What is the Difference Between Behavioral and Structural Model in Verilog

原文链接:https://pediaa.com/what-is-the-difference-between-behavioral-and-structural-model-in-verilog/

The main difference between behavioral and structural model in Verilog is that behavioral model describes the system in an algorithmic manner, while structural model describes the system using basic components such as logic gates.

Generally, a computer program is a set of instructions that allows the CPU to perform a task. There are various programming languages such as high-level and low-level languages. Moreover, there is a special type of software called Hardware Description Language (HDL). HDL is useful in describing the structure and the behaviours of electronic circuits. Verilog is a common HDL.

Key Areas Covered

  1. What is Behavioral Model in Verilog
    • Definition, Functionality
  2. What is Structural Model in Verilog
    - Definition, Functionality
  3. Difference Between Behavioral and Structural Model in Verilog
    - Comparison of Key Differences

Key Terms

Behavioral Model, Black Box Modeling, Glass Box Modeling, HDL, Structural Model, Verilog

在这里插入图片描述

What is Behavioral Model in Verilog

The behavioral model describes a system in an algorithmic way. Here, each algorithm is sequential. In other words, each algorithm consists of a set of instructions that execute one after the other. Furthermore, the behavioral model helps in controlling the simulation and manipulate variables of the data types.

Moreover, procedural statements are common behavioral models in Verilog. Each procedure has its own activity flow. Also, procedural assignments are useful for updating reg, integer, time and memory variables. Besides, a blocking procedural assignment statement should execute before executing the statements that follow it in a sequential block. However, these blocking procedural assignments do not prevent the execution of statements that follow it in a parallel block.

What is Structural Model in Verilog

The structural model describes a system using basic components such as digital gates and adders. In structural modeling, the programmer or the designer thinks about the circuit as a box or a module. It is encapsulated from the outer environment. In other words, it communicates with the outer environment through inputs and outputs.

Moreover, it is possible to describe the structure inside a module using gates and submodules. Also, it defines how these modules are connected to each other and to the module ports. Furthermore, the structural model helps to draw a schematic diagram for the circuit.

Difference Between Behavioral and Structural Model in Verilog

Definition

The behavioral model is a way of describing the function of a design as a set of concurrent algorithms. On the other hand, Structural model is a way of describing functions defined using basic components such as inverters, multiplexers, adders, decoders and basic logic gates. Thus, this describes the main difference between behavioral and structural model in Verilog.

Synonyms

Black box modeling is another name for behavioral modeling, while glass box modeling is another name for structural modeling.

Main Focus

Moreover, another difference between behavioral and structural model in Verilog is that the behavioral model focuses on showing the relationships between inputs and outputs, while the structural model focuses on constructing the design using logic gates and predefined modules.

Conclusion

In brief, there are two types of design models in Verilog; they are the behavioral and structural model. The main difference between behavioral and structural model in Verilog is that the behavioral model describes the system in an algorithmic manner, while the structural model describes the system using basis components such as logic gates.

References:

  1. Tala, Deepak Kumar. Introduction, 1 Feb. 1970, Available here.

Image Courtesy:

  1. ”Hitachi J100″ By C J Cowie at the English language Wikipedia (CC BY-SA 3.0) via Commons Wikimedia
  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
完整版:https://download.csdn.net/download/qq_27595745/89522468 【课程大纲】 1-1 什么是java 1-2 认识java语言 1-3 java平台的体系结构 1-4 java SE环境安装和配置 2-1 java程序简介 2-2 计算机中的程序 2-3 java程序 2-4 java类库组织结构和文档 2-5 java虚拟机简介 2-6 java的垃圾回收器 2-7 java上机练习 3-1 java语言基础入门 3-2 数据的分类 3-3 标识符、关键字和常量 3-4 运算符 3-5 表达式 3-6 顺序结构和选择结构 3-7 循环语句 3-8 跳转语句 3-9 MyEclipse工具介绍 3-10 java基础知识章节练习 4-1 一维数组 4-2 数组应用 4-3 多维数组 4-4 排序算法 4-5 增强for循环 4-6 数组和排序算法章节练习 5-0 抽象和封装 5-1 面向过程的设计思想 5-2 面向对象的设计思想 5-3 抽象 5-4 封装 5-5 属性 5-6 方法的定义 5-7 this关键字 5-8 javaBean 5-9 包 package 5-10 抽象和封装章节练习 6-0 继承和多态 6-1 继承 6-2 object类 6-3 多态 6-4 访问修饰符 6-5 static修饰符 6-6 final修饰符 6-7 abstract修饰符 6-8 接口 6-9 继承和多态 章节练习 7-1 面向对象的分析与设计简介 7-2 对象模型建立 7-3 类之间的关系 7-4 软件的可维护与复用设计原则 7-5 面向对象的设计与分析 章节练习 8-1 内部类与包装器 8-2 对象包装器 8-3 装箱和拆箱 8-4 练习题 9-1 常用类介绍 9-2 StringBuffer和String Builder类 9-3 Rintime类的使用 9-4 日期类简介 9-5 java程序国际化的实现 9-6 Random类和Math类 9-7 枚举 9-8 练习题 10-1 java异常处理 10-2 认识异常 10-3 使用try和catch捕获异常 10-4 使用throw和throws引发异常 10-5 finally关键字 10-6 getMessage和printStackTrace方法 10-7 异常分类 10-8 自定义异常类 10-9 练习题 11-1 Java集合框架和泛型机制 11-2 Collection接口 11-3 Set接口实现类 11-4 List接口实现类 11-5 Map接口 11-6 Collections类 11-7 泛型概述 11-8 练习题 12-1 多线程 12-2 线程的生命周期 12-3 线程的调度和优先级 12-4 线程的同步 12-5 集合类的同步问题 12-6 用Timer类调度任务 12-7 练习题 13-1 Java IO 13-2 Java IO原理 13-3 流类的结构 13-4 文件流 13-5 缓冲流 13-6 转换流 13-7 数据流 13-8 打印流 13-9 对象流 13-10 随机存取文件流 13-11 zip文件流 13-12 练习题 14-1 图形用户界面设计 14-2 事件处理机制 14-3 AWT常用组件 14-4 swing简介 14-5 可视化开发swing组件 14-6 声音的播放和处理 14-7 2D图形的绘制 14-8 练习题 15-1 反射 15-2 使用Java反射机制 15-3 反射与动态代理 15-4 练习题 16-1 Java标注 16-2 JDK内置的基本标注类型 16-3 自定义标注类型 16-4 对标注进行标注 16-5 利用反射获取标注信息 16-6 练习题 17-1 顶目实战1-单机版五子棋游戏 17-2 总体设计 17-3 代码实现 17-4 程序的运行与发布 17-5 手动生成可执行JAR文件 17-6 练习题 18-1 Java数据库编程 18-2 JDBC类和接口 18-3 JDBC操作SQL 18-4 JDBC基本示例 18-5 JDBC应用示例 18-6 练习题 19-1 。。。
2) The State pattern is a behavioral design pattern that allows an object to alter its behavior when its internal state changes. This pattern involves creating state objects that represent various states of the object and a context object whose behavior varies as its state object changes. On the other hand, the Decorator pattern is a structural design pattern that allows behavior to be added to an individual object, either statically or dynamically, without affecting the behavior of other objects from the same class. This pattern involves creating decorator objects that wrap the original object and provide additional functionality while keeping the original object's interface intact. 5) Here is the code for the classes introduced in question 2), focusing on the code for a method selectState() which changes the value that is being adjusted from years to months: ```java // Context interface interface Account { void selectState(State state); void deposit(double amount); void withdraw(double amount); double getBalance(); } // Concrete Context class class SavingsAccount implements Account { private State state; private double balance; public SavingsAccount() { this.state = new YearsSetUpState(); // default state this.balance = 0.0; } @Override public void selectState(State state) { this.state = state; } @Override public void deposit(double amount) { this.balance += state.adjustDeposit(amount); } @Override public void withdraw(double amount) { this.balance -= state.adjustWithdrawal(amount); } @Override public double getBalance() { return this.balance; } // Other methods needed public State getMonthSetUpState() { return new MonthsSetUpState(); } } // State interface interface State { double adjustDeposit(double deposit); double adjustWithdrawal(double withdrawal); } // Concrete State classes class YearsSetUpState implements State { @Override public double adjustDeposit(double deposit) { return deposit; } @Override public double adjustWithdrawal(double withdrawal) { return withdrawal; } } class MonthsSetUpState implements State { @Override public double adjustDeposit(double deposit) { return deposit / 12; } @Override public double adjustWithdrawal(double withdrawal) { return withdrawal / 12; } } ``` In the above code, the `Account` interface represents the context object, while the `State` interface represents the state objects. The `SavingsAccount` class is a concrete context class that implements the `Account` interface and keeps track of the current state object. The `YearsSetUpState` and `MonthsSetUpState` classes are concrete state classes that implement the `State` interface and provide specific behavior for each state. The `selectState()` method is implemented in the `SavingsAccount` class and allows the current state object to be changed. The `deposit()` and `withdraw()` methods use the current state object to adjust the deposit and withdrawal amounts accordingly. The `getBalance()` method returns the current balance of the account. The `getMonthSetUpState()` method is also implemented in the `SavingsAccount` class and returns a new `MonthsSetUpState` object, which can be used to change the current state object to adjust the deposit and withdrawal amounts from years to months.

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值