5,923 research outputs found

    Embedding object-oriented design in system engineering

    Get PDF
    The Unified Modeling Language (UML) is a collection of techniques intended to document design decisions about software. This contrasts with systems engineering approaches such as for exampleStatemate and the Yourdon Systems Method (YSM), in which the design of an entire system consisting of software and hardware can be documented. The difference between the system- and the software level is reflected in differences between execution semantics as well as in methodology. In this paper, I show how the UML can be used as a system-level design technique. I give a conceptual framework for engineering design that accommodates the system- as well as the software level and show how techniques from the UML and YSM can be classified within this framework, and how this allows a coherent use of these techniques in a system engineering approach. These ideas are illustrated by a case study in which software for a compact dynamic bus station is designed. Finally, I discuss the consequences of this approach for a semantics of UML constructs that would be appropriate for system-level design

    Physical design of USB1.1

    Get PDF
    In earlier days, interfacing peripheral devices to host computer has a big problematic. There existed so many different kinds’ ports like serial port, parallel port, PS/2 etc. And their use restricts many situations, Such as no hot-pluggability and involuntary configuration. There are very less number of methods to connect the peripheral devices to host computer. The main reason that Universal Serial Bus was implemented to provide an additional benefits compared to earlier interfacing ports. USB is designed to allow many peripheral be connecting using single standardize interface. It provides an expandable fast, cost effective, hot-pluggable plug and play serial hardware interface that makes life of computer user easier allowing them to plug different devices to into USB port and have them configured automatically. In this thesis demonstrated the USB v1.1 architecture part in briefly and generated gate level net list form RTL code by applying the different constraints like timing, area and power. By applying the various types design constraints so that the performance was improved by 30%. And then it implemented in physically by using SoC encounter EDI system, estimation of chip size, power analysis and routing the clock signal to all flip-flops presented in the design. To reduce the clock switching power implemented register clustering algorithm (DBSCAN). In this design implementation TSMC 180nm technology library is used

    A High Speed Networked Signal Processing Platform for Multi-element Radio Telescopes

    Get PDF
    A new architecture is presented for a Networked Signal Processing System (NSPS) suitable for handling the real-time signal processing of multi-element radio telescopes. In this system, a multi-element radio telescope is viewed as an application of a multi-sensor, data fusion problem which can be decomposed into a general set of computing and network components for which a practical and scalable architecture is enabled by current technology. The need for such a system arose in the context of an ongoing program for reconfiguring the Ooty Radio Telescope (ORT) as a programmable 264-element array, which will enable several new observing capabilities for large scale surveys on this mature telescope. For this application, it is necessary to manage, route and combine large volumes of data whose real-time collation requires large I/O bandwidths to be sustained. Since these are general requirements of many multi-sensor fusion applications, we first describe the basic architecture of the NSPS in terms of a Fusion Tree before elaborating on its application for the ORT. The paper addresses issues relating to high speed distributed data acquisition, Field Programmable Gate Array (FPGA) based peer-to-peer networks supporting significant on-the fly processing while routing, and providing a last mile interface to a typical commodity network like Gigabit Ethernet. The system is fundamentally a pair of two co-operative networks, among which one is part of a commodity high performance computer cluster and the other is based on Commercial-Off The-Shelf (COTS) technology with support from software/firmware components in the public domain.Comment: 19 pages, 4 eps figures, To be published in Experimental Astronomy (Springer

    Planning and scheduling research at NASA Ames Research Center

    Get PDF
    Planning and scheduling is the area of artificial intelligence research that focuses on the determination of a series of operations to achieve some set of (possibly) interacting goals and the placement of those operations in a timeline that allows them to be accomplished given available resources. Work in this area at the NASA Ames Research Center ranging from basic research in constrain-based reasoning and machine learning, to the development of efficient scheduling tools, to the application of such tools to complex agency problems is described

    Reconfigurable Video Coding on multicore : an overview of its main objectives

    Get PDF
    International audienceThe current monolithic and lengthy scheme behind the standardization and the design of new video coding standards is becoming inappropriate to satisfy the dynamism and changing needs of the video coding community. Such scheme and specification formalism does not allow the clear commonalities between the different codecs to be shown, at the level of the specification nor at the level of the implementation. Such a problem is one of the main reasons for the typically long interval elapsing between the time a new idea is validated until it is implemented in consumer products as part of a worldwide standard. The analysis of this problem originated a new standard initiative within the International Organization for Standardization (ISO)/ International Electrotechnical Commission (IEC) Moving Pictures Experts Group (MPEG) committee, namely Reconfigurable Video Coding (RVC). The main idea is to develop a video coding standard that overcomes many shortcomings of the current standardization and specification process by updating and progressively incrementing a modular library of components. As the name implies, flexibility and reconfigurability are new attractive features of the RVC standard. Besides allowing for the definition of new codec algorithms, such features, as well as the dataflow-based specification formalism, open the way to define video coding standards that expressly target implementations on platforms with multiple cores. This article provides an overview of the main objectives of the new RVC standard, with an emphasis on the features that enable efficient implementation on platforms with multiple cores. A brief introduction to the methodologies that efficiently map RVC codec specifications to multicore platforms is accompanied with an example of the possible breakthroughs that are expected to occur in the design and deployment of multimedia services on multicore platforms

    Traceability and Modularity in Software Design

    Get PDF
    A software design specification consists of a number of documents that describe various aspect of the design at different levels of detail, that are lined in many ways. This paper shows how different designs may use different modularization criteria, and how documents describing these designs may be linked in a coherent way, even if the designs use techniques borrowed from structured as well as object-oriented analysis and design. Illustrations are taken from the meeting scheduler case stud

    Enabling High-Level Application Development for the Internet of Things

    Get PDF
    Application development in the Internet of Things (IoT) is challenging because it involves dealing with a wide range of related issues such as lack of separation of concerns, and lack of high-level of abstractions to address both the large scale and heterogeneity. Moreover, stakeholders involved in the application development have to address issues that can be attributed to different life-cycles phases. when developing applications. First, the application logic has to be analyzed and then separated into a set of distributed tasks for an underlying network. Then, the tasks have to be implemented for the specific hardware. Apart from handling these issues, they have to deal with other aspects of life-cycle such as changes in application requirements and deployed devices. Several approaches have been proposed in the closely related fields of wireless sensor network, ubiquitous and pervasive computing, and software engineering in general to address the above challenges. However, existing approaches only cover limited subsets of the above mentioned challenges when applied to the IoT. This paper proposes an integrated approach for addressing the above mentioned challenges. The main contributions of this paper are: (1) a development methodology that separates IoT application development into different concerns and provides a conceptual framework to develop an application, (2) a development framework that implements the development methodology to support actions of stakeholders. The development framework provides a set of modeling languages to specify each development concern and abstracts the scale and heterogeneity related complexity. It integrates code generation, task-mapping, and linking techniques to provide automation. Code generation supports the application development phase by producing a programming framework that allows stakeholders to focus on the application logic, while our mapping and linking techniques together support the deployment phase by producing device-specific code to result in a distributed system collaboratively hosted by individual devices. Our evaluation based on two realistic scenarios shows that the use of our approach improves the productivity of stakeholders involved in the application development

    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

    Get PDF
    The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces

    Virtualization of network I/O on modern operating systems

    Get PDF
    Network I/O of modern operating systems is incomplete. In this networkage, users and their applications are still unable to control theirown traffic, even on their local host. Network I/O is a sharedresource of a host machine, and traditionally, to address problemswith a shared resource, system research has virtualized the resource.Therefore, it is reasonable to ask if the virtualization can providesolutions to problems in network I/O of modern operating systems, inthe same way as the other components of computer systems, such asmemory and CPU. With the aim of establishing the virtualization ofnetwork I/O as a design principle of operating systems, thisdissertation first presents a virtualization model, hierarchicalvirtualization of network interface. Systematic evaluation illustratesthat the virtualization model possesses desirable properties forvirtualization of network I/O, namely flexible control granularity,resource protection, partitioning of resource consumption, properaccess control and generality as a control model. The implementedprototype exhibits practical performance with expected functionality,and allowed flexible and dynamic network control by users andapplications, unlike existing systems designed solely for systemadministrators. However, because the implementation was hardcoded inkernel source code, the prototype was not perfect in its functionalcoverage and flexibility. Accordingly, this dissertation investigatedhow to decouple OS kernels and packet processing code throughvirtualization, and studied three degrees of code virtualization,namely, limited virtualization, partial virtualization, and completevirtualization. In this process, a novel programming model waspresented, based on embedded Java technology, and the prototypeimplementation exhibited the following characteristics, which aredesirable for network code virtualization. First, users program inJava to carry out safe and simple programming for packetprocessing. Second, anyone, even untrusted applications, can performinjection of packet processing code in the kernel, due to isolation ofcode execution. Third, the prototype implementation empirically provedthat such a virtualization does not jeopardize system performance.These cases illustrate advantages of virtualization, and suggest thatthe hierarchical virtualization of network interfaces can be aneffective solution to problems in network I/O of modern operatingsystems, both in the control model and in implementation
    corecore