uni/es/Klausurvorbereitung/Zusammenfassung.html

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}</style><title>Zusammenfassung</title></head><body><article class="markdown-body"><h1>
<a id="user-content-einführung" class="anchor" href="#einf%C3%BChrung" aria-hidden="true"><span class="octicon octicon-link"></span></a>Einführung</h1>
<h2>
<a id="user-content-anwendungsgebiete" class="anchor" href="#anwendungsgebiete" aria-hidden="true"><span class="octicon octicon-link"></span></a>Anwendungsgebiete</h2>
<ul>
<li>ES werden in unterschiedlichen Bereichen verwendet:
<ul>
<li>Autos</li>
<li>Flugzeuge</li>
<li>Züge</li>
<li>Mobiltelefone</li>
<li>Gesundheitssektor</li>
<li>Sicherheit</li>
<li>TVs</li>
<li>Fabriken</li>
<li>Intelligente Gebäude</li>
<li>Logistik (RFID) - Tracking von Objekten</li>
<li>Robotik</li>
</ul>
</li>
</ul>
<h2>
<a id="user-content-wichtige-eigenschaften" class="anchor" href="#wichtige-eigenschaften" aria-hidden="true"><span class="octicon octicon-link"></span></a>Wichtige Eigenschaften</h2>
<ul>
<li>dependable
<ul>
<li>Reliability - Probability that system will not fail</li>
<li>Maintainability - Probability that failing system can be repaired within certain timeframe</li>
<li>Availability - Probability that system is available</li>
<li>Safety - System will not cause any harm</li>
<li>Security - confidential data remains confidential and authentic communication is guaranteed</li>
</ul>
</li>
<li>efficient
<ul>
<li>Energie</li>
<li>Laufzeiteffizienz</li>
<li>Codegröße</li>
<li>Gewicht/Masse der Hardware</li>
<li>Kosten</li>
</ul>
</li>
</ul>
<p>ES müssen oftmals Echtzeitbedingungen umsetzen.
Zwei Arten:</p>
<ul>
<li>harte Bedingungen - Nicht-Einhalten führt zu Katastrophe</li>
<li>weiche Bedingungen - alle anderen Zeitbedingungen</li>
</ul>
<p>weitere Eigenschaften</p>
<ul>
<li>reaktiv</li>
<li>hybrid - analoge und digitale Bestandteile</li>
<li>DUI - dedicated user interface</li>
</ul>
<h2>
<a id="user-content-herausforderungen-im-design-von-es" class="anchor" href="#herausforderungen-im-design-von-es" aria-hidden="true"><span class="octicon octicon-link"></span></a>Herausforderungen im Design von ES</h2>
<ul>
<li>Software muss auf Hardware abgestimmt werden</li>
<li>¬funktionale Bedingungen müssen eingehalten werden
<ul>
<li>Echtzeitbedingungen</li>
<li>Energieeffizienz</li>
<li>Dependability - Verlässlichkeit</li>
</ul>
</li>
<li>Zeitmanagement ist eine der größten Herausforderungen</li>
<li>Concurrency (Nebenläufigkeit) ist essentiell</li>
<li>Kombinieren von Komponenten ist wichtig für Design</li>
<li>traditionelle sequentielle Prog.Sprachen sind nicht ideal</li>
</ul>
<h2>
<a id="user-content-designflow" class="anchor" href="#designflow" aria-hidden="true"><span class="octicon octicon-link"></span></a>Designflow</h2>
<ul>
<li>rounded boxes - stored info</li>
<li>rectangles - transformations on data</li>
<li>application knowledge
-&gt; specification
-&gt; HW components
-&gt; system software
=&gt; design repository -&gt; design -&gt; [test]
| |
[application mapping]</li>
<li>[optimization]</li>
<li>[evaluation &amp; validation]</li>
<li><p>[test]</p></li>
<li><p>Figure 1.6 page 13</p></li>
</ul>
<h1>
<a id="user-content-spezifikationen-und-modellierung" class="anchor" href="#spezifikationen-und-modellierung" aria-hidden="true"><span class="octicon octicon-link"></span></a>Spezifikationen und Modellierung</h1>
<h2>
<a id="user-content-bedingungen" class="anchor" href="#bedingungen" aria-hidden="true"><span class="octicon octicon-link"></span></a>Bedingungen</h2>
<ul>
<li>Model: Simplification of another entity, which can be a
physical thing or another model. The model contains exactly those
characteristics and properties of the modeled entity that are
relevant for a given task. A model is minimal with respect to a
task if it does not contain any other characteristics than those
relevant for the task.</li>
</ul>
<p>Modelle werden in Sprachen beschrieben. Sprachen sollten
folgende Eigenschaften aufweisen (Wunschliste):</p>
<ul>
<li>Hierarchie
<ul>
<li>Verhaltshierarchien - enthalten für Beschreibung des Systemverhaltens notwendige Objekte, z.B. Zustände, Events</li>
<li>Strukturhierarchien - beschreiben physische Komponenten des Systems</li>
</ul>
</li>
<li>Komponenten-basiertes Design - Verhalten des Systems muss von Verhalten der Komponenten ableitbar sein</li>
<li>Nebenläufigkeit</li>
<li>Synchronisation und Kommunikation</li>
<li>Zeitverhalten (timing behavior)
<ul>
<li>elapsed time (vergangene Zeit) seit X</li>
<li>Verzögern von Prozessen für spezifizierte Zeit</li>
<li>being able to specify timeouts</li>
<li>Fähigkeit Deadlines und Schedules zu spezifizieren</li>
</ul>
</li>
<li>Zustandorientiertes Verhalten</li>
<li>Eventhandling</li>
<li>Ausnahmeorientiertes Verhalten</li>
<li>Vorhandensein von Programmierelementen</li>
<li>Ausführbarkeit</li>
<li>Support für Design großer Systeme</li>
<li>Support für Anwendungsdomain</li>
<li>Lesbarkeit</li>
<li>Portabilität und Flexibilität</li>
<li>Termination - feasible to identify processes which will terminate from the specification</li>
<li>Support für ¬Standard I/O-Devices</li>
<li>¬funktionale Eigenschaften</li>
<li>Support für Design von verlässlichen (dependable) Systemen</li>
<li>keine Hindernisse für Generierung effizienter Implementierungen</li>
<li>angemessenes MoC (Model of Computation)</li>
</ul>
<h2>
<a id="user-content-models-of-computation-berechnungsmodelle" class="anchor" href="#models-of-computation-berechnungsmodelle" aria-hidden="true"><span class="octicon octicon-link"></span></a>Models of computation (Berechnungsmodelle)</h2>
<ul>
<li>MoCs definieren:
<ul>
<li>Komponenten</li>
<li>Kommunikationsprotokolle</li>
</ul>
</li>
</ul>
<p>Beziehungen zwischen diesen Punkten können in Graphen
festgehalten werden.</p>
<p>Models of Communication:</p>
<ul>
<li>shared memory</li>
<li>message passing
<ul>
<li>async message passing - non-blocking communication</li>
<li>sync message passing - blocking communication, rendez-vous based communication</li>
<li>extended rendez-vous, remote invocation</li>
</ul>
</li>
</ul>
<p>Organisation von Berechnungen innerhalb der Komponenten</p>
<ul>
<li>Von-Neumann Modell</li>
<li>discrete event model</li>
<li>endliche Automaten</li>
<li>Differentialgleichungen</li>
</ul>
<p>Kombinierte Modelle: Tatsächliche Sprachen kombinieren normalerweise ein Kommunikationsmodell mit einer Organisation von Berechnungen innerhalb der Komponenten.</p>
<p>Beispiele:</p>
<ul>
<li>StateChart - kombiniert endliche Automaten mit shared memory</li>
<li>SDL - kombiniert asynchrones message passing mit endlichen Automaten</li>
<li>ADA, CSP - kombinieren von-Neumann mit synchronem message passing</li>
</ul>
<p>Figure 2.7 page 34</p>
<h2>
<a id="user-content-diskrete-event-basierte-sprachen" class="anchor" href="#diskrete-event-basierte-sprachen" aria-hidden="true"><span class="octicon octicon-link"></span></a>Diskrete Event-basierte Sprachen</h2>
<h3>
<a id="user-content-vhdl" class="anchor" href="#vhdl" aria-hidden="true"><span class="octicon octicon-link"></span></a>VHDL</h3>
<ul>
<li>kann in die 1980er Jahre zurückverfolgt werden</li>
<li>im VHSIC Programm entwickelt (vom DoD)</li>
<li>VHSIC hardware description language</li>
<li>IEEE standard</li>
</ul>
<p>Elemente:</p>
<ul>
<li>Entitäten</li>
<li>Architekturen</li>
</ul>
<p>definieren von Verhalten und Struktur</p>
<h3>
<a id="user-content-systemc" class="anchor" href="#systemc" aria-hidden="true"><span class="octicon octicon-link"></span></a>SystemC</h3>
<ul>
<li>erlaubt Spezifikation von Hardwarestrukturen in Software</li>
</ul>
<h1>
<a id="user-content-hardware" class="anchor" href="#hardware" aria-hidden="true"><span class="octicon octicon-link"></span></a>Hardware</h1>
<h2>
<a id="user-content-input" class="anchor" href="#input" aria-hidden="true"><span class="octicon octicon-link"></span></a>Input</h2>
<p>Sensoren:</p>
<ul>
<li>Beschleunigungssensoren</li>
<li>Regensensoren</li>
<li>Bildsensoren (charge-coupled devices und CMOS)</li>
<li>biometrische Sensoren</li>
<li>künstliche Augen</li>
<li>RFID</li>
<li>andere Sensoren</li>
</ul>
<p>Sensoren erzeugen Signale.</p>
<p>Diskretisierung von Zeit: Sample-and-hold circuits</p>
<ul>
<li>messen eines Wertes aus dem kontinuierlichen Zeitspektrum</li>
<li>gemessener Wert wird für bestimmte Zeitdauer weitergeleitet</li>
<li>danach zurück zur Messung des Wertes</li>
<li>Output gleicht damit diskreten Werten (gleicher Wert für bestimmte Zeitdauer)</li>
</ul>
<p>Diskretisierung von Werten: A/D Konverter</p>
<ul>
<li>Flash A/D converter
<ul>
<li>large number of comparators</li>
<li>each comparator has two inputs (+ and -)</li>
<li>if voltage at + larger than at - -&gt; logical 1, otherwise logical 0</li>
<li>first comparator returns 1, if h(t) exceeds 3/4 Vref</li>
<li>second returns 1, for h(t) &gt; 2/4 Vref</li>
<li>third returns 1, for h(t) &gt; 1/4 Vref</li>
<li>encoder tries to identify most significant '1'</li>
</ul>
</li>
<li>successive appriximation</li>
</ul>
<h2>
<a id="user-content-processing-units" class="anchor" href="#processing-units" aria-hidden="true"><span class="octicon octicon-link"></span></a>Processing Units</h2>
<ul>
<li>Energie"verbrauch" ist wichtigste Beschränkung in ES</li>
</ul>
<h3>
<a id="user-content-asics-application-specific-circuits" class="anchor" href="#asics-application-specific-circuits" aria-hidden="true"><span class="octicon octicon-link"></span></a>ASICs (Application-specific circuits)</h3>
<ul>
<li>hohe Kosten</li>
<li>sehr gute Performance für sehr kleinen Anwendungsbereich</li>
<li>keine Flexibilität</li>
</ul>
<h3>
<a id="user-content-prozessoren" class="anchor" href="#prozessoren" aria-hidden="true"><span class="octicon octicon-link"></span></a>Prozessoren</h3>
<ul>
<li>Flexibilität</li>
<li>Energieeffizienz ist wichtig - Compiler müssen so effizient sein wie möglich</li>
<li>müssen nicht kompatibel mit PC-Prozessoren sein</li>
<li>Dynamic power management
<ul>
<li>power saving states (idle and sleep)</li>
<li>changes between states</li>
</ul>
</li>
<li>Dynamic voltage scaling
<ul>
<li>decreasing supply voltage reduces power quadratically</li>
<li>only linear increase of runtime of algorithms</li>
</ul>
</li>
<li>Code-size efficiency
<ul>
<li>CISC machines (Complex Instruction Set Processors)</li>
<li>Kompressionstechniken</li>
</ul>
</li>
<li>Laufzeiteffizienz</li>
</ul>
<h3>
<a id="user-content-reconfigurable-logic" class="anchor" href="#reconfigurable-logic" aria-hidden="true"><span class="octicon octicon-link"></span></a>Reconfigurable Logic</h3>
<p>application areas:</p>
<ul>
<li>fast prototyping</li>
<li>low volume applications</li>
<li>realtime systems</li>
</ul>
<h3>
<a id="user-content-memories" class="anchor" href="#memories" aria-hidden="true"><span class="octicon octicon-link"></span></a>Memories</h3>
<ul>
<li>großer Geschwindigkeitsunterschied zw. Prozessoren und Memories</li>
<li>kleinere Memories wichtig, da sie schnellere Zugriffszeiten bieten</li>
<li>mehrere kleine Speicher für häufig genutzte Instruktionen und Daten plus ein größerer Speicher für restliche Daten und Instruktionen bieten i.A. höhere Energieeffizienz</li>
<li>Scratch Pad memories (SPMs) als Alternative zu Caches</li>
</ul>
<h2>
<a id="user-content-communication" class="anchor" href="#communication" aria-hidden="true"><span class="octicon octicon-link"></span></a>Communication</h2>
<ul>
<li>Informationen können durch Kanäle transportiert werden</li>
<li>physische Entitäten, die Kommunikation ermöglichen heißen Kommunikationsmedien</li>
<li>wichtige solche Medien:
<ul>
<li>drahtlose Medien (Infrarot, RFID)</li>
<li>optische Medien (Glasfaser)</li>
<li>Kabel</li>
</ul>
</li>
</ul>
<h3>
<a id="user-content-requirements" class="anchor" href="#requirements" aria-hidden="true"><span class="octicon octicon-link"></span></a>Requirements</h3>
<ul>
<li>Echtzeitverhalten</li>
<li>Effizienz</li>
<li>angemessende Bandbreite und Kommunikationsverzögerung</li>
<li>Support für eventbasierte Kommunikation</li>
<li>Robustheit</li>
<li>Fehlertoleranz</li>
<li>Wartbarkeit, Diagnosefähigkeit</li>
<li>Datenschutz</li>
</ul>
<h3>
<a id="user-content-elektrische-robustheit" class="anchor" href="#elektrische-robustheit" aria-hidden="true"><span class="octicon octicon-link"></span></a>Elektrische Robustheit</h3>
<ul>
<li>single-ended signaling
<ul>
<li>single ground wire</li>
<li>affected by external noise</li>
<li>difficult to establish high-quality ground signals</li>
</ul>
</li>
<li>differential signaling
<ul>
<li>two wires for data transport</li>
<li>noise can be effectively removed</li>
<li>logic value only depends on polarity of voltage between two wires, magnitude can be affected without effect</li>
<li>quality of ground wire unimportant</li>
<li>no common ground wire required</li>
<li>larger throughput than single-ended signaling</li>
<li>used in standard Ethernet-based networks</li>
</ul>
</li>
</ul>
<h3>
<a id="user-content-echtzeitverhalten-garantieren" class="anchor" href="#echtzeitverhalten-garantieren" aria-hidden="true"><span class="octicon octicon-link"></span></a>Echtzeitverhalten garantieren</h3>
<ul>
<li>Nutzung von time division multiple access (TDMA)</li>
<li>jeder Kommunikationspartner bekommt festen Zeitslot</li>
<li>innerhalb dieses Slots darf gesendet werden</li>
<li>Zeit wird in Frames unterteilt</li>
<li>jedes Frame startet mit Synchronisierung und einem Gap, um dem Sender das ausschalten zu ermöglichen </li>
</ul>
<p>carrier-sense multiple access/collision detect (CSMA/CD)</p>
<ul>
<li>wenn mehrere Partner zur gleichen Zeit kommunizieren, wird für jeden eine zufällige Wartezeit bestimmt</li>
<li>sehr unwahrscheinlich, dass sich Szenario nach Wartezeit wiederholt</li>
<li>kann nicht für ES benutzt werden, da Laufzeit nicht bestimmt werden kann</li>
</ul>
<p>carrier-sense multiple access/collision avoidance (CSMA/CA)</p>
<ul>
<li>jeder Partner bekommt Priorität zugewiesen</li>
<li>dies geschieht in Verhandlungsphasen</li>
<li>wenn Partner einen Partner mit höherer Priorität erkennt, muss Ersterer seine NUtzungsabsicht sofort zurückziehen</li>
<li>daher vorhersehbare Laufzeit für Partner mit höchster Priorität</li>
<li>für andere auch, wenn Partner mit höchster Prio nicht dauerhaft Zugang verlangt</li>
<li>Ethernet mit über 1GBit vermeidet ebenfalls Kollisionen</li>
</ul>
<h3>
<a id="user-content-beispiele" class="anchor" href="#beispiele" aria-hidden="true"><span class="octicon octicon-link"></span></a>Beispiele</h3>
<ul>
<li>Sensor/actuator buses</li>
<li>field buses
<ul>
<li>Controler Area Network</li>
<li>Time-Triggered-Protocol (TTP)</li>
<li>FlexRay</li>
<li>LIN</li>
<li>MAP</li>
<li>EIB</li>
</ul>
</li>
<li>Kabelgebundene Multimedia-Kommunikation</li>
<li>drahtlose Kommunikation</li>
</ul>
<h2>
<a id="user-content-output" class="anchor" href="#output" aria-hidden="true"><span class="octicon octicon-link"></span></a>Output</h2>
<ul>
<li>Displays</li>
<li><p>Elektromechanische Geräte</p></li>
<li><p>analog input zu analog output:
AA -&gt; Sample &amp; hold -&gt; A/D conv. -&gt; Verarbeitung -&gt; D/A conv. -&gt; filter</p></li>
</ul>
<h3>
<a id="user-content-da-konverter" class="anchor" href="#da-konverter" aria-hidden="true"><span class="octicon octicon-link"></span></a>D/A Konverter</h3>
<ul>
<li>wandeln digital in analog um</li>
<li>benutzen Kirchhoffs Regeln</li>
</ul>
<h3>
<a id="user-content-sampling-theorem" class="anchor" href="#sampling-theorem" aria-hidden="true"><span class="octicon octicon-link"></span></a>Sampling theorem</h3>
<ul>
<li>mithilfe der Shannon-Wittaker interpolation kann das ursprüngliche analoge Signal approximiert werden</li>
<li>ebenso wird die Fourier Transformation benutzt</li>
<li>ansonsten sehr viel Mathe</li>
</ul>
<h1>
<a id="user-content-system-software" class="anchor" href="#system-software" aria-hidden="true"><span class="octicon octicon-link"></span></a>System Software</h1>
<h2>
<a id="user-content-embedded-operating-systems" class="anchor" href="#embedded-operating-systems" aria-hidden="true"><span class="octicon octicon-link"></span></a>Embedded Operating Systems</h2>
<h3>
<a id="user-content-allgemeine-bedingungen" class="anchor" href="#allgemeine-bedingungen" aria-hidden="true"><span class="octicon octicon-link"></span></a>Allgemeine Bedingungen</h3>
<ul>
<li>muss flexibel für Anwendungsbereich angepasst werden können</li>
<li>Konfigurabilität (configurability)
<ul>
<li>OO</li>
<li>Aspect-oriented Programming</li>
<li>konditioniertes Kompilieren</li>
<li>fortgeschrittene Kompilierzeit Evaluation</li>
<li>Linker-basiertes Entfernen von nicht genutzten Funktionen</li>
</ul>
</li>
<li>Treiber sind vom OS getrennt</li>
<li>keine Schutzmechanismen (wie privilegierter Zugang) notwendig, da ungetestete Software nicht geladen wird</li>
<li>interrupts können mit jedem Prozess verbunden werden</li>
<li>viele ES sind Echtzeitsysteme und daher muss deren OS ein RTOS sein</li>
</ul>
<h3>
<a id="user-content-echtzeit-os" class="anchor" href="#echtzeit-os" aria-hidden="true"><span class="octicon octicon-link"></span></a>Echtzeit OS</h3>
<ul>
<li>Zeitverhalten des OS muss vorhersagbar sein</li>
<li>OS muss das Scheduling der Tasks managen</li>
<li>einige Systeme erfordern Zeitmanagement durch das OS</li>
<li>OS muss schnell sein</li>
</ul>
<p>vorhandene RTOS können in drei Kategorien eingeteilt werden:</p>
<ul>
<li>schnelle proprietäre Kernel</li>
<li>Echtzeiterweiterungen zu Standard-OS</li>
<li>Forschungssysteme</li>
</ul>
<p>Kernunterschied zu Standard OS:</p>
<ul>
<li>es wird für den Worst Case optimiert</li>
</ul>
<h3>
<a id="user-content-resources-access-protocols" class="anchor" href="#resources-access-protocols" aria-hidden="true"><span class="octicon octicon-link"></span></a>Resources access protocols</h3>
<h4>
<a id="user-content-priority-inversion" class="anchor" href="#priority-inversion" aria-hidden="true"><span class="octicon octicon-link"></span></a>Priority Inversion</h4>
<ul>
<li>Prozess mit geringerer Priorität blockt Prozess mit höherer Priorität</li>
</ul>
<h4>
<a id="user-content-priority-inheritance" class="anchor" href="#priority-inheritance" aria-hidden="true"><span class="octicon octicon-link"></span></a>Priority Inheritance</h4>
<ul>
<li>T1 hat Prio 1</li>
<li>T2 hat Prio 2</li>
<li><p>T3 hat Prio 3</p></li>
<li><p>T2 verlangt Zugang zu S</p></li>
<li>T1 verlangt Zugang zu S - wird blockiert</li>
<li>T2 erbt Prio von T1</li>
</ul>
<h2>
<a id="user-content-hardware-abstraction-layers" class="anchor" href="#hardware-abstraction-layers" aria-hidden="true"><span class="octicon octicon-link"></span></a>Hardware abstraction layers</h2>
<ul>
<li>accessing hardware through hardware-independent API</li>
</ul>
<h2>
<a id="user-content-middleware" class="anchor" href="#middleware" aria-hidden="true"><span class="octicon octicon-link"></span></a>Middleware</h2>
<ul>
<li>add communication functionality on top of OS</li>
</ul>
<h3>
<a id="user-content-osek" class="anchor" href="#osek" aria-hidden="true"><span class="octicon octicon-link"></span></a>OSEK</h3>
<ul>
<li>für Autobranche benutzt</li>
</ul>
<h3>
<a id="user-content-corba-common-object-request-broker-architecture" class="anchor" href="#corba-common-object-request-broker-architecture" aria-hidden="true"><span class="octicon octicon-link"></span></a>Corba (Common Object Request Broker Architecture)</h3>
<ul>
<li>standardisierter Zugriff auf Remote-Objekte</li>
<li>standardmäßig nicht für RTOS geeignet</li>
<li>separater Standard RT-CORBA für RTOS definiert</li>
</ul>
<h3>
<a id="user-content-mpi-message-passing-interface" class="anchor" href="#mpi-message-passing-interface" aria-hidden="true"><span class="octicon octicon-link"></span></a>MPI (Message passing interface)</h3>
<ul>
<li>Alternative zu CORBA</li>
<li>Kommunikation zwischen Prozessoren</li>
</ul>
<h3>
<a id="user-content-posix-threads-pthreads" class="anchor" href="#posix-threads-pthreads" aria-hidden="true"><span class="octicon octicon-link"></span></a>POSIX Threads (Pthreads)</h3>
<ul>
<li>API für Threads auf der OS-Ebene</li>
</ul>
<h3>
<a id="user-content-openmp" class="anchor" href="#openmp" aria-hidden="true"><span class="octicon octicon-link"></span></a>OpenMP</h3>
<ul>
<li>explizite Parallelität</li>
<li>implizite Kommunikation, Synchronisation, etc.</li>
</ul>
<h3>
<a id="user-content-upnp-dpws-jxta" class="anchor" href="#upnp-dpws-jxta" aria-hidden="true"><span class="octicon octicon-link"></span></a>UPnP, DPWS, JXTA</h3>
<ul>
<li>Universal Plug-and-Play
<ul>
<li>Erweiterung von PnP für Netzwerke</li>
</ul>
</li>
<li>Devices Profile for Web Services (DPWS) allgemeiner als UPnP</li>
<li>JXTA ist eine OpenSource Peer-to-Peer Protokollspezifikation</li>
</ul>
<h1>
<a id="user-content-evaluation-und-validierung" class="anchor" href="#evaluation-und-validierung" aria-hidden="true"><span class="octicon octicon-link"></span></a>Evaluation und Validierung</h1>
<ul>
<li>Validierung überprüft, ob ein Design alle Restriktionen erfüllt, wie erwartet funktionieren wird und für den Zweck angemessen ist</li>
<li>Validierung mit mathematischer Genauigkeit wird formale Validierung genannt</li>
<li>sehr wichtig während Designprozess</li>
<li>Evaluation ist Prozess des Berechnens von quantitativen Informationen von einigen Kern-Charakteristika eines bestimmten Designs</li>
</ul>
<p>Kopetz' Designprinzipien:</p>
<ul>
<li>Safety muss möglicherweise als der zentrale Aspekt gesehen werden, von dem alles abhängt</li>
<li>präzise Spezifikationen von Designhypothesen müssen gleich zu Beginn gemacht werden (inklusive erwarteten Fehlern und deren Wahrscheinlichkeit)</li>
<li>"Fault containment regions" müssen erwogen werden
<ul>
<li>Fehler in einer solchen Region beeinflussen keine andere solche Region</li>
</ul>
</li>
<li>konsistente Vorstellung von Zeit und Zustand muss etabliert werden</li>
<li>wohldefinierte Schnittstellen müssen die Interna von Komponenten verstecken</li>
<li>Komponenten müssen unabhängig voneinander versagen (kein Einfluss auf andere Komponenten)</li>
<li>Komponenten müssen sich selbst als korrekt annehmen bis mindestens zwei andere Komponenten das Gegenteil annehmen</li>
<li>Fehlertoleranz darf es nicht schwerer machen das Verhalten des Systems zu erklären; Fehlertoleranz Mechanismen sollten von der regulären Funktionalität entkoppelt sein</li>
<li>das System muss für Diagnose designed werden</li>
<li>man-machine interface muss intuitiv und vergebend sein; safety sollte trotz Fehler des Menschens weiter gewährleistet sein</li>
<li>jede Anomalie sollte aufgezeichnet werden; Aufzeichnung sollte auch interne Effekte beinhalten</li>
<li>provide never-give up strategy</li>
</ul>
<h1>
<a id="user-content-application-mapping" class="anchor" href="#application-mapping" aria-hidden="true"><span class="octicon octicon-link"></span></a>Application mapping</h1>
<h2>
<a id="user-content-classification-of-scheduling-algorithms" class="anchor" href="#classification-of-scheduling-algorithms" aria-hidden="true"><span class="octicon octicon-link"></span></a>Classification of scheduling algorithms</h2>
<ul>
<li>soft and hard deadlines</li>
<li>periodic vs. aperiodic tasks</li>
<li>preemptive vs. non-preemptive scheduling</li>
<li>static vs. dynamic scheduling</li>
<li>independent vs. dependent tasks</li>
<li>mono- vs. multi-processor scheduling</li>
<li>centralized vs. distributed scheduling</li>
</ul>
<h2>
<a id="user-content-scheduling-algorithms" class="anchor" href="#scheduling-algorithms" aria-hidden="true"><span class="octicon octicon-link"></span></a>Scheduling algorithms</h2>
<h3>
<a id="user-content-aperiodic-scheduling-without-precedence-constraints" class="anchor" href="#aperiodic-scheduling-without-precedence-constraints" aria-hidden="true"><span class="octicon octicon-link"></span></a>Aperiodic scheduling without precedence constraints</h3>
<ul>
<li>Earliest Due Date (identical arrival times)</li>
<li>Earliest Deadline First (different arrival times with preemption)</li>
<li>Least Laxity (deadline interval - execution time)</li>
</ul>
<h3>
<a id="user-content-aperiodic-scheduling-with-precedence-constraints" class="anchor" href="#aperiodic-scheduling-with-precedence-constraints" aria-hidden="true"><span class="octicon octicon-link"></span></a>Aperiodic Scheduling with precedence constraints</h3>
<ul>
<li>LatestDeadlineFirst</li>
<li>ASAP</li>
<li>ALAP (as late as possible)</li>
<li>list scheduling</li>
<li>force-directed scheduling
<ul>
<li>goal: balanced utilization of resources</li>
<li>based on spring model</li>
<li>originally proposed for high-level synthesis</li>
</ul>
</li>
</ul>
<h3>
<a id="user-content-periodic-scheduling-without-precedence-constraints" class="anchor" href="#periodic-scheduling-without-precedence-constraints" aria-hidden="true"><span class="octicon octicon-link"></span></a>Periodic scheduling without precedence constraints</h3>
<ul>
<li>rate monotonic scheduling</li>
<li>Earliest deadline first</li>
</ul>
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