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FPGA Programming for Beginners

FPGA Programming for Beginners

By : Frank Bruno
2.9 (13)
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FPGA Programming for Beginners

FPGA Programming for Beginners

2.9 (13)
By: Frank Bruno

Overview of this book

Field Programmable Gate Arrays (FPGAs) have now become a core part of most modern electronic and computer systems. However, to implement your ideas in the real world, you need to get your head around the FPGA architecture, its toolset, and critical design considerations. FPGA Programming for Beginners will help you bring your ideas to life by guiding you through the entire process of programming FPGAs and designing hardware circuits using SystemVerilog. The book will introduce you to the FPGA and Xilinx architectures and show you how to work on your first project, which includes toggling an LED. You’ll then cover SystemVerilog RTL designs and their implementations. Next, you’ll get to grips with using the combinational Boolean logic design and work on several projects, such as creating a calculator and updating it using FPGA resources. Later, the book will take you through the advanced concepts of AXI and show you how to create a keyboard using PS/2. Finally, you’ll be able to consolidate all the projects in the book to create a unified output using a Video Graphics Array (VGA) controller that you’ll design. By the end of this SystemVerilog FPGA book, you’ll have learned how to work with FPGA systems and be able to design hardware circuits and boards using SystemVerilog programming.
Table of Contents (16 chapters)
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1
Section 1: Introduction to FPGAs and Xilinx Architectures
3
Section 2: Introduction to Verilog RTL Design, Simulation, and Implementation
9
Section 3: Interfacing with External Components

Project 13 – bringing it all together

You should take a moment to consider the path you've taken over the course of the book. In the beginning, you toggled some switches and lit some lights. You've built some simple designs, such as a calculator and traffic light controller. You've captured and converted temperature sensor information, captured audio data, and displayed data on a VGA monitor.

Now we'll look back on these projects to gather a few of them and combine them into a final design. The base will be the VGA we created in Chapter 9, A Better Way to Display – VGA. This will allow us to easily display text or graphics. In the previous section, we simulated the PS/2. However, we haven't seen it in operation. Luckily, every keypress generates at least 3 bytes, 1 byte for keydown and 2 bytes for keyup for most keys. We can come up with a clever way of displaying this to the screen. Finally, we can look at the audio data. We can see the data...

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