A Program Optimization Method for Embedded Software Developed
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Using the GNU Compiler Collection (GCC)
Using the GNU Compiler Collection (GCC) Using the GNU Compiler Collection by Richard M. Stallman and the GCC Developer Community Last updated 23 May 2004 for GCC 3.4.6 For GCC Version 3.4.6 Published by: GNU Press Website: www.gnupress.org a division of the General: [email protected] Free Software Foundation Orders: [email protected] 59 Temple Place Suite 330 Tel 617-542-5942 Boston, MA 02111-1307 USA Fax 617-542-2652 Last printed October 2003 for GCC 3.3.1. Printed copies are available for $45 each. Copyright c 1988, 1989, 1992, 1993, 1994, 1995, 1996, 1997, 1998, 1999, 2000, 2001, 2002, 2003, 2004 Free Software Foundation, Inc. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with the Invariant Sections being \GNU General Public License" and \Funding Free Software", the Front-Cover texts being (a) (see below), and with the Back-Cover Texts being (b) (see below). A copy of the license is included in the section entitled \GNU Free Documentation License". (a) The FSF's Front-Cover Text is: A GNU Manual (b) The FSF's Back-Cover Text is: You have freedom to copy and modify this GNU Manual, like GNU software. Copies published by the Free Software Foundation raise funds for GNU development. i Short Contents Introduction ...................................... 1 1 Programming Languages Supported by GCC ............ 3 2 Language Standards Supported by GCC ............... 5 3 GCC Command Options ......................... -
OM-Cube Project
OM-Cube project V. Hiribarren, N. Marchand, N. Talfer [email protected] - [email protected] - [email protected] Abstract. The OM-Cube project is composed of several components like a minimal operating system, a multi- media player, a LCD display and an infra-red controller. They should be chosen to fit the hardware of an em- bedded system. Several other similar projects can provide information on the software that can be chosen. This paper aims to examine the different available tools to build the OM-Multimedia machine. The main purpose is to explore different ways to build an embedded system that fits the hardware and fulfills the project. 1 A Minimal Operating System The operating system is the core of the embedded system, and therefore should be chosen with care. Because of its popu- larity, a Linux based system seems the best choice, but other open systems exist and should be considered. After having elected a system, all unnecessary components may be removed to get a minimal operating system. 1.1 A Linux Operating System Using a Linux kernel has several advantages. As it’s a popular kernel, many drivers and documentation are available. Linux is an open source kernel; therefore it enables anyone to modify its sources and to recompile it. Using Linux in an embedded system requires adapting the kernel to the hardware and to the system needs. A simple method for building a Linux embed- ded system is to create a partition on a development host and to mount it on a temporary mount point. This partition is filled as one goes along and then, the final distribution is put on the target host [Fich02] [LFS]. -
Institutionen För Datavetenskap Department of Computer and Information Science
Institutionen för datavetenskap Department of Computer and Information Science Final thesis Simulation of Set-top box Components on an X86 Architecture by Implementing a Hardware Abstraction Layer by Faruk Emre Sahin Muhammad Salman Khan LITH-IDA-EX—10/050--SE 2010-12-25 Linköpings universitet Linköpings universitet SE-581 83 Linköping, Sweden 581 83 Linköping Linköping University Department of Computer and Information Science Final Thesis Simulation of Set-top box Components on an X86 Architecture by Implementing a Hardware Abstraction Layer by Faruk Emre Sahin Muhammad Salman Khan LITH-IDA-EX—10/050—SE 2010-12-25 Supervisors: Fredrik Hallenberg, Tomas Taleus R&D at Motorola (Linköping) Examiner: Prof. Dr. Christoph Kessler Dept. Of Computer and Information Science at Linköpings universitet Abstract The KreaTV Application Development Kit (ADK) product of Motorola en- ables application developers to create high level applications and browser plugins for the IPSTB system. As a result, customers will reduce develop- ment time, cost and supplier dependency. The main goal of this thesis was to port this platform to a standard Linux PC to make it easy to trace the bugs and debug the code. This work has been done by implementing a hardware abstraction layer(HAL)for Linux Operating System. HAL encapsulates the hardware dependent code and HAL APIs provide an abstraction of underlying architecture to the oper- ating system and to application software. So, the embedded platform can be emulated on a standard Linux PC by implementing a HAL for it. We have successfully built the basic building blocks of HAL with some performance degradation. -
Openbricks Embedded Linux Framework - User Manual I
OpenBricks Embedded Linux Framework - User Manual i OpenBricks Embedded Linux Framework - User Manual OpenBricks Embedded Linux Framework - User Manual ii Contents 1 OpenBricks Introduction 1 1.1 What is it ?......................................................1 1.2 Who is it for ?.....................................................1 1.3 Which hardware is supported ?............................................1 1.4 What does the software offer ?............................................1 1.5 Who’s using it ?....................................................1 2 List of supported features 2 2.1 Key Features.....................................................2 2.2 Applicative Toolkits..................................................2 2.3 Graphic Extensions..................................................2 2.4 Video Extensions...................................................3 2.5 Audio Extensions...................................................3 2.6 Media Players.....................................................3 2.7 Key Audio/Video Profiles...............................................3 2.8 Networking Features.................................................3 2.9 Supported Filesystems................................................4 2.10 Toolchain Features..................................................4 3 OpenBricks Supported Platforms 5 3.1 Supported Hardware Architectures..........................................5 3.2 Available Platforms..................................................5 3.3 Certified Platforms..................................................7 -
Audio Video Graphics Working Group Session
Audio Video Graphics Working Group Session San Jose meeting Pieter van de Meulen WG chair 26 January, 2005 CE Linux Forum Technical Conference 1 AVG WG – todays objective: Audio Video 2D 3D Renesas, Mitsubishi, Conexant DirectFB Philips, Samsung UH API P hilips Multi-FB …. OpenGL …. …. …. 26 January, 2005 CE Linux Forum Technical Conference 2 Recall: 25th/26th Presentations • DirectFB - Dennis Oliver Kropp; Convergence ● http://www.directfb.org/ • OpenGL ES, OpenVG and OpenMAX - Ed Plowman; ARM ● http://www.khronos.org/ • Graphics APIS for Linux - Matsubara, Hagiwara, Hisao Munakata; Renesas • Creating GTK+ based UI's for embedded devices - Markku Ursin, Movial ● http://www.gtk.org/ • Linux DVB - Michael Hunold; Convergence ● http://www.linuxtv.org/ • UHAPI (AV streaming) tutorial - John Vugts; Philips/Samsung ● http://www.uhapi.org/ 26 January, 2005 CE Linux Forum Technical Conference 3 Recall: Jan. 25th Demos • FB (Multi-framebuffer) ● Philips: PNX8550 running Linux; dual framebuffer and AV accel. • DirectFB ● Conexant: DVD processor running CELF Linux with DirectFB. ● Mitsubishi: ARIB plane model emulated on DirectFB window system ● Mitsubishi: MPEG4 Player (via GTK+) running on Renesas SH-4 ● Renesas: GTK+ and GUI without X11 • UHAPI (AV streaming): ● Philips open source demo on PC • DTV ● Toshiba America/Europe: DTV reference solution and Home Gateway. • 3D graphics ●Renesas: demo by SI-Electronics on SH-4 and Power VR ●Pioneer: OpenGL 26 January, 2005 CE Linux Forum Technical Conference 4 Linux APIs (2004/6 status) & CCEELLFF VV11..00 -
Read the Thesis
Making compiler tests based on compiler source code coverage Jelle Witsen Elias [email protected] January 19, 2021, 33 pages Academic supervisor: Clemens Grelck, [email protected] Daily supervisors: Jos´eLuis March Cabrelles, [email protected] Remi van Veen, [email protected] Host organisation: Solid Sands, www.solidsands.nl Universiteit van Amsterdam Faculteit der Natuurwetenschappen, Wiskunde en Informatica Master Software Engineering http://www.software-engineering-amsterdam.nl Abstract Compilers are important elements in software infrastructure. It is therefore important that these complex pieces of software are tested. We found a way of making C compiler tests that is different from the usual approach of doing this. With our new process we base new tests on their coverage of compiler source code, instead of constructing them by solely looking at the rules defined in language standards. This way, we manage to make tests with constructions that were overlooked when building our existing compiler test suites. We built a tool that takes source code of a C application as input, along with a C compiler test suite. The tool outputs pieces of code which, when compiled, cover parts of compiler source code that the test suite does not yet cover. With this output, we can construct new tests for inclusion in our existing test suite. Our process is as follows: we take an open source C application and compile its sources with an open source compiler. This compiler has been instrumented to enable source code coverage analysis. After compilation, we compare the coverage of compiler source code of the application with coverage of our existing test suites. -
Programmable Image-Based Light Capture for Previsualization
ii Abstract Previsualization is a class of techniques for creating approximate previews of a movie sequence in order to visualize a scene prior to shooting it on the set. Often these techniques are used to convey the artistic direction of the story in terms of cinematic elements, such as camera movement, angle, lighting, dialogue, and char- acter motion. Essentially, a movie director uses previsualization (previs) to convey movie visuals as he sees them in his ”minds-eye”. Traditional methods for previs include hand-drawn sketches, Storyboards, scaled models, and photographs, which are created by artists to convey how a scene or character might look or move. A recent trend has been to use 3D graphics applications such as video game engines to perform previs, which is called 3D previs. This type of previs is generally used prior to shooting a scene in order to choreograph camera or character movements. To visualize a scene while being recorded on-set, directors and cinematographers use a technique called On-set previs, which provides a real-time view with little to no processing. Other types of previs, such as Technical previs, emphasize accurately capturing scene properties but lack any interactive manipulation and are usually employed by visual effects crews and not for cinematographers or directors. This dissertation’s focus is on creating a new method for interactive visualization that will automatically capture the on-set lighting and provide interactive manipulation of cinematic elements to facilitate the movie maker’s artistic expression, validate cine- matic choices, and provide guidance to production crews. Our method will overcome the drawbacks of the all previous previs methods by combining photorealistic ren- dering with accurately captured scene details, which is interactively displayed on a mobile capture and rendering platform. -
Directfb Internals Internals
DirectFB Internals --ThinThings You Need to Know to Write Your DirectFBgfxdriver TakanariHayama, HisaoMunakata and Denis Oliver Kropp 1 What is DirectFB?DirectFB? Thin Graphics Library – Light weight and small footprint (< 700KB Library for SH4) – Not server/client model like X11 Hardware Abstraction Layer for Hardware Graphics Acceleration – Anyygthing not supp ppyorted by Hardware still su ppypported by software, i.e. utilize hardware where possible Multi-process support And others, e.g. build-in Window Manager etc. 15-17 April, 2008 ELC 2008 2 The First Embedded Chip Support by the Mainline DirectFB – Renesas SH7722 15-17 April, 2008 ELC 2008 3 df_andi and SawMan running on SH7722 15-17 April, 2008 ELC 2008 4 DirectFB Software Architecture for Renesas SH4 Platform Applications Direct FB gfxdriver for system module – Renesas’s Platform devmem Existing Code Linux Kernel Kernel Module Custom Code Video Memory and Hardware Accelerator Hardware Hardware 15-17 April, 2008 ELC 2008 5 Important Terms in DirectFB Layers – Represents independent graphics buffers. Most of embedded devices have more than one layer. They get layered with appropriate alpha blending by hardware, and displayed. Surface – Reserved memory region to hold pixel data. Drawing and blitting operation in DirectFB is performed from/to surfaces. Memory of surfaces could be allocated from video memory or system memory depending on the given constraints. Primary Surface – Special s urface that represents frame bu ffer of particu lar lay er. If the primary surface is single buffered, any operation to this primary surface is directly visible to the screen. 15-17 April, 2008 ELC 2008 6 Concept of Layers Each represents layer On the screen they are layered. -
Assignment 10 — 18.11.2020 – V1.2 Dynamic Program Analysis
SMA: Software Modeling and Analysis Prof. Dr. Oscar Nierstrasz A2020 Pascal Gadient, Pooja Rani Assignment 10 — 18.11.2020 – v1.2 Dynamic Program Analysis Please submit this exercise by email to [email protected] before 25 November 2020, 10:15am. You must submit your code as editable text, i.e., use plain text file(s). Exercise 1: Theory (1 pt) a) Suppose you have an application and you want to test all code paths with dynamic analysis. Is this approach reasonable? Justify! b) Is monkey testing a dynamic analysis technique? Justify! Exercise 2: Contracts (3 pts) In this exercise, we use the syntax and features from jContracts available here. Consider the Java code below. /** * @pre number >= 100.0 * @post return == true * @inv number < 0 || number >= 0 */ public boolean add(int number) f if (number < 10) f this.number = this.number + number; return true; g else f return false; g g a) Are the contracts for add(int number) valid, i.e., exists a configuration that passes all three checks? If yes, which configuration succeeds? If no, what is the problem? b) Can the invariant contract be removed without any side effects? If yes, why do no side-effects occur? If no, which side-effects would occur? c) Suppose you have a Java method that calculates from a given number the number multiplied by itself as shown in the code below. Design a post contract that validates the result, i.e., the contract must be violated whenever a result is wrong. public float square(int number) f return number * number; g page 1 of 5 SMA: Software Modeling and Analysis Prof. -
A Study on the Use of Opengl in Window Systems
Master Thesis Computer Science Thesis no: MCS-2004:03 March 2004 A study on the use of OpenGL in window systems Johan Persson Department of Software Engineering and Computer Science Blekinge Institute of Technology Box 520 SE - 372 25 Ronneby Sweden This thesis is submitted to the Department of Software Engineering and Computer Science at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Software Engineering. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author: Johan Persson E-mail: [email protected] University advisor: Bj¨orn T¨ornqvist Department of Software Engineering and Computer Science Department of Software Engineering and Computer Science Internet : http://www.bth.se/ipd Blekinge Institute of Technology Phone : +46 457 38 50 00 Box 520 Fax : + 46 457 271 25 SE - 372 25 Ronneby Sweden Abstract OpenGL is getting used more in window system as a way of improving performance and enabling new functionality. Examples of two systems using different approaches of how OpenGL is being used are Quartz Extreme and Fresco. Quartz Extreme uses window composition which assures fast redisplay and Fresco on the other hand uses a structured graphics approach which utilises OpenGL on a much lower level compared to Quartz Extreme which operates at a window level. Fresco’s way brings great flexibility and an ability to mix 2D and 3D-objects on the desktop. But each of the approaches has its problems; Quartz extreme requires a large amount of memory for buffering of the window contents and Fresco has performance problems when redisplaying complex structures. -
La Pile Graphique Linux
La pile graphique Linux Jérôme Pouiller <[email protected]> Programme Rappels sur les OS Historique du protocole X (la préhistoire) Accélération 2D Accélération des vidéos Accélération 3D des clients Drivers graphiques 3D Accélération du bureau toolkits graphiques Sysmic - J. Pouiller La pile graphique Linux 2 / 29 Rappel sur la mémoire Les CPU modernes intègrent un composant appelé MMU (Memory Management Unit): Unité de translation d’adresses mémoire On parle d’adresses physiques et virtuelles Lorsque le MMU est actif (cas nominal), toutes les adresses du code assembleur sont des adresses virtuelles Il est possible de configurer le MMU avec une instruction spéciale et en lui donnant un pointeur sur un tableau (dans la pratique, il s’agit plutôt d’un arbre) associant les adresses physiques et les adresses virtuelles Sysmic - J. Pouiller La pile graphique Linux 3 / 29 Drivers en espace utilisateur mmap permet d’allouer des plage d’adresses virtuelles Elles sont associées à : Mémoire anonyme (= allocation de mémoire) Fichiers (en intégralité ou en partie) /dev/mem représente la mémoire physique Utiliser mmap avec /dev/mem revient à accéder directement aux adresses physiques Avec iopl et ioperm, il est possible à un programme utilisateur d’accéder au ioport (inb, outb, ...) XFree86 est basé sur ce modèle Sysmic - J. Pouiller La pile graphique Linux 4 / 29 Fonctionnement de XFree86 Permet d’être portable entre les différents OS X gère aussi l’accès partagé aux périphériques d’entrées (souris, clavier, ’ecran tactile) C’est normalement le rôle de l’OS de gérer les accès aux périphériques Accéder directement aux périphériques peut rentrer en conflit avec la gestion de l’OS (plantage) Au fur et a mesure du temps, on a porté des morceaux des pilotes de X dans le noyau : Au lieu de travailler sur /dev/mem, on travaille sur /dev/nvidia. -
I.MX Graphics Users Guide Android
NXP Semiconductors Document Number: IMXGRAPHICUG Rev. 0, 02/2018 i.MX Graphics User’s Guide Contents Chapter 1 Introduction ............................................................................................................................................. 6 Chapter 2 i.MX G2D API ............................................................................................................................................ 6 2.1 Overview ...................................................................................................................................................... 6 2.2 Enumerations and structures ....................................................................................................................... 6 2.3 G2D function descriptions .......................................................................................................................... 10 2.4 Support of new operating system in G2D .................................................................................................. 16 2.5 Sample code for G2D API usage ................................................................................................................. 16 2.6 Feature list on multiple platforms.............................................................................................................. 19 Chapter 3 i.MX EGL and OGL Extension Support .................................................................................................... 20 3.1 Introduction ..............................................................................................................................................