首页> 外文会议>Real-Time Computing Systems and Applications, 1999. RTCSA '99. Sixth International Conference on >Applicability of cyclic-memory networks and IEEE 1394 for fine motion control and arcade games
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Applicability of cyclic-memory networks and IEEE 1394 for fine motion control and arcade games

机译:循环内存网络和IEEE 1394在精细运动控制和街机游戏中的适用性

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Motion control and arcade games require a high bandwidth and periodic transfers to meet the needs of more precise control of motors, and more players and more complex graphics in arcade games. There is a common-memory architecture called "Cyclic Memory" because the data is refreshed periodically which is well known in the field of real-time systems. IEEE 1394 has been drawing considerable attention as the need for connecting audio/visual electronics with a unified fast interface increases. We discuss the feasibility of Cyclic Memory on the IEEE 1394 with its isochronous mode. By analyzing the requirements of two prototypical applications, we evaluate the performance and other capabilities of IEEE 1394 and the other networks that have the functionality of Cyclic Memory and discuss their applicability. We also discuss the network reliability based on IEEE 1394 when it is applied to an actual motion control system.
机译:运动控制和街机游戏需要高带宽和定期传输,以满足街机游戏中更精确地控制电机,更多玩家和更复杂图形的需求。因为数据是定期刷新的,所以存在一种称为“循环内存”的通用内存体系结构,这在实时系统领域中是众所周知的。随着对使用统一快速接口连接音频/视频电子设备的需求不断增加,IEEE 1394引起了人们的极大关注。我们以等时模式讨论IEEE 1394上循环存储器的可行性。通过分析两个原型应用程序的需求,我们评估了IEEE 1394以及具有循环存储器功能的其他网络的性能和其他功能,并讨论了它们的适用性。当将其应用于实际运动控制系统时,我们还将讨论基于IEEE 1394的网络可靠性。

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