On Mon, Jun 13, 2011 at 6:58 PM, Jecel Assumpcao Jr. <[email protected]>wrote:

> Casey,
>
> > > But did you actually understand the Visual6502 and not just the idea of
> > > it?
> >
> > Nope. But it struck me to be able to see it compute. I do think I took
> > something of value from the experience: I just don't know what it is yet.
>
> I agree it is a very interesting experiment and I like to show it to
> people.
>
> > Even simple microprocessors are hard to grok, yes, because they're
> > vast. The next watershed, though, might be finding a relatively simple
> > architecture which is also fast.
>
> Here were are back to the FONC/Steps goals. C isn't a particularly hard
> language to understand. Once you learn the rules, you can figure out
> what a 100 line program does. But not human can understand a 4 million
> line program in any meaningful way. At least we have subroutines - which
> in the case of the microprocessor would be hardware modules. A modular
> design is far easier for us to understand than a flat one, but sometimes
> the needs of the different levels are different and one language for all
> of them isn't the best way.
>
> Many designs these days are done in SystemC or Bluespec and then
> translated to Verilog or VHDL. In the Smalltalk area, you might want to
> look at
>
> http://averschu.home.xs4all.nl/idass/
>
> > Field programmability gives me a touch of hope that systems will be
> > able to optimize adaptively to the behavior of the user(s) driving, and
> > evolution itself is a pretty straightforward idea, but this is just a
> > thought-example. Most likely the shape it would take would end up
> > surprising me. Biology is a great place to look for working concurrent
> > systems, at least I think so, so hopefully that's a worthwhile thought
> > experiment.
>
> http://www.cogs.susx.ac.uk/users/adrianth/ade.html
>
> > Have you looked at the ALUs that kids have been making in Minecraft?
> > You can _walk around_ in there. Inside the simulated microprocessor,
> > and actually watch the "electrons" walk down the "Redstone wire." And
> > when you want the birds-eye, a simple server mod lets you fly way up
> > and look down.
>
> I watched some movies of this and while very neat, it has some of the
> limitations of Visual6502. If I had actually played with it and had been
> able to choose what to look at, it might have been more undestandable.
>
> > Sure. So in this hypothetical Logo, which I'm calling WeeHDL like a right
> > parody, you should be able to do macroscopic things like what you do
> > in Verilog. We seem to have learned that different sets of metaphors
> > help explain different sets of problems.
>
> I should have mentioned that the newer OKAD, like Logo, gives you a
> textual representation for a visual object. A Logo program that draws a
> house is not a drawing of a house that you can directly manipulate. In a
> very large scale that is often considered an advantage and not a
> failure, hence OKAD and Verilog and so on.
>
> > The problem I have with Verilog seems to be that it's used to avoid
> > thinking about the very details that I hope to understand. I obviously
> > want a lot of abstraction, but I also want to able to understand the
> > mapping between these representations, which got me thinking
> > OMeta, etc.
>
> Verilog allows you to be as detailed as you like. If you download any
> processor design from Sun, for example, you will see that they define
> their own flip flops and adders rather than let the Verilog compiler
> generate what it likes from a high level description.
>
> Having said that, there is a feature in a simulador I wrote in Self 1.0
> that I miss in all other tools I have seen: each componente could be
> defined as a behavior or as a composition of lower level components (all
> the way down to transistors). If any given component had both, then you
> got to select which one to use in each simulation. So if a processor had
> 8 registers, you could simulate 7 of them at the behavioral level and
> the remaining one it terms of its subcomponents. And you could watch two
> registers, one of each kind, side by side to better understand what was
> going on and to check that the two descriptions were equivalent.
>
> One design method that you might find very interesting is the Path
> Programmable Logic - PPL. This was developed at the university of Utah
> back when the students only can access to text terminals hooked up to
> large computers. So their tool was a patched Emacs and used characters
> to represent both the functionality and the layout of the integrated
> circuits. Rather than use different languages for different things
> (schematics for funcionality and rectangles for layout) like we have
> been discussing above, they aimed to have a single representation that
> would be good for both.
>
> "A strctured approach to VLSI circuit design"
> J. Gu and K. F. Smith
> IEEE Computer, vol 22, issue 11, Nov 1989
> http://portal.acm.org/citation.cfm?id=74714
> http://ieeexplore.ieee.org/iel1/2/1667/00043523.pdf
>
> You need to be an ACM or IEEE member to get the paper, unfortunately.
> This methods was made even more visual for graphical workstations at
> Cirrus Logic, but it was only used internally and never made available.
>
> See some comments about PPL on this old (1998) page of mine:
>
> http://www.merlintec.com/lsi/cpu/tools.html
>
> -- Jecel
>

Here is one proposed to be buildt in Squeak
http://www.computer.org/comp/proceedings/c5/2003/1975/00/19750120.pdf

Karl
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