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Course contents

  • How to Use This Course
  • Reading Paths
  • Concept Map
  • Meet DCRouter
  • Glossary
  • Part 0: What Verification Is8
  • Part 1: What Can Go Wrong11
  • Part 2: Specifications as Checkable Rules8
  • Part 3: Observability and Controllability7
  • Part 4: Stimulus11
  • Part 5: Checking11
  • Part 6: Coverage10
  • Part 7: Formal and Simulation10
  • Part 8: Verification Levels and Reuse8
  • Part 9: Planning and Risk9
  • Part 10: Emulation and Prototyping8
    • Why Cycles Matter
    • Simulation Speed and Its Limits
    • Emulation
    • FPGA Prototyping
    • Virtual Platforms and Hybrids
    • Debug at Scale
    • Choosing the Platform
    • Drills: Emulation and Prototyping
  • Part 11: Post-Silicon Validation8
  • Part 12: Bug Economics8
  • Part 13: Debug7
  • Part 14: Sign-Off7
  • Part 15: Verification in Context8
  • Part 16: Case Studies5
  • Part 17: Capstones5
  • Part 18: Interview Preparation6
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‹First Principles of Verification Strategy
  1. Topics
  2. First Principles of Verification Strategy
  3. Part 10: Emulation and Prototyping

Part 10 · Emulation and Prototyping · All levels

Part 10: Emulation and Prototyping

How do we run enough cycles? Estimate whether a goal needs simulation, emulation or a prototype.

  • 8topics
  • 8lessons
On this page

    Part 10 answers: How do we run enough cycles?

    Where Part 10 sits among the sixteen questions of the course.

    Booting an operating system takes billions of cycles; a whole-chip RTL simulation runs around a thousand cycles per second (fact V12). Some bugs only appear after long runs or with real software, so verification needs faster platforms: emulators, FPGA prototypes and virtual platforms.

    This part explains why cycles matter, what limits simulation speed, what emulation and FPGA prototyping each trade away, virtual and hybrid platforms, debugging at scale, and how to match the platform to the question.

    After this part you can

    • Estimate whether a goal needs simulation, emulation or a prototype.

    • Explain the speed, fidelity and debug trade-offs of each platform.

    • Plan debug for failures found after billions of cycles.

    Warm-up: three questions from Part 9

    Answer each in your head before opening it. If two or more feel shaky, revisit Part 9: Planning and Risk first.

    Check yourself How do you prioritise with limited time?

    By risk: likelihood of bugs times impact, weighted towards new and complex features.

    Check yourself Why can a rising pass rate mislead?

    Tests can pass because they check little, or because the hard tests were removed or never written.

    Check yourself What does a regression strategy decide?

    What runs on every change, nightly and weekly, so failures are caught quickly while runs stay affordable.

    Lessons

    #

    Lesson

    Level

    Status

    10.1

    Why Cycles Matter

    W · Working

    Ready

    10.2

    Simulation Speed and Its Limits

    W · Working

    Ready

    10.3

    Emulation

    S · Senior

    Ready

    10.4

    FPGA Prototyping

    S · Senior

    Ready

    10.5

    Virtual Platforms and Hybrids

    S · Senior

    Ready

    10.6

    Debug at Scale

    S · Senior

    Ready

    10.7

    Choosing the Platform

    P · Principal

    Ready

    —

    Drills and checkpoint

    all levels

    Ready

    Every lesson in this part is ready. Work through them in order: each one sets up the problem the next one solves.

    Where other courses go deeper

    This course teaches the decisions behind verification. These lessons teach the tools and syntax that carry them out, so this part links to them instead of repeating them.

    • Bring-up course: Boot Flow

    Related topics

    • Course hub

    • Previous: Part 9 · Planning and Risk

    • Next: Part 11 · Post-Silicon Validation

    PreviousNext: Why Cycles Matter

    Up next

    Up nextWhy Cycles Matter

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    See also

    • How to Use This Course
    • Reading Paths
    • Concept Map