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Real Time Systems

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Title: Real Time Systems


1
Real Time Systems
  • Chapter 6 Real-Time Communication

Dr Shamala Subramaniam
2
Real-Time CommunicationIntroduction
  • Conventional Communication Systems
  • Bandwidth and throughput are important
  • Long delays reduce quality of service
  • Videoconferencing
  • Cellular Communication
  • Hard Real-Time Systems
  • Delivery of content by specific deadline is
    important
  • Internal communication (between life support
    system components)
  • External communication (remote manipulation)

3
Real-Time Sources Generates Traffic
  • Constant Rate fixed packet size and at periodic
    intervals
  • Variable rate fixed packet size and variable
    interval or variable packet size at fixed
    interval.
  • Bursty traffic require greater demands on buffer
    space
  • Talkspurts

Silence
4
Communications Media
  • Electrical Medium
  • Optical Fibers
  • Wireless

5
Network Topologies
  • Network Topology Affects the system response time
    Reliability. The following features are
    important
  • Diameter the maximum distance (number of hops)
    between any two nodes as a function of the number
    of nodes. Ideally it should increase slowly.
  • Node Degree The number of edges adjacent to
    each node and determines the number of I/O ports
    per node and the number of links in the system.
  • Fault Tolerance the network can withstand the
    failure of individual links and nodes while still
    remaining functional.

6
Network Topology (cont.)
  • Point-to-Point
  • Dedicated links
  • If no connection, utilize the intermediate nodes
  • Shared (Broadcast)
  • Nodes have access to all communication channels
  • Only one node can transmit at any time over a
    channel

7
Real-Time CommunicationIntroduction
  • Traffic Characteristics
  • Constant versus variable rate
  • Polled sensor data
  • Compressed voice stream
  • Common message transfer techniques
  • Packet switching
  • Circuit switching
  • Wormhole routing

8
Wormhole Routing
  • Is a way of pipelining packet transmission in a
    mulithop network
  • Each packet is broken into a train of flits each
    about one or two bytes long.
  • The sender transmits one flit per unit time and
  • The flits are forwarded from node to node until
    they reach their destination.
  • Over time, a train of flits in contiguous
    (Adjacent), forms and makes its way to its
    destination.

9
Example
  • The network is a 3-dimensional hypercube
  • A message is to be sent from node 000 to node 111
  • Node 000 breaks up its packet into flits, and
    send them to node 001 at rate of one flit per
    cycle
  • Node 001 forwards the flits it receives to node
    011, which forwards to 111
  • If the packet consists of six flits, the activity
    is as follows

10
Wormhole Routing (cont.)
  • Hypercube 3 dimensional
  • N-dimensional ? 2n nodes
  • An n-dimensional hypercube is formed by taking
    two (n-1) dimensional hyper cubes and connecting
    like nodes

11
Wormhole Routing (cont.)
12
(No Transcript)
13
Protocols Overview
14
Real-Time CommunicationProtocols
  • Contention-Based
  • Each node listens until network is idle
  • Nodes transmit only idle network detected
  • Collisions occur when multiple nodes transmit at
    the same time
  • Stop, random pause, retransmit

15
Real-Time CommunicationProtocols
  • Ethernet (CSMA/CD)
  • All the nodes can monitor the communication
    channel
  • When a node wants to transmit, if it observes the
    channel is busy, it will refrain from interfering
    with the ongoing transmission.
  • When it senses the channel is idle it will make
    an attempt to transmit, thus there may be
    concurrent transmission
  • Upon collisions, they will abort and retransmit
  • Difficult to guarantee determinism

16
Virtual Time Carrier Sensed Multiple Access
(VTCSMA)
  • Single channel broadcast networks
  • Bus Ring topology
  • In CSMA there is no detection of priorities
  • However, simply using the state of the channel,
    the priorities is not enough, the time
    information must also be considered.
  • The key to VTCSMA algorithm is that the priority
    can be computed as a function of the current time
    and some other parameter.

17
Virtual Time Carrier Sensed Multiple Access
(VTCSMA) cont.
  • The algo. Uses 2 clocks at each node
  • One is the real-clock (RC) which tells the
    real-time and is synchronized with the clocks
    at the other nodes.
  • The 2nd is the virtual clock (VC) which behaves
    as follows
  • When the channel is busy, the VC freezes, when
    the channel becomes free, the VC is reset
    (according to a formula) and then runs at rate n
    gt1. That is the VC runs faster than the RC when
    the channel is free, and not when it is busy.

18
Virtual Time Carrier Sensed Multiple Access
(VTCSMA) cont.
  • Since the real clocks are assumed to be
    synchronized and the virtual times are regularly
    reset with respect to the real-times, the virtual
    times told at the various nodes are the same,
    plus or minus some small skew.
  • This is used as the global priority of packets
    transmitted
  • Each node computes a virtual time to start
    transmission VSX(M) for every packet M awaiting
    transmission at that node.
  • When the virtual time is greater than or equal to
    VSX(M), packet M becomes eligible for
    transmission.

19
Real-Time CommunicationProtocols
  • Contention-Based
  • Work well only when collisions are low
  • Sporadic traffic
  • High loads can slow contention-based protocols
    down to a standstill
  • Old parts of Engineering building network
  • Token-Based
  • Only the node that has a token can transmit
  • (Same as the conch shell in Lord of the Flies)
  • Token is passed from node to node
  • Can easily be used as a deterministic protocol

20
Real-Time CommunicationProtocols
  • Token-Based
  • Delays and overhead
  • Propagation delay and message latency
  • Messages are generally passed point-to-point
  • Contention-based protocols are generally
    broadcast
  • Token transfer time
  • Time required to pass token from one node to
    another (no transmission can occur during this
    time)

21
Real-Time CommunicationFault-Tolerance
  • Token-Based
  • Problems
  • Loss of token
  • Disconnection of a single node
  • Options
  • Timeout for lost token detection
  • Contention-Based
  • Problems
  • Traffic flooding / denial-of-service
  • Options
  • Segment isolation (switches / routers / filtering)

22
Real-Time CommunicationFault-Tolerance
  • Routing
  • Messages can be sent over multiple independent
    routes
  • Too many duplicates can flood networks
  • Too few duplicates may not provide adequate
    fault-tolerance

23
Real-Time CommunicationIndustrial Issues
  • Low-level communication
  • Mechanical -gt Pneumatic -gt 4-20mA
  • Medium-level Communication
  • Physical Medium
  • Twisted pair (differential)
  • Coaxial
  • Fibre-Optics
  • Protocols
  • Traditional use of deterministic semi-proprietary
    interfaces between devices and controllers (PLCs)
  • DeviceNet (CSMA-based), Profibus (token-based),
    CANOpen, Fieldbus (lower-level)

24
Real-Time CommunicationIndustrial Issues
  • High-Level Communication
  • Increased demand for information and transparency
    to plant floor information
  • Use of common general purpose protocols between
    devices/PLCs and HMI/SCADA systems
  • Ethernet (and TCP/IP over Ethernet)
  • More durable physical connectors (RJ-45 is
    flimsy)
  • Topologies supporting redundancy
  • Full-duplex switched networks to improve
    determinism
  • Interoperability / low-cost / high bandwidth

25
Real-Time CommunicationWireless Issues (Digital)
  • Code Division Multiplex Access (CDMA)
  • Spread-Spectrum
  • Tolerant to interference
  • Contention-Based
  • Time Division Multiple Access (TDMA)
  • Similar to Token-Based Protocols
  • Dedicated time slots for each user
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