24 research outputs found

    COSMOS : composition de noeuds de contexte

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    National audienceLes applications ubiquitaires évoluent dans une grande diversité de contextes d'utilisation. Or, cette diversité requiert une adaptation continuelle afin de préserver le bon fonctionnement des applications. DÚs lors, l'observation du contexte joue un rÎle prépondérant. Si les approches actuelles « centrée utilisateur » et « systÚme » ont prouvé leur pertinence dans ce domaine, elles souffrent néanmoins de certaines limitations liées à l'expressivité des compositions des inférences et au passage à l'échelle. Par conséquent, nous proposons de réorganiser les fonctionnalités traditionnelles d'un gestionnaire de contexte de maniÚre systématique en cycles « collecte / interprétation / identification de situations ». Cette approche repose sur la définition du concept de noeuds de contexte composés dans un graphe (hiérarchie avec partage), et l'expression du concept en composant et architecture logicielle pour faciliter la définition et la gestion des politiques de gestion de contexte

    Component-based middleware for distributed augmented reality applications

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    International audienceThis paper describes the design and implementation of a middleware for a framework dedicated to Augmented Reality/Mixed Reality (AR/MR) applications. The goal is to offer an environment for the development of distributed applications running on mobile devices (wearable computers and/or smartphones). The paper first presents the main needs of an AR application and introduces the necessity of distribution in this field. Then we make a quick overview of existing distributed AR frameworks. The goal of this overview is to extract main features and strengths of each framework's architecture based on a set of defined criteria. This comparison being meant as a starting point to extend our own framework (ARCS: Augmented Reality Component System), the last section is about the design and implementation of our own software infrastructure for transparent distributed Augmented Reality taking in consideration our own goals and constraints and taking profit of the strengths of the studied existing frameworks

    SynthÚse et description de circuits numériques au niveau des transferts synchronisés par les données

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    RÉSUMÉ Au-delĂ  des processeurs d’instructions multi-coeurs, le monde du traitement numĂ©rique haute performance moderne est Ă©galement caractĂ©risĂ© par l’utilisation de circuits spĂ©cifiques Ă  un domaine d’application implĂ©mentĂ©s au moyen de circuits programmables FPGA (rĂ©seau de portes programmables in situ). Les FPGA reprĂ©sentent des candidats intĂ©ressants Ă  la rĂ©alisation de calculs haute-performances pour diffĂ©rentes raisons. D’une part, le nombre importants de blocs de propriĂ©tĂ©s intellectuelles gravĂ©s en dur sur ces puces (processeurs, mĂ©moires, unitĂ©s de traitement de signal numĂ©rique) rĂ©duit l’écart qui les sĂ©pare des circuits intĂ©grĂ©s dĂ©diĂ©s en termes de ressources disponibles. Un Ă©cart qui s’explique par le haut niveau de configurabilitĂ© offert par le circuit programmable, une capacitĂ© pour laquelle un grand nombre de ressources doit ĂȘtre dĂ©diĂ© sans ĂȘtre utilisĂ© par le circuit programmĂ©. NĂ©anmoins dans un contexte oĂč souvent plus de transistors sont disponibles qu’on puisse en utiliser, le coĂ»t associĂ© Ă  la configurabilitĂ© s’en trouve d’autant rĂ©duit. De par leur capacitĂ© Ă  ĂȘtre reconfigurĂ©s complĂštement ou partiellement, les FPGAs modernes, tout comme les processeurs d’instructions, offrent la flexibilitĂ© requise pour supporter un grand nombre d’applications. NĂ©anmoins, contrairement aux processeurs d’instructions qui peuvent ĂȘtre programmĂ©s avec diffĂ©rents langages de programmation haut-niveau (Java, C#, C/C++, MPI, OpenMP, OpenCL), la programmation d’un FPGA requiert la spĂ©cification d’un circuit numĂ©rique, ce qui reprĂ©sente un obstacle majeur Ă  leur plus grande adoption. La description de circuits numĂ©riques est gĂ©nĂ©ralement exprimĂ©e au moyen d’un langage concurrent pour lequel le niveau d’abstraction se situe au niveau des transferts entre registres (RTL), tels les langages VHDL et Verilog. Pour une application donnĂ©e, la rĂ©alisation d’un circuit numĂ©rique spĂ©cialisĂ© requiert typiquement un effort de conception significativement plus grand qu’une rĂ©alisation logicielle. Il existe aujourd’hui diffĂ©rents outils acadĂ©miques et commerciaux permettant la synthĂšse haut-niveau de circuits numĂ©riques en partant de descriptions C/C++/SystemC, et plus rĂ©cemment OpenCL. Cependant, selon l’application considĂ©rĂ©e, ces outils ne permettent pas toujours d’obtenir des performances comparables Ă  celles qui peuvent ĂȘtre obtenues avec une description RTL produite manuellement. On s’intĂ©resse dans ce travail Ă  un outil de synthĂšse de niveau intermĂ©diaire offrant un compromis entre les performances atteignables au moyen d’une mĂ©thode de conception RTL, ainsi que les temps de conception que permet la synthĂšse Ă  haut-niveau.----------ABSTRACT Beyond modern multi/many-cores processors, the world of computing is also caracterized by the use of dedicated circuits implemented on Field-Programmable Gate-Arrays (FPGAs). For many reasons, modern FPGAs have become interesting targets for high-performance computing applications. On one hand, their integration of considerable amounts of IP blocks (processors, memories, DSPs) has contributed to reduce the resource/performance gap that exist with Application Specific Integrated Devices (ASICs). A gap that is easily explained by the high-level of reconfigurability that these devices provide, a feature for which a considerable amount of resources (transistors) must be dedicated. Nevertheless, in a context where often more transistors are often available than it is needed or required, the impact of such a cost is less important. The ability to reconfigure completely or partially modern FPGAs further offer the flexibility required to support multiple different applications over time, similarly to instruction processors. However, while instruction processors can be programmed with different high abstraction level software programming languages (Java, C#, C/C++, MPI, OpenMP, OpenCL), FPGA programming typically requires the specification of a hardware design, which is a major obstacle to their widespread use. The description of a hardware design is generally done at the register-transfer level (RTL), using hardware description languages (HDLs) such as VHDL and Verilog. For a given application, the design and verification of a dedicated circuit requires a significantly more important effort than a software implementation. Nowadays, numerous commercial and academic tools allow the high-level synthesis of hardware designs starting from a software description using programming languages such as C/C++/SystemC, and more recently OpenCL. Nevertheless, depending on the application considered, at current state of the art, these tools do not allow performances that matches those which can be obtained through hand-made RTL designs. In this work, we consider an intermediate-level synthesis methodology offering a compromise between the performances and design times that can be obtained with RTL and high-level synthesis methodologies. We consider an input hardware description language that allows the description of algorithmic state machines (ASMs) handling connections between sources and sinks with predefined streaming interfaces. These interfaces are similar AXI4-Streaming and Avalon-Streaming interfaces, featuring ready-to-send/ready-to-receive synchronisation signals

    Interface pour le pilotage et l'analyse des robots basée sur un générateur de cinématiques

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    In robotics we depend on software tools during design, modeling, programming and testing. These tools are essentials, often indispensable aids for developing and operating sophisticated robotic systems. At the same time, these tools are complex and usually too difficult to be used by non specialists. For example tools used for simulation or off-line programming require significant knowledge and skill. The goal of this thesis is to provide novice users with an intuitive tool (CINEGEN) for designing, studying and controlling robot manipulators without programming. In particular the tool addresses two main problems: 1) modeling a new robot requires an significant amount of time; 2) robot tasks (motion, actions, etc.) are generally difficult for novice users to specify. CINEGEN is a novel tool for kinematic simulation of robot manipulators in a virtual environment. It is easy to use and is capable of handling generic kinematic structures. With CINEGEN the description of robots is easy to perform and enables rapid prototyping. Additionally, CINEGEN's capability for real-time interactive simulation allows novice users to quickly specify and evaluate robot tasks. A new simulation can be created very rapidly by describing the robot in a simple text based configuration file. In this file, robots are defined by the properties of each link and their relationships. Robots are defined as a tree structure from the base to the end-effector. For robots with kinematic loops, each loop is represented with two open sub-chains which are closed using a simple constraint. This same type of constraint is used to define which part of the robot must follow movements generated by input devices to the simulation. Once defined, this file is parsed by CINEGEN which automatically constructs the robot structure and its numerical kinematic model to satisfy all the constraints. Then the kinematic solver computes the robot movements regarding the user inputs and the internal constraints. This allows the user to interactively control the robot in two modes: direct kinematics (independent control of each joint) or inverse kinematics (control of the end effector). This constraint solver scheme provides the user with a unified interface to control robots without requiring thought about direct or inverse kinematics. The user interacts with the model of the robot using a virtual reality based interface. This interface gives the user a direct and intuitive means to study a robot's behavior. The virtual reality based interface implies three fundamentals needs: a visualization of 3-dimensional world, appropriate input devices and real-time simulation. The visualization of the robot in a three dimensional space allows the user to understand the robot and the world in which it moves without any symbolic representation. The design of a new haptic input device extends the use of commercial devices employed, making it easier to generate control inputs as well as to "feel" the robot response. Real-time performance (refresh at more than 25Hz) of the complete simulation (graphics as well as kinematics) is obtained via efficient numerical tools and a constraint solver dedicated to robot kinematics. In short, the project developed in this thesis answer to two principal needs: rapid prototyping and analysis of robot manipulators with general kinematic structure, an intuitive interface for teleoperation (task definition) of new robots without programming

    Méthodologie et outil de conception de systÚmes embarqués basés sur le cadre d'applications .NET

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    Mémoire numérisé par la Direction des bibliothÚques de l'Université de Montréal

    Exploration et analyse immersives de données moléculaires guidées par la tùche et la modélisation sémantique des contenus

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    In structural biology, the theoretical study of molecular structures has four main activities organized in the following scenario: collection of experimental and theoretical data, visualization of 3D structures, molecular simulation, analysis and interpretation of results. This pipeline allows the expert to develop new hypotheses, to verify them experimentally and to produce new data as a starting point for a new scenario.The explosion in the amount of data to handle in this loop has two problems. Firstly, the resources and time dedicated to the tasks of transfer and conversion of data between each of these four activities increases significantly. Secondly, the complexity of molecular data generated by new experimental methodologies greatly increases the difficulty to properly collect, visualize and analyze the data.Immersive environments are often proposed to address the quantity and the increasing complexity of the modeled phenomena, especially during the viewing activity. Indeed, virtual reality offers a high quality stereoscopic perception, useful for a better understanding of inherently three-dimensional molecular data. It also displays a large amount of information thanks to the large display surfaces, but also to complete the immersive feeling with other sensorimotor channels (3D audio, haptic feedbacks,...).However, two major factors hindering the use of virtual reality in the field of structural biology. On one hand, although there are literature on navigation and environmental realistic virtual scenes, navigating abstract science is still very little studied. The understanding of complex 3D phenomena is however particularly conditioned by the subject’s ability to identify themselves in a complex 3D phenomenon. The first objective of this thesis work is then to propose 3D navigation paradigms adapted to the molecular structures of increasing complexity. On the other hand, the interactive context of immersive environments encourages direct interaction with the objects of interest. But the activities of: results collection, simulation and analysis, assume a working environment based on command-line inputs or through specific scripts associated to the tools. Usually, the use of virtual reality is therefore restricted to molecular structures exploration and visualization. The second thesis objective is then to bring all these activities, previously carried out in independent and interactive application contexts, within a homogeneous and unique interactive context. In addition to minimizing the time spent in data management between different work contexts, the aim is also to present, in a joint and simultaneous way, molecular structures and analyses, and allow their manipulation through direct interaction.Our contribution meets these objectives by building on an approach guided by both the content and the task. More precisely, navigation paradigms have been designed taking into account the molecular content, especially geometric properties, and tasks of the expert, to facilitate spatial referencing in molecular complexes and make the exploration of these structures more efficient. In addition, formalizing the nature of molecular data, their analysis and their visual representations, allows to interactively propose analyzes adapted to the nature of the data and create links between the molecular components and associated analyzes. These features go through the construction of a unified and powerful semantic representation making possible the integration of these activities in a unique interactive context.En biologie structurale, l’étude thĂ©orique de structures molĂ©culaires comporte quatre activitĂ©s principales organisĂ©es selon le processus sĂ©quentiel suivant : la collecte de donnĂ©es expĂ©rimentales/thĂ©oriques, la visualisation des structures 3d, la simulation molĂ©culaire, l’analyse et l’interprĂ©tation des rĂ©sultats. Cet enchaĂźnement permet Ă  l’expert d’élaborer de nouvelles hypothĂšses, de les vĂ©rifier de maniĂšre expĂ©rimentale et de produire de nouvelles donnĂ©es comme point de dĂ©part d’un nouveau processus.L’explosion de la quantitĂ© de donnĂ©es Ă  manipuler au sein de cette boucle pose dĂ©sormais deux problĂšmes. PremiĂšrement, les ressources et le temps relatifs aux tĂąches de transfert et de conversion de donnĂ©es entre chacune de ces activitĂ©s augmentent considĂ©rablement. DeuxiĂšmement, la complexitĂ© des donnĂ©es molĂ©culaires gĂ©nĂ©rĂ©es par les nouvelles mĂ©thodologies expĂ©rimentales accroĂźt fortement la difficultĂ© pour correctement percevoir, visualiser et analyser ces donnĂ©es.Les environnements immersifs sont souvent proposĂ©s pour aborder le problĂšme de la quantitĂ© et de la complexitĂ© croissante des phĂ©nomĂšnes modĂ©lisĂ©s, en particulier durant l’activitĂ© de visualisation. En effet, la RĂ©alitĂ© Virtuelle offre entre autre une perception stĂ©rĂ©oscopique de haute qualitĂ© utile Ă  une meilleure comprĂ©hension de donnĂ©es molĂ©culaires intrinsĂšquement tridimensionnelles. Elle permet Ă©galement d’afficher une quantitĂ© d’information importante grĂące aux grandes surfaces d’affichage, mais aussi de complĂ©ter la sensation d’immersion par d’autres canaux sensorimoteurs.Cependant, deux facteurs majeurs freinent l’usage de la RĂ©alitĂ© Virtuelle dans le domaine de la biologie structurale. D’une part, mĂȘme s’il existe une littĂ©rature fournie sur la navigation dans les scĂšnes virtuelles rĂ©alistes et Ă©cologiques, celle-ci est trĂšs peu Ă©tudiĂ©e sur la navigation sur des donnĂ©es scientifiques abstraites. La comprĂ©hension de phĂ©nomĂšnes 3d complexes est pourtant particuliĂšrement conditionnĂ©e par la capacitĂ© du sujet Ă  se repĂ©rer dans l’espace. Le premier objectif de ce travail de doctorat a donc Ă©tĂ© de proposer des paradigmes navigation 3d adaptĂ©s aux structures molĂ©culaires complexes. D’autre part, le contexte interactif des environnements immersif favorise l’interaction directe avec les objets d’intĂ©rĂȘt. Or les activitĂ©s de collecte et d’analyse des rĂ©sultats supposent un contexte de travail en "ligne de commande" ou basĂ© sur des scripts spĂ©cifiques aux outils d’analyse. Il en rĂ©sulte que l’usage de la RĂ©alitĂ© Virtuelle se limite souvent Ă  l’activitĂ© d’exploration et de visualisation des structures molĂ©culaires. C’est pourquoi le second objectif de thĂšse est de rapprocher ces diffĂ©rentes activitĂ©s, jusqu’alors rĂ©alisĂ©es dans des contextes interactifs et applicatifs indĂ©pendants, au sein d’un contexte interactif homogĂšne et unique. Outre le fait de minimiser le temps passĂ© dans la gestion des donnĂ©es entre les diffĂ©rents contextes de travail, il s’agit Ă©galement de prĂ©senter de maniĂšre conjointe et simultanĂ©e les structures molĂ©culaires et leurs analyses et de permettre leur manipulation par des interactions directes.Notre contribution rĂ©pond Ă  ces objectifs en s’appuyant sur une approche guidĂ©e Ă  la fois par le contenu et la tĂąche. Des paradigmes de navigation ont Ă©tĂ© conçus en tenant compte du contenu molĂ©culaire, en particulier des propriĂ©tĂ©s gĂ©omĂ©triques, et des tĂąches de l’expert, afin de faciliter le repĂ©rage spatial et de rendre plus performante l’activitĂ© d’exploration. Par ailleurs, formaliser la nature des donnĂ©es molĂ©culaires, leurs analyses et leurs reprĂ©sentations visuelles, permettent notamment de proposer Ă  la demande et interactivement des analyses adaptĂ©es Ă  la nature des donnĂ©es et de crĂ©er des liens entre les composants molĂ©culaires et les analyses associĂ©es. Ces fonctionnalitĂ©s passent par la construction d’une reprĂ©sentation sĂ©mantique unifiĂ©e et performante rendant possible l’intĂ©gration de ces activitĂ©s dans un contexte interactif unique

    MĂ©thodes et outils de la conception amont pour les systĂšmes et les micro-systĂšmes

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    Ce travail de thÚse porte sur l'élaboration de modÚles de haut-niveau de systÚmes pluridisciplinaires à base d'électronique. L'objectif est de réaliser des prototypes virtuels de ces systÚmes et de vérifier formellement leur comportement dÚs les premiÚres étapes du cycle de conception. Grùce à une approche descendante et au formalisme HiLeS, nous réalisons des représentations hiérarchiques qui associent des réseaux de Petri à un ensemble de blocs et de canaux interagissant mutuellement. Nous avons développé l'outil HiLeS Designer pour rendre utilisable le formalisme avec plusieurs améliorations opérationnelles telles que le couplage avec un outil d'analyse de réseaux de Petri (TINA) et la compatibilité avec VHDL-AMS. Nous proposons donc, une plate-forme de conception amont autour de l'outil HiLeS Designer avec des passerelles vers TINA et VHDL-AMS. L'utilisation de cette plate-forme nous à permis d'identifier plusieurs perspectives de développement, notamment vers la conduite de projet. ABSTRACT : This work concerns the development of high-level models of multi-disciplinary systems based on electronics. The objective is to construct virtual prototypes of those systems and to verify their behavior since the early stages of the design process. Using a top-down approach and the HiLeS formalism we obtain hierarchical models that associate Petri nets and a group of blocks and channels interacting mutually. We developed HiLeS Designer, a software tool that implements the formalism with several complementary improvements such as an interface to a Petri nets analysis tool (TINA) and compatibility with VHDL-AMS. These two aspects are the base of our formal verification and virtual prototyping approach. We propose a high-level systems design platform that integrates HiLeS Designer, TINA and VHDL-AMS. Using this platform on two case studies allowed us to identify possible improvements to our project and prospective evolutions

    Adaptations dynamiques au contexte en informatique ambiante : propriétés logiques et temporelles

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    In ubiquitous computing, applications are built as a collaboration of computerized and communicating objects called devices. Because these devices can be mobile or subject to failures, this infrastructure evolves dynamically and unpredictably. Thus, to fit seamlessly into their environment and to provide the functionalities expected by users which are often more sustainable than the environment, applications must dynamically adapt to these changes. Each of these variable phenomena pursues its own dynamic. The challenge offered to adaptation mechanisms is to be able to consider them, with suitable dynamics.For this purpose, we propose an architectural model and an adaptation mechanism. The architectural model is based on four levels organized hierarchically according to their complexity and to the dynamics they can offer. We combine to this architectural model an adaptation mechanism. Based on the separation of concerns principle, our mechanism allows us to consider the variability of the system. Due to the unpredictability of the environment, the sets of adaptations that will be deployed by the upper levels of the architecture may not have been anticipated at design time. Also, thanks to some logical and temporal properties, these adaptations can be composed in non-anticipated way and with appropriate response time. The proposed mechanism, called cascaded aspects, is implemented using Aspects of Assembly and the WComp execution platform.En informatique ambiante, les applications sont construites en faisant interagir entre eux des objets informatisĂ©s et communicants appelĂ©s dispositifs. Parce que ces dispositifs peuvent ĂȘtre mobiles ou subir des pannes, cette infrastructure Ă©volue dynamiquement et de maniĂšre imprĂ©visible. Aussi, pour s’insĂ©rer de maniĂšre transparente dans leur environnement et fournir les fonctionnalitĂ©s attendues par les utilisateurs, bien souvent plus pĂ©rennes que l’environnement sur lequel elles reposent, les applications doivent s’adapter dynamiquement Ă  ces Ă©volutions. Ces phĂ©nomĂšnes variables poursuivant leur propre dynamique, le dĂ©fi proposĂ© aux mĂ©canismes d’adaptation est d’ĂȘtre capable de les prendre encompte, avec une dynamique adaptĂ©e Ă  chacun d’entre eux.Dans cette optique, nous proposons un modĂšle architectural ainsi qu’un mĂ©canisme d’adaptation. Le modĂšle architectural repose sur quatre niveaux organisĂ©s hiĂ©rarchiquement en fonction de leur complexitĂ© et de la dynamique qu’ils peuvent offrir. Nous lui associons un mĂ©canisme d’adaptation qui, Ă  partir du principe de sĂ©paration des prĂ©occupations permet d’exprimer la variabilitĂ© du systĂšme. En raison de l’imprĂ©visibilitĂ© de l’environnement, les ensembles d’adaptations qui seront dĂ©ployĂ©es par les niveaux supĂ©rieurs de l’architecture ne peuvent pas nĂ©cessairement ĂȘtre anticipĂ©s Ă  la conception. Aussi, grĂące Ă  un ensemble de propriĂ©tĂ©s logiques et temporelles, ces adaptations peuvent ĂȘtre composĂ©es de maniĂšre non-anticipĂ©e dans des temps de rĂ©ponse adaptĂ©s. Le mĂ©canisme d’adaptation proposĂ©, appelĂ© cascade d’aspects, est expĂ©rimentĂ© en se basant sur les Aspects d’Assemblages et la plateforme d’exĂ©cution WComp

    Apport des méthodes de planification automatique dans les simulations interactives d'industrialisation et de maintenance en réalité virtuelle

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    Ce document explore l'utilisation de méthodes de planification automatique dans des simulations interactives. Lors de simulations de montage et de démontage de composants industriels en environnement virtuel, l'utilisateur peut nécessiter une assistance. Cette assistance est réalisée par l'utilisation d'une solution de planification de trajectoire en temps réel. Cette solution permet la construction interactive d'une chemin par la combinaison de l'avis de l'utilisateur avec la performance de planificateurs automatiques. ABSTRACT : This PhD thesis explores the use of motion planning methods in interactive simulations. In the context of assembling and disassembling simulations of industrial components using haptic devices, the user may require assistance to find collision free paths. This assistance can be provided using real time interactive path planning methods. Our solution allows an interactive construction of free paths by combining the opinion of the user with the performance of fast modified automatic path planners

    Architectures pour des circuits fiables de hautes performances

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    Les technologies nanomĂ©triques ont rĂ©duit la fiabilitĂ© des circuits Ă©lectroniques, notamment en les rendant plus sensible aux phĂ©nomĂšnes extĂ©rieurs. Cela peut provoquer une modification des composants de stockage, ou la perturbation de fonctions logiques. Ce problĂšme est plus prĂ©occupant pour les mĂ©moires, plus sensibles aux perturbations extĂ©rieures. Les codes correcteurs d'erreurs constituent l'une des solutions les plus utilisĂ©es, mais les contraintes de fiabilitĂ© conduisent Ă  utiliser des codes plus complexes, et qui ont une influence nĂ©gative sur la bande passante du systĂšme. Nous proposons une mĂ©thode qui supprime la perte de temps due Ă  ces codes lors de l'Ă©criture des donnĂ©es en mĂ©moire, et la limite aux seuls cas oĂč une erreur est dĂ©tectĂ©e lors de la lecture. Pour cela on procĂšde Ă  la dĂ©contamination du circuit aprĂšs qu'une donnĂ©e erronĂ©e ait Ă©tĂ© propagĂ©e dans le circuit, ce qui nĂ©cessite de restaurer certains des Ă©tats prĂ©cĂ©dents de quelques composants de stockage par l'ajout de FIFO. Un algorithme identifiant leurs lieux d'implĂ©mentation a Ă©galement Ă©tĂ© crĂ©Ă©. Nous avons ensuite Ă©valuĂ© l'impact de cette mĂ©thode dans le contexte plus large suivant : la restauration d'un Ă©tat prĂ©cĂ©dent de l'ensemble du circuit en vue de corriger une erreur transistoire susceptible de se produire n'importe oĂč dans le circuit.Nanometric technologies led to a decrease of electronic circuit reliability, especially against external phenomena. Those may change the state of storage components, or interfere with logical components. In fact, this issue is more critical for memories, as they are more sensitive to external radiations. The error correcting codes are one of the most used solutions. However, reliability constraints require codes that are more and more complex. These codes have a negative effect on the system bandwidth. We propose a generic methodology that removes the timing penalty of error correcting codes during memory's write operation. Moreover, it limits the speed penalty for read operation only in the rare case an error is detected. To proceed, the circuit is decontaminated after uncorrected data were propagated inside the circuit. This technique may require restoring some past states of few storage components by adding some FIFO. An algorithm that identifies these components was also created. Then we try to evaluate the impact of such a technique for the following issue: the global state restoration of a circuit to erase all kinds of soft errors, everywhere inside the circuit.SAVOIE-SCD - Bib.Ă©lectronique (730659901) / SudocGRENOBLE1/INP-Bib.Ă©lectronique (384210012) / SudocGRENOBLE2/3-Bib.Ă©lectronique (384219901) / SudocSudocFranceF
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