嵌入式图形界面系统 外文翻译
软考中级嵌入式系统需掌握的英语词汇

软考中级嵌入式系统需掌握的英语词汇一、嵌入式系统基础1. 嵌入式系统:Embedded System2. 硬件:Hardware3. 软件:Software4. 固件:Firmware5. 系统软件:System Software6. 应用软件:Application Software7. 实时操作系统:Real-Time Operating System (RTOS)二、微控制器原理1. 微控制器:Microcontroller2. 中央处理器:Central Processing Unit (CPU)3. 存储器:Memory4. 输入/输出接口:Input/Output Interface5. 时钟系统:Clock System6. 中断:Interrupt7. 外设:Peripheral三、ARM架构与编程1. ARM架构:ARM Architecture2. ARM指令集:ARM Instruction Set3. ARM汇编语言:ARM Assembly Language4. ARM链接器:ARM Linker5. ARM工具链:ARM Toolchain6. ARM Cortex系列:ARM Cortex Series7. ARM内存管理单元:ARM Memory Management Unit (MMU)四、实时操作系统1. 实时操作系统:Real-Time Operating System (RTOS)2. 任务调度:Task Scheduling3. 信号量:Semaphore4. 消息队列:Message Queue5. 内存管理:Memory Management6. 中断处理:Interrupt Handling7. 时间管理:Time Management五、低功耗设计1. 低功耗设计:Low Power Design2. 待机模式:Standby Mode3. 休眠模式:Sleep Mode4. 唤醒机制:Wake-up Mechanism5. 能效比:Energy Efficiency Ratio6. 功率优化:Power Optimization7. 低功耗电路设计:Low Power Circuit Design六、传感器与信号处理1. 传感器:Sensor2. 模拟信号:Analog Signal3. 数字信号:Digital Signal4. 信号调理:Signal Conditioning5. 采样率:Sampling Rate6. 滤波器:Filter7. 数据转换器:Data Converter8. 信号处理算法:Signal Processing Algorithm9. 特征提取:Feature Extraction10. 信号分析:Signal Analysis11. 噪声抑制:Noise Suppression12. 数据融合:Data Fusion13. 动态范围:Dynamic Range14. 量程:Range of Measurement。
嵌入式GUI及应用 A

基于主流GUI的应用程序设计
MiniGUI安装与配置 基于MiniGUI的应用程序设计 Android开发环境 基于Android的应用程序设计
MiniGUI安装
MiniGUI v1.6.10主要有源代码包、资源包、游戏 等演示程序构成
qvfb-1.1.tar.gz:由Qt提供的虚拟FrameBuffer的X11 libpng_src.tgz:支持PNG展现的库的源代码包 jpegsrc.v6b.tar.gz:支持JPEG的源代码包 games-1.6.10.tar.gz:运行在MiniGUI上的小游戏的
嵌入式GUI简介
GUI是Graphical User Interface的简称, 即图形用户界面
一种结合计算机科学、美学、心理学、行 为学,及各商业领域需求分析的人机系统 工程,强调人—机—环境三者作为一个系 统进行总体设计
嵌入式GUI就是嵌入式产品的屏幕视觉体验 和互动操作部分
嵌入式GUI特点(1)
GUI是当今计算机发展的重大成就之一,他 方便了非专业用户,避免记忆大量的命令, 取而代之的是可以通过窗口、菜单、按键 等方式来方便地进行操作
GUI的出现是PC应用的一个分水岭 嵌入式GUI具有以下基本特点:轻型、占用
资源少、高性能、高可靠性、便于移植、 可配置。
嵌入式GUI特点(2)
与操作系统结合的GUI 外挂GUI平台 简单GUI
嵌入式常用英语词汇

嵌入式常用英语词汇English: Some common terminology used in embedded systems include:1. Microcontroller: A small computer on a single integrated circuit that contains a processor core, memory, and programmableinput/output peripherals.2. Firmware: Software that is embedded in a hardware device to control its operation and functionality.3. Real-time Operating System (RTOS): An operating system that is designed to serve real-time applications that process data as it comes in, typically without buffering delays.4. Embedded Software: Software that is written to control the functions of a specific hardware device.5. Bootloader: A small program that loads the operating system into the computer's memory during the boot-up process.6. Debugging: The process of finding and fixing errors or bugs withina software program or system.7. Embedded System Design: The process of creating a system that is implemented in electronic hardware and software.8. Sensor: A device that detects and responds to some type of input from the physical environment.9. Actuator: A component of a machine that is responsible for moving or controlling a mechanism or system.10. I/O Interface: The point of connection between a computer and other devices, such as input/output devices or a network.中文翻译:嵌入式系统中常用的术语包括:1. 微控制器:一种集成了处理器核心、内存和可编程输入/输出外围设备的单一集成电路上的小型计算机。
嵌入式操作系统pSOS简介

pRISM+ for pSOSystem –开发嵌入式系统的先进工具pRISM+ for pSOSystem的特性●提高开发者工作效率●简化团队开发●快速建立硬件及固件平台●源程序工程工具和为应用项目提供小组开发环境●经过验证和测试的协议及对网络的支持pRISM+ for pSOSystem 概述pRISM+ for pSOSystem 为开发嵌入式系统提供一个完整的、图形化的集成开发环境。
它将最好的开发工具与工业界经过充分验证的、最可靠的实时操作系统pSOSystem结合起来,通过提高您的工作效率以及完成您的工作所需要的技术,给您带来竞争的优势。
pRISM+ for pSOSystem为您嵌入式开发的每一个过程都提供了一流的工具。
从最初硬件的建立和固件的开发,以及应用开发、调试、系统分析和性能优化,到团队开发管理和多种平台的开发,pRISM+都给开发者提供了业界最好的工具和软件技术。
pSOSystem-高性能实时操作系统的最佳选择pSOSystem是专门为嵌入式微处理器而设计的模块化、高性能、实时的操作系统。
它为用户定制的或商品化的硬件提供了一个高性能的、可靠的、易用的完整多任务开发环境。
pSOSystem的每一个成分均是完整自包含的,它允许用户对操作系统的功能和存储进行裁减以适应各种不同的应用需求。
不论是从简单的Stand-along设备到复杂的网络连接的多处理器系统,基于pSOSystem的设计均可被很容易地裁减。
pSOSystem是一个可信赖的、可靠的实时操作系统,目前已有三千五百万个拷贝运行于用户开发的产品上。
pRISM+ ManagerpRISM+的用户可以使用pRISM+ Manager/Toolbar很容易地访问任何工具。
除了工具条以外,pRISM+还提供了一个所有工具都可共享的公共信息库。
pRISM+工具的公共信息包括了源文件定位、目标板清单、目标板设置、喜好的工具和设置等等。
嵌入式系统常用词汇中英文对照

1.TDP--Thermal Design Power 散热设计功耗2.SMBus ---System Management Bus 系统总线3.GPIO---General Purpose Input Output 通用输入/输出或总线扩展器4.SIO--超级输入输出芯片5.SO-DIMM--小外形双列内存模组6.DIMM--Dual-Inline-Memory-Modules,即双列直插式存储模块7.SPI--Serial Peripheral Interface--串行外设接口8.IDE--微型计算机智能接口,是现在普遍使用的外部接口,主要接硬盘和光驱,传输模式有以下三种:PIO(Programmed I/O)模式、DMA(Driect Memory Access)模式、Ultra DMA(简称UDMA)模式9.AMT---主动管理技术10.POST--通电自检程序11.HDMI--High Definition Multimedia Interface高清晰度多媒体接口12.CRT ---Cathode Ray Tube 阴极射线管13.DAC --Digital Analog Converter 数模转换器14.DDC --Display Data Channel—I2C bus interface betweena display and a graphics adapter. 显示数据通道15.DVI --Digital Visual Interface —video interface standard developed by the Digital Display Working Group (DDWG). 数字可视化界面16.EFT --Electrical Fast Transient 电快速瞬变17.EMI --Electro magnetic Interference 电磁干扰18.ESD --Electrostatic Discharge 静电放电19.ExpressCard--A PCMCIA standard built on the latest USB 2.0 and PCI Express buses.20.GBE --Gigabit Ethernet 千兆以太网21.LPC-- Low Pin-Count Interface: a low speed interface used for peripheral circuits such as Super I/O controllers, which typically combine legacy-device support into a single IC. 低针脚数接口22.LVDS --Low-Voltage Differential Signaling 低压差分信号23.PCI Express (PCIe)--Peripheral Component Interface Express – next-generation high speed Serialized I/O bus 24.PCI Express Lane --One PCI Express Lane is a set of 4 signals that contains two differential lines for Transmitter and two differential lines for Receiver. Clocking information is embedded into the data stream.25.SATA --Serial ATA attachment: serial-interface standard for hard disks26.SDVO--Serial Digital Video Out—proprietary technology introduced by Intel. to add additional video signaling interfaces to a system. 连续数字式录影27.T.B.D. --To be determinedB --Universal Serial Bus29.x1, x2, x4, x16 x1 refers to one PCI Express Lane of basic bandwidth; x2 to acollection of two PCI Express Lanes; etc.. Also referred to as x1, x2, x4, x16 link.30.ASIC(专用集成电路)Application-Specific Integrated Circuit. A piece of custom-designed hardware in a chip. 专用集成电路。
嵌入式系统中英文翻译

6.1 ConclusionsAutonomous control for small UAVs imposes severe restrictions on the control algorithmdevelopment, stemming from the limitations imposed by the on-board hardwareand the requirement for on-line implementation. In this thesis we have proposed anew hierarchical control scheme for the navigation and guidance of a small UAV forobstacle avoidance. The multi-stage control hierarchy for a complete path control algorithmis comprised of several control steps: Top-level path planning,mid-level pathsmoothing, and bottom-level path following controls. In each stage of the control hierarchy,the limitation of the on-board computational resources has been taken intoaccount to come up with a practically feasible control solution. We have validatedthese developments in realistic non-trivial scenarios.In Chapter 2 we proposed a multiresolution path planning algorithm. The algorithmcomputes at each step a multiresolution representation of the environment usingthe fast lifting wavelet transform. The main idea is to employ high resolution closeto the agent (where is needed most), and a coarse resolution at large distances fromthe current location of the agent. It has been shown that the proposed multiresolutionpath planning algorithm provides an on-line path solution which is most reliableclose to the agent, while ultimately reaching the goal. In addition, the connectivityrelationship of the corresponding multiresolution cell decomposition can be computed directly from the the approximation and detail coefficients of the FLWT. The path planning algorithm is scalable and can be tailored to the available computational resources of the agent.The on-line path smoothing algorithm incorporating the path templates is presentedin Chapter 3. The path templates are comprised of a set of B-spline curves,which have been obtained from solving the off-line optimization problem subject tothe channel constraints. The channel is closely related to the obstacle-free high resolutioncells over the path sequence calculated from the high-level path planner. Theobstacle avoidance is implicitly dealt with since each B-spline curve is constrainedto stay inside the prescribed channel, thus avoiding obstacles outside the channel.By the affine invariance property of B-spline, each component in the B-spine pathtemplates can be adapted to the discrete path sequence obtained from thehigh-levelpath planner. We have shown that the smooth reference path over the entire pathcan be calculated on-line by utilizing the path templates and path stitching scheme. The simulation results with the D_-lite path planning algorithm validates the effectivenessof the on-line path smoothing algorithm. This approach has the advantageof minimal on-line computational cost since most of computations are done off-line.In Chapter 4 a nonlinear path following control law has been developed for asmall fixed-wing UAV. The kinematic control law realizes cooperative path followingso that the motion of a virtual target is controlled by an extra control input to helpthe convergence of the error variables. We applied the backstepping to derive theroll command for a fixed-wing UAV from the heading rate command of the kinematiccontrol law. Furthermore, we applied parameter adaptation to compensatefor theinaccurate time constant of the roll closed-loop dynamics. The proposed path followingcontrol algorithm is validated through a high-fidelity 6-DOF simulation of a fixed-wing UAV using a realistic sensor measurement, which verifies the applicabilityof the proposed algorithm to the actual UAV.Finally, the complete hierarchical path control algorithm proposed in this thesis isvalidated thorough a high-fidelity hardware-in-the-loop simulation environment usingthe actual hardware platform. From the simulation results, it has been demonstratedthat the proposed hierarchical path control law has been successfully applied for pathcontrol of a small UAV equipped with an autopilot that has limited computational resources.6.2 Future ResearchIn this section, several possible extensions of the work presented in this thesis are outlined.6.2.1 Reusable graph structure The proposed path planning algorithm involves calculating the multiresolution cell decomposition and the corresponding graph structure at each of iteration. Hence, the connectivity graph G(t) changes as the agent proceeds toward the goal. Subsequently, let x 2 W be a state (location) which corresponds to nodes of two distinct graphs as followsBy the respective A_ search on those graphs, the agent might be rendered to visit x at different time steps of t i and t j , i 6= j. As a result, a cyclic loop with respect to x is formed for the agent to repeat this pathological loop, while never reaching the goal. Although it has been presented that maintaining a visited set might be a means of avoiding such pathological situations[142], it turns out to be a trial-and-error scheme is not a systemical approach. Rather, suppose that we could employ a unified graph structure over the entire iteration, which retains the information from the previous search. Similar to the D_-lite path planning algorithm, the incremental search over the graph by reusing the previous information results in not only overcoming the pathological situation but also reducing the computational time. In contrast to D_ orD_-lite algorithms where a uniform graph structure is employed, a challenge lies in building the unified graph structure from a multiresolution cell decomposition. Specifically, it includes a dynamic, multiresolution scheme for constructing the graph connectivity between nodes at different levels. The unified graph structure will evolveitself as the agent moves, while updating nodes and edges associated with the multiresolutioncell decomposition from the FLWT. If this is the case, we might be ableto adapt the proposed path planning algorithm to an incremental search algorithm, hence taking advantages of both the efficient multiresolution connectivity (due tothe FLWT) and the fast computation (due to the incremental search by using the previous information).6.1个结论小型无人机自主控制施加严厉限制控制算法发展,源于所施加的限制板载硬件并要求在线实施。
解决嵌入式OPENGL能在高度嵌入和安全的环境中外文文献翻译、中英文翻译、外文翻译
1、外文原文:SOLVING THE EMBEDDED OPENGL PUZZLE –MAKING STANDARDS, TOOLS, AND APIS WORK TOGETHER IN HIGHLY EMBEDDED AND SAFETY CRITICAL ENVIRONMENTSAbstract :Embedded graphical Human Machine Interfaces (HMIs) are increasingly making use of the OpenGL rendering API as a standard for defining and rendering screen graphics. This trend is supported by the emergence of hardware accelerated graphics subsystems and commercially available driver software. Meanwhile, embedded graphics tool and software vendors have adopted OpenGL in various forms as the rendering API they support. For highly embedded and safety critical environments, however, full OpenGL is not a narrow enough standard. In order to achieve low-cost/low power hardware implementations and reduce driver complexity to achieve safety-critical certification, OpenGL subsets must be embraced.In recent years, the mobile graphics industry has benefited from the efforts of industry consortiums to define capable OpenGL subsets. These subsets, or profiles, exist in various versions intended to facilitate the development of applications for widely differing embedded markets, from cell phone graphics to safety critical high-powered embedded graphics subsystems. It is clear that such well-defined standards can and will have a beneficial impact on the embedded and safety-critical graphics industries, offering unprecedented portability and simplicity for HMI applications. What is not as clear is the level to which graphics tool and software vendors are supporting the new standards. The stakes are high for the end developer, as reliance on API capabilities that are either unsupported or difficult to certify can present serious system integration and certification pitfalls. This paper presents recommendations in such areas as tool selection, standards to levy on vendors and developers, approaches for achieving user interfaces and font rendering using the OpenGL standards, and recommendations to ensure the successful engineering and wide deployment of HMI software.BackgroundGraphical Processing Units (GPUs)Over the past 10 years, display rendering technology for platform embedded syst emshas undergone fundamental changes. These changes have been driven primarily by two twin technological thrusts – flat-panel display hardware and advanced raster-b ased EGS systems using OpenGL. Flat panels have enabled an increase in display res olution while still supporting embedded size and weight constraints. Raster based EG S, particularly based on commodity OpenGL hardware, has provided the horsepower to drive the increased resolution.The rendering engine, or graphics chip, is the part of the mobile computing devic e that processes graphics and creates or renders the display. On the desktop, hardware rendering engines dominate, resulting in two separate high performance processors be ing present in most systems – one for general computing, and one for processing anddisplaying graphics. The development of the GPU, has been largely driven by the desi re for better video gaming capability, but also by the desire for better workstation and desktop graphical processing.GPU technology has found a niche in embedded systems, providing advanced dis play capabilities that were difficult or even impossible to achieve in legacy graphical display systems. These embedded GPUs are embedded variants of desktop or laptop g raphics cards, featuring GPUs, onboard texture memory, and hardware accelerated lig hting, transformation, and rasterization. Offerings featuring hardware from major desk top graphics companies are being widely used in military applications. An embedded GPU is shown in Figure 1.Most GPU technology deployed in embedded systems today has its roots in desktop or laptop based graphics accelerators. Power consumption for the GPU alone can range from 5 to 15W. These designs can provide power equivalent to a desktop or laptop within an embedded environment, provided the supporting driver software is available. OpenGL is by far the most commonly used standard to supply these drivers. OpenGL as an Embedded Standard The advent of the GPU has been accompanied by widespread use of new standards designed to facilitate development of graphical applications that take advantage of the hardware. One such lowlevel Applications Programming Interface (API) is OpenGL. OpenGL provides a software interface that supports 2D and 3D definition of geometry and rendering functions. Some of the major functions OpenGL supports include:Matrix-based geometry transformationsViewport and clipping regionsTextured geometryGraphics pipeline state managementGeometry cachingThese functions are supported through a logical pipeline that the GPU implements. The pipeline expects geometry specification in the form of triangles, points, and lines, along with transformation, clipping, color, and texture information used to convert the into the form rendered into the frame buffer. In newer GPUs, the fixed function pipeline which represents standard methods of processing geometry has been augmente d with vertex and pixel shader operations, which allow more programmability of the p ipeline functions. APIs like OpenGL, along with other popular standards such as Micr osoft Direct3D, provide software interfaces to draw graphics in the GPU pipeline. The GPU pipeline for OpenGL is shown in Figure 2, where the blue API bubble on the lef t represents OpenGL.Figure 2. OpenGL PipelineOpenGL is a standardized API that has evolved over many years, initially through the efforts of graphics industry pioneer Silicon GraphicsTM. It has achieved widespread adoption in the simulation, gaming, CAD, and professional graphics markets, and is the de-facto standard for embedded applications. It is widely available on many platforms. OpenGL is also meant to provide a standard interface to multiple graphics rendering devices, allowing an application to run with confidence on graphics chips from multiple vendors. It is a key standard in the embedded avionics market due to its power and cross platform nature.OpenGL as an API has undergone much growth in the past 15 years or so. As mo re classes of applications sought to exploit its capabilities, successive versions of the s tandard have evolved, bringing more calls and more complexity to the standard. Open GL is typically implemented using a driver architecture. OpenGL drivers encapsulates a low-level interface to the rendering hardware, and presents a high-level interface to applications that need to use the hardware’s features. As OpenGL has grown, so have i ts drivers. A modern OpenGL driver for a desktop high-end graphics card can easily r un into millions of lines of code. Embedded variants can be smaller, depending on wh at subset of OpenGL they support. OpenGL subsets are a key technology in the next w ave of mobile GPU technology, targeted for more integrated markets.OpenGL and Mobile GPUs In the last few years, mobile computers featuring advanced rendering technology using low-power GPUs have begun to appear on themarket. These devices, targeted for cell phone, mobile game systems, PDAs, automotive uses, medical uses, and other deeply embedded applications, are currently one of the major development areas in mobile technology. As mobile gaming reaches its market potential, mobile device manufacturers have begun to address the GPU in their device development. Often a standard graphics API, such as OpenGL, is too large or costly to implement on these devices, so COTS driver and device manufacturers rely on subsets of the API. These subsets manufacturers to offer capabilities targeted to specific markets. Applications must be written to work with the smaller subsets, which often means they cannot be ported easily from one subset environment to another. Mobile GPU technology enabled by well-defined API subsets has led to the emergence of System On Chip (SoC) designs. In a SoC design, the GPU is combined with the processor to encapsulate a complete general purpose and digital media processing core on a single chip. Such a design can be integrated into very small, low cost applications such as handheld medical equipment, cellular phones, automotive telematics displays, etc. Mobile GPUs have an obvious application in embedded and safety-critical markets. Oftentimes, power consumption, weight, and simplicity of design are key factors in system design, and mobile GPU technology will have a big impact in these areas. Asentirely new classes of devices begin to emerge and offer OpenGL capabilities, the potential usage of OpenGL by safety-critical applications targeting these devices must be addressed. Recommendations Embracing API Standardization While OpenGL is a good standard for safety criticalsystems and should be used, it has grown large as an API. Standardized subsets provide a key to using OpenGL in the safety-critical and deeply embedded environments.The OpenGL ES standard by the Khronos Group is an important development in standardized special purpose subsets of OpenGL. Khronos is an industry consortium designed to foster the adoption of OpenGL into embedded and multimedia markets. Khronos is supported by all major graphics chip manufacturers, mobile phone manufacturers, and the mobile software development community. OpenGL ES is a well-defined subset of OpenGL that is designed to provide a capable subset for advanced graphics on demanding embedded platforms, including mobile devices while eliminating redundant capability and stressing simplicity and small footprint.. Since the full OpenGL specification is large and graphics subsystems that support the full spec are resource intensive, a well-defined subset is required to provide a target rendering capability for embedded applications. OpenGL ES is that subset.entirely new classes of devices begin to emerge and offer OpenGL capabilities, the potential usage of OpenGL by safety-critical applications targeting these devices must be addressed. Recommendations Embracing API Standardization While OpenGL is a good standard for safety criticalsystems and should be used, it has grown large as an API. Standardized subsets provide a key to using OpenGL in the safety-critical and deeply embedded environments. The OpenGL ES standard by the Khronos Group is an important development in standardized special purpose subsets of OpenGL. Khronos is an industry consortium designed to foster the adoption of OpenGL into embedded and multimedia markets. Khronos is supportedby all major graphics chip manufacturers, mobile phone manufacturers, and the mobile software development community. OpenGL ES is a well-defined subset of OpenGL that is designed to provide a capable subset for advanced graphics on demanding embedded platforms, including mobile devices while eliminating redundant capability and stressing simplicity and small footprint.. Since the full OpenGL specification is large and graphics subsystems that support the full spec are resource intensive, a well-defined subset is required to provide a target rendering capability for embedded applications. OpenGL ES is that subset.Tools and APIsOpenGL graphics developers typically employ several strategies to successfully create the OpenGL software to draw screens, including tool-based development and hand-code. Both approaches can make use of software modularity, encapsulating higher level interfaces, such as a digital map library, user interface library, or font rendering library into SDK’s for reuse in the system. These tools and SDKs may make assumptions about supported features of the underlying OpenGL driver and graphics hardware. If a goal of the application is to be portable to environments where driver capability may be limited, these assumptions will almost certainly need to be challenged.Many tools operate using code generation to generate code representing a display definition. Display definitions are entered into a user interface, and the tool then employs code generation to create OpenGL software implementing the display [3]. Such OpenGL software can encompass tens or even hundreds of thousands of lines of code, most of it devoted to geometry specification. Usefulness of this code for all OpenGL environments may be limited unless its code generation is flexible enough to take into account all OpenGL subsets the output might need to support. The code generation approach is illustrated in Figure 4. In addition to tool output limiting flexibility, if a reusable OpenGL library has been written to rely on certain constructs, such as OpenGL display lists or the standard glBegin-glEnd paradigm, it will not be useful on platforms where the driver does not support this paradigm. There are some technical approaches that can be considered to alleviate some of these problems. Conclusions Embedded OpenGL is a key technology that has been and will continue to be used on safety-critical embedded systems. GPU technology borrowed from the desktop and workstation markets has largely been used for these applications. The advent of new embedded chipsets employing OpenGL will increase this usage and potentially extend it into new areas where cost, power, and weight barriers are being broken down. In order to take advantage of OpenGL in all these application areas, the widespread usage of OpenGL subsets presents a programming and integration challenge. Subsets, such as the OpenGL ES Safety-Critical profile from the Khronos group, represent efforts to standardize OpenGL and provide a common subset applications can rely on. Software approaches to handling differing OpenGL subsets can be employed, but these approaches can suffer performance and complexity issues. A more flexible approach is to consider geometry specification as data The result of failing to pay attention to OpenGL and its subsets can be costly for a safety-critical application development. When portability to differing OpenGLenvironments is desired, or the ability to employ low cost SoC or mobile rendering GPUs is needed, the OpenGL strategy must be rigorously scrutinized to ensure such portabilitycan be achieved. The alternative is costly rework of the application to address differing standards.2、外文资料翻译译文:解决嵌入式OPENGL能在高度嵌入和安全的环境中摘要在支持新的标准的水平是不清晰的。
嵌入式操作系统Embedded OS原文及翻译1
嵌入式操作系统嵌入式操作系统有区分实时操作系统和通用操作系统的一些特征。
但是嵌入式操作系统的定义可能比实时操作系统还要含糊不清,它能获得大量的不同的类型。
但是如果你见到它的话就会识别出来,尽管通用操作系统和嵌入式操作系统的界限不是那么的明显,甚至界限始终越来越模糊。
嵌入式系统被安置于巨大的工程量之中(超过在台式PC机上的应用):嵌入式系统在现代汽车中控制着许多的功能;其应用于家用电器控制和GPS (全球定位系统)功能;应用于可携带的电话中;等等。
有关于不同种类的嵌入式操作系统的最简单的分组如下:1.高端的嵌入式操作系统。
这些操作系统对于通用操作系统的衍生工具的存在是不利于的,但是大量的镇流器已经分离。
Linux系统派生大量的衍生工具分支,由于它具有高质量的模数结构和有效的资源编码。
例如:路由器,交换机,个人信息助理,机顶盒。
2.更深一层的嵌入式操作系统。
这些操作系统一定是很小的,仅仅只需要少量的基础功能。
因此,他们主要根据实际的应用来进行设计。
深一层次的嵌入式系统缺乏图形化用户界面或者网络协议这两种典型的功能。
例如:自动控制,数码相机,可携带式电话。
使得一个操作系统成为一个嵌入式系统的最主要的特征如下:1.小的尺寸。
设计者不断的尝试在更小的集成箱里植入更多的计算能力,采用比较便宜的CPU,进口的数码产品或者模拟的IO;同时他们也想在各种种类的小工程里面整合这些CPU,一个小的嵌入式操作系统通常采用一对千字节的RAM和ROM存储。
2.嵌入式系统应该在没人干预的情况下运行好几年。
这意味着硬件和软件要能正常的工作。
因此,这个系统应该选择没有机械的部分,例如;磁盘驱动器或者硬盘驱动器。
不仅仅是因为机械部分对失效比较敏感,还因为它们要占用大量的空间,需要更多的能量,花费很长的时间去连接,还有很多复杂的驱动(归功于机械部分的运转控制)。
3.许多嵌入式系统必须控制一些设备,如果这些设备不按照预先设定的工作去执行的话就会很危险。
嵌入式图形用户界面GUI
总的说来数字机顶盒GUI系统对软件本身主要有 下几个基本要求:
系统精简,功能能够满足机顶盒人机交互界面的要 求,不必大而全。
系统可靠性要好。
软件结构清晰。
具体涉及到功能性来讲,数字机顶盒的用户功
能基本和模拟电视类似,包括自动搜索、频道手工 设置、切换频道等,此外提供EPG浏览(包括频道名 称、频道简介、节目预告等内容)等。其中最为主要 的部分是EPG浏览又名电子节目指南,是运行在机
(Graphical User Interfaces)
GUI 是 Graphical User Interface 的简称,即图形 用户接口,准确来说 GUI 就是屏幕产品的视觉体验 和互动操作部分。
这种面向客户的系统工程设计其目的是优化产品的
性能,使操作更人性化,减轻使用者的认知负担, 使其更适合用户的操作需求,直接提升产品的市场 竞争力。
字符型OSD优点是可以使用OSD内部较少的显示缓 存,并且MCU只需要指定显示内容的索引即可显示 对应OSD信息,可以在比较低速的MCU上实现。但
正是由于上述的显示信息和颜色编码方式不够直观, 会给字符型OSD的固件开发带来一些麻烦。通常液 晶显示器、低成本的平板电视和CRT传统电视上均 使用这一类OSD,目前仍占据着市场主流地位。
另外一种实现方法是视频处理器内部支持OSD,直 接在视频缓存内部叠加OSD信息。这一类视频处理
通常具有外部存储器或内部少量的行缓存,同时具 有OSD发生器,OSD的合成和控制直接在视频缓存 内完成,同样具有上述的半透明和颜色控制功能。
OSD具有字符型(Font-Based)和位图型(Bit-Map) 两种类型。
◦ 基本图形操作。如点,线,矩形框,填充矩形的操作。 ◦ 位图操作。输出图标,文字显示等。
外文翻译--嵌入式系统与RTOS
外文资料翻译Embedded systems and RTOSOne of the more surprising developments of the last few decades has been the ascendance of computers to a position of prevalence in human affairs. Today there are more computers in our homes and offices than there are people who live and work in them. Yet many of these computers are not recognized as such by their users. In this chapter, we'll explain what embedded systems are and where they are found. We will also introduce the subject of embedded programming and discuss what makes it a unique form of software programming. We'll explain why we have selected C as the language for this book and describe the hardware used in the examples.1. What Is an Embedded System?An embedded system is a combination of computer hardware and softwareand perhaps additional parts, either mechanical or electronicdesigned to perform a dedicated function. A good example is the microwave oven. Almost every household has one, and tens of millions of them are used every day, but very few people realize that a computer processor and software are involved in the preparation of their lunch or dinner.The design of an embedded system to perform a dedicated function is in direct contrast to that of the personal computer. It too is comprised of computer hardware and software and mechanical components (disk drives, for example). However, a personal computer is not designed to perform a specific function. Rather, it is able to do many different things. Many people use the term general-purpose computer to make this distinction clear. As shipped, a general-purpose computer is a blank slate; the manufacturer does not know what the customer will do with it. One customer may use it for a network file server, another may use it exclusively for playing games, and a third may use it to write the next great American novel.Frequently, an embedded system is a component within some larger system. For example, modern cars and trucks contain many embedded systems. One embedded system controls the antilock brakes, another monitors and controls the vehicle's emissions, and a third displays information on the dashboard. Some luxury car manufacturers have even touted the number of processors (often more than 60, including one in each headlight) in advertisements. In most cases, automotive embedded systems are connected by a communications network.It is important to point out that a general-purpose computer interfaces to numerous embedded systems. For example, a typical computer has a keyboard and mouse, each of which is an embedded system. These peripherals each contain a processor and software and is designed to perform a specific function. Another example is a modem, which is designed to send and receive digital data over ananalog telephone line; that's all it does. And the specific function of other peripherals can each be summarized in a single sentence as well.The existence of the processor and software in an embedded system may be unnoticed by a user of the device. Such is the case for a microwave oven, MP3 player, or alarm clock. In some cases, it would even be possible to build a functionally equivalent device that does not contain the processor and software. This could be done by replacing the processor-software combination with a custom integrated circuit (IC) that performs the same functions in hardware. However, the processor and software combination typically offers more flexibility than a hardwired design. It is generally much easier, cheaper, and less power intensive to use a processor and software in an embedded system.2. History and FutureGiven the definition of embedded systems presented earlier in this chapter, the first such systems could not possibly have appeared before 1971. That was the year Intel introduced the world's first single-chip microprocessor. This chip, the 4004, was designed for use in a line of business calculators produced by the Japanese company Busicom. In 1969, Busicom asked Intel to design a set of custom integrated circuits, one for each of its new calculator models. The 4004 was Intel's response. Rather than design custom hardware for each calculator, Intel proposed a general-purpose circuit that could be used throughout the entire line of calculators. This general-purpose processor was designed to read and execute a set of instructionssoftwarestored in an external memory chip. Intel's idea was that the software would give each calculator its unique set of features and that this design style would drive demand for its core business in memory chips.The microprocessor was an overnight success, and its use increased steadily over the next decade. Early embedded applications included unmanned space probes, computerized traffic lights, and aircraft flight control systems. In the 1980s and 1990s, embedded systems quietly rode the waves of the microcomputer age and brought microprocessors into every part of our personal and professional lives. Most of the electronic devices in our kitchens (bread machines, food processors, and microwave ovens), living rooms (televisions, stereos, and remote controls), and workplaces (fax machines, pagers, laser printers, cash registers, and credit card readers) are embedded systems; over 6 billion new microprocessors are used each year. Less than 2 percent (or about 100 million per year) of these microprocessors are used in general-purpose computers.It seems inevitable that the number of embedded systems will continue to increase rapidly. Already there are promising new embedded devices that have enormous market potential: light switches and thermostats that are networked together and can be controlled wirelessly by a central computer, intelligent air-bag systems that don't inflate when children or small adults are present, medical monitoring devices that can notify a doctor if a patient's physiological conditions are at critical levels, and dashboard navigation systems that inform you of the best route to your destination under current traffic conditions. Clearly, individuals who possess the skills and thedesire to design the next generation of embedded systems will be in demand for quite some time.3. Real-Time SystemsOne subclass of embedded systems deserves an introduction at this point. A real-time system has timing constraints. The function of a real-time system is thus partly specified in terms of its ability to make certain calculations or decisions in a timely manner. These important calculations or activities have deadlines for completion.The crucial distinction among real-time systems lies in what happens if a deadline is missed. For example, if the real-time system is part of an airplane's flight control system, the lives of the passengers and crew may be endangered by a single missed deadline. However, if instead the system is involved in satellite communication, the damage could be limited to a single corrupt data packet (which may or may not have catastrophic consequences depending on the application and error recovery scheme). The more severe the consequences, the more likely it will be said that the deadline is "hard" and thus, that the system is a hard real-time system. Real-time systems at the other end of this continuum are said to have "soft" deadlinesasoft real-time system.嵌入式系统与RTOS最近几十年里最令人惊讶的事,莫过于计算机逐渐占据了人类生活的主要地位。
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本科生毕业设计 (论文)
外文翻译
原文标题Research and Implementation of Embedded
Graphic User Interface Based on Linux
译文标题嵌入式图形界面系统的设计与实现作者所在系别计算机科学与工程
作者所在专业计算机科学与技术
作者所在班级******
作者姓名******
作者学号****
指导教师姓名**
指导教师职称**
完成时间2012 年 2 月
北华航天工业学院教务处制
注:1. 指导教师对译文进行评阅时应注意以下几个方面:①翻译的外文文献与毕业设计(论文)的主题是否高度相关,并作为外文参考文献列入毕业设计(论文)的参考文献;②翻译的外文文献字数是否达到规定数量(3 000字以上);③译文语言是否准确、通顺、具有参考价值。
2. 外文原文应以附件的方式置于译文之后。