0% found this document useful (0 votes)
22 views72 pages

System C

Uploaded by

Boukadida Omar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
22 views72 pages

System C

Uploaded by

Boukadida Omar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 72

MAIN POINTS

1 • C++
• OOP 2 SystemC 3 TLM
DIFFERENCE BETWEEN C AND C++
C C++
• C Supports Procedural Program • C++ is known as hybrid language,
because it support both procedural and
OOP
• As C doesn’t support the OOPS concept , • C++ has support for polymorphism,
so it has no support for polymorphism, encapsulation and inheritance as it is an
encapsulation and inheritance OOPS language

• C is a subset of C++ • C++ is a subset of C


• C contains 32 Keywords • C++ contains 52 keywords (Public,
Private, Protected, try, catch, throw)
• C is a function driven language • C++ is an object driven language
• Function and Operator overloading is not • C++ supports function & operator
support in c overloading

• C doesn’t support exception handling • C++ supports exception handling using


try and catch
OOPS IN C++

The Main aim of OOP , is to bind


together the data and functions the
operate on them . So that, no other part
of the code can access this data except
this Function
TYPES OF OOPS

Encapsulation Abstraction

Object Polymorphism

Class OOPS Inheritance


OBJECT-ORIENTED PROGRAMMING
TERMINOLOGY
•class: like a struct (allows bundling of related variables),
but variables and functions in the class can have different
properties than in a struct

• object: an instance of a class, in the same way that a


variable can be an instance of a struct
CLASSES AND OBJECTS
• A Class is like a blueprint and objects are like
houses built from the blueprint
OBJECT-ORIENTED PROGRAMMING
TERMINOLOGY
•attributes: members of a class

•methods or behaviors: member functions of a


class
MORE OBJECT TERMS
• data hiding: restricting access to certain members of an
object

• public interface: members of an object that are


available outside of the object. This allows the object
to provide access to some data and functions without
sharing its internal details and design, and provides
some protection from data corruption
CREATING A CLASS

• Objects are created from a class


• Format:
class ClassName
{
declaration;
declaration;
};

10
CLASSIC CLASS EXAMPLE

11
ACCESS SPECIFIERS

• Used to control access to members of the class


• public: can be accessed by functions outside of the class
• private: can only be called by or accessed by functions that are members
of the class
• In the example on the next slide, note that the functions are prototypes only
(so far)

12
CLASS EXAMPLE

13
ACCESS SPECIFIERS
Private Members

Public Members

14
ACCESS SPECIFIERS (CONTINUED)

• Can be listed in any order in a class

• Can appear multiple times in a class

• If not specified, the default is private

15
USING CONST WITH MEMBER FUNCTIONS

• const appearing after the parentheses in a member function declaration


specifies that the function will not change any data in the calling object.

16
DEFINING A MEMBER FUNCTION

• When defining a member function:


– Put prototype in class declaration
– Define function using class name and scope resolution operator (::)
int Rectangle::setWidth(double w)
{
width = w;
}

17
GLOBAL FUNCTIONS

• Functions that are not part of a class, that is, do not have the Class::name
notation, are global. This is what we have done up to this point.

18
ACCESSORS AND MUTATORS

• Mutator: a member function that stores a value in a private member variable,


or changes its value in some way

• Accessor: function that retrieves a value from a private member variable.


Accessors do not change an object's data, so they should be marked const.

19
DEFINING AN INSTANCE OF A CLASS

• An object is an instance of a class


• Defined like structure variables:
Rectangle r;
• Access members using dot operator:
r.setWidth(5.2);
cout << r.getWidth();
• Compiler error if you attempt to access a private member using dot
operator

20
DERIVED ATTRIBUTES

• Some data must be stored as an attribute.


• Other data should be computed. If we stored “area” as a field, its value
would have to change whenever we changed length or width.
• In a class about a “person,” store birth date and compute age

21
POINTERS TO OBJECTS

• Can define a pointer to an object:


Rectangle *rPtr;

• Can access public members via pointer:


rPtr = &otherRectangle;
rPtr->setLength(12.5);
cout << rPtr->getLength() << endl;

22
DYNAMICALLY ALLOCATING OBJECTS

Rectangle *r1;
r1 = new Rectangle();
• This allocates a rectangle and returns a pointer to it. Then:
r1->setWidth(12.4);

23
PRIVATE MEMBERS

• Making data members private provides data protection

• Data can be accessed only through public functions

• Public functions define the class’s public interface

24
PRIVATE MEMBERS

Code outside the class must use the class's


public member functions to interact with the
object.

25
SEPARATING SPECIFICATION FROM IMPLEMENTATION

• Place class declaration in a header file that serves as the class specification
file. Name the file ClassName.h, for example, Rectangle.h
• Place member function definitions in ClassName.cpp, for example,
Rectangle.cpp File should #include the class specification file
• Programs that use the class must #include the class specification file, and
be compiled and linked with the member function definitions

26
INLINE MEMBER FUNCTIONS

• Member functions can be defined


• inline: in class declaration
• after the class declaration

• Inline appropriate for short function bodies:


int getWidth() const
{ return width; }

27
TRADEOFFS – INLINE VS. REGULAR MEMBER FUNCTIONS

• Regular functions – when called, compiler stores return address of call,


allocates memory for local variables, etc.

• Code for an inline function is copied into program in place of call – larger
executable program, but no function call overhead, hence faster execution

28
CONSTRUCTORS

• Member function that is automatically called when an object is created


• Purpose is to construct an object and do initialization if necessary
• Constructor function name is class name
• Has no return type specified
• (What is the real return type?)

29
DEFAULT CONSTRUCTORS

• A default constructor is a constructor that takes no arguments.


• If you write a class with no constructor at all, C++ will write a
default constructor for you, one that does nothing.
• A simple instantiation of a class (with no arguments) calls the
default constructor:
Rectangle r;

30
PASSING ARGUMENTS TO CONSTRUCTORS

• To create a constructor that takes arguments:


• indicate parameters in prototype:
Rectangle(double, double);

• Use parameters in the definition:


Rectangle::Rectangle(double w, double len)
{
width = w;
length = len;
}

31
PASSING ARGUMENTS TO CONSTRUCTORS

• You can pass arguments to the constructor when you create an


object:

Rectangle r(10, 5);

32
MORE ABOUT DEFAULT CONSTRUCTORS

• If all of a constructor's parameters have default arguments,


then it is a default constructor. For example:

Rectangle(double = 0, double = 0);

• Creating an object and passing no arguments will cause this


constructor to execute:
Rectangle r;
33
CLASSES WITH NO DEFAULT CONSTRUCTOR

• When all of a class's constructors require arguments, then the class has NO
default constructor
• When this is the case, you must pass the required arguments to the constructor
when creating an object

34
DESTRUCTORS

• Member function automatically called when an object is destroyed


• Destructor name is ~classname, e.g., ~Rectangle
• Has no return type; takes no arguments
• Only one destructor per class, i.e., it cannot be overloaded
• If constructor allocates dynamic memory, destructor should release it

35
CONSTRUCTORS, DESTRUCTORS,
AND DYNAMICALLY ALLOCATED OBJECTS

• When an object is dynamically allocated with the new operator, its constructor
executes:

Rectangle *r = new Rectangle(10, 20);

• When the object is destroyed, its destructor executes:


delete r;

36
OVERLOADING CONSTRUCTORS

• A class can have more than one constructor


Overloaded constructors in a class must have different parameter lists:
Rectangle();
Rectangle(double);
Rectangle(double, double);

37
ONLY ONE DEFAULT CONSTRUCTOR AND ONE
DESTRUCTOR

• Do not provide more than one default constructor for a class: one that
takes no arguments and one that has default arguments for all
parameters
Square();
Square(int = 0); // will not compile

• Since a destructor takes no arguments, there can only be one destructor


for a class
38
MEMBER FUNCTION OVERLOADING

• Non-constructor member functions can also be overloaded:


void setCost(double);
void setCost(char *);

• Must have unique parameter lists as for constructors

39
USING PRIVATE MEMBER FUNCTIONS

• A private member function can only be called by another member function


• It is used for internal processing by the class, not for use outside of the class
• If you wrote a class that had a public sort function and needed a function to
swap two elements, you’d make that private

40
ARRAYS OF OBJECTS

• Objects can be the elements of an array:


Rectangle rooms[8];

• Default constructor for object is used when array is defined

41
ARRAYS OF OBJECTS

Must use initializer list to invoke constructor that takes arguments:

Rectangle rArray[3]={Rectangle(2.1,3.2),
Rectangle(4.1, 9.9),
Rectangle(11.2, 31.4)};

42
ARRAYS OF OBJECTS

• It isn't necessary to call the same constructor for each object in an array:
Rectangle rArray[3]={Rectangle(2.1,3.2),
Rectangle(),
Rectangle(11.2, 31.4)};

43
ACCESSING OBJECTS IN AN ARRAY

• Objects in an array are referenced using subscripts


• Member functions are referenced using dot notation:
rArray[1].setWidth(11.3);
cout << rArray[1].getArea();

44
THE UNIFIED MODELING LANGUAGE

• UML stands for Unified Modeling Language.

• The UML provides a set of standard diagrams for graphically depicting


object-oriented systems

45
UML CLASS DIAGRAM

• A UML diagram for a class has three main


sections.

46
EXAMPLE: A RECTANGLE CLASS

class Rectangle
{
private:
double width;
double length;
public:
bool setWidth(double);
bool setLength(double);
double getWidth() const;
double getLength() const;
double getArea() const;
};

47
UML ACCESS SPECIFICATION NOTATION

• In UML you indicate a private member with


a minus (-) and a public member with a
plus(+).
These member variables are
private.

These member functions are


public.

48
UML DATA TYPE NOTATION

• To indicate the data type of a member variable,


place a colon followed by the name of the data
type after the name of the variable.

- width : double
- length : double

49
UML PARAMETER TYPE NOTATION

• To indicate the data type of a function’s parameter variable, place a colon


followed by the name of the data type after the name of the variable.

+setWidth(w : double)

50
UML FUNCTION RETURN TYPE NOTATION

• To indicate the data type of a function’s return


value, place a colon followed by the name of
the data type after the function’s parameter list.

+ setWidth(w : double) : void

51
THE RECTANGLE CLASS

52
SHOWING CONSTRUCTORS AND DESTRUCTORS

No return type listed for


constructors or destructors

Constructors

Destructor

53
2. SYSTEMC
FEATURES OF SYSTEMC

• MODULES (STRUCTURE)
• PORTS (STRUCTURE)
• PROCESSES (COMPUTATION, CONCURRENCY)
• CHANNELS (COMMUNICATION)
• INTERFACES (COMMUNICATION REFINEMENT)
• EVENTS (TIME, SCHEDULING,
SYNCHRONIZATION)
• DATA TYPES (HARDWARE, FIXED POINT)
ARCHITECTURE OF SYSTEMC
TYPICAL USE CASE: VIRTUAL PLATFORM
SYSTEMC DATA TYPES
WHAT IS SYSTEMC USED FOR?

•VIRTUAL PLATFORM

•ARCHITECTURAL EXPLORATION, PERFORMANCE MODELING

•SOFTWARE DEVELOPMENT

•REFERENCE MODEL FOR FUNCTIONAL VERIFICATION

•AVAILABLE BEFORE RTL - EARLY!

•SIMULATES MUCH FASTER THAN RTL - FAST!

•HIGH-LEVEL SYNTHESIS

•USED BY

•ARCHITECTS, SOFTWARE, HARDWARE, AND VERIFICATION ENGINEERS


SYSTEMC IS GLUE!
THE SYSTEMC LANGUAGE

Introduction to SystemC
•Core Concepts and Syntax
•Data
•Modules and connectivity
•Processes & Events
•Channels and Interfaces
•Ports
•Bus Modeling
•Odds and Ends
LIMITED PRECISION INTEGER
SC_INT
LOGIC AND VECTOR TYPES
SC_MODULE
SC_MODULE OR SC_MODULE?
SEPARATE HEADER FILE
PORT BINDING
SUMMARY OF FILES
KINDS OF PROCESS
SC_METHOD EXAMPLE
SC_THREAD EXAMPLE
REFERENCES

•IEEE 1666
standards.ieee.org/getieee/1666/download/
1666-2011.pdf

•ASI SystemC 2.3.1


www.accellera.org

•On-line tutorials
www.doulos.com/knowhow/systemc

You might also like