The Art of Designing Embedded SystemsJack Ganssle has been forming the careers of embedded engineers for 20+ years. He has done this with four books, over 500 articles, a weekly column, and continuous lecturing. Technology moves fast and since the first edition of this best-selling classic much has changed. The new edition will reflect the author's new and ever evolving philosophy in the face of new technology and realities. Now more than ever an overarching philosophy of development is needed before just sitting down to build an application. Practicing embedded engineers will find that Jack provides a high-level strategic plan of attack to the often times chaotic and ad hoc design and development process. He helps frame and solve the issues an engineer confronts with real-time code and applications, hardware and software coexistences, and streamlines detail management. CONTENTS: Chapter 1 - Introduction Chapter 2 – The Project Chapter 3 – The Code Chapter 4 – Real Time Chapter 5 – The Real World Chapter 6 – Disciplined Development Appendix A – A Firmware Standard Appendix B - A Simple Drawing System Appendix C – A Boss’s Guide to Process
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algorithm approximation assembly language Barry Boehm bounce bugs called chip clock CMMI COCOMO code inspections compiler complex const double contracts cosine cost create dash number debounce debugging decimal digits define Design By Contract developers device documentation embedded systems error estimate execution FIFO Figure firmware firmware standard float floating point function global hardware implement in-circuit emulator input argument interrupt lines of code Lint logic look loop malloc Master Drawing Book memory metastable microseconds module never options output polynomial postcondition postmortem problem processor radians range reduction code real-time reduce reentrant requires resistor result routine RTOS rule run-time schedule signal simple sort sure switch tasks team members there’s things timer UART variable vector vendors we’re write zero
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Pàgina 15 - A single CPU manages a disparate array of sensors, switches, communications links, PWMs, and more. Dozens of tasks handle many sorts of mostly unrelated activities. A hundred thousand lines of code all linked into a single executable enslaves dozens of programmers all making changes throughout a byzantine structure no one completely comprehends. Of course development slows to a crawl.
Pàgina 15 - Communications overhead requires a bit more code so we've added 10% to the 100-KLOC base figure. The schedule collapses to 909 man-months, or 65% of that required by the monolithic version. Maybe the problem is quite orthogonal and divides neatly into many small chunks, none being particularly large. Five processors running 22 KLOC each will take 1030 manmonths, or 73% of the original, not-so-clever design.
Pàgina 15 - The product reaches consumers' hands twice as fast and development costs tumble. You're promoted and get one of those hot foreign company cars plus a slew of appreciating stock options. Being an engineer was never so good.
Referències a aquest llibre
The In-System Configuration Handbook:: A Designer愀 Guide to ISC Neil G. Jacobson Previsualització limitada - 2004 |