13,663 research outputs found
Prototype of Fault Adaptive Embedded Software for Large-Scale Real-Time Systems
This paper describes a comprehensive prototype of large-scale fault adaptive
embedded software developed for the proposed Fermilab BTeV high energy physics
experiment. Lightweight self-optimizing agents embedded within Level 1 of the
prototype are responsible for proactive and reactive monitoring and mitigation
based on specified layers of competence. The agents are self-protecting,
detecting cascading failures using a distributed approach. Adaptive,
reconfigurable, and mobile objects for reliablility are designed to be
self-configuring to adapt automatically to dynamically changing environments.
These objects provide a self-healing layer with the ability to discover,
diagnose, and react to discontinuities in real-time processing. A generic
modeling environment was developed to facilitate design and implementation of
hardware resource specifications, application data flow, and failure mitigation
strategies. Level 1 of the planned BTeV trigger system alone will consist of
2500 DSPs, so the number of components and intractable fault scenarios involved
make it impossible to design an `expert system' that applies traditional
centralized mitigative strategies based on rules capturing every possible
system state. Instead, a distributed reactive approach is implemented using the
tools and methodologies developed by the Real-Time Embedded Systems group.Comment: 2nd Workshop on Engineering of Autonomic Systems (EASe), in the 12th
Annual IEEE International Conference and Workshop on the Engineering of
Computer Based Systems (ECBS), Washington, DC, April, 200
Mobile Online Gaming via Resource Sharing
Mobile gaming presents a number of main issues which remain open. These are
concerned mainly with connectivity, computational capacities, memory and
battery constraints. In this paper, we discuss the design of a fully
distributed approach for the support of mobile Multiplayer Online Games (MOGs).
In mobile environments, several features might be exploited to enable resource
sharing among multiple devices / game consoles owned by different mobile users.
We show the advantages of trading computing / networking facilities among
mobile players. This operation mode opens a wide number of interesting sharing
scenarios, thus promoting the deployment of novel mobile online games. In
particular, once mobile nodes make their resource available for the community,
it becomes possible to distribute the software modules that compose the game
engine. This allows to distribute the workload for the game advancement
management. We claim that resource sharing is in unison with the idea of ludic
activity that is behind MOGs. Hence, such schemes can be profitably employed in
these contexts.Comment: Proceedings of 3nd ICST/CREATE-NET Workshop on DIstributed SImulation
and Online gaming (DISIO 2012). In conjunction with SIMUTools 2012.
Desenzano, Italy, March 2012. ISBN: 978-1-936968-47-
Performance and evaluation of real-time multicomputer control systems
Three experiments on fault tolerant multiprocessors (FTMP) were begun. They are: (1) measurement of fault latency in FTMP; (2) validation and analysis of FTMP synchronization protocols; and investigation of error propagation in FTMP
- …