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  ../images/main/bullet_green_ball.gif 'e' What To Learn ?

E language is a vast language, so learning everything in short time is not possible. But to get started or to get to a position where one can write testbench and checker, one really needs to learn limited part of 'e' language. Lets assume that you need to develop a testbench as in below figure.

   

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In e, we need to code the following components.

   

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  • Base Object
  • Transaction Generator
  • Driver
  • Input/Output Monitors
  • Checker/Scoreboard
   

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  ../images/main/bulllet_4dots_orange.gif Base Object

As seen in earlier section, base object is used across the testbench for communication of data in a standard structure format. Following things are needs to be write a base object in e

   

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  • data types
  • struct
  • sub-types
  • constrains
    • keep
    • gen before
    • soft and hard constrains
  • condition flow control
  • methods
  • printing routines
   

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  ../images/main/bulllet_4dots_orange.gif Transaction Generator

Transaction generator is the the one which generates the transactions. To do this job one needs to know the following

   

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  • gen and gen keeping
  • don't gen and physical fields
  • events
  • methods and tcm
   

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  ../images/main/bulllet_4dots_orange.gif Driver

To model driver, one needs to know the following

   

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  • unit
  • packing
  • methods and tcm
  • Interfacing with simulator
   

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  ../images/main/bulllet_4dots_orange.gif Input/Output Monitors

Once one knows about base object, transaction generator and drive, then coding monitors are very simple.

   

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  • unpacking
   

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  ../images/main/bulllet_4dots_orange.gif Checker/Scoreboard

To model the checker or scoreboard one needs to know following e languages construct

   

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  • list and keyed list
   

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Deepak Kumar Tala - All rights reserved

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