mirror of
https://github.com/nasa/trick.git
synced 2024-12-23 23:12:26 +00:00
92 lines
5.3 KiB
Plaintext
92 lines
5.3 KiB
Plaintext
/**
|
|
|
|
@anchor RealTime
|
|
@page LEVEL2 Real-Time Simulation Processing
|
|
|
|
Trick provides a real-time processing capability which is different from many real-time
|
|
simulation capabilities. The Trick executive is a “time based” executive and can run in
|
|
a non-real-time mode just as easily as a real-time mode. This is because Trick guarantees
|
|
job execution orders and allows the developer to design guaranteed interfaces which are
|
|
not affected by the execution time required for any one or more jobs. Frame based
|
|
scheduling executives typically have problems handling real-time overruns because the
|
|
frame pulse is the scheduling cue. The frame-pulse in Trick is a mechanism to monitor
|
|
and maintain the real-time status of the simulation, not a scheduling mechanism.
|
|
|
|
An executive for a real-time simulation must guarantee that the simulated time matches
|
|
the real-world time at specified intervals (real-time frame length). If the simulated
|
|
execution time is greater than the real-world time, an overrun has occurred and must be
|
|
dealt with. The parent executive process does all job scheduling and real-time frame
|
|
processing. Real-time frame processing is guaranteed by synchronizing with a clock.
|
|
Trick provides a clock based on the operating system gettimeofday system call. Users
|
|
may provide a different clock my extending the Trick::Clock class.
|
|
|
|
The software time checks are performed at the end of each real-time
|
|
frame by getting the time from the Trick::Clock class, and then
|
|
comparing the real-world time to the simulated time.
|
|
|
|
The gettimeofday clock alone cannot guarantee that an overrun will be detected when
|
|
the real-time frame has elapsed; e.g. the software check will never stop an infinite loop.
|
|
|
|
When the executive has reached the end of frame it burns a CPU (while loop waiting
|
|
for the clock to reach the end of the real-time frame) during an under-run.
|
|
Trick provides a sleep timer to pause simulation execution and wait for real-time to
|
|
catch up. Trick provides an abstract Trick::Timer class and a Trick::ITimer (SIGALARM)
|
|
class. The itimer uses signals to “wake up” the simulation when real-time has caught
|
|
up to simulation time. Users may provide their own wait mechanisms by extending the
|
|
Trick::Timer class.
|
|
|
|
If overruns occur which exceed the maximum overrun amount or the
|
|
maximum number of overruns, the parent initiates a quick and graceful shutdown. Note
|
|
that the executive does not know of the overrun condition until it has finished its
|
|
regularly scheduled real-time frame processing. This means that the overrun detection
|
|
is not instantaneous
|
|
|
|
Through the input file, the user can set overrun limits, use software time checks and
|
|
itimers, and use real-time process control features (locking the process in memory,
|
|
assigning and locking a process to a processor, setting the process priority, etc.).
|
|
|
|
By default, a Trick simulation is run non-real-time, that is all jobs will be run as
|
|
fast as possible. The frequency of a job specified in the S_define tells Trick when
|
|
to run the job within @e simulation @e time. Trick keeps track of simulation time by
|
|
running each job in order according to its frequency, and accumulating time by adding
|
|
each unique frequency to simulation time after all jobs of that frequency have run.
|
|
But in non-real-time, Trick simulation time does not correspond to real "wall clock"
|
|
time (simulation time is normally much faster than real-time).
|
|
|
|
Real-time can only occur if you tell Trick to synchronize the simulation time with some
|
|
real-time clock. To do this, you first choose a frequency at which Trick should synchronize
|
|
to a real-time clock. This frequency is referred to as the @e real-time @e frame. Trick
|
|
will run all jobs whose frequency \<= real-time frame as fast as possible (this set of
|
|
jobs is referred to as an @e execution @e frame), then sync to the real-time clock. If,
|
|
at this sync point, Trick has to wait because it has finished its execution frame before
|
|
the real-time frame, an @e underrun has occurred, which is the desired behavior. If, at
|
|
this sync point, the time to run the execution frame \> real-time frame, an @e overrun has
|
|
occurred, meaning the simulation is running slower than real-time. Trick will immediately
|
|
start the next execution frame in an attempt to catch up after an overrun.
|
|
|
|
Trick provides real-time synchronization using the system clock.
|
|
It is also possible to use an external time source instead of the system clock. To do so
|
|
you must provide your specific external clock functionality by deriving from Trick's
|
|
Clock class. (Trick provides the GetTimeOfDayClock class as a derivative of Clock).
|
|
@see Trick::Clock\n Trick::GetTimeOfDayClock
|
|
|
|
A timer may also be used when syncing to real-time during an underrun. Trick provides
|
|
this functionality by using a system interval timer or @e itimer. It is possible to use
|
|
an external timer instead of an itimer. To do so you must provide your specific external
|
|
timer functionality by deriving from Trick's Timer class. (Trick provides the ITimer class
|
|
as a derivative of Timer). @see Trick::Timer\n Trick::ITimer
|
|
|
|
@section LEVEL3 User accessible routines
|
|
@li int real_time_enable() ;
|
|
@li int real_time_disable() ;
|
|
@li int real_time_restart(long long ref_time) ;
|
|
@li int is_real_time() ;
|
|
|
|
@section LEVEL3 RealTime Related Pages
|
|
@subpage realtime_requirements "Realtime Requirements"\n
|
|
@subpage scheduler_design "Realtime Design"
|
|
|
|
*/
|
|
|
|
#include "requirements.dox"
|