• Title/Summary/Keyword: 태스크 컴포넌트

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Design of a Real-time Sensor Node Platform for Efficient Management of Periodic and Aperiodic Tasks (주기 및 비주기 태스크의 효율적인 관리를 위한 실시간 센서 노드 플랫폼의 설계)

  • Kim, Byoung-Hoon;Jung, Kyung-Hoon;Tak, Sung-Woo
    • The KIPS Transactions:PartC
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    • v.14C no.4
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    • pp.371-382
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    • 2007
  • In this paper, we propose a real-time sensor node platform that efficiently manages periodic and aperiodic tasks. Since existing sensor node platforms available in literature focus on minimizing the usage of memory and power consumptions, they are not capable of supporting the management of tasks that need their real-time execution and fast average response time. We first analyze how to structure periodic or aperiodic task decomposition in the TinyOS-based sensor node platform as regard to guaranteeing the deadlines of ail the periodic tasks and aiming to providing aperiodic tasks with average good response time. Then we present the application and efficiency of the proposed real-time sensor node platform in the sensor node equipped with a low-power 8-bit microcontroller, an IEEE802.15.4 compliant 2.4GHz RF transceiver, and several sensors. Extensive experiments show that our sensor node platform yields efficient performance in terms of three significant, objective goals: deadline miss ratio of periodic tasks, average response time of aperiodic tasks, and processor utilization of periodic and aperiodic tasks.

Hardware-Software Cosynthesis of Multitask Multicore SoC with Real-Time Constraints (실시간 제약조건을 갖는 다중태스크 다중코어 SoC의 하드웨어-소프트웨어 통합합성)

  • Lee Choon-Seung;Ha Soon-Hoi
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.9
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    • pp.592-607
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    • 2006
  • This paper proposes a technique to select processors and hardware IPs and to map the tasks into the selected processing elements, aming to achieve high performance with minimal system cost when multitask applications with real-time constraints are run on a multicore SoC. Such technique is called to 'Hardware-Software Cosynthesis Technique'. A cosynthesis technique was already presented in our early work [1] where we divide the complex cosynthesis problem into three subproblems and conquer each subproblem separately: selection of appropriate processing components, mapping and scheduling of function blocks to the selected processing component, and schedulability analysis. Despite good features, our previous technique has a serious limitation that a task monopolizes the entire system resource to get the minimum schedule length. But in general we may obtain higher performance in multitask multicore system if independent multiple tasks are running concurrently on different processor cores. In this paper, we present two mapping techniques, task mapping avoidance technique(TMA) and task mapping pinning technique(TMP), which are applicable for general cases with diverse operating policies in a multicore environment. We could obtain significant performance improvement for a multimedia real-time application, multi-channel Digital Video Recorder system and for randomly generated multitask graphs obtained from the related works.

Design of Soft Real-time Xen Hypervisor (연성 실시간 Xen 하이퍼바이저 설계)

  • Hur, Kyung Woo;Kim, Jin;Ko, Young Woong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.119-122
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    • 2010
  • 본 논문에서는 Xen 가상 머신에 연성 실시간 기능을 제공하기 위한 방안을 제시한다. 현재 실시간 하이퍼바이저(hypervisor)는 대부분 경성 실시간(hard real-time) 보장을 위하여 자원을 파티션(partition)하고 고정된 태스크에 대한 수행을 지원한다. 본 연구에서는 오픈 환경을 위한 조합적 실시간 프레임워크에 기반한 계층형 실시간 스케줄링 시스템을 제안하고 있다. 제안하는 시스템은 오픈 환경에서 동적으로 태스크 및 컴포넌트의 유입이 가능하게 설계되었다. 제안하는 시스템에 대한 사전 연구 결과로써 Xen 플랫폼의 오버헤드 분석 결과를 제시하고 있다.

A Design of LTS Model for Multimedia Streaming System (멀티미디어 스트리밍 시스템을 위한 LTS 모델 설계)

  • Jeong, Gyu-Su;Kim, Hyoung-Jin;Hong, Kil-Dong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.536-539
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    • 2008
  • 본 논문에서는 복잡한 구조의 멀티미디어 스트리밍 시스템을 단순하고 기본적인 작업 구조를 설계하고, 이 구조를 바탕으로 확장성과 이식성을 높일 수 있는 시스템 설계에 목적을 두고 있다. 따라서 복잡하고 확장성이 떨어지는 문제점을 해결하기 친하여 시스템의 처리 구조를 선형 작업 집합(LTS : Linear Task Set)모델로 제안하였다. 단순한 기본 구조를 바탕으로 일관성 있는 처리과정을 정의하고 단순한 시스템 구조에서 서비스의 목적과 요구사항에 따라 자유로운 구조 변경을 허용할 수 있도록 하였다. 또한 이 모델을 바탕으로 멀티미디어 스트리밍 서비스가 가능하도록 컴포넌트 시스템 모델을 제시하였다.

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RFID 미들웨어에서 태스크의 효율적인 처리를 위한 Task Management System 분석

  • Lee, Chan-Young;Yeom, Keun-Hyuk
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.487-489
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    • 2005
  • RFID를 이용하여 자동화 처리를 하기 위해서는 리더로부터 읽혀진 이벤트에 따라 정해진 작업을 처리 할 수 있어야 한다. 이런 기능을 위하여 미들웨어에는 Task Management System이 필요하다. 본 논문에서는 이러한 Task Management System이 효율적으로 비즈니스 프로세스를 지원하기 위해서 RFID 사용 시나리오를 분석하여 필요한 요소를 추출하였고 이를 바탕으로 TMS 구성 컴포넌트를 분석하였다.

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An Integrated Tool Model for the Management of Process and Artifact Management on CBD (컴포넌트 기반 개발에서의 프로세스 관리와 산출물 관리를 통합하는 도구의 모델)

  • Kim Young-Hee;Chong Ki-Won
    • Journal of Internet Computing and Services
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    • v.5 no.4
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    • pp.11-22
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    • 2004
  • Works that improve the process and notify the improved process, the product and the change of tasks to all users are essential in achieving project. Existent project management tools support the definition and the change of project activities, and configuration management tools support version check, workspace management. build management. etc. It costs too much to buy each tool. as well as, it is burdensome to learn usage for various tools. Therefore the web-based integrated tool is proposed to manage the process and artifacts at a time in this paper. The proposed tool defines component based development process model. and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using ebXML. Furthermore, the stakeholders get the systematic management and standardization by sharing information that are necessary in process achievement and configuration management in distributed environment using the integrated management tool.

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Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.33-40
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    • 2005
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent Or-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper. the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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Method of data processing through polling and interrupt driven I/O on device data (디바이스 데이터 입출력에 있어서 폴링 방식과 인터럽트 구동 방식의 데이터 처리 방법)

  • Koo, Cheol-Hea
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.33 no.9
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    • pp.113-119
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    • 2005
  • The methods that are used for receiving data from attached devices under real-time preemptive multi-task operating system (OS) by general processors can be categorized as polling and interrupt driven. The technical approach to these methods may be different due to the application specific scheduling policy of the OS and the programming architecture of the flight software. It is one of the most important requirements on the development of the flight software to process the data received from satellite subsystems or components with the exact timeliness and accuracy. This paper presents the analysis of the I/O method of device related scheduling mechanism and the reliable data I/O methods between processor and devices.

Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.21-28
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    • 2004
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent On-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper, the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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A Partition Technique of UML-based Software Models for Multi-Processor Embedded Systems (멀티프로세서용 임베디드 시스템을 위한 UML 기반 소프트웨어 모델의 분할 기법)

  • Kim, Jong-Phil;Hong, Jang-Eui
    • The KIPS Transactions:PartD
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    • v.15D no.1
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    • pp.87-98
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    • 2008
  • In company with the demand of powerful processing units for embedded systems, the method to develop embedded software is also required to support the demand in new approach. In order to improve the resource utilization and system performance, software modeling techniques have to consider the features of hardware architecture. This paper proposes a partitioning technique of UML-based software models, which focus the generation of the allocatable software components into multiprocessor architecture. Our partitioning technique, at first, transforms UML models to CBCFGs(Constraint-Based Control Flow Graphs), and then slices the CBCFGs with consideration of parallelism and data dependency. We believe that our proposition gives practical applicability in the areas of platform specific modeling and performance estimation in model-driven embedded software development.