How Game Engines Can Inspire EDA Tools Development: A use case for an open-source physical design library

T. Fontana, R. Netto, Vinicius S. Livramento, C. Guth, S. Almeida, L. Pilla, José Luís Almada Güntzel
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引用次数: 4

Abstract

Similarly to game engines, physical design tools must handle huge amounts of data. Although the game industry has been employing modern software development concepts such as data-oriented design, most physical design tools still relies on object-oriented design. Differently from object-oriented design, data-oriented design focuses on how data is organized in memory and can be used to solve typical object-oriented design problems. However, its adoption is not trivial because most software developers are used to think about objects' relationships rather than data organization. The entity-component design pattern can be used as an efficient alternative. It consists in decomposing a problem into a set of entities and their components (properties). This paper discusses the main data-oriented design concepts, how they improve software quality and how they can be used in the context of physical design problems. In order to evaluate this programming model, we implemented an entity-component system using the open-source library Ophidian. Experimental results for two physical design tasks show that data-oriented design is much faster than object-oriented design for problems with good data locality, while been only sightly slower for other kinds of problems.
游戏引擎如何启发EDA工具开发:一个开源物理设计库的用例
与游戏引擎类似,物理设计工具必须处理大量数据。尽管游戏产业一直在使用面向数据的设计等现代软件开发概念,但大多数物理设计工具仍然依赖于面向对象的设计。与面向对象设计不同,面向数据设计关注的是数据如何在内存中组织,并可用于解决典型的面向对象设计问题。然而,它的采用并不是微不足道的,因为大多数软件开发人员习惯于考虑对象的关系,而不是数据组织。实体-组件设计模式可以作为一种有效的替代方案。它包括将问题分解为一组实体及其组件(属性)。本文讨论了主要的面向数据的设计概念,它们如何提高软件质量,以及如何在物理设计问题的背景下使用它们。为了评估这个编程模型,我们使用开源库Ophidian实现了一个实体-组件系统。两个物理设计任务的实验结果表明,对于具有良好数据局部性的问题,面向数据的设计比面向对象的设计要快得多,而对于其他类型的问题,面向数据的设计只稍微慢一些。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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