For automotive and aerospace, you really want the control systems to be able to run no matter what.
For automotive and aerospace, you really want the control systems to be able to run no matter what.
I'm unclear on why you put "many cycles to spare for misses" in quotes, as if it's unimportant. If a linux/arm (or x86) solution is displacing a much lower speed "real real time" solution, that's the situation...the extra cycles mean you can tolerate some misses while still being as granular as what you're replacing. Not for every use case, but for many.
As for the quotes, it was a direct citation, not a way to dismiss what you said.
Actual realtime systems are about workload scheduling that takes into account processing deadlines. Hard realtime systems can make guarantees about processing latencies, and can preemptively kill or skip tasks if the result would arrive too late. But this is not something that the Linux kernel can provide, because it is a system property rather than about just the kernel: you can't provide any hard guarantees if you have no time bounds for your data processing workload. So any discussion about -rt in the context of the Linux kernel will always be about soft realtime only.
In the case of the kernel, it is indeed too large to be considered hard realtime. Best case we can make it into a firmer realtime than it currently is. But I would place it nowhere near avionics flight calculators (like fly-by-wire systems).
For example, if I have a video game where there's collision against the walls, I can understand this as potentially colliding against "multiple things simultaneously", since I'm likely to describe the scene as a composite of bounding boxes, polygons, etc.
But to get an answer for what to do in response when I contact a wall, I have to come up with an algorithm that tests all the relevant shapes or volumes.
The concurrency bug that appears when doing this in a naive way is that I test one, give an answer to that, then modify the answer when testing the others. That can lead to losing information and "popping through" a wall. And the direction in which I pop through depends on which one is tested first.
The conventional gamedev solution to that is to define down the solution set so that it no longer matters which order I test the walls in: with axis aligned boxes, I can say "move only the X axis first, then move only the Y axis". Now there is a fixed order, and a built-in bias to favor one or the other axis. But this is enough for the gameplay of your average platforming game.
The generalization on that is to describe it as a constraint optimization problem: there are some number of potential solutions, and they can be ranked relative to the "unimpeded movement" heuristic, which is usually desirable when clipping around walls. That solution set is then filtered down through the collision tests, and the top ranked one becomes the answer for that timestep.
Problems of this nature come up with resource allocation, scheduling, etc. Some kind of coordinating mechanism is needed, and OS kernels tend to shoulder a lot of the burden for this.
It's different from real-time in that real-time is a specification of what kind of performance constraint you are solving for, vs allowing any kind of performance outcome that returns acceptable concurrent answers.
I bet there are hard-realtime (commercial) OSes running on ARM, and the ability to use a lower-specced (cheaper, simpler, consuming less power) core may be seen as an advantage enough to pay for the OS license.
The power issue is real, but it might well be the same price or cheaper - a standard ARM that gets stamped out by the million can cost less than a "simpler" microcontroller with a smaller production run.
Maybe they used the quotes because they were quoting you, haha.
Perhaps even that's not an example of such a system, 0.3 microseconds is close to the allowable real-time budget, and QC would probably not scrap a $20k part if you were off by that much once.
But in practice, every time I've heard "soft real time" suggested, the failure mode is not a sub-microsecond miss but a 100 millisecond plus deadlock, where a hardware watchdog would be needed to drop the whole system offline and probably crash the tool (hopefully fusing at the tool instead of destroying spindle bearings, axis ball screws, or motors and gearboxes) and scrap the part.
I’m trying to understand where the roadblock on a rPi + small FPGA hybrid board for $50 fails at the task… and it sounds like the OS/firmware doesn’t suffice. (Or a SoC, like a Zynq.)
Eg, if we could guarantee that the 1.5GHz core won’t “be off” by more than 1us on responding and the FPGA can manage IO directly to buffer out (some of) the jitter, then the cost of many hobby systems with “(still not quite) hard” real time systems would come down to reasonable.
Hobby systems like a small CNC mill or lathe usually don't need anything near 1µs (or better) max jitter. LinuxCNC (derived from NIST's Enhanced Machine Controller, name changed due to legal threats) runs fine on preempt-rt with control loops around 1kHz, with some systems you can also run a "fast" thread with say 20kHz and more to generate stepper motor signals, but that job is best left for the FPGA or an additional µC IMHO.
But it's not really so much about being fast, it's about being able to guarantee that your system can respond to an event within a given amount of time every time. (At least that is how a friend who works in embedded/real time explained it to me.)
Any system that deadlocks.