407 research outputs found
Rate Monotonic vs. EDF: Judgment Day
Since the first results published in 1973 by Liu and Layland on the Rate Monotonic (RM) and Earliest Deadline First (EDF) algorithms, a lot of progress has been made in the schedulability analysis of periodic task sets. Unfortunately, many misconceptions still exist about the properties of these two scheduling methods, which
usually tend to favor RMmore than EDF. Typical wrong statements often heard in technical conferences and even in research papers claim that RM is easier to analyze than EDF, it introduces less runtime overhead, it is more predictable in overload conditions, and causes less jitter in task execution.
Since the above statements are either wrong, or not precise, it is time to clarify these issues in a systematic fashion, because the use of EDF allows a better exploitation of the available resources and significantly improves system’s performance.
This paper comparesRMagainstEDFunder several aspects, using existing theoretical results, specific simulation experiments, or simple counterexamples to show that many common beliefs are either false or only restricted to specific situations
Handling Overload Conditions in Real-Time Systems
This chapter deals with the problem of handling overload conditions, that is, those critical situations in which the computational demand requested by the application exceeds the processor capacity. If not properly handled, an overload can cause an abrupt performance degradation, or even a system crash. Therefore, a real-time system should be designed to anticipate and tolerate unexpected overload situations through specific kernel mechanisms
The Space of EDF Feasible Deadlines
It is well known that the performance of computer controlled systems is heavily affected by delays and jitter occurring in the control loops, which are mainly caused by the interference introduced by other concurrent activities. A common approach adopted to reduce delay and jitter in periodic task systems is to decrease relative deadlines as much as possible, but without jeopardising the schedulability of the task set. In this paper, we formally characterise the region of admissible deadlines so that the system designer can appropriately select the desired values to maximise a given performance index defined over the task set. Finally we also provide a sufficient region of feasible deadlines which is proved to be convex
A Comparative Analysis of Visual Odometry in Virtual and Real-World Railways Environments
Perception tasks play a crucial role in the development of automated
operations and systems across multiple application fields. In the railway
transportation domain, these tasks can improve the safety, reliability, and
efficiency of various perations, including train localization, signal
recognition, and track discrimination. However, collecting considerable and
precisely labeled datasets for testing such novel algorithms poses extreme
challenges in the railway environment due to the severe restrictions in
accessing the infrastructures and the practical difficulties associated with
properly equipping trains with the required sensors, such as cameras and
LiDARs. The remarkable innovations of graphic engine tools offer new solutions
to craft realistic synthetic datasets. To illustrate the advantages of
employing graphic simulation for early-stage testing of perception tasks in the
railway domain, this paper presents a comparative analysis of the performance
of a SLAM algorithm applied both in a virtual synthetic environment and a
real-world scenario. The analysis leverages virtual railway environments
created with the latest version of Unreal Engine, facilitating data collection
and allowing the examination of challenging scenarios, including
low-visibility, dangerous operational modes, and complex environments. The
results highlight the feasibility and potentiality of graphic simulation to
advance perception tasks in the railway domain
Attention-Based Real-Time Defenses for Physical Adversarial Attacks in Vision Applications
Deep neural networks exhibit excellent performance in computer vision tasks,
but their vulnerability to real-world adversarial attacks, achieved through
physical objects that can corrupt their predictions, raises serious security
concerns for their application in safety-critical domains. Existing defense
methods focus on single-frame analysis and are characterized by high
computational costs that limit their applicability in multi-frame scenarios,
where real-time decisions are crucial.
To address this problem, this paper proposes an efficient attention-based
defense mechanism that exploits adversarial channel-attention to quickly
identify and track malicious objects in shallow network layers and mask their
adversarial effects in a multi-frame setting. This work advances the state of
the art by enhancing existing over-activation techniques for real-world
adversarial attacks to make them usable in real-time applications. It also
introduces an efficient multi-frame defense framework, validating its efficacy
through extensive experiments aimed at evaluating both defense performance and
computational cost
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