The subject of research in the article is the methods of testing digital devices implemented on programmable logic devices (PLDs). The aim of the research is to substantiate the approach to diagnosing microprocessor systems based on PLD, which is a further development of the self-diagnostics method. The following tasks are solved in the article: the analysis of existing methods for testing digital devices is conducted, their advantages and disadvantages are disclosed; analyzed the existing approaches to the diagnosis of microprocessor systems, which are based on integrated circuits with a programmable structure; an approach to diagnosing microprocessor systems based on PLDs is proposed, which is based on the principle of interaction between processors by introducing a service processor into a multiprocessor system. The following results have been obtained: it has been proved that the implementation of the proposed models of interaction between processors in a multiprocessor system will provide the service processor with diagnostic information about the technical state of the system. It is noted that the availability of diagnostic information about the technical condition of the microprocessor system is the basis for making a decision to restore the system by reprogramming the PLD. Conclusions: the problem of diagnosing microprocessor systems in the PLD basis is considered. The analysis of existing methods for testing integrated circuits with a programmable structure has been conducted, their advantages and disadvantages have been noted. It is proposed to use the built-in service processor as a diagnostic device, the main function of which is to collect diagnostic information and make a decision on the reconfiguration of the microprocessor system in order to quickly restore its functioning automatically.
Purpose and objectives of the article. To substantiate the concept of building an educational and training complex for training information and cyber security specialists based on a computer game. To achieve this goal, the following tasks are set: 1. Analyze the current state of research and publications. 2.review the concepts of building an educational and training complex for training information and cyber security specialists based on a computer game. Conclusions and prospects for further research. Gamification in higher education allows you to create an information and learning environment that promotes independent, active desire of cadets (students) to acquire knowledge, professional skills and abilities, such as critical thinking, decision-making, working in a team, being ready to cooperate; helps to reveal creative abilities and motivates self-education. At the same time, it is necessary to be careful about the use of gamification. It is clear that the spirit of struggle encourages students to complete tasks faster and better, but if one of the participants gets a result that is much better than the leaders, then under certain attitudes this person may lose heart and decide that there is no point in learning. Based on the positive experience of using computer technologies in training people of different ages, it is considered appropriate to use cybergra in the training of information and cybersecurity specialists. Scientific novelty. Based on the analysis of the current state of gamification and gaps in the field of training information and cybersecurity specialists, the concept of building an educational and training complex for training information and cyber security specialists based on a computer game is proposed. The theoretical results obtained in the course of scientific research form the basis for further research in substantiating the terms of reference for the development of computer software for playing in cyberspace.
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