Home > A "short list" of embedded systems

A "short list" of embedded systems


1  

Embedded Systems Design: A Unified Hardware/Software Introduction 

Chapter 8: State Machine and  
Concurrent Process Model


2  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Outline 

  • Models vs. Languages
  • State Machine Model
    • FSM/FSMD
    • HCFSM and Statecharts Language
    • Program-State Machine (PSM) Model
  • Concurrent Process Model
    • Communication
    • Synchronization
    • Implementation
  • Dataflow Model
  • Real-Time Systems

3  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

  • Describing embedded system’s processing behavior
    • Can be extremely difficult
      • Complexity increasing with increasing IC capacity
        • Past: washing machines, small games, etc.
          • Hundreds of lines of code
        • Today: TV set-top boxes, Cell phone, etc.
          • Hundreds of thousands of lines of code
      • Desired behavior often not fully understood in beginning
        • Many implementation bugs due to description mistakes/omissions
    • English (or other natural language) common starting point
      • Precise description difficult to impossible
      • Example: Motor Vehicle Code – thousands of pages long...
 

Introduction


4  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

An example of trying to be precise in English 

  • California Vehicle Code
    • Right-of-way of crosswalks
      • 21950. (a) The driver of a vehicle shall yield the right-of-way to a pedestrian crossing the roadway within any marked crosswalk or within any unmarked crosswalk at an intersection, except as otherwise provided in this chapter.
      • (b) The provisions of this section shall not relieve a pedestrian from the duty of using due care for his or her safety. No pedestrian shall suddenly leave a curb or other place of safety and walk or run into the path of a vehicle which is so close as to constitute an immediate hazard. No pedestrian shall unnecessarily stop or delay traffic while in a marked or unmarked crosswalk.
      • (c) The provisions of subdivision (b) shall not relieve a driver of a vehicle from the duty of exercising due care for the safety of any pedestrian within any marked crosswalk or within any unmarked crosswalk at an intersection.
    • All that just for crossing the street (and there’s much more)!

 


5  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Models and languages 

  • How can we (precisely) capture behavior?
    • We may think of languages (C, C++), but computation model is the key
  • Common computation models:
    • Sequential program model
      • Statements, rules for composing statements, semantics for executing them
    • Communicating process model
      • Multiple sequential programs running concurrently
    • State machine model
      • For control dominated systems, monitors control inputs, sets control outputs
    • Dataflow model
      • For data dominated systems, transforms input data streams into output streams
    • Object-oriented model
      • For breaking complex software into simpler, well-defined pieces

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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Models vs. languages 

  • Computation models describe system behavior
    • Conceptual notion, e.g., recipe, sequential program
  • Languages capture models
    • Concrete form, e.g., English, C
  • Variety of languages can capture one model
    • E.g., sequential program model  C,C++, Java
  • One language can capture variety of models
    • E.g., C++ → sequential program model, object-oriented model, state machine model
  • Certain languages better at capturing certain computation models
 

Models 

Languages 

Recipe 

Spanish 

English 

Japanese 

Poetry 

Story 

Sequent.

program 

C++ 


Java 

State

machine 

Data-

flow 

Recipes vs. English 

Sequential programs vs. C


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Text versus Graphics 

  • Models versus languages not to be confused with text versus graphics
    • Text and graphics are just two types of languages
      • Text: letters, numbers
      • Graphics: circles, arrows (plus some letters, numbers)
 

X = 1;

Y = X + 1; 

X = 1 

Y = X + 1


8  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Introductory example: An elevator controller 

  • Simple elevator controller
    • Request Resolver resolves various floor requests into single requested floor
    • Unit Control moves elevator to this requested floor
  • Try capturing in C...
 

“Move the elevator either up or down to reach the requested floor. Once at the requested floor, open the door for at least 10 seconds, and keep it open until the requested floor changes. Ensure the door is never open while moving. Don’t change directions unless there are no higher requests when moving up or no lower requests when moving down…” 

Partial English description 

buttons

inside

elevator 

Unit

Control 

b1 

down 

open 

floor 

... 

Request

Resolver 

... 

up/down

buttons on each

floor 

b2 

bN 

up1 

up2 

dn2 

dnN 

req 

up 

System interface 

up3 

dn3


9  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Elevator controller using a sequential program model  

“Move the elevator either up or down to reach the requested floor. Once at the requested floor, open the door for at least 10 seconds, and keep it open until the requested floor changes. Ensure the door is never open while moving. Don’t change directions unless there are no higher requests when moving up or no lower requests when moving down…” 

Partial English description 

buttons

inside

elevator 

Unit

Control 

b1 

down 

open 

floor 

... 

Request

Resolver 

... 

up/down

buttons on each

floor 

b2 

bN 

up1 

up2 

dn2 

dnN 

req 

up 

System interface 

up3 

dn3 

Sequential program model 

void UnitControl()

{

   up = down = 0; open = 1;

   while (1) {

      while (req == floor);

      open = 0;

      if (req > floor) { up = 1;}

      else {down = 1;}

      while (req != floor);

      up = down = 0;

      open = 1;

      delay(10);

   }


void RequestResolver()

{

   while (1)

   ...

      req = ...

   ...


void main()

{

   Call concurrently:

      UnitControl() and

      RequestResolver()


Inputs: int floor; bit b1..bN; up1..upN-1; dn2..dnN;

Outputs: bit up, down, open;

Global variables: int req; 

You might have come up with something having even more if statements.


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Finite-state machine (FSM) model 

  • Trying to capture this behavior as sequential program is a bit awkward
  • Instead, we might consider an FSM model, describing the system as:
    • Possible states
      • E.g., Idle, GoingUp, GoingDn, DoorOpen
    • Possible transitions from one state to another based on input
      • E.g., req > floor
    • Actions that occur in each state
      • E.g., In the GoingUp state, u,d,o,t = 1,0,0,0 (up = 1, down, open, and timer_start = 0)
  • Try it...

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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Finite-state machine (FSM) model 

Idle 

GoingUp 

req > floor 

req < floor 

!(req > floor)  

!(timer < 10) 

req < floor 

DoorOpen 

GoingDn 

req > floor 

u,d,o, t = 1,0,0,0 

u,d,o,t = 0,0,1,0 

u,d,o,t = 0,1,0,0 

u,d,o,t = 0,0,1,1 

u is up, d is down, o is open 

req == floor 

!(req<floor) 

timer < 10 

t is timer_start 

UnitControl process using a state machine


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Formal definition 

  • An FSM is a 6-tuple F<S, I, O, F, H, s0>
    • S is a set of all states {s0, s1, …, sl}
    • I is a set of inputs {i0, i1, …, im}
    • O is a set of outputs {o0, o1, …, on}
    • F is a next-state function (S x IS)
    • H is an output function (SO)
    • s0 is an initial state
  • Moore-type
    • Associates outputs with states (as given above, H maps S O)
  • Mealy-type
    • Associates outputs with transitions (H maps S x IO)
  • Shorthand notations to simplify descriptions
    • Implicitly assign 0 to all unassigned outputs in a state
    • Implicitly AND every transition condition with clock edge (FSM is synchronous)

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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Finite-state machine with datapath model (FSMD) 

  • FSMD extends FSM: complex data types and variables for storing data
    • FSMs use only Boolean data types and operations, no variables
  • FSMD: 7-tuple <S, I , O, V, F, H, s0>
    • S is a set of states {s0, s1, …, sl}
    • I is a set of inputs {i0, i1, …, im}
    • O is a set of outputs {o0, o1, …, on}
    • V is a set of variables {v0, v1, …, vn}
    • F is a next-state function (S x I x V S)
    • H is an action function (S O + V)
    • s0 is an initial state
  • I,O,V may represent complex data types (i.e., integers, floating point, etc.)
  • F,H may include arithmetic operations
  • H is an action function, not just an output function
    • Describes variable updates as well as outputs
  • Complete system state now consists of current state, si, and values of all variables
 

Idle 

GoingUp 

req > floor 

req < floor 

!(req > floor)  

!(timer < 10) 

req < floor 

DoorOpen 

GoingDn 

req > floor 

u,d,o, t = 1,0,0,0 

u,d,o,t = 0,0,1,0 

u,d,o,t = 0,1,0,0 

u,d,o,t = 0,0,1,1 

u is up, d is down, o is open 

req == floor 

!(req<floor) 

timer < 10 

t is timer_start 

We described UnitControl as an FSMD


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Describing a system as a state machine 

    1. List all possible states 

    2. Declare all variables (none in this example) 

    3. For each state, list possible transitions, with conditions, to other states 

    4. For each state and/or transition, list associated actions 

    5. For each state, ensure exclusive and complete exiting transition conditions

      • No two exiting conditions can be true at same time
        • Otherwise nondeterministic state machine
      • One condition must be true at any given time
        • Reducing explicit transitions should be avoided when first learning
 

req > floor 

!(req > floor)  

u,d,o, t = 1,0,0,0 

u,d,o,t = 0,0,1,0 

u,d,o,t = 0,1,0,0 

u,d,o,t = 0,0,1,1 

u is up, d is down, o is open 

req < floor 

req > floor 

req == floor 

req < floor 

!(req<floor) 

!(timer < 10) 

timer < 10 

t is timer_start 

Idle 

GoingUp 

DoorOpen 

GoingDn


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

State machine vs. sequential program model 

  • Different thought process used with each model
  • State machine:
    • Encourages designer to think of all possible states and transitions among states based on all possible input conditions
  • Sequential program model:
    • Designed to transform data through series of instructions that may be iterated and conditionally executed
  • State machine description excels in many cases
    • More natural means of computing in those cases
    • Not due to graphical representation (state diagram)
      • Would still have same benefits if textual language used (i.e., state table)
      • Besides, sequential program model could use graphical representation (i.e., flowchart)

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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Try Capturing Other Behaviors with an FSM 

  • E.g., Answering machine blinking light when there are messages
  • E.g., A simple telephone answering machine that answers after 4 rings when activated
  • E.g., A simple crosswalk traffic control light
  • Others

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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Capturing state machines in  
sequential programming language 

  • Despite benefits of state machine model, most popular development tools use sequential programming language
    • C, C++, Java, Ada, VHDL, Verilog, etc.
    • Development tools are complex and expensive, therefore not easy to adapt or replace
      • Must protect investment
  • Two approaches to capturing state machine model with sequential programming language
    • Front-end tool approach
      • Additional tool installed to support state machine language
        • Graphical and/or textual state machine languages
        • May support graphical simulation
        • Automatically generate code in sequential programming language that is input to main development tool
      • Drawback: must support additional tool (licensing costs, upgrades, training, etc.)
    • Language subset approach
      • Most common approach...

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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Language subset approach 

  • Follow rules (template) for capturing state machine constructs in equivalent sequential language constructs
  • Used with software (e.g.,C) and hardware languages (e.g.,VHDL)
  • Capturing UnitControl state machine in C
    • Enumerate all states (#define)
    • Declare state variable initialized to initial state (IDLE)
    • Single switch statement branches to current state’s case
    • Each case has actions
      • up, down, open, timer_start
    • Each case checks transition conditions to determine next state
      • if(…) {state = …;}
 

#define IDLE0

#define GOINGUP1

#define GOINGDN2

#define DOOROPEN3

void UnitControl() {

   int state = IDLE;

   while (1) {

      switch (state) {

         IDLE: up=0; down=0; open=1; timer_start=0;

            if   (req==floor) {state = IDLE;}

            if   (req > floor) {state = GOINGUP;}

            if   (req < floor) {state = GOINGDN;}

            break;

         GOINGUP: up=1; down=0; open=0; timer_start=0;

            if   (req > floor) {state = GOINGUP;}

            if   (!(req>floor)) {state = DOOROPEN;}

            break;

         GOINGDN: up=1; down=0; open=0; timer_start=0;

            if   (req < floor) {state = GOINGDN;}

            if   (!(req<floor)) {state = DOOROPEN;}

            break;

         DOOROPEN: up=0; down=0; open=1; timer_start=1;

            if (timer < 10) {state = DOOROPEN;}

            if (!(timer<10)){state = IDLE;}

            break;

      }

   }


UnitControl state machine in sequential programming language


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

General template 

#define S0 0

#define S1 1

...

#define SN N

void StateMachine() {

   int state = S0; // or whatever is the initial state.

   while (1) {

      switch (state) {

         S0:

            // Insert S0’s actions here & Insert transitions Ti leaving S0:

            if( T0’s condition is true ) {state = T0’s next state; /*actions*/ }

            if( T1’s condition is true ) {state = T1’s next state; /*actions*/ }

            ...

            if( Tm’s condition is true ) {state = Tm’s next state; /*actions*/ }

            break;

         S1:

            // Insert S1’s actions here

            // Insert transitions Ti leaving S1

            break;

         ...

         SN:

            // Insert SN’s actions here

            // Insert transitions Ti leaving SN

            break;

      }

   }

}


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

HCFSM and the Statecharts language 

  • Hierarchical/concurrent state machine model (HCFSM)
    • Extension to state machine model to support hierarchy and concurrency
    • States can be decomposed into another state machine
      • With hierarchy has identical functionality as Without hierarchy, but has one less transition (z)
      • Known as OR-decomposition
    • States can execute concurrently
      • Known as AND-decomposition
  • Statecharts
    • Graphical language to capture HCFSM
    • timeout: transition with time limit as condition
    • history: remember last substate OR-decomposed state A was in before transitioning to another state B
      • Return to saved substate of A when returning from B instead of initial state
 

A1 



A2 





Without hierarchy 

A1 



A2 





With hierarchy 

C1 

C2 





D1 

D2 




Concurrency


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

UnitControl with FireMode 

  • FireMode
    • When fire is true, move elevator to 1st floor and open door
 

Without hierarchy 

Idle 

GoingUp 

req>floor 

req<floor 

!(req>floor) 

timeout(10) 

req<floor 

DoorOpen 

GoingDn 

req>floor 

u,d,o = 1,0,0 

u,d,o = 0,0,1 

u,d,o = 0,1,0 

req==floor 

!(req<floor) 

fire 

fire 

fire 

fire 

FireGoingDn 

floor>1 

u,d,o = 0,1,0 

u,d,o = 0,0,1 

!fire 

FireDrOpen 

floor==1 

fire 

u,d,o = 0,0,1 

UnitControl 

fire 

!fire 

FireGoingDn 

floor>1 

u,d,o = 0,1,0 

FireDrOpen 

floor==1 

fire 

FireMode 

u,d,o = 0,0,1 

With hierarchy 

Idle 

GoingUp 

req>floor 

req<floor 

!(req>floor) 

timeout(10) 

req<floor 

DoorOpen 

GoingDn 

req>floor 

u,d,o = 1,0,0 

u,d,o = 0,0,1 

u,d,o = 0,1,0 

req==floor 

!(req>floor) 

u,d,o = 0,0,1 

NormalMode 

UnitControl 

NormalMode 

FireMode 

fire 

!fire 

UnitControl 

ElevatorController 

RequestResolver 

... 

With concurrent RequestResolver 
 

    • w/o hierarchy: Getting messy!
    • w/ hierarchy: Simple! 
       

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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Program-state machine model (PSM): HCFSM plus sequential program model 

  • Program-state’s actions can be FSM or sequential program
    • Designer can choose most appropriate
  • Stricter hierarchy than HCFSM used in Statecharts
    • transition between sibling states only, single entry
    • Program-state may “complete”
      • Reaches end of sequential program code, OR
      • FSM transition to special complete substate
      • PSM has 2 types of transitions
        • Transition-immediately (TI): taken regardless of source program-state
        • Transition-on-completion (TOC): taken only if condition is true AND source program-state is complete
    • SpecCharts: extension of VHDL to capture PSM model
    • SpecC: extension of C to capture PSM model
 

up = down = 0; open = 1;

   while (1) {

      while (req == floor);

      open = 0;

      if (req > floor) { up = 1;}

      else {down = 1;}

      while (req != floor);

      open = 1;

      delay(10);

   }

   } 
 

NormalMode 

FireMode 

up = 0; down = 1; open = 0;

while (floor > 1);

up = 0; down = 0; open = 1; 
 
 

fire 

!fire 

UnitControl 

ElevatorController 

RequestResolver 

...

req = ...

... 

int req; 

  • NormalMode and FireMode described as sequential programs
  • Black square originating within FireMode indicates !fire is a TOC transition
    • Transition from FireMode to NormalMode only after FireMode completed

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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Role of appropriate model and language 

  • Finding appropriate model to capture embedded system is an important step
    • Model shapes the way we think of the system
      • Originally thought of sequence of actions, wrote sequential program
        • First wait for requested floor to differ from target floor
        • Then, we close the door
        • Then, we move up or down to the desired floor
        • Then, we open the door
        • Then, we repeat this sequence
      • To create state machine, we thought in terms of states and transitions among states
        • When system must react to changing inputs, state machine might be best model
          • HCFSM described FireMode easily, clearly
  • Language should capture model easily
    • Ideally should have features that directly capture constructs of model
    • FireMode would be very complex in sequential program
      • Checks inserted throughout code
    • Other factors may force choice of different model
      • Structured techniques can be used instead
        • E.g., Template for state machine capture in sequential program language

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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Concurrent process model 

  • Describes functionality of system in terms of two or more concurrently executing subtasks
  • Many systems easier to describe with concurrent process model because inherently multitasking
  • E.g., simple example:
    • Read two numbers X and Y
    • Display “Hello world.” every X seconds
    • Display “How are you?” every Y seconds
  • More effort would be required with sequential program or state machine model
 

Subroutine execution over time 

time 

ReadX 

ReadY 

PrintHelloWorld 

PrintHowAreYou 

Simple concurrent process example 

ConcurrentProcessExample() {

  x = ReadX()

  y = ReadY()

  Call concurrently:

    PrintHelloWorld(x) and

    PrintHowAreYou(y)

}

PrintHelloWorld(x) {

  while( 1 ) {

    print "Hello world."

    delay(x);

  }

}

PrintHowAreYou(x) {

  while( 1 ) {

    print "How are you?"

    delay(y);

  }


Sample input and output 

Enter X: 1

Enter Y: 2

Hello world.  (Time = 1 s)

Hello world.  (Time = 2 s)

How are you?  (Time = 2 s)

Hello world.  (Time = 3 s)

How are you?  (Time = 4 s)

Hello world.  (Time = 4 s)

...


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Dataflow model 

  • Derivative of concurrent process model
  • Nodes represent transformations
    • May execute concurrently
  • Edges represent flow of tokens (data) from one node to another
    • May or may not have token at any given time
  • When all of node’s input edges have at least one token, node may fire
  • When node fires, it consumes input tokens processes transformation and generates output token
  • Nodes may fire simultaneously
  • Several commercial tools support graphical languages for capture of dataflow model
    • Can automatically translate to concurrent process model for implementation
    • Each node becomes a process
 

modulate 

convolve 

transform 






Nodes with more complex transformations 

t1 

t2 


– 







Nodes with arithmetic transformations 

t1 

t2 

Z = (A + B) * (C - D)


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Synchronous dataflow 

  • With digital signal-processors (DSPs), data flows at fixed rate
  • Multiple tokens consumed and produced per firing
  • Synchronous dataflow model takes advantage of this
    • Each edge labeled with number of tokens consumed/produced each firing
    • Can statically schedule nodes, so can easily use sequential program model
      • Don’t need real-time operating system and its overhead
  • How would you map this model to a sequential programming language? Try it...
  • Algorithms developed for scheduling nodes into “single-appearance” schedules
    • Only one statement needed to call each node’s associated procedure
      • Allows procedure inlining without code explosion, thus reducing overhead even more
 
 

modulate 

convolve 

transform 






Synchronous dataflow 

mt1 

ct2 

mA 

mB 

mC 

mD 

tZ 

tt1 

tt2 

t1 

t2


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Concurrent processes and real-time systems


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Concurrent processes 

  • Consider two examples having separate tasks running independently but sharing data
  • Difficult to write system using sequential program model
  • Concurrent process model easier
    • Separate sequential programs (processes) for each task
    • Programs communicate with each other
 

Heartbeat Monitoring System 

B[1..4] 
 
 
 

Heart-beat pulse 

Task 1:

Read pulse

If pulse < Lo then

    Activate Siren

If pulse > Hi then

    Activate Siren

Sleep 1 second

Repeat 

Task 2:

If B1/B2 pressed then

    Lo = Lo +/– 1

If B3/B4 pressed then

    Hi = Hi +/– 1

Sleep 500 ms

Repeat 

Set-top Box 

Input Signal 

Task 1:

Read Signal

Separate Audio/Video

Send Audio to Task 2

Send Video to Task 3

Repeat 

Task 2:

Wait on Task 1

Decode/output Audio

Repeat 

Task 3:

Wait on Task 1

Decode/output Video

Repeat 

Video 
 

Audio


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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Process 

  • A sequential program, typically an infinite loop
    • Executes concurrently with other processes
    • We are about to enter the world of “concurrent programming”
  • Basic operations on processes
    • Create and terminate
      • Create is like a procedure call but caller doesn’t wait
        • Created process can itself create new processes
      • Terminate kills a process, destroying all data
      • In HelloWord/HowAreYou example, we only created processes
    • Suspend and resume
      • Suspend puts a process on hold, saving state for later execution
      • Resume starts the process again where it left off
    • Join
      • A process suspends until a particular child process finishes execution

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Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Communication among processes 

  • Processes need to communicate data and signals to solve their computation problem
    • Processes that don’t communicate are just independent programs solving separate problems
  • Basic example: producer/consumer
    • Process A produces data items, Process B consumes them
    • E.g., A decodes video packets, B display decoded packets on a screen
  • How do we achieve this communication?
    • Two basic methods
      • Shared memory
      • Message passing
 

processA() {

  // Decode packet

  // Communicate packet to B

  }


void processB() {

  // Get packet from A

  // Display packet


Encoded video packets 

Decoded video packets 

To display


31  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Shared Memory 

  • Processes read and write shared variables
    • No time overhead, easy to implement
    • But, hard to use – mistakes are common
  • Example: Producer/consumer with a mistake
    • Share buffer[N], count
      • count = # of valid data items in buffer
    • processA produces data items and stores in buffer
      • If buffer is full, must wait
    • processB consumes data items from buffer
      • If buffer is empty, must wait
    • Error when both processes try to update count concurrently (lines 10 and 19) and the following execution sequence occurs. Say “count” is 3.
      • A loads count (count = 3) from memory into register R1 (R1 = 3)
      • A increments R1 (R1 = 4)
      • B loads count (count = 3) from memory into register R2 (R2 = 3)
      • B decrements R2 (R2 = 2)
      • A stores R1 back to count in memory (count = 4)
      • B stores R2 back to count in memory (count = 2)
    • count now has incorrect value of 2
 
 

01: data_type buffer[N];

02: int count = 0;

03: void processA() {

04:   int i;

05:   while( 1 ) {

06:     produce(&data);

07:     while( count == N );/*loop*/

08:     buffer[i] = data;

09:     i = (i + 1) % N;

10:     count = count + 1;

11:   }

12: }

13: void processB() {

14:   int i;

15:   while( 1 ) {

16:     while( count == 0 );/*loop*/

17:     data = buffer[i];

18:     i = (i + 1) % N;

19:     count = count - 1;

20:     consume(&data);

21:   }

22: }

23: void main() {

24:   create_process(processA);

25:   create_process(processB);

26: }


32  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Message Passing 

  • Message passing
    • Data explicitly sent from one process to another
      • Sending process performs special operation, send
      • Receiving process must perform special operation, receive, to receive the data
      • Both operations must explicitly specify which process it is sending to or receiving from
      • Receive is blocking, send may or may not be blocking
    • Safer model, but less flexible
 

void processA() {

  while( 1 ) {

    produce(&data)

    send(B, &data);

    /* region 1 */

    receive(B, &data);

    consume(&data);

  }


void processB() {

  while( 1 ) {

    receive(A, &data);

    transform(&data)

    send(A, &data);

    /* region 2 */

  }

}


33  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Back to Shared Memory: Mutual Exclusion 

  • Certain sections of code should not be performed concurrently
    • Critical section
      • Possibly noncontiguous section of code where simultaneous updates, by multiple processes to a shared memory location, can occur
  • When a process enters the critical section, all other processes must be locked out until it leaves the critical section
    • Mutex
      • A shared object used for locking and unlocking segment of shared data
      • Disallows read/write access to memory it guards
      • Multiple processes can perform lock operation simultaneously, but only one process will acquire lock
      • All other processes trying to obtain lock will be put in blocked state until unlock operation performed by acquiring process when it exits critical section
      • These processes will then be placed in runnable state and will compete for lock again

34  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Correct Shared Memory Solution to the Consumer-Producer Problem 

  • The primitive mutex is used to ensure critical sections are executed in mutual exclusion of each other
  • Following the same execution sequence as before:
    • A/B execute lock operation on count_mutex
    • Either A or B will acquire lock
      • Say B acquires it
      • A will be put in blocked state
    • B loads count (count = 3) from memory into register R2 (R2 = 3)
    • B decrements R2 (R2 = 2)
    • B stores R2 back to count in memory (count = 2)
    • B executes unlock operation
      • A is placed in runnable state again
    • A loads count (count = 2) from memory into register R1 (R1 = 2)
    • A increments R1 (R1 = 3)
    • A stores R1 back to count in memory (count = 3)
  • Count now has correct value of 3
 

01: data_type buffer[N];

02: int count = 0;

03: mutex count_mutex;

04: void processA() {

05:   int i;

06:   while( 1 ) {

07:     produce(&data);

08:     while( count == N );/*loop*/

09:     buffer[i] = data;

10:     i = (i + 1) % N;

11:     count_mutex.lock();

12:     count = count + 1;

13:     count_mutex.unlock();

14:   }

15: }

16: void processB() {

17:   int i;

18:   while( 1 ) {

19:     while( count == 0 );/*loop*/

20:     data = buffer[i];

21:     i = (i + 1) % N;

22:     count_mutex.lock();

23:     count = count - 1;

24:     count_mutex.unlock();

25:     consume(&data);

26:   }

27: }

28: void main() {

29:   create_process(processA);

30:   create_process(processB);

31: }


35  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Process Communication 

  • Try modeling “req” value of our elevator controller
    • Using shared memory
    • Using shared memory and mutexes
    • Using message passing
 

buttons

inside

elevator 

Unit

Control 

b1 

down 

open 

floor 

... 

Request

Resolver 

... 

up/down

buttons on each

floor 

b2 

bN 

up1 

up2 

dn2 

dnN 

req 

up 

System interface 

up3 

dn3


36  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

A Common Problem in Concurrent Programming: Deadlock 

  • Deadlock: A condition where 2 or more processes are blocked waiting for the other to unlock critical sections of code
    • Both processes are then in blocked state
    • Cannot execute unlock operation so will wait forever
  • Example code has 2 different critical sections of code that can be accessed simultaneously
    • 2 locks needed (mutex1, mutex2)
    • Following execution sequence produces deadlock
      • A executes lock operation on mutex1 (and acquires it)
      • B executes lock operation on mutex2( and acquires it)
      • A/B both execute in critical sections 1 and 2, respectively
      • A executes lock operation on mutex2
        • A blocked until B unlocks mutex2
      • B executes lock operation on mutex1
        • B blocked until A unlocks mutex1
      • DEADLOCK!
  • One deadlock elimination protocol requires locking of numbered mutexes in increasing order and two-phase locking (2PL)
    • Acquire locks in 1st phase only, release locks in 2nd phase
 

01: mutex mutex1, mutex2;

02: void processA() {

03:   while( 1 ) {

04:     …

05:     mutex1.lock();

06:     /* critical section 1 */

07:     mutex2.lock();

08:     /* critical section 2 */

09:     mutex2.unlock();

10:     /* critical section 1 */

11:     mutex1.unlock();

12:   }

13: }

14: void processB() {

15:   while( 1 ) {

16:     …

17:     mutex2.lock();

18:     /* critical section 2 */

19:     mutex1.lock();

20:     /* critical section 1 */

21:     mutex1.unlock();

22:     /* critical section 2 */

23:     mutex2.unlock();

24:   }

25: } 

 


37  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Synchronization among processes 

  • Sometimes concurrently running processes must synchronize their execution
    • When a process must wait for:
      • another process to compute some value
      • reach a known point in their execution
      • signal some condition
  • Recall producer-consumer problem
    • processA must wait if buffer is full
    • processB must wait if buffer is empty
    • This is called busy-waiting
      • Process executing loops instead of being blocked
      • CPU time wasted
  • More efficient methods
    • Join operation, and blocking send and receive discussed earlier
      • Both block the process so it doesn’t waste CPU time
    • Condition variables and monitors

38  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Condition variables 

  • Condition variable is an object that has 2 operations, signal and wait
  • When process performs a wait on a condition variable, the process is blocked until another process performs a signal on the same condition variable
  • How is this done?
    • Process A acquires lock on a mutex
    • Process A performs wait, passing this mutex
      • Causes mutex to be unlocked
    • Process B can now acquire lock on same mutex
    • Process B enters critical section
      • Computes some value and/or make condition true
    • Process B performs signal when condition true
      • Causes process A to implicitly reacquire mutex lock
      • Process A becomes runnable

39  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Condition variable example: 
consumer-producer 

  • 2 condition variables
    • buffer_empty
      • Signals at least 1 free location available in buffer
    • buffer_full
      • Signals at least 1 valid data item in buffer
  • processA:
    • produces data item
    • acquires lock (cs_mutex) for critical section
    • checks value of count
    • if count = N, buffer is full
      • performs wait operation on buffer_empty
      • this releases the lock on cs_mutex allowing processB to enter critical section, consume data item and free location in buffer
      • processB then performs signal
    • if count < N, buffer is not full
      • processA inserts data into buffer
      • increments count
      • signals processB making it runnable if it has performed a wait operation on buffer_full
 

01: data_type buffer[N];

02: int count = 0;

03: mutex cs_mutex;

04: condition buffer_empty, buffer_full;

06: void processA() {

07:   int i;

08:   while( 1 ) {

09:     produce(&data);

10:     cs_mutex.lock();

11:     if( count == N ) buffer_empty.wait(cs_mutex);

13:     buffer[i] = data;

14:     i = (i + 1) % N;

15:     count = count + 1;

16:     cs_mutex.unlock();

17:     buffer_full.signal();

18:   }

19: }

20: void processB() {

21:   int i;

22:   while( 1 ) {

23:     cs_mutex.lock();

24:     if( count == 0 ) buffer_full.wait(cs_mutex);

26:     data = buffer[i];

27:     i = (i + 1) % N;

28:     count = count - 1;

29:     cs_mutex.unlock();

30:     buffer_empty.signal();

31:     consume(&data);

32:   }

33: }

34: void main() {

35:   create_process(processA); create_process(processB);

37: } 
 

Consumer-producer using condition variables


40  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Monitors 

  • Collection of data and methods or subroutines that operate on data similar to an object-oriented paradigm
  • Monitor guarantees only 1 process can execute inside monitor at a time
  • (a) Process X executes while Process Y has to wait 
  • (b) Process X performs wait on a condition 
    • Process Y allowed to enter and execute
  • (c) Process Y signals condition Process X waiting on 
    • Process Y blocked
    • Process X allowed to continue executing
  • (d) Process X finishes executing in monitor or waits on a condition again 
    • Process Y made runnable again
 

  
 

Process X 
 

Monitor 
 

DATA 
 

CODE 
 

(a) 
 

Process Y 
 

Process X 
 

Monitor 
 

DATA 
 

CODE 
 

(b) 
 

Process Y 
 

Process X 
 

Monitor 
 

DATA 
 

CODE 
 

(c) 
 

Process Y 
 

Process X 
 

Monitor 
 

DATA 
 

CODE 
 

(d) 
 

Process Y 
 

Waiting 
 

Waiting

 


41  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Monitor example: consumer-producer 

  • Single monitor encapsulates both processes along with buffer and count
  • One process will be allowed to begin executing first
  • If processB allowed to execute first
    • Will execute until it finds count = 0
    • Will perform wait on buffer_full condition variable
    • processA now allowed to enter monitor and execute
    • processA produces data item
    • finds count < N so writes to buffer and increments count
    • processA performs signal on buffer_full condition variable
    • processA blocked
    • processB reenters monitor and continues execution, consumes data, etc.
 

01: Monitor {

02:   data_type buffer[N];

03:   int count = 0;

04:   condition buffer_full, condition buffer_empty;

06:   void processA() {

07:     int i;

08:     while( 1 ) {

09:       produce(&data);

10:       if( count == N ) buffer_empty.wait();

12:       buffer[i] = data;

13:       i = (i + 1) % N;

14:       count = count + 1;

15:       buffer_full.signal();

16:     }

17:   }

18:   void processB() {

19:     int i;

20:     while( 1 ) {

21:       if( count == 0 ) buffer_full.wait();

23:       data = buffer[i];

24:       i = (i + 1) % N;

25:       count = count - 1;

26:       buffer_empty.signal();

27:       consume(&data);

28:       buffer_full.signal();

29:     }

30:   }

31: }  /* end monitor */

32: void main() {

33:   create_process(processA); create_process(processB);

35: }

 


42  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Implementation 

  • Mapping of system’s functionality onto hardware processors:
    • captured using computational model(s)
    • written in some language(s)
  • Implementation choice independent from language(s) choice
  • Implementation choice based on power, size, performance, timing and cost requirements
  • Final implementation tested for feasibility
    • Also serves as blueprint/prototype for mass manufacturing of final product
 

The choice of computational model(s) is based on whether it allows the designer to describe the system. 

The choice of language(s) is based on whether it captures the computational model(s) used by the designer. 

The choice of implementation is based on whether it meets power, size, performance and cost requirements. 

Sequent.

program 
 

State

machine 
 

Data-

flow 
 

Concurrent processes 
 

C/C++ 
 

Pascal 
 

Java 
 

VHDL 
 

Implementation A 
 

Implementation  

 

Implementation  
C

 


43  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Concurrent process model:  
implementation 

  • Can use single and/or general-purpose processors
  • (a) Multiple processors, each executing one process
    • True multitasking (parallel processing)
    • General-purpose processors
      • Use programming language like C and compile to instructions of processor
      • Expensive and in most cases not necessary
    • Custom single-purpose processors
      • More common
  • (b) One general-purpose processor running all processes
    • Most processes don’t use 100% of processor time
    • Can share processor time and still achieve necessary execution rates
  • (c) Combination of (a) and (b)
    • Multiple processes run on one general-purpose processor while one or more processes run on own single_purpose processor
 

Process1 

Process2 

Process3 

Process4 

Processor A 

Processor B 

Processor C 

Processor D 

Communication Bus 

(a) 

(b) 

Process1 

Process2 

Process3 

Process4 
 

General Purpose Processor 

Process1 

Process2 

Process3 

Process4 

Processor A 
 

General Purpose Processor 
 

Communication Bus 

(c)


44  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Implementation:  
multiple processes sharing single processor 

  • Can manually rewrite processes as a single sequential program
    • Ok for simple examples, but extremely difficult for complex examples
    • Automated techniques have evolved but not common
    • E.g., simple Hello World concurrent program from before would look like:

    I = 1; T = 0;

    while (1) {

        Delay(I); T = T + 1;

        if X modulo T is 0 then call PrintHelloWorld

        if Y modulo T is 0 then call PrintHowAreYou

    }

  • Can use multitasking operating system
    • Much more common
    • Operating system schedules processes, allocates storage, and interfaces to peripherals, etc.
    • Real-time operating system (RTOS) can guarantee execution rate constraints are met
    • Describe concurrent processes with languages having built-in processes (Java, Ada, etc.) or a sequential programming language with library support for concurrent processes (C, C++, etc. using POSIX threads for example)
  • Can convert processes to sequential program with process scheduling right in code
    • Less overhead (no operating system)
    • More complex/harder to maintain

45  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Processes vs. threads 

  • Different meanings when operating system terminology
  • Regular processes
    • Heavyweight process
    • Own virtual address space (stack, data, code)
    • System resources (e.g., open files)
  • Threads
    • Lightweight process
    • Subprocess within process
    • Only program counter, stack, and registers
    • Shares address space, system resources with other threads
      • Allows quicker communication between threads
    • Small compared to heavyweight processes
      • Can be created quickly
      • Low cost switching between threads

46  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Implementation: 
suspending, resuming, and joining 

  • Multiple processes mapped to single-purpose processors
    • Built into processor’s implementation
    • Could be extra input signal that is asserted when process suspended
    • Additional logic needed for determining process completion
      • Extra output signals indicating process done
  • Multiple processes mapped to single general-purpose processor 
    • Built into programming language or special multitasking library like POSIX
    • Language or library may rely on operating system to handle

47  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Implementation: process scheduling 

  • Must meet timing requirements when multiple concurrent processes implemented on single general-purpose processor
    • Not true multitasking
  • Scheduler
    • Special process that decides when and for how long each process is executed
    • Implemented as preemptive or nonpreemptive scheduler
    • Preemptive
      • Determines how long a process executes before preempting to allow another process to execute
        • Time quantum: predetermined amount of execution time preemptive scheduler allows each process (may be 10 to 100s of milliseconds long)
      • Determines which process will be next to run
    • Nonpreemptive
      • Only determines which process is next after current process finishes execution

48  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Scheduling: priority 

  • Process with highest priority always selected first by scheduler
    • Typically determined statically during creation and dynamically during execution
  • FIFO
    • Runnable processes added to end of FIFO as created or become runnable
    • Front process removed from FIFO when time quantum of current process is up or process is blocked
  • Priority queue
    • Runnable processes again added as created or become runnable
    • Process with highest priority chosen when new process needed
    • If multiple processes with same highest priority value then selects from them using first-come first-served
    • Called priority scheduling when nonpreemptive
    • Called round-robin when preemptive

49  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Priority assignment 

  • Period of process
    • Repeating time interval the process must complete one execution within
      • E.g., period = 100 ms
      • Process must execute once every 100 ms
    • Usually determined by the description of the system
      • E.g., refresh rate of display is 27 times/sec
      • Period = 37 ms
  • Execution deadline
    • Amount of time process must be completed by after it has started
      • E.g., execution time = 5 ms, deadline = 20 ms, period = 100 ms
      • Process must complete execution within 20 ms after it has begun regardless of its period
      • Process begins at start of period, runs for 4 ms then is preempted
      • Process suspended for 14 ms, then runs for the remaining 1 ms
      • Completed within 4 + 14 + 1 = 19 ms which meets deadline of 20 ms
      • Without deadline process could be suspended for much longer
  • Rate monotonic scheduling
    • Processes with shorter periods have higher priority
    • Typically used when execution deadline = period
  • Deadline monotonic scheduling
    • Processes with shorter deadlines have higher priority
    • Typically used when execution deadline < period
 

Process 

A

B

C

D

E


Period 

25 ms

50 ms

12 ms

100 ms

40 ms

75 ms 

Priority 

5

3

6

1

4


Process 

G

H

I

J

K


Deadline 

17 ms

50 ms

32 ms

10 ms

140 ms

32 ms 

Priority 

5

2

3

6

1


Rate monotonic 

Deadline monotonic


50  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Real-time systems 

  • Systems composed of 2 or more cooperating, concurrent processes with stringent execution time constraints
    • E.g., set-top boxes have separate processes that read or decode video and/or sound concurrently and must decode 20 frames/sec for output to appear continuous
    • Other examples with stringent time constraints are:
      • digital cell phones
      • navigation and process control systems
      • assembly line monitoring systems
      • multimedia and networking systems
      • etc.
    • Communication and synchronization between processes for these systems is critical
    • Therefore, concurrent process model best suited for describing these systems

51  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Real-time operating systems (RTOS) 

  • Provide mechanisms, primitives, and guidelines for building real-time embedded systems
  • Windows CE
    • Built specifically for embedded systems and appliance market
    • Scalable real-time 32-bit platform
    • Supports Windows API
    • Perfect for systems designed to interface with Internet
    • Preemptive priority scheduling with 256 priority levels per process
    • Kernel is 400 Kbytes
  • QNX
    • Real-time microkernel surrounded by optional processes (resource managers) that provide POSIX and UNIX compatibility
      • Microkernels typically support only the most basic services
      • Optional resource managers allow scalability from small ROM-based systems to huge multiprocessor systems connected by various networking and communication technologies
    • Preemptive process scheduling using FIFO, round-robin, adaptive, or priority-driven scheduling
    • 32 priority levels per process
    • Microkernel < 10 Kbytes and complies with POSIX real-time standard

52  

Embedded Systems Design: A Unified Hardware/Software Introduction, (c) 2000 Vahid/Givargis  

Summary 

  • Computation models are distinct from languages
  • Sequential program model is popular
    • Most common languages like C support it directly
  • State machine models good for control
    • Extensions like HCFSM provide additional power
    • PSM combines state machines and sequential programs
  • Concurrent process model for multi-task systems
    • Communication and synchronization methods exist
    • Scheduling is critical
  • Dataflow model good for signal processing
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