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Introduction to Finite-State Machines and State Diagrams for the Design of Electronic Circuits and Systems

1.1 INTRODUCTION

This chapter, and Chapters 2 and 3, is written in the form of a linear frame, programmed learning text. The reason for this is to help the reader to learn the basic skills required to design clocked finite-state machines (FSMs) so that they can develop their own designs based on traditional T flip-flops and D flip-flops. Later, other techniques will be introduced, such as One Hot, asynchronous FSMs, and Petri nets; these will be developed along the same lines as the work covered in this chapter, but not using the linear frame, programmed learning format.

The text is organized into frames, each frame following on consecutively from the previous one, but at times the reader may be redirected to other frames, depending upon the response to the questions asked. It is possible, however, to read the programmed learning chapters as a normal book.

There are tasks set throughout the frames to test your understanding of the material.

To make it easier to identify input and output signals, inputs will be in lowercase and outputs in uppercase.

Please read the Chapters 13 first and attempt all the questions before moving on to the later chapters. The reason for this approach is that the methods used in the book are novel, powerful, and when used correctly can lead to a rapid approach to the design of digital systems that use FSMs.

Chapters 15, 9 and 10 make use of ...

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