the switch.
Probe: The value of an input or an output may be determined by using a Probe. The
Probe selection appears in the I/O option. Connect probes to points A, B, and C. The
completed circuit is shown in FIGURE 47 for two input value sets. The arrow switch
options may be used to rotate a probe as shown by Probe2 below.
Probe1
1
0
1
0

Probe3

NAND1

NAND2
C

Probe2
Probe1
1
0
1
0

Probe3

NAND1

NAND2
C

Probe2

FIGURE 47. The completed circuit.

23

REFERENCES
[1] Huges, John L., Digital Computer Lab Workbook, Digital Equipment Corporation, 1969.
[2] Kohavi, Zvi, Switching and Finite Automata Theory, McGraw-Hill, 1970, Chapters 3, 4, 5,
and 9.
[3] Mowle, F. W., A Systematic Approach to Digital Logic Design, Addison Wesley, 1976,
Chapters 3, 4, 5, 8, and 9.

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