4 ms·
'hard real time' -> multimedia and action games
by marshray 11y ago
'hard real time' -> multimedia and action games
- unwind 11y agoNot sure what you mean by that arrow, but if you're implying those things on the right are examples of hard real-time, I disagree. In hard real-time systems, there's generally the idea that if scheduling fails, things will break and/or property (or, worse, people) will be damaged. Think of things like industrial high-torque motor control and avionics.
- mpweiher 11y agoAlso, hard real-time systems often don't have to be particularly fast. They are just not allowed to ever be late.
- AnimalMuppet 11y agoThis. "The right answer, too late, is wrong."
- mpweiher 11y agoAnd it doesn't matter if you got the right answer 100 times faster than needed 99 times if you are late once.
- marshray 11y agoPhysical property damage isn't a requirement of the definition of 'hard real time', it's just that common examples are often given that way. If deadlines are missed in multimedia applications the product isn't meeting its stated and implied requirements. The consequences may be different, but a television that drops perceptible video frames is just as 'defective' (from an engineering point of view) as an industrial control system which drops motor control signals.