Are Real time systems Hard/Soft or the RTOS itself? - operating-system

I just wanted to ask if there exists anything like a Hard-time RTOS or Soft-Time RTOS itself or is it the designer who defines a system as Hard-time or Real-time irrespective of the RTOS used?

"Hard" or "Soft" is a characteristic of the system requirement. It is unrelated to the RTOS used.
See this related question for more information.

Most people implicitly have an informal mental model that considers information or an event as being “real-time”
--if, or to the extent that, it is manifest to them with a delay (latency) that can be related to its perceived currency
--i.e., in a time frame that the information or event has satisfactory usefulness to them.
Note that the magnitude of the delay is irrelevant, it may be from microseconds to megaseconds. Well known examples in the real world include real-time computing systems, automated financial trading, and adverse weather alerts.
Any particular real-time system (i.e., according to the above informal mental model, it has satisfactory timeliness), which includes an OS, depends on that OS to be real-time enough--i.e., have latencies short enough that result in it providing satisfactory usefulness to the rest of the system. Some systems may be real-time enough even though the OS is Microsoft Windows (numerous such systems are deployed); other systems cannot be real-time enough unless their OS is designed and implemented to have very low latencies.
The informal mental model refers to timeliness but lacks the second essential property of something being "real-time:" predictability of timeliness.
Usually an OS which is intended for real-time systems is designed and implemented to have sufficiently low latencies (needed for timeliness) AND sufficiently high predictability of latencies (and hence timeliness). Again, note that the magnitudes of the latencies and the degrees of predictability are application-specific. An OS or a system can have latencies in (say) seconds or minutes, and predictability of timeliness which is stochastic (e.g., long low value tails after the mean value, which is common in many real-time systems and RTOSs).
Predictability is an extremely deep topic, especially in real-time systems.
It is discussed elsewhere.

Related

What is the point of on-chip hardware accelerators, instead of that functionality being added as an instruction to the ISA?

I get that if a specialized operation is known to be common, it makes sense to do it in hardware. But at that point, why not make it a part of the ISA so it can be even faster?
Is there a benefit to making it a co-processor that communicates through shared memory?
This is a bit hand-wavy because I don't actually design hardware, but I think I know enough to say something that's at least plausible.
Adding it to the ISA means it has to be fairly tightly coupled to the pipeline, which doesn't fit well for things like integrated GPUs that have some specialized hardware and can filter out which pixels even need to be processed using dedicated hardware instead of software branching.
Even considering less complicated accelerators (e.g. for crypto):
Especially on simpler CPUs without out-of-order exec and large reordering windows, high-latency HW accelerators could stall the pipeline and stop it from getting other work done while waiting for a result.
Intel does tend to add things to the ISA, such as AES and SHA, because mainstream x86 CPUs do have the instruction throughput and vector registers to feed data to execution units that do one round of AES, for example.
If the accelerator is physically large but usually not needed by multiple cores at once, having groups of cores share one is more natural with some kind of co-processor arrangement to insulate the core from the round-trip latency of going off-core to compute something.
Also for GPUs, a GPU has more computational throughput than you can fit down the superscalar pipeline of a normal CPU. The FLOPS of an integrated GPU is typically much greater than a single core of a modern Intel CPU, even with 2x 256-bit FMA units. So you'd need to have a CPU instruction like "run shader" that runs a GPU program using its own separately-programmable machine code. GPU instruction scheduling is lighter weight than even a normal in-order CPU.

What is responsible for changing core's load and frequency in multicore processor

Having looked for a description of the multicore design i keep finding several diagrams, but all of them look somewhat like this:
I know from looking at i7z command output that different cores can run at different frequencies.
This would suggest that the decisions regarding which core will be given a new process and for changing the frequency of the core itself are done either by the operating system or by the control block of the core itself.
My question is: What controls the frequencies of each individual core? Is the job of associating a READY process with the specific core placed upon the operating system or is it done by something within the processor.
Scheduling processes/threads to cores is purely up to the OS. The hardware has no understanding of tasks waiting to run. Maintaining the OS's list of processes that are runnable vs. waiting for I/O is completely a software thing.
Migrating a thread from one core to another is done by kernel code on the original core storing the architectural state to memory, then OS code on the new core restoring that saved state and resuming user-space execution.
Traditionally, frequency and voltage scaling decisions are made by the OS. Take Linux as an example: The decision-making code is called a governor (and also this arch wiki link came up high on google). It looks at things like how often processes have used their entire time slice on the current core. If the governor decides the CPU should run at a different speed, it programs some control registers to implement the change. As I understand it, the hardware takes care of choosing the right voltage to support the requested frequency.
As I understand it, the OS running on each core makes decisions independently. On hardware that allows each core to run at different frequencies, the decision-making code doesn't need to coordinate with each other. If running a high frequency on one core requires a high voltage chip-wide, the hardware takes care of that. I think the modern implementation of DVFS (dynamic voltage and frequency scaling) is fairly high-level, with the OS just telling the hardware which of N choices it wants, and the onboard power microcontroller taking care of the details of programming oscillators / clock dividers and voltage regulators.
Intel's "Turbo" feature, which opportunistically boosts the frequency above the max sustainable frequency, does the decision making in hardware. Any time the OS requests the highest advertised frequency, the CPU uses turbo when power and cooling allow.
Intel's Skylake takes this a step further: The OS can hand full control over DVFS to the hardware, optionally with constraints. That lets it react from microsecond to microsecond, rather than on a timescale of milliseconds. This does actually allow better performance in bursty workloads, because more power budget is available for turbo when it's useful. A few benchmarks are bursty enough to observe this, like some browser / javascript ones IIRC.
There was a whole talk about Skylake's new power management at IDF2015, check out the slides and/or archived webcast. The old method is described in a lot of detail there, too, to illustrate the difference, so you should really check it out if you want more detail than my summary. (The list of other IDF talks is here, thanks to Agner Fog's blog for the link)
The core frequency is controlled by a given voltage applied to a core's "oscillator".
This voltage can be changed by the Operating System but it can also be changed by the BIOS itself if a high temperature is detected in the CPU.

For a Single Cycle CPU How Much Energy Required For Execution Of ADD Command

The question is obvious like specified in the title. I wonder this. Any expert can help?
OK, this is was going to be a long answer, so long that I may write an article about it instead. Strangely enough, I've been working on experiments that are closely related to your question -- determining performance per watt for a modern processor. As Paul and Sneftel indicated, it's not really possible with any real architecture today. You can probably compute this if you are looking at only the execution of that instruction given a certain silicon technology and a certain ALU design through calculating gate leakage and switching currents, voltages, etc. But that isn't a useful value because there is something always going on (from a HW perspective) in any processor newer than an 8086, and instructions haven't been executed in isolation since a pipeline first came into being.
Today, we have multi-function ALUs, out-of-order execution, multiple pipelines, hyperthreading, branch prediction, memory hierarchies, etc. What does this have to do with the execution of one ADD command? The energy used to execute one ADD command is different from the execution of multiple ADD commands. And if you wrap a program around it, then it gets really complicated.
SORT-OF-AN-ANSWER:
So let's look at what you can do.
Statistically measure running a given add over and over again. Remember that there are many different types of adds such as integer adds, floating-point, double precision, adds with carries, and even simultaneous adds (SIMD) to name a few. Limits: OSs and other apps are always there, though you may be able to run on bare metal if you know how; varies with different hardware, silicon technologies, architecture, etc; probably not useful because it is so far from reality that it means little; limits of measurement equipment (using interprocessor PMUs, from the wall meters, interposer socket, etc); memory hierarchy; and more
Statistically measuring an integer/floating-point/double -based workload kernel. This is beginning to have some meaning because it means something to the community. Limits: Still not real; still varies with architecture, silicon technology, hardware, etc; measuring equipment limits; etc
Statistically measuring a real application. Limits: same as above but it at least means something to the community; power states come into play during periods of idle; potentially cluster issues come into play.
When I say "Limits", that just means you need to well define the constraints of your answer / experiment, not that it isn't useful.
SUMMARY: it is possible to come up with a value for one add but it doesn't really mean anything anymore. A value that means anything is way more complicated but is useful and requires a lot of work to find.
By the way, I do think it is a good and important question -- in part because it is so deceptively simple.

Ghz to MIPS? Rough estimate anyone?

From the research I have done so far I learned that there the MIPS is highly dependent upon the application being run, or the language.
But can anyone give me their best guess for a 2.5 Ghz computer in MIPS? Or any other number of Ghz?
C++ if that helps.
MIPS stands for "Million Instructions Per Second", but that value becomes difficult to calculate for modern computers. Many processor architectures (such as x86 and x86_64, which make up most desktop and laptop computers) fall into the CISC category of processors. CISC architectures often contain instructions that perform several different tasks at once. One of the consequences of this is that some instructions take more clock cycles than other instructions. So even if you know your clock frequency (in this case 2.5 gigahertz), the number of instructions run per second depends mostly on which instructions a program uses. For this reason, MIPS has largely fallen out of use as a performance metric.
For some of my many benchmarks, identified in
http://www.roylongbottom.org.uk/
I produce an assembly code listing from which actual assembler instructions used can be calculated (Note that these are not actual micro instructions used by the RISC processors). The following includes %MIPS/MHz calculations based on these and other MIPS assumptions.
http://www.roylongbottom.org.uk/cpuspeed.htm
The results only apply for Intel CPUs. You will see that MIPS results depend on whether CPU, cache or RAM data is being used. For a modern CPU at 2500 MHz, likely MIPS are between 1250 and 9000 using CPU/L1 cache but much less accessing data in RAM. Then there are SSE SIMD integer instructions. Real integer MIPS for simple register based additions are in:
http://www.roylongbottom.org.uk/whatcpu%20results.htm#anchorC2D
Where my 2.4 GHz Core 2 CPU is shown to run at up to 17531 MIPS.
Roy
MIPS officially stands for Million Instructions Per Second but the Hacker's Dictionary defines it as Meaningless Indication of Processor Speed. This is because many companies use the theoretical maximum for marketing which is never achieved in real applications. E.g. current Intel processors can execute up to 4 instructions per cycle. Following this logic at 2.5 GHz it achieves 10,000 MIPS. In real applications, of course, this number is never achieved. Another problem, which slavik already mentions, is that instructions do different amounts of useful work. There are even NOPs, which–by definition–do nothing useful yet contribute to the MIPS rating.
To correct this people began using Dhrystone MIPS in the 1980s. Dhrystone is a synthetical benchmark (i.e. it is not based on a useful program) and one Dhrystone MIPS is defined relative to the benchmark performance of a VAX 11/780. This is only slightly less ridiculous than the definition above.
Today, performance is commonly measured by SPEC CPU benchmarks, which are based on real world programs. If you know these benchmarks and your own applications very well, you can make resonable predictions of performance without actually running your application on the CPU in question.
They key is to understand that performance will vary widely based on a number of characteristics. E.g. there used to be a program called The Many Faces of Go which essentially hard codes knowledge about the Board Game in many conditional if-clauses. The performance of this program is almost entirely determined by the branch predictor. Other programs use hughe amounts of memory that does not fit into any cache. The performance of these programs is determined by the bandwidth and/or latency of the main memory. Some applications may depend heavily on the throughput of floating point instructions while other applications never use any floating point instructions. You get the idea. An accurate prediction is impossible without knowing the application.
Having said all that, an average number would be around 2 instructions per cycle and 5,000 MIPS # 2.5 GHz. However, real numbers can be easily ten or even a hundred times lower.

Difference between Latency and Jitter in Operating-Systems

discussing criterias for Operating-Systems every time I hear Interupt-Latency and OS-Jitter. And now I ask myself, what is the Difference between these two.
In my opinion the Interrupt-Latency is the Delay from occurence of an Interupt until the Interupt-Service-Routine (ISR) is entered.
On the contrary Jitter is the time the moment of entering the ISR differs over time.
Is this the same you think?
Your understanding is basically correct.
Latency = Delay between an event happening in the real world and code responding to the event.
Jitter = Differences in Latencies between two or more events.
In the realm of clustered computing, especially when dealing with massive scale out solutions, there are cases where work distributed across many systems (and many many processor cores) needs to complete in fairly predictable time-frames. An operating system, and the software stack being leveraged, can introduce some variability in the run-times of these "chunks" of work. This variability is often referred to as "OS Jitter". link
Interrupt latency, as you said is the time between interrupt signal and entry into the interrupt handler.
Both the concepts are orthogonal to each other. However, practically, more interrupts generally implies more OS Jitter.