• Title/Summary/Keyword: soft CPU

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Development of a small avionics unit based on FPGA with soft CPU (소프트 CPU 내장형 FPGA 기반의 소형 전장품 개발)

  • Jeon, Sang-Woon
    • Aerospace Engineering and Technology
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    • v.12 no.2
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    • pp.131-139
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    • 2013
  • This paper describes the design and implementation of a small avionics unit based on soft CPU. A small avionics unit is developed with the soft CPU which can be wholly implemented in FPGA using logic synthesis. Design and integration of a modular architecture for versatile, reconfigurable and re-adaptable is presented with the Nios-II processor. To gain modular architecture, both at main board and sub-board level, attention has been paid to the selection of interfaces and an adequate data and power bus.

An Optimal Scrubbing Scheme for Protection of Memory Devices against Soft Errors (메모리 소자의 소프트 에러 극복을 위한 최적 스크러빙 방안)

  • Ryu, Sang-Moon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.677-680
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    • 2011
  • Error detection and correcting codes are typically used to protect against soft errors. In addition, scrubbing is applied which is a fundamental technique to avoid the accumulation of soft errors. This paper introduces an optimal scrubbing scheme, which is suitable for a system with auto error detection and correction logic. An auto error detection and correction logic can correct soft errors without CPU's writing operation. The proposed scrubbing scheme leads to maximum reliability by considering both allowable scrubbing load and the periodic accesses to memory by the tasks running in the system.

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Scalable scheduling techniques for distributed real-time multimedia database systems (분산 실시간 멀티미디어 데이터베이스 시스템을 위한 신축성있는 스케줄링 기법)

  • Kim, Jin-Hwan
    • The KIPS Transactions:PartA
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    • v.9A no.1
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    • pp.9-18
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    • 2002
  • In this paper, we propose scalable scheduling techniques based on EDF to efficiently integrate hard real-time and multimedia soft real-time tasks in the distributed real-time multimedia database system. Hard tasks are guarangteed based on worst case execution times, whereas multimedia soft tasks are served based on mean execution times. This paper describes a served-based scheme for partitioning the CPU bandwidth among different task classes that coexist in the same system. To handle the problem of class overloads characterized by varying number of tasks and varying task arrival rates, thus scheme shows how to adjust the fraction of the CPU bandwidth assigned to each class. This scheme fixes the maximum time that each hard task can execute in the period of the server, whereas it can dynamically change the bandwidth reserved to each multimedia task. The proposed method is capable of minimizing the mean tardiness of multimedia tasks, without jeopardizing the schedulability of the hard tasks. The performance of this scheduling method is compared with that of similar mechanisms through simulation experiments.

Implementation of a Window-Masking Method and the Soft-core Processor based TDD Switching Control SoC FPGA System (윈도 마스킹 기법과 Soft-core Processor 기반 TDD 스위칭 제어 SoC 시스템 FPGA 구현)

  • Hee-Jin Yang;Jeung-Sub Lee;Han-Sle Lee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.17 no.3
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    • pp.166-175
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    • 2024
  • In this paper, the Window-Masking Method and HAT (Hardware Attached Top) CPU SoM (System on Module) are used to improve the performance and reduce the weight of the MANET (Mobile Ad-hoc Network) network synchronization system using time division redundancy. We propose converting it into a RISC-V based soft-core MCU and mounting it on an FPGA, a hardware accelerator. It was also verified through experiment. In terms of performance, by applying the proposed technique, the synchronization acquisition range is from -50dBm to +10dBm to -60dBm to +10dBm, the lowest input level for synchronization is increased by 20% from -50dBm to -60dBm, and the detection delay (Latency) is 220ns. Reduced by 43% to 125ns. In terms of weight reduction, computing resources (48%), size (33%), and weight (27%) were reduced by an average of 36% by replacing with soft-core MCU.

Real-Time Scheduling Method to assign Virtual CPU in the Multocore Mobile Virtualization System (멀티코아 모바일 가상화 시스템에서 가상 CPU 할당 실시간 스케줄링 방법)

  • Kang, Yongho;Keum, Kimoon;Kim, Seongjong;Jin, Kwangyoun;Kim, Jooman
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.227-235
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    • 2014
  • Mobile virtualization is an approach to mobile device management in which two virtual platforms are installed on a single wireless device. A smartphone, a single wireless device, might have one virtual environment for business use and one for personal use. Mobile virtualization might also allow one device to run two different operating systems, allowing the same phone to run both RTOS and Android apps. In this paper, we propose the techniques to virtualize the cores of a multicore, allowing the reassign any number of vCPUs that are exposed to a OS to any subset of the pCPUs. And then we also propose the real-time scheduling method to assigning the vCPUs to the pCPU. Suggested technology in this paper solves problem that increases time of real-time process when interrupt are handled, and is able more to fast processing than previous algorithm.

Dynamic Allocation Method of CPU Bandwidth for Hard Real-Time Task and Multimedia Task Based on MPEG Video Stream (경성 실시간 태스크와 MPEG 비디오 스트림 기반 멀티미디어 태스크를 위한 CPU 대역폭의 동적 할당 기법)

  • Kim, Jin-Hwan
    • Journal of Korea Multimedia Society
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    • v.7 no.7
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    • pp.886-895
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    • 2004
  • In this paper, we propose the dynamic allocation scheme of the CPU bandwidth to efficiently integrate and schedule these tasks in the same system, where multimedia tasks and hard real-time tasks can coexist simultaneously. Hard real-time tasks are guaranteed based on worst case execution times, whereas multimedia tasks modeled as soft real-time tasks are served based on mean parameters. This paper describes a server-based allocation scheme for assigning the CPU resource to two types of tasks. Especially for MPEG video streams, we show how to dynamically control the fraction of the CPU bandwidth allocated to each multimedia task. The primary purpose of the proposed method is to minimize the mean tardiness of multimedia tasks while satisfying the timing constraints of hard real-time tasks present in the system. We showed through simulations that the tardiness experienced by multimedia tasks under the proposed allocation scheme is much smaller than that experienced by using other scheme.

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An Optimal Scrubbing Scheme for Auto Error Detection & Correction Logic (자가 복구 오류 검출 및 정정 회로 적용을 고려한 최적 스크러빙 방안)

  • Ryu, Sang-Moon
    • Journal of Institute of Control, Robotics and Systems
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    • v.17 no.11
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    • pp.1101-1105
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    • 2011
  • Radiation particles can introduce temporary errors in memory systems. To protect against these errors, so-called soft errors, error detection and correcting codes are used. In addition, scrubbing is applied which is a fundamental technique to avoid the accumulation of soft errors. This paper introduces an optimal scrubbing scheme, which is suitable for a system with auto error detection and correction logic. An auto error detection and correction logic can correct soft errors without CPU's writing operation. The proposed scrubbing scheme leads to maximum reliability by considering both allowable scrubbing load and the periodic accesses to memory by the tasks running in the system.

Soft Error Rate Simulator for DRAM (DRAM 소프트 에러율 시뮬레이터)

  • Shin, Hyung-Soon
    • Journal of the Korean Institute of Telematics and Electronics D
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    • v.36D no.2
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    • pp.55-61
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    • 1999
  • A soft error rate (SER) simulator for DRAM was developed. In comparison to the other SER simulator using device simulator or Monte Carlo simulator, the proposed simulator substantially reduced the CPU time using an analytical model for the alpha-particle-induced charge collection. By analysing the soft error modes in DRAM, the bit-bar mode was identified as the main cause of soft error. Using the new SER simulator, SER of 256M DRAM was investigated and it was found that the storage capacitance had a 5fF margin.

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Priority-based Group Task Scheduling Policy for a Multiplayer Real-time Game Server (다중사용자용 실시간 게임 서버를 위한 우선순위 기반 그룹 태스크 스케쥴링 정책)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.57-64
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    • 2012
  • Multiplayer, real-time games are a kind of soft real-time systems because a game server has to respond to requests from many clients within specified time constraints. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to different priorities on CPU processing. Events can be divided into different groups, depending on their consistency degree and priority. To handle these events with different priority and meet their timing constraints, we propose a priority-based group task scheduling policy in this paper. The number of clients or events requested by each client may be increased temporarily. In the presence of transient overloading, the game server needs to allocate more CPU bandwidth to serve an event with the higher priority level preferentially. The proposed scheduling policy is capable of enhancing real-time performance of the entire system by maximizing the number of events with higher priority completed successfully within their deadlines. The performance of this policy is evaluated through extensive simulation experiments.

Priority-based Scheduling Methods for Real-time Tasks of Massively Multiplayer On-line Game Systems (대규모 다중사용자용 온라인 게임 시스템의 실시간 태스크를 위한우선순위 스케쥴링 기법)

  • Kim, Jinhwan
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.493-501
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    • 2013
  • A key challenge in massively multiplayer on-line game(MMOG) systems is providing real-time response latencies to the large number of concurrent game players. MMOG systems are a kind of soft real-time systems because requests from many players should be responded within specified time constraints. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to tasks with different priorities on CPU processing. In order to meet their timing constraints, we propose priority scheduling methods that attempt to allocate preferentially more CPU bandwidth to serve an task with the higher priority level in the presence of transient overloading. The proposed scheduling methods are capable of enhancing real-time performance of MMOG system by maximizing the number of tasks with higher priority completed successfully within their deadlines while minimizing total average latency of tasks finished after given deadlines. The performance of these scheduling methods is evaluated through extensive simulation experiments.