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47 lines
1.6 KiB
Plaintext
47 lines
1.6 KiB
Plaintext
/**
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@page LEVEL3 Realtime Synchronization Requirements
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<b>LEVEL4</b> Trick shall be capable of synchronizing simulation time to a
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real-time clock.
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<b>LEVEL4</b> Trick shall be capable of running non-real-time.
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[@anchor rt_non_real_time rt_non_real_time]
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<b>LEVEL4</b> Trick shall provide the capability to switch between real-time and
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non-real-time execution.
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[@anchor rt_enable rt_enable]
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[@anchor rt_disable rt_disable]
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<b>LEVEL4</b> Trick shall detect when the current simulation job execution frame
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takes longer than the real-time frame (overrun).
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[@anchor rt_detect_overrun rt_detect_overrun]
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<b>LEVEL4</b> Trick shall provide the option to respond to simulation overruns by
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<b>LEVEL5</b> continuing to next frame of execution,
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<b>LEVEL5</b> freezing, [@anchor rt_overrun_freeze rt_overrun_freeze]
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<b>LEVEL5</b> or terminating. [@anchor rt_overrun_terminate rt_overrun_terminate]
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<b>LEVEL4</b> The overrun criteria to cause a response shall be either:
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[@anchor rt_overrun_criteria rt_overrun_criteria]
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<b>LEVEL5</b> A single large overrun of a user specified size (in seconds), or
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<b>LEVEL5</b> a user specified number of overruns is detected
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<b>LEVEL4</b> Trick shall detect when the current simulation job execution frame is
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equal to or shorter than the real-time frame (underrun).
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[@anchor rt_detect_underrun rt_detect_underrun]
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<b>LEVEL4</b> Trick shall wait for real-time to catch up to the
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simulation time before starting the next frame of execution during an underrun.
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<b>LEVEL4</b> Trick shall provide the option to release the processor (sleep) during
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an underrun.
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*/
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