Difference between interrupt and event - operating-system

What is the difference between interrupt and an event?

These two concepts both offer ways for the "system/program" to deal with various "conditions" which take place during the normal unrolling of some program, and which may require the "system/program" to do something else, before returning (or not...) to the original task. However, aside from this functional similarity, they are very distinct concepts used in distinct contexts, at distinct levels.
Interrupts provide a low-level device to interrupting the normal unrolling of whatever piece of program the CPU is working on a a given time, and to have the CPU start processing instructions at another address. Interrupts are useful to handle various situations which require the CPU's immediate processing (for example to deal with keystrokes, or the arrival of new data in a serial communication channel).
Many interruptions are produced by hardware (by some electronic device changing the polarity on one of the pins of the CPU), but there are also software interrupts which are cause by the program itself invoking a particular instruction. (or also by the CPU detecting something is astray with regard to itself or the program running).
A very famous interrupt is INT 0x21 which program invoke[d] to call services from MS-DOS.
Interrupts are typically dispatched by way of vector tables, whereby the CPU has a particular location in memory containing an array of addresses [where particular interrupt handlers reside]. By modifying the content of the interrupt table [if it is so allowed...], a program can redefine which particular handler will be called for a given interrupt number.
Events, on the other hand, are system/language-level "messages" which can be used to signify various hardware or software situations (I'd use the word event), such as Mouse clicks, keyboard entries, but also application-level situations such as "New record inserted in database" or highly digested requests and messages, used in modular programs for communication/requests between various parts of the program.
Unlike interrupts with their [relatively simple] behavior which is fully defined by the CPU, there exist various event systems systems, at the level of the operating system as well as various frameworks (ex: MS Windows, JavaScript, .NET, GUI frameworks like QT etc..). All events systems, while different in their implementations, typically share common properties such as
the concept of a handler, which is a particular function/method of the program which is designated to handle particular types of event from particular event sources.
the concept of an event, which is a [typically small] structure containing information about the event: its type, its source, custom parameters (which semantics depend on the event type)
a queue where events are inserted by sources and polled by consumers/handlers (or more precisely by dispatchers, depending on system...)

Interrupts are implemented inside the hardware (CPU) to interrupt the usually linear flow of a program. This is important for external events like keyboard input but also for interrupting programs in multi-tasking operating systems.
Events are a means of software engineering and probably most often known from GUI toolkits. There, the toolkit/OS wraps happenings like keystrokes or mouse input into "events". Those are then dispatched to programs that went to register themselves for receiving such events. It's maybe a bit like a mailing system.
To compare both, from a userspace program view:
-Interrupts would force your program to halt in order to let some lower-level code execute (like OS code)
-Events usually are sent to you from lower-level code and trigger execution of your code

Related

Does each system call create a process?

Does each system call create a process?
Are all functions (e.g. interrupts) of programs and operating systems executed in the form of processes?
I feel that such a large number of process control blocks, a large number of process scheduling waste a lot of resources.
Or, the kernel instruction of the system call is regarded as part of the current
process.
The short answer is - not exactly. But we have to agree on what we are going to call a "process". A process is more of an abstract idea, which encapsulates multiple instructions, each sequentially executed.
So let's start from the first question.
Does each system call create a process?
No. Each system call is the product of the currently running process, that tells the OS - "Hey OS, I need you to open this file for me, or read these here bits". In this case, the process is a bag of sequentially executed instructions, some are system calls, some are not.
Then we have.
Are all functions (e.g. interrupts) of programs and operating systems executed in the form of processes?
Well this kind of goes back to the first question. We are not considering that a system call (an operation that tell the OS to do something and works under very strict conditions) is a separate process. We will NOT see that system call execution to have its OWN process id (pid).
Then we have.
I feel that such a large number of process control blocks, a large number of process scheduling waste a lot of resources.
Well, I would say, do not underestimate your OS and the capabilities of your hardware. A modern processor with a modern OS on it, is VERY, VERY fast and more than capable of computing billions of instructions in seconds. We can't really imagine how fast that is. I wouldn't worry for optimizations on such a micro-level.
Okay, but let's dig deeper into this. What is a process exactly?
Informally, a process is a program in execution. The status of the current activity of a process is represented by a value, called the program counter, and the contents of the processor’s registers. The memory layout of a process is typically divided into multiple sections.
These sections include:
Text section.
Data section.
Heap section.
Stack section.
As a process executes, it changes state. The state of a process is defined in part by the current activity of that process. Each process is represented in the OS by a process control block (PCB), as you already mentioned.
So we can see that we treat a process as a very complicated structure that is MORE that just occupying CPU time. It has a state, storage, timing, and so on.
But because you are interested in system calls, then what are they?
For us, system calls provide an interface to the services made available by an OS. They are the way we tell the OS to do things FOR US. We know that systems execute thousands of system calls per second.
No, they don't.
The operating system uses software interrupt to execute the system call operation within the same process.
You can imagine them as a function call but they are executed with kernel privileges.

The reason(s)/benefit(s) to use realtime operating system instead of while-loop on MCU

I'm working on a wheeled-robot platform. My team is implementing some algorithms on MCU to
keep getting sensors reading (sonar array, IR array, motor encoders, IMU)
receive user command (via a serial port connected to a tablet)
control actuators (motors) to execute user commands.
keep sending sensor readings to the tablet for more complicated algorithms.
We currently implement everything inside a global while-loop, while I know most of the other use-cases do the very same things with a real-time operating system.
Please tell me the benefits and reasons to use a real-time os instead of a simple while-loop.
Thanks.
The RTOS will provide priority based preemption. If your code is off parsing a serial command and executing it, it can't respond to anything else until it returns to your beastly loop. An RTOS will provide the abstractions needed for an instant context switch based on an interrupt event. Otherwise the worst-case latency of an event response is going to be that of the longest possible excursion out of the main loop, and sometimes you really do need long-running processes. Such as, for example, to update an LCD panel or respond to USB device enumeration. Preemption permits you to go off and do these things safe in the knowledge that a 16-bit timer running at the CPU clock isn't going to roll over several times before it's done. While for simple control jobs a loop is sufficient, the problem starting with it is when you get into something like USB device enumeration it's no longer practical and will need a full rewrite. By starting with a preemptive framework like an RTOS provides, you have a lot more future flexibility. But there's definitely a bit more up-front work, and definitely a learning curve.
"Real Time" OS ensures your task periodicity. If you want to read sensors data precisely at every 100msec, simple while loop will not guarantee that. On other hand, RTOS can easily take care of that.
RTOS gives you predictibility. An operation will be executed at given time and it will not be missed.
RTOS gives you Semaphores/Mutex so that your memory will not be corrupted or multiple sources will not access buffers.
RTOS provides message queues which can be useful for communication between tasks.
Yes, you can implement all these features in While loop, but then that's the advantage! You get everything ready and tested.
If your while loop works (i.e. it fulfills the real-time requirements of your system), and it's robust, maintainable, and somewhat extensible, then there probably is no benefit to using a real-time operating system.
But if your while-loop can't fulfill the real-time requirements or is overly complex or over-extended (i.e., any change requires further tuning and tweaking to restore real-time performance), then you should consider another architecture.
An RTOS architecture is one popular next step beyond the super-loop. An RTOS is basically a tool for managing software complexity. It allows you to divide a complex set of software requirements into multiple threads of execution. When done properly, each individual thread has a relatively simple set of requirements and becomes easier to implement. And thread prioritization can make it easier to fulfill the real-time requirements of the application. These are basically the benefits of employing an RTOS.
An RTOS is not a panacea, however. An RTOS increases the overall system complexity and opens you up to new types of bugs (such as deadlocks). It requires knowledge and experience to design and implement an RTOS based program effectively. Consider alternatives such as Multi-Rate Main Loop Tasking or an event-based state machine architecture (such as QP). These alternatives might be simpler, easier to understand, or more compatible with your way of designing software.
There are a couple huge advantage that a RTOS multitasker has:
Very good I/O performance: an RTOS can set a waiting thread ready as soon as an I/O action that it requested has completed, so latency in handling reads/writes/whatever can be low. A looped, polled design cannot respond to I/O completions until it gets round to checking the I/O status, (either directly or my polling some volatile flag set by an interrupt-handler).
Indpendent functionality: The ease of implementing isolated subsystems for serial comms, actuators etc. may well be one for you, as suggested in the other answers. It's very reassuring to know that any extra delay in, say some serial exchange, will not adversely affect timing elsewhere. You need to wait a second? No problem: sleep(1000) and you're done - no effect on the other subsystems:) It's the difference between 'no, I cannot add a network server, it would change all the timing and I would have to retest everything' and 'sure, there's plenty of CPU free, I already have the code from another job and I just need another thread to run it'.
There ae other advanatges that help offset the added annoyance of having to program a preemptive multitasker with its critical sections, semaphores and condvars.
Obviously, if your hardware has multiple cores, the RTOS helps - it is designed to share out available CPU execution cycles just like any other resource, and adding cores means more cycles.
In the end, though, it's the I/O performance and functional isolation that's the big win.
Some of the suggestions in other answers may help, either instead of, or together with, an RTOS. When controlling multiple I/O hardware, eg. sensors and actuators, an event-driven state-machine is a very good idea indeed. I often implement that by queueing all events into one thread, (producer-consumer queue), that has sole access to the state data and implements the state-machine, so serializing actions.
Whether the advantages are worth the candle is between you and your requirements:)
RTOS is not instead of while loop - it is while loop + tools which organize your tasks. How do they organize your tasks? Assign priorities to them, decide how much time each one have for a job and/or at what time it should start/end. RTOS also layers your software, i.e harwdare related stuff, application tasks, etc. Aside of that gives you data structures, containers, ready to use interfaces to handle common tasks so you don't have to implement your own i.e allocate some memory for you, lock access for some resources and so on.

Micro scheduler for real-time kernel in embedded C applications?

I am working with time-critical applications where the microsecond counts. I am interested to a more convenient way to develop my applications using a non bare-metal approach (some kind of framework or base foundation common to all my projects).
A considered real-time operating system such as RTX, Xenomai, Micrium or VXWorks are not really real-time under my terms (or under the terms of electronic engineers). So I prefer to talk about soft-real-time and hard-real-time applications. An hard-real-time application has an acceptable jitter less than 100 ns and a heat-beat of 100..500 microseconds (tick timer).
After lots of readings about operating systems I realized that typical tick-time is 1 to 10 milliseconds and only one task can be executed each tick. Therefore the tasks take usually much more than one tick to complete and this is the case of most available operating systems or micro kernels.
For my applications a typical task has a duration of 10..100 microseconds, with few exceptions that can last for more than one tick. So any real-time operating system cannot not fulfill my requirements. That is the reason why other engineers still not consider operating system, micro or nano kernels because the way they work is too far from their needs. I still want to struggle a bit and in my case I now realize I have to consider a new category of operating system that I never heard about (and that may not exist yet). Let's call this category nano-kernel or subtick-scheduler
In such dreamed kernels I would find:
2 types of tasks:
Preemptive tasks (that run in their own memory space)
Non-preemptive tasks (that run in the kernel space and must complete in less than one tick.
Deterministic kernel scheduler (fixed duration after the ISR to reach the theoretical zero second jitter)
Ability to run multiple tasks per tick
For a better understanding of what I am looking for I made this figure below that represents the two types or kernels. The first representation is the traditional kernel. A task executes at each tick and it may interrupt the kernel with a system call that invoke a full context switch.
The second diagram shows a sub-tick kernel scheduler where multiple tasks may share the same tick interrupt. Task 1 was summoned with a maximum execution time value so it needs 2 ticks to complete. Task 2 is set with low priority, so it consumes the remaining time of each tick upon completion. Task 3 is non-preemptive so it operates on the kernel space which save some precious context switch time.
Available operating systems such as RTOS, RTAI, VxWorks or µC/OS are not fully real-time and are not suitable for embedded hard real-time applications such as motion-control where a typical cycle would last no more than 50 to 500 microseconds. By analyzing my needs I land on different topology for my scheduler were multiple tasks can be executed under the same tick interrupt. Obviously I am not the only one with this kind of need and my problem might simply be a kind of X-Y problem. So said differently I am not really looking at what I am really looking for.
After this (pretty) long introduction I can formulate my question:
What could be a good existing architecture or framework that can fulfill my requirements other than a naive bare-metal approach where everything is written sequentially around one master interrupt? If this kind of framework/design pattern exists what would it be called?
Sorry, but first of all, let me say that your entire post is completely wrong and shows complete lack of understanding how preemptive RTOS works.
After lots of readings about operating systems I realized that typical tick-time is 1 to 10 milliseconds and only one task can be executed each tick.
This is completely wrong.
In reality, a tick frequency in RTOS determines only two things:
resolution of timeouts, sleeps and so on,
context switch due to round-robin scheduling (where two or more threads with the same priority are "runnable" at the same time for a long period of time.
During a single tick - which typically lasts 1-10ms, but you can usually configure that to be whatever you like - scheduler can do hundreds or thousands of context switches. Or none. When an event arrives and wakes up a thread with sufficiently high priority, context switch will happen immediately, not with the next tick. An event can be originated by the thread (posting a semaphore, sending a message to another thread, ...), interrupt (posting a semaphore, sending a message to a queue, ...) or by the scheduler (expired timeout or things like that).
There are also RTOSes with no system ticks - these are called "tickless". There you can have resolution of timeouts in the range of nanoseconds.
That is the reason why other engineers still not consider operating system, micro or nano kernels because the way they work is too far from their needs.
Actually this is a reason why these "engineers" should read something instead of pretending to know everything and seeking "innovative" solutions to non-existing problems. This is completely wrong.
The first representation is the traditional kernel. A task executes at each tick and it may interrupt the kernel with a system call that invoke a full context switch.
This is not a feature of a RTOS, but the way you wrote your application - if a high priority task is constantly doing something, then lower priority tasks will NOT get any chance to run. But this is just because you assigned wrong priorities.
Unless you use cooperative RTOS, but if you have such high requirements, why would you do that?
The second diagram shows a sub-tick kernel scheduler where multiple tasks may share the same tick interrupt.
This is exactly how EVERY preemptive RTOS works.
Available operating systems such as RTOS, RTAI, VxWorks or µC/OS are not fully real-time and are not suitable for embedded hard real-time applications such as motion-control where a typical cycle would last no more than 50 to 500 microseconds.
Completely wrong. In every known RTOS it is not a problem to get a response time down to single microseconds (1-3us) with a chip that has clock in the range of 100MHz. So you actually can run "jobs" which are as short as 10us without too much overhead. You can even have "jobs" as short as 10ns, but then the overhead will be pretty high...
What could be a good existing architecture or framework that can fulfill my requirements other than a naive bare-metal approach where everything is written sequentially around one master interrupt? If this kind of framework/design pattern exists what would it be called?
This pattern is called preemptive RTOS. Do note that threads in RTOS are NOT executed in "tick interrupt". They are executed in standard "thread" context, and tick interrupt is only used to switch context of one thread to another.
What you described in your post is a "cooperative" RTOS, which does NOT preempt threads. You use that in systems with extremely limited resources and with low timing requirements. In every other case you use preemptive RTOS, which is capable of handling the events immediately.

What is Event Driven Concurrency?

I am starting to learn Scala and functional programming. I was reading the book !Programming scala: Tackle Multi-Core Complexity on the Java Virtual Machine". Upon the first chapter I've seen the word Event-Driven concurrency and Actor model. Before I continue reading this book I want to have an idea about Event-Driven concurrency or Actor Model.
What is Event-Driven concurrency, and how is it related to Actor Model?
An Event Driven programming model involves registering code to be run when a given event fires. An example is, instead of calling a method that returns some data from a database:
val user = db.getUser(1)
println(user.name)
You could instead register a callback to be run when the data is ready:
db.getUser(1, u => println(u.name))
In the first example, no concurrency was happening; The current thread would block until db.getUser(1) returned data from the database. In the second example db.getUser would return immediately and carry on executing the next code in the program. In parallel to this, the callback u => println(u.name) will be executed at some point in the future.
Some people prefer the second approach as it doesn't mean memory hungry Threads are needlessly sat around waiting for slow I/O to return.
The Actor Model is an example of how Event-Driven concepts can be used to help the programmer easily write concurrent programs.
From a super high level, Actors are objects that define a series of Event Driven message handlers that get fired when the Actor receives messages. In Akka, each instance of an Actor is single Threaded, however when many of these Actors are put together they create a system with concurrency.
For example, Actor A could send messages to Actor B and C in parallel. Actor B and C could fire messages back to Actor A. Actor A would have message handlers to receive these messages and behave as desired.
To learn more about the Actor model I would recommend reading the Akka documentation. It is really well written: http://doc.akka.io/docs/akka/2.1.4/
There is also lot's of good documentation around the web about Event Driven Concurrency that us much more detailed than what I've written here. http://berb.github.io/diploma-thesis/original/055_events.html
Theon's answer provides a good modern overview. I'd like to add some historical perspective.
Tony Hoare and Robert Milner both developed mathematical algebra for analysing concurrent systems (Communicating Sequential Processes, CSP, and Communicating Concurrent Systems, CCS). Both of these look like heavy mathematics to most of us but the practical application is relatively straightforward. CSP led directly to the Occam programming language amongst others, with Go being the newest example. CCS led to Pi calculus and the mobility of communicating channel ends, a feature that is part of Go and was added to Occam in the last decade or so.
CSP models concurrency purely by considering automomous entities ('processes', v.lightweight things like green threads) interacting simply by event exchange. The medium for passing events is along channels. Processes may have to deal with several inputs or outputs and they do this by selecting the event that is ready first. The events usually carry data from the sender to the receiver.
A principle feature of the CSP model is that a pair of processes engage in communication only when both are ready - in practical terms this leads to what is usually called 'synchronous' communication. However, the actual implementations (Go, Occam, Akka) allow channels to be buffered (the normal state in Akka) so that the lock-step exchange of events is often actually decoupled instead.
So in summary, an event-driven CSP-based system is really a data-flow network of processes connected by channels.
Besides the CSP interpretation of event-driven, there have been others. An important example is the 'event-wheel' approach, once popular for modelling concurrent systems whilst actually having a single processing thread. Such systems handle events by putting them into a processing queue and dealing with them due course, usually via a callback. Java Swing's event processing engine is a good example. There were others, e.g. for time-based simulation engines. One might think of the Javascript / NodeJS model as fitting into this category as well.
So in summary, an event-wheel was a way to express concurrency but without parallelism.
The irony of this is that the two approaches I've described above are both described as event driven but what they mean by event driven is different in each case. In one case, hardware-like entities are wired together; in the other, almost all actions are executed by callbacks. The CSP approach claims to be scalable because it's fully composable; it's naturally adept at parallel execution also. If there are any reasons to favour one over the other, these are probably it.
To understand the answer to this you have to look at event concurrency from the OS layer up. First you start with threads which are the smallest section of code that can be run by the OS and eventually deal with I/O, timing and other kinds of events.
The OS groups threads into a process in which they share the same memory, protection and security permissions. Above that layer you have user programs which typically make I/O requests that are handled by user libraries.
The I/O libraries handle these requests in one of two ways. Unix-like systems use a "reactor" model in which the library registers I/O handlers for all the different types of I/O and events in the system. These handlers are activated when I/O is ready on a specific device. Windows-like systems use an I/O completion model in which I/O requests are made and a callback is triggered when the request is complete.
Both of these models require a significant amount of overhead to manage overall program state if you were to use them directly. However some programming tasks (web apps / services) lend themselves to a seemingly more direct implementation if you use an event model directly, but you still need to manage all of that program state. In order to track program logic across dispatches of several related events you have to manually track state and pass it around to the callbacks. This tracking structure is usually called a state context or baton. As you might imagine passing batons around all over the place to numerous seemingly unrelated handlers makes for some extremely hard to read and spaghetti-like code. It's also a pain to write and debug -- especially when you're trying to handle the synchronization of various concurrent paths of execution. You start getting into Futures and then the code becomes really difficult to read.
One well-known event processing library is call libuv. It's a portable event loop that integrates Unix's reactor model with Windows' completion model into a single model usually called a "proactor". Its the event handler that drives NodeJS.
Which brings us to communicating sequential processes.
https://en.wikipedia.org/wiki/Communicating_sequential_processes
Rather than writing asynchronous I/O dispatch and synchronization code using one or more concurrency models (and their often competing conventions), we flip the problem on its head. We use a "coroutine" which looks like normal sequential code.
A simple example is a coroutine that receives a single byte over an event channel from another coroutine that sends a single byte. This effectively synchronizes I/O producer and consumer because the writer/sender has to wait for a reader/receiver and vice-versa. While either process is waiting they explicitly yield execution to other processes. When a coroutine yields, its scoped program state is saved on a stack frame thus saving you from the confusion of managing multi-layered baton state in an event loop.
Using applications built on these event channels we can construct arbitrary, reusable, concurrent logic and the algorithms no longer look like spaghetti code. In pure CSP systems if you write to a channel and there is no reader, you will be blocked. The channel endpoints are known via handles internally to the program.
Actor systems are different in a couple of ways. First, the endpoints are the actor threads and they are named and known external to the mainline program. The second difference is that sends and receives on these channels are buffered. In other words if you send a message to an actor and there isn't one listening or its busy you aren't blocked until one reads from their input channel. Other differences exist like one actor can publish to two different actors concurrently.
As you might guess Actor systems can easily be built from CSP systems. There are other details like waiting for specific event patterns and selecting from them, but that's the basics.
I hope that clarifies things a bit.
Other constructs can be built from these ideas. Various programming systems (Go, Erlang, etc) include CSP implementations within them. Operating systems like Inferno and Node9 use CSPs and Channels as the basis of their distributed computing model.
Go: https://en.wikipedia.org/wiki/Go_(programming_language)
Erlang: https://en.wikipedia.org/wiki/Erlang_(programming_language)
Inferno: https://en.wikipedia.org/wiki/Inferno_(operating_system)
Node9: https://github.com/jvburnes/node9

Event or polled based embedded MCU system architecture?

I have prior experience in writing both event and poll based embedded systems (for tiny MCU's with no preemptive OS).
In an event based system, tasks usually receives events (messages) on a queue and handles them in turn.
In a polled based system, tasks polls status with a certain interval and responds to change.
Which architecture do you prefer? Can both co-exist?
UPDATE: POINTS MADE
POLL BASED
- Tight coupling related to timing aspects (#Lundin)
* Can co-exist alongside event system using queues (#embedded.kyle)
* Fine for smaller programs (#Lundin)
EVENT BASED
+ More flexible system in the long run (#embedded.kyle)
- RTOS edition adds complexity (#Lundin)
* Small programs = state-machine controlled (#Lundin)
* Can be implemented using queues and a "super-loop" (inside controller/main) (#embedded.kyle)
* Only true "events" are hw interrupts ones (#Lundin)
RELATED QUESTIONS
* Looking for a comparison of different scheduling algorithms for a Finite State Machine (#embedded.kyle)
RELATED INFO
* "Prefer Using Active Objects Instead of Naked Threads" (#Miro)
http://www.drdobbs.com/parallel/prefer-using-active-objects-instead-of-n/225700095
* "Use Threads Correctly = Isolation + Asynchronous Messages" (#Miro)
http://www.drdobbs.com/parallel/use-threads-correctly-isolation-asynch/215900465
There is really no such thing as "event-driven" on a bare bone MCU platform, despite what the buzzword-spitters are trying to tell you. The only kind of true events you can receive are hardware interrupts.
Depending on the nature of the application and its real time requirements, interrupts may or may not be suitable. Generally, it is far easier to achieve deterministic real time with a polling system. However, systems relying solely on polling are very hard to maintain, because you get tight coupling between all timing aspects.
Suppose you try to start up a LCD, which is slow. Instead of polling some timer repeatedly while burning CPU cycles in an empty loop, you would perhaps decide to receive some data over a bus in the meantime. And then you want to print the data received on the LCD. Such a design has created a tight coupling between the LCD startup time and the serial bus, and another tight coupling between the serial bus and the printing of data. From an object-oriented point-of-view these things are not related to each other at all. If you were to speed up the serial bus at some point in the future, then suddenly you could encounter LCD printing bugs, because it has not finished starting up when you try to print on it.
In a small program, it is perfectly fine to use polling like in the above example. But if the program has potential of growing, polling will make it very complex and the tight coupling will ultimately lead to many strange and fatal bugs.
On the other hand, multi-threading and RTOS adds quite a lot of extra complexity which in turn can lead to bugs as well. Where to draw the line isn't simple to determine.
Out of personal experience I'd say that any program smaller than 20-30k LOC will not benefit from scheduling and multitasking, beyond simple state machines. If the program gets larger than that, I'd consider a multitasking RTOS.
Also, low-end MCUs (8- and 16-bitters) are far from suitable to run an OS. If you find that you need an OS to handle complexity on a 8- or 16-bit platform, you probably picked the wrong MCU to begin with. I'd be sceptical against any attempts to introduce an OS on anything smaller than a 32-bitter.
Actually, event-driven programming and threads can be combined and the resulting pattern is widely known as "active objects" or "actors".
Active objects (actors) are encapsulated, event-driven state machines, which communicate with one another asynchronously by posting events to each other. Active objects process all events in their own thread of execution (at least conceptually, if a cooperative scheduler is used), so they avoid by design most concurrency hazards.
Actors and active objects are all the rage (again) in the general-purpose computing (you can search for Erlang, Scala, Akka). Herb Sutter has written a couple of good articles that explain the "active object" pattern: "Prefer Using Active Objects Instead of Naked Threads" (http://www.drdobbs.com/parallel/prefer-using-active-objects-instead-of-n/225700095) and "Use Threads Correctly = Isolation + Asynchronous Messages" (http://www.drdobbs.com/parallel/use-threads-correctly-isolation-asynch/215900465)
Here is what Herb says in the first of these articles:
"Using raw threads directly is trouble for a number of reasons ...
Active objects dramatically improve our ability to reason about our thread's code and operation by giving us higher-level abstractions and idioms that raise the semantic level of our program and let us express our intent more directly. As with all good patterns, we also get better vocabulary to talk about our design. Note that active objects aren't a novelty: UML and various libraries have provided support for active classes"
So, all this is really not new. But what's perhaps less known, especially in the embedded systems community, is that active objects are not only fully applicable to the embedded systems, but they are actually a perfect match for embedded and they are lighter than a traditional RTOS.
I've been using the event-driven active objects for over a decade now and have created the QP family of active object frameworks for embedded systems (see http://www.state-machine.com/). I would never go back to the polling "superloop" or the raw RTOS.
I prefer whichever architecture is best suited to the application at hand.
Both can co-exist in a multilevel queue architecture. One queue works on a poll basis running in the main loop. While another, most likely tasked with higher priority events, works by using interrupt based preemption.
See my answer to this SO question for a more detailed explanation and comparison of the different scheduling algorithms.