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Real-time computing

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   Study of hardware and software systems that have a "real-time
   constraint"
   This article includes a list of general references, but it lacks
   sufficient corresponding inline citations. Please help to improve this
   article by introducing more precise citations. (April 2014) (Learn how
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   Not to be confused with Real-time communication or Real-time clock,
   closely related technologies that are also often abbreviated to RTC.

   Real-time computing (RTC) is the computer science term for hardware and
   software systems subject to a "real-time constraint", for example from
   event to system response.^[1] Real-time programs must guarantee
   response within specified time constraints, often referred to as
   "deadlines".^[2]

   Real-time responses are often understood to be in the order of
   milliseconds, and sometimes microseconds. A system not specified as
   operating in real time cannot usually guarantee a response within any
   timeframe, although typical or expected response times may be given.
   Real-time processing fails if not completed within a specified deadline
   relative to an event; deadlines must always be met, regardless of
   system load.

   A real-time system has been described as one which "controls an
   environment by receiving data, processing them, and returning the
   results sufficiently quickly to affect the environment at that
   time".^[3] The term "real-time" is also used in simulation to mean that
   the simulation's clock runs at the same speed as a real clock, and in
   process control and enterprise systems to mean "without significant
   delay".

   Real-time software may use one or more of the following: synchronous
   programming languages, real-time operating systems (RTOSes), and
   real-time networks, each of which provide essential frameworks on which
   to build a real-time software application.

   Systems used for many safety-critical applications must be real-time,
   such as for control of fly-by-wire aircraft, or anti-lock brakes, both
   of which demand immediate and accurate mechanical response.^[4]
   [ ]

Contents

     * 1 History
     * 2 Criteria for real-time computing
          + 2.1 Real-time in digital signal processing
               o 2.1.1 Live vs. real-time
     * 3 Real-time and high-performance
     * 4 Near real-time
     * 5 Design methods
     * 6 See also
     * 7 References
     * 8 Further reading
     * 9 External links

History[edit]

   The term real-time derives from its use in early simulation, in which a
   real-world process is simulated at a rate that matched that of the real
   process (now called real-time simulation to avoid ambiguity). Analog
   computers, most often, were capable of simulating at a much faster pace
   than real-time, a situation that could be just as dangerous as a slow
   simulation if it were not also recognized and accounted for.

   Minicomputers, particularly in the 1970s onwards, when built into
   dedicated embedded systems such as DOG (Digital on-screen graphic)
   scanners, increased the need for low-latency priority-driven responses
   to important interactions with incoming data and so operating systems
   such as Data General's RDOS (Real-Time Disk Operating System) and RTOS
   with background and foreground scheduling as well as Digital Equipment
   Corporation's RT-11 date from this era. Background-foreground
   scheduling allowed low priority tasks CPU time when no foreground task
   needed to execute, and gave absolute priority within the foreground to
   threads/tasks with the highest priority. Real-time operating systems
   would also be used for time-sharing multiuser duties. For example, Data
   General Business Basic could run in the foreground or background of
   RDOS and would introduce additional elements to the scheduling
   algorithm to make it more appropriate for people interacting via dumb
   terminals.
   System-search.svg
   This section's factual accuracy is disputed. Relevant discussion may be
   found on Talk:Real-time computing. Please help to ensure that disputed
   statements are reliably sourced. (October 2020) (Learn how and when to
   remove this template message)

   Once when the MOS Technology 6502 (used in the Commodore 64 and Apple
   II), and later when the Motorola 68000 (used in the Macintosh, Atari
   ST, and Commodore Amiga) were popular, anybody could use their home
   computer as a real-time system. The possibility to deactivate other
   interrupts allowed for hard-coded loops with defined timing, and the
   low interrupt latency allowed the implementation of a real-time
   operating system, giving the user interface and the disk drives lower
   priority than the real-time thread. Compared to these the programmable
   interrupt controller of the Intel CPUs (8086..80586) generates a very
   large latency and the Windows operating system is neither a real-time
   operating system nor does it allow a program to take over the CPU
   completely and use its own scheduler, without using native machine
   language and thus surpassing all interrupting Windows code. However,
   several coding libraries exist which offer real time capabilities in a
   high level language on a variety of operating systems, for example Java
   Real Time. The Motorola 68000 and subsequent family members (68010,
   68020 etc.) also became popular with manufacturers of industrial
   control systems. This application area is one in which real-time
   control offers genuine advantages in terms of process performance and
   safety.^[citation needed]

Criteria for real-time computing[edit]

   A system is said to be real-time if the total correctness of an
   operation depends not only upon its logical correctness, but also upon
   the time in which it is performed.^[5] Real-time systems, as well as
   their deadlines, are classified by the consequence of missing a
   deadline:^[6]
     * Hard - missing a deadline is a total system failure.
     * Firm - infrequent deadline misses are tolerable, but may degrade
       the system's quality of service. The usefulness of a result is zero
       after its deadline.
     * Soft - the usefulness of a result degrades after its deadline,
       thereby degrading the system's quality of service.

   Thus, the goal of a hard real-time system is to ensure that all
   deadlines are met, but for soft real-time systems the goal becomes
   meeting a certain subset of deadlines in order to optimize some
   application-specific criteria. The particular criteria optimized depend
   on the application, but some typical examples include maximizing the
   number of deadlines met, minimizing the lateness of tasks and
   maximizing the number of high priority tasks meeting their deadlines.

   Hard real-time systems are used when it is imperative that an event be
   reacted to within a strict deadline. Such strong guarantees are
   required of systems for which not reacting in a certain interval of
   time would cause great loss in some manner, especially damaging the
   surroundings physically or threatening human lives (although the strict
   definition is simply that missing the deadline constitutes failure of
   the system). Some examples of hard real-time systems:
     * A car engine control system is a hard real-time system because a
       delayed signal may cause engine failure or damage.
     * Medical systems such as heart pacemakers. Even though a pacemaker's
       task is simple, because of the potential risk to human life,
       medical systems like these are typically required to undergo
       thorough testing and certification, which in turn requires hard
       real-time computing in order to offer provable guarantees that a
       failure is unlikely or impossible.
     * Industrial process controllers, such as a machine on an assembly
       line. If the machine is delayed, the item on the assembly line
       could pass beyond the reach of the machine (leaving the product
       untouched), or the machine or the product could be damaged by
       activating the robot at the wrong time. If the failure is detected,
       both cases would lead to the assembly line stopping, which slows
       production. If the failure is not detected, a product with a defect
       could make it through production, or could cause damage in later
       steps of production.
     * Hard real-time systems are typically found interacting at a low
       level with physical hardware, in embedded systems. Early video game
       systems such as the Atari 2600 and Cinematronics vector graphics
       had hard real-time requirements because of the nature of the
       graphics and timing hardware.
     * Softmodems replace a hardware modem with software running on a
       computer's CPU. The software must run every few milliseconds to
       generate the next audio data to be output. If that data is late,
       the receiving modem will lose synchronization, causing a long
       interruption as synchronization is reestablished or causing the
       connection to be lost entirely.
     * Many types of printers have hard real-time requirements, such as
       inkjets (the ink must be deposited at the correct time as the
       printhead crosses the page), laser printers (the laser must be
       activated at the right time as the beam scans across the rotating
       drum), and dot matrix and various types of line printers (the
       impact mechanism must be activated at the right time as the print
       mechanism comes into alignment with the desired output). A failure
       in any of these would cause either missing output or misaligned
       output.

   In the context of multitasking systems the scheduling policy is
   normally priority driven (pre-emptive schedulers). In some situations,
   these can guarantee hard real-time performance (for instance if the set
   of tasks and their priorities is known in advance). There are other
   hard real-time schedulers such as rate-monotonic which is not common in
   general-purpose systems, as it requires additional information in order
   to schedule a task: namely a bound or worst-case estimate for how long
   the task must execute. Specific algorithms for scheduling such hard
   real-time tasks exist, such as earliest deadline first, which, ignoring
   the overhead of context switching, is sufficient for system loads of
   less than 100%.^[7] New overlay scheduling systems, such as an adaptive
   partition scheduler assist in managing large systems with a mixture of
   hard real-time and non real-time applications.

   Firm real-time systems are more nebulously defined, and some
   classifications do not include them, distinguishing only hard and soft
   real-time systems. Some examples of firm real-time systems:
     * The assembly line machine described earlier as hard real-time could
       instead be considered firm real-time. A missed deadline still
       causes an error which needs to be dealt with: there might be
       machinery to mark a part as bad or eject it from the assembly line,
       or the assembly line could be stopped so an operator can correct
       the problem. However, as long as these errors are infrequent, they
       may be tolerated.

   Soft real-time systems are typically used to solve issues of concurrent
   access and the need to keep a number of connected systems up-to-date
   through changing situations. Some examples of soft real-time systems:
     * Software that maintains and updates the flight plans for commercial
       airliners. The flight plans must be kept reasonably current, but
       they can operate with the latency of a few seconds.
     * Live audio-video systems are also usually soft real-time. A frame
       of audio that's played late may cause a brief audio glitch (and may
       cause all subsequent audio to be delayed correspondingly, causing a
       perception that the audio is being played slower than normal), but
       this may be better than the alternatives of continuing to play
       silence, static, a previous audio frame, or estimated data. A frame
       of video that's delayed typically causes even less disruption for
       viewers. The system can continue to operate and also recover in the
       future using workload prediction and reconfiguration
       methodologies.^[8]
     * Similarly, video games are often soft real-time, particularly as
       they try to meet a target frame rate. As the next image cannot be
       computed in advance, since it depends on inputs from the player,
       only a short time is available to perform all the computing needed
       to generate a frame of video before that frame must be displayed.
       If the deadline is missed, the game can continue at a lower frame
       rate; depending on the game, this may only affect its graphics
       (while the gameplay continues at normal speed), or the gameplay
       itself may be slowed down (which was common on older third- and
       fourth-generation consoles).

Real-time in digital signal processing[edit]

   In a real-time digital signal processing (DSP) process, the analyzed
   (input) and generated (output) samples can be processed (or generated)
   continuously in the time it takes to input and output the same set of
   samples independent of the processing delay.^[9] It means that the
   processing delay must be bounded even if the processing continues for
   an unlimited time. That means that the mean processing time per sample,
   including overhead, is no greater than the sampling period, which is
   the reciprocal of the sampling rate. This is the criterion whether the
   samples are grouped together in large segments and processed as blocks
   or are processed individually and whether there are long, short, or
   non-existent input and output buffers.

   Consider an audio DSP example; if a process requires 2.01 seconds to
   analyze, synthesize, or process 2.00 seconds of sound, it is not
   real-time. However, if it takes 1.99 seconds, it is or can be made into
   a real-time DSP process.

   A common life analogy is standing in a line or queue waiting for the
   checkout in a grocery store. If the line asymptotically grows longer
   and longer without bound, the checkout process is not real-time. If the
   length of the line is bounded, customers are being "processed" and
   output as rapidly, on average, as they are being inputted then that
   process is real-time. The grocer might go out of business or must at
   least lose business if they cannot make their checkout process
   real-time; thus, it is fundamentally important that this process is
   real-time.

   A signal processing algorithm that cannot keep up with the flow of
   input data with output falling farther and farther behind the input, is
   not real-time. But if the delay of the output (relative to the input)
   is bounded regarding a process that operates over an unlimited time,
   then that signal processing algorithm is real-time, even if the
   throughput delay may be very long.

Live vs. real-time[edit]

   Real-time signal processing is necessary, but not sufficient in and of
   itself, for live signal processing such as what is required in live
   event support. Live audio digital signal processing requires both
   real-time operation and a sufficient limit to throughput delay so as to
   be tolerable to performers using stage monitors or in-ear monitors and
   not noticeable as lip sync error by the audience also directly watching
   the performers. Tolerable limits to latency for live, real-time
   processing is a subject of investigation and debate but is estimated to
   be between 6 and 20 milliseconds.^[10]

   Real-time bidirectional telecommunications delays of less than 300 ms
   ("round trip" or twice the unidirectional delay) are considered
   "acceptable" to avoid undesired "talk-over" in conversation.

Real-time and high-performance[edit]

   Real-time computing is sometimes misunderstood to be high-performance
   computing, but this is not an accurate classification.^[11] For
   example, a massive supercomputer executing a scientific simulation may
   offer impressive performance, yet it is not executing a real-time
   computation. Conversely, once the hardware and software for an
   anti-lock braking system have been designed to meet its required
   deadlines, no further performance gains are obligatory or even useful.
   Furthermore, if a network server is highly loaded with network traffic,
   its response time may be slower but will (in most cases) still succeed
   before it times out (hits its deadline). Hence, such a network server
   would not be considered a real-time system: temporal failures (delays,
   time-outs, etc.) are typically small and compartmentalized (limited in
   effect) but are not catastrophic failures. In a real-time system, such
   as the FTSE 100 Index, a slow-down beyond limits would often be
   considered catastrophic in its application context. The most important
   requirement of a real-time system is consistent output, not high
   throughput.

   Some kinds of software, such as many chess-playing programs, can fall
   into either category. For instance, a chess program designed to play in
   a tournament with a clock will need to decide on a move before a
   certain deadline or lose the game, and is therefore a real-time
   computation, but a chess program that is allowed to run indefinitely
   before moving is not. In both of these cases, however, high performance
   is desirable: the more work a tournament chess program can do in the
   allotted time, the better its moves will be, and the faster an
   unconstrained chess program runs, the sooner it will be able to move.
   This example also illustrates the essential difference between
   real-time computations and other computations: if the tournament chess
   program does not make a decision about its next move in its allotted
   time it loses the game--i.e., it fails as a real-time
   computation--while in the other scenario, meeting the deadline is
   assumed not to be necessary. High-performance is indicative of the
   amount of processing that is performed in a given amount of time,
   whereas real-time is the ability to get done with the processing to
   yield a useful output in the available time.

Near real-time[edit]

   The term "near real-time" or "nearly real-time" (NRT), in
   telecommunications and computing, refers to the time delay introduced,
   by automated data processing or network transmission, between the
   occurrence of an event and the use of the processed data, such as for
   display or feedback and control purposes. For example, a near-real-time
   display depicts an event or situation as it existed at the current time
   minus the processing time, as nearly the time of the live event.^[12]

   The distinction between the terms "near real time" and "real time" is
   somewhat nebulous and must be defined for the situation at hand. The
   term implies that there are no significant delays.^[12] In many cases,
   processing described as "real-time" would be more accurately described
   as "near real-time".

   Near real-time also refers to delayed real-time transmission of voice
   and video. It allows playing video images, in approximately real-time,
   without having to wait for an entire large video file to download.
   Incompatible databases can export/import to common flat files that the
   other database can import/export on a scheduled basis so that they can
   sync/share common data in "near real-time" with each other.

   The distinction between "near real-time" and "real-time" varies, and
   the delay is dependent on the type and speed of the transmission. The
   delay in near real-time is typically in a range of 1-10 seconds.^[13]

Design methods[edit]

   Several methods exist to aid the design of real-time systems, an
   example of which is MASCOT, an old but very successful method which
   represents the concurrent structure of the system. Other examples are
   HOOD, Real-Time UML, AADL, the Ravenscar profile, and Real-Time Java.

See also[edit]

     * Autonomous peripheral operation
     * Control system
     * Failure detector
     * Nodal architecture
     * Processing modes
     * Ptolemy Project
     * Real-time data
     * Real-time computer graphics
     * Real-time operating system
     * Real-time testing
     * Remote diagnostics
     * Scheduling analysis real-time systems
     * Synchronous programming language
     * Time-utility function
     * Ward-Mellor method
     * Worst-case execution time

References[edit]

    1. ^ "FreeRTOS - Open Source RTOS Kernel for small embedded systems -
       What is FreeRTOS FAQ?". FreeRTOS. Retrieved 2021-03-08.
    2. ^ Ben-Ari, Mordechai; "Principles of Concurrent and Distributed
       Programming", ch. 16, Prentice Hall, 1990, ISBN 0-13-711821-X, page
       164
    3. ^ Martin, James (1965). Programming Real-time Computer Systems.
       Englewood Cliffs, NJ: Prentice-Hall Inc. p. 4.
       ISBN 978-0-13-730507-0.
    4. ^ Kant, Krishna (May 2010). Computer-Based Industrial Control. PHI
       Learning. p. 356. ISBN 9788120339880. Retrieved 2015-01-17.
    5. ^ Shin, Kang G.; Ramanathan, Parameswaran (Jan 1994). "Real-time
       computing: a new discipline of computer science and engineering"
       (PDF). Proceedings of the IEEE. 82 (1): 6-24.
       CiteSeerX 10.1.1.252.3947. doi:10.1109/5.259423. ISSN 0018-9219.
    6. ^ Kopetz, Hermann ; Real-Time Systems: Design Principles for
       Distributed Embedded Applications, Kluwer Academic Publishers, 1997
    7. ^ Liu, Chang L.; and Layland, James W.; "Scheduling Algorithms for
       Multiprogramming in a Hard Real-time Environment", Journal of the
       ACM, 20(1):46-61, January 1973,
       http://citeseer.ist.psu.edu/liu73scheduling.html
    8. ^ Menychtas, Andreas; Kyriazis, Dimosthenis; Tserpes, Konstantinos
       (July 2009). "Real-time reconfiguration for guaranteeing QoS
       provisioning levels in Grid environments". Future Generation
       Computer Systems. 25 (7): 779-784.
       doi:10.1016/j.future.2008.11.001.
    9. ^ Kuo, Sen M.; Lee, Bob H.; and Tian, Wenshun; "Real-Time Digital
       Signal Processing: Implementations and Applications", Wiley, 2006,
       ISBN 0-470-01495-4, Section 1.3.4: Real-Time Constraints.
   10. ^ Kudrle, Sara; Proulx, Michel; Carrieres, Pascal; Lopez, Marco;
       et al. (July 2011). "Fingerprinting for Solving A/V Synchronization
       Issues within Broadcast Environments". SMPTE Motion Imaging
       Journal. 120 (5): 36-46. doi:10.5594/j18059XY. "Appropriate A/V
       sync limits have been established and the range that is considered
       acceptable for film is +/- 22 ms. The range for video, according to
       the ATSC, is up to 15 ms lead time and about 45 ms lag time"
   11. ^ Stankovic, John (1988), "Misconceptions about real-time
       computing: a serious problem for next-generation systems",
       Computer, IEEE Computer Society, vol. 21, no. 10, p. 11,
       doi:10.1109/2.7053, S2CID 13884580
   12. ^ ^a ^b "Federal Standard 1037C: Glossary of Telecommunications
       Terms". Its.bldrdoc.gov. Retrieved 2014-04-26.
   13. ^ "The Difference Between Real-Time, Near Real-Time & Batch
       Processing". Precisely. 2021-03-24. Retrieved 2021-09-22.

Further reading[edit]

     *

   Burns, Alan; Wellings, Andy (2009), Real-Time Systems and Programming
   Languages (4th ed.), Addison-Wesley, ISBN 978-0-321-41745-9



   Buttazzo, Giorgio (2011), Hard Real-Time Computing Systems: Predictable
   Scheduling Algorithms and Applications, New York, NY: Springer,
   ISBN 9781461406761.

     Liu, Jane W. S. (2000), Real-time systems, Upper Saddle River, NJ:
   Prentice Hall.

     The International Journal of Time-Critical Computing Systems

     Gorine, Andrei (2019), Keeping A Mission-Critical Deterministic DBMS
   On Time, embedded computing

External links[edit]

     * IEEE Technical Committee on Real-Time Systems
     * Euromicro Technical Committee on Real-time Systems
     * The What, Where and Why of Real-Time Simulation
     *

   Coyle, R. J.; Stewart, J. K. (September 1963). "Design of a Real-time
   Programming System". Computers and Automation. Silver Spring, Maryland:
   Datatrol Corporation. XII (9): 26-34. "[...] set of notes which will
   hopefully point up problem areas which should be considered in real
   time design."

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