A Virtual Memory Architecture for Real-Time Ray Tracing Hardware
operating system《操作系统》ch09-virtual memory-70
Example of a page table snapshot:
Frame #
….
valid-invalid bit
v v v v i
i i
page table
During address translation, if valid–invalid bit in page table entry is I page fault
Copy-on-Write (COW) allows both parent and child processes to initially share the same pages in memory If either process modifies a shared page, only then is the page copied COW allows more efficient process creation as only modified pages are copied Free pages are allocated from a pool of zeroed-out pages
9.22
Need For Page Replacement
9.23
Basic Page Replacement
1. Find the location of the desired page on disk
2. Find a free frame:
- If there is a free frame, use it
page fault 1. Operating system looks at another table to decide:
超融合解决方案完整版本
超融合解决方案V3.0 超融合解决方案目录第1章、前言 51.1IT时代的变革 (5)1.2白皮书总览 (7)第2章、超融合技术架构 (8)1.1超融合架构概述 (8)1.1.1超融合架构的定义 (8)1.2超融合架构组成模块 (8)1.2.1.1系统总体架构 (8)1.2.1.2aSV计算虚拟化平台 (9)1.2.1.2.1概述 (9)1.2.1.2.2aSV技术原理 (10)1.2.1.2.2.1 aSV的Hypervisor架构 (12)1.2.1.2.2.2 Hypervisor虚拟化实现 (16)1.2.1.2.3aSV的技术特性 (24)1.2.1.2.3.1 内存NUMA技术 (24)1.2.1.2.3.2 SR-IOV (25)1.2.1.2.3.3 Faik-raid (27)1.2.1.2.3.4 虚拟机生命周期管理 (28)1.2.1.2.3.5 虚拟交换机 (29)1.2.1.2.3.6 动态资源调度 (29)1.2.1.2.4aSV的特色技术 (30)1.2.1.2.4.1 快虚 (30)1.2.1.2.4.2 虚拟机热迁移 (31)1.2.1.2.4.3 虚拟磁盘加密 (32)1.2.1.2.4.4 虚拟机的HA (33)1.2.1.2.4.5 多USB映射 (34)1.2.1.3aSAN存储虚拟化 (35)1.2.1.3.1存储虚拟化概述 (35)1.2.1.3.1.1 虚拟后对存储带来的挑战 (35)1.2.1.3.1.2 分布式存储技术的发展 (36)1.2.1.3.1.3 aSAN概述 (36)1.2.1.3.2aSAN技术原理 (37)1.2.1.3.2.1 主机管理 (37)1.2.1.3.2.2 文件副本 (37)1.2.1.3.2.3 磁盘管理 (39)1.2.1.3.2.4 SSD读缓存原理 (41)1.2.1.3.2.5 SSD写缓存原理 (47)1.2.1.3.2.6 磁盘故障处理机制 (51)1.2.1.3.3aSAN功能特性 (63)1.2.1.3.3.1 存储精简配置 (63)1.2.1.3.3.2 aSAN私网链路聚合 (64)1.2.1.3.3.3 数据一致性检查 (65)1.2.1.4aNet网络虚拟化 (65)1.2.1.4.1网络虚拟化概述 (65)1.2.1.4.2aNET网络虚拟化技术原理 (66)1.2.1.4.2.1 SDN (66)1.2.1.4.2.2 NFV (67)1.2.1.4.2.3 aNet底层的实现 (68)1.2.1.4.3功能特性 (73)1.2.1.4.3.1 aSW分布式虚拟交换机 (73)1.2.1.4.3.2 aRouter (73)1.2.1.4.3.3 vAF (74)1.2.1.4.3.4 vAD (74)1.2.1.4.4aNet的特色技术 (75)1.2.1.4.4.1 网络探测功能 (75)1.2.1.4.4.2 全网流量可视 (75)1.2.1.4.4.3 所画即所得业务逻辑拓扑 (76)1.2.2超融合架构产品介绍 (76)1.2.2.1产品概述 (76)1.2.2.2产品定位 (77)第3章、超融合架构带来的核心价值 (78)1.1可靠性: (78)1.2安全性 (78)1.3灵活弹性 (78)1.4易操作性 (78)第4章、超融合架构最佳实践 (80)1.1 IT时代的变革20 世纪 90 年代,随着 Windows 的广泛使用及 Linux 服务器操作系统的出现奠定了 x86服务器的行业标准地位,然而 x86 服务器部署的增长带来了新的 IT 基础架构和运作难题,包括:基础架构利用率低、物理基础架构成本日益攀升、IT 管理成本不断提高以及对关键应用故障和灾难保护不足等问题。
uncrashed avata参数
uncrashed avata参数
正文:
在虚拟现实(VR)和增强现实(AR)技术的快速发展中,人们对于能够创建真实、逼真且不会崩溃的虚拟角色(avata)的需求也越来越大。
许多现有的VR和AR应用程序都提供了用户可以自定义的虚拟角色,但由于技术和算法的限制,这些角色往往在使用过程中会出现崩溃、卡顿或不稳定的问题。
为了解决这个问题,科学家和工程师们致力于改进和优化虚拟角色的创建和渲染技术。
他们使用了更高效的算法和处理器,以提高虚拟角色的渲染速度和稳定性。
此外,他们还研究了如何更好地优化虚拟角色的物理模拟,以使其在与真实世界的交互中更加逼真且稳定。
为了创建一个不会崩溃的虚拟角色,科学家和工程师们还需要考虑到硬件设备的限制。
他们需要确保虚拟角色在各种不同的设备上都可以正常运行,包括智能手机、虚拟现实头盔和增强现实眼镜等。
此外,为了减少虚拟角色的崩溃和卡顿问题,科学家和工程师们还研究了如何更好地优化虚拟角色的资源管理。
他们使用了更高效的内存管理算法和渲染技术,以减少虚拟角色在使用过程中的资源消耗和浪费。
总之,为了创建一个不会崩溃的虚拟角色,科学家和工程师们正在不断努力改进和优化虚拟现实和增强现实技术。
通过使用更高效的算法和处理器、优化物理模拟和资源管理,他们希望能够为用户提供更加稳定和逼真的虚拟角色体验。
随着技术的不断进步,相信不久的将来,我们将能够创造出完全不会崩溃的虚拟角色。
2024版VMware2
02 VMWare2 Architecture and Technical Features
Overall architecture design concept
Virtualization layer
Create a virtual version of hardware, including CPUs, memory, and storage, to enable multiple operating systems and applications to run simultaneously on a single physical server
• Audit and compliance: Enable auditing of VM access and changes for compliance purposes, as well as integration with third party security information and event management (SIEM) systems
contents
目录
• VMWare2 Management and Maintenance Operations Guide
• Application Cases of VMWare2 in the Field of Virtualization
Introduction
01 and Background of
• Memory overallocation: Allow more memory to be allocated to VMs that is physically available on the host, releasing on memory recall techniques to free up unused memory when needed
KT0612音频接收芯片
Applications
Wireless Microphone, DVD player, Blue ray player, Set-top Box, Portable Device, Wireless Speaker
Rev.1.2
Information furnished by KT Micro is believed to be accurate and reliable. However, no responsibility is assumed by KT Micro for its use, nor for any infringements of patents or other rights of third parties which may result from its use. No license is granted by implication or otherwise under any patent or patent rights of Beijing KT Micro, Ltd.
RFINP LNA RFINN ADC AOUTP Audio DAC AOUTN
DSP Based FM demodulator & Audio processor
ADC
SCL I2C Master SDA Regulator Crystal
VDDVSSXI NhomakorabeaXO
KT0612 System Diagram
Description
The KT0612 is the VHF band chip of our full suite of the revolutionary wireless microphone chips, KT06xx, which replace hundreds of discrete components in a wireless microphone system while keeping the high standard of sound quality and functionality. The KT0612 is a VHF band receiver that includes audio amplifier, de-emphasis, expander, LO synthesizer and audio DAC. It is designed to process the modulated FM signal in VHF band and demodulate it into audio signal. The KT0612 only requires a single low-voltage supply thanks to a built-in regulator. For an audio transmission system built with a KT0612, no external tuning is required, which makes design-in effort minimum. The KT0612 provides direct and simple interface to support mechanical tuning. A pre-programmed low cost EEPROM can be used to configure the radio settings to differentiate product designs and accommodate standards in various regions. No external MCU is required. It is packaged in generic QFN24.
虚拟现实技术在艺术设计教学中的创新应用说明书
Research on Teaching Innovation of Art Design Based on Virtual Reality TechnologySu Zhuan, Sun WenDepartment of Art and Design,GuangDong University of Science&TechnologyNancheng District, Dongguan, GuangdongAbstract—The emergence of virtual reality technology has made the art design industry completely new, and has greatly promoted the development of art design, which will bring revolutionary changes to art design. Based on the definition and characteristics of virtual reality technology, this paper puts forward the concrete application method of virtual reality technology in art design teaching based on the analysis of the role of virtual reality technology in art design teaching.Keywords—Teaching innovation; Art design; Virtual reality technologyI.I NTRODUCTIONVirtual Reality Technology (VR) is a technology that simulates the generation of an environment by means ofelectronic devices such as computers, and allows the examiner to “place” it through different sensing devices and realizenatural interaction with the environment. At present, virtualreality technology has been applied to education and teachingactivities, which has promoted the improvement of modernteaching quality and the development of education. Theapplication of virtual reality technology in art design teachingcan vividly express the teaching content and construct a goodteaching space in a real and effective way, thus promotingstudents' mastery of professional knowledge and skills,improving teaching quality and optimizing teaching effects [1-2].In recent years, with the continuous updating of China'seducational concept, the teaching model of the new centuryhas gradually changed from the traditional indoctrination ortest-oriented mode to the modern teaching mode, that is, moreemphasis on students' methods of learning knowledge andthinking-led teaching. In particular, more emphasis is placedon the cultivation of students' innovative abilities [3-4]. At thesame time, it is the top priority of the current education reformto provide students with personalized, intelligent and modernteaching environment and conditions that integrateinformation and time or space, and improve students' ability tojudge, analyze and solve problems. For the art design teaching,the introduction of virtual reality technology can effectivelystimulate the function of the students' senses, help students to accept more design knowledge and content, promote the quality of art design teaching and talent training [5]. Innovation has a very important educational value and significance.II.T HE B ASIC C HARACTERISTICS OF V IRTUAL R EALITYT ECHNOLOGY"Virtuai Reality (VR)" is a computer simulation technology that makes realistic simulations of the real world in a computer. By using auxiliary technologies such as sensor technology, users can have an immersive feeling in the virtual space, interact with the objects of the virtual world and get natural feedback, and create ideas. Therefore, virtual reality can also be simply understood as a technical means for people to interact with computer-generated virtual environments. VR technology has been recognized as one of the important development disciplines of the 21st century and one of the important technologies that affect people's lives. The application of this technology improves the way people use computers to process multiple engineering data, especially when large amounts of abstract data need to be processed.Virtual reality technology is a comprehensive and practical technology. It integrates computer technology, simulation technology, sensing technology, measurement technology and microelectronics technology to form a three-dimensional realistic virtual environment. It has been widely used. In various fields. The user uses a certain sensing device to enter a certain virtual space by using certain input devices, so that he becomes a member of the virtual space to perform real-time interaction, obtain relevant information while perceiving the virtual world, and finally reach the present. The experience of its environment.A.ImmersionVirtual reality technology is based on human visual, auditory and tactile characteristics. It is simulated by computer and other electronic devices to generate three-dimensional images, allowing users to wear helmet-mounted displays and data gloves and other devices to immerse themselves in a virtual environment for interactive experience. . Using virtual reality technology, users can completely immerse themselves in the virtual world, deeply immersing themselves in the physical and psychological impact of a realistic virtual environment.International Conference on Management, Education Technology and Economics (ICMETE 2019)B.InteractivityHuman-computer interaction is a natural interaction between a sensor and a device through special helmets and data gloves. The interactive nature of virtual reality technology: Users can examine or manipulate objects in a virtual environment through their own language and body movements. This is because the computer can adjust the image and sound presented by the system according to the user's movements of hands, eyes, language and body.C.ConceivedVirtual real-world technology expands the range of people's awareness so that people can fully imagine. Because virtual reality technology can not only reproduce the real environment, but also create an environment that people can arbitrarily conceive, objectively non-existent, or even impossible.III.T HE R OLE OF V IRTUAL R EALITY T ECHNOLOGY IN A RTD ESIGN T EACHINGDemonstrating the effect of abstraction as concrete and improving professional knowledge In the process of art design teaching, teachers can use the virtual reality technology to reproduce the process of student movement in the real world that cannot be observed by the naked eye. The abstraction is image, intuitive and specific, and can fully provide students with learning materials and improve students' ability to solve practical problems. Due to its practicability and adaptability, virtual reality technology has been widely used in many aspects of art design, whether it is frame design, graphic design, text design, space design, structural design or multimedia applications. Great results, teachers can make full use of this advantage to develop a perfect and creative teaching curriculum plan, combine theory and practice, and provide students with an immersive experience, which can improve teachers' professional knowledge of art design. Demonstration effect. Therefore, the application of virtual reality technology to art design teaching has improved the teaching quality and teaching effect of art design, and on the other hand, it has enhanced students' understanding and mastery of professional knowledge.Conducive to enhancing the interaction between teachers and students, and promoting a new type of teaching cooperation mode. Teachers use their virtual reality technology in the classroom to give full play to their inherent subjective initiative and guide students to conduct interactive learning according to their own needs. The problems cooperate with each other and discuss together, so as to achieve the purpose of cultivating the initiative and enthusiasm of students' learning; guiding students to cooperate with each other in a certain virtual space to complete the design work of teacher layout; help students to participate in virtual reality technology In the virtual environment provided, intuitively and visually participate in the natural phenomenon of virtual environment objects or the movement development process of things, deepen the understanding and mastery of theoretical knowledge, and improve their thinking ability and innovation ability. In addition, teachers can cooperate with students in the virtual environment simulated by virtual reality technology, which can fully mobilize the enthusiasm of students, and also help teachers and students learn harmoniously. The perfect combination of the environment, thus contributing to a new type of teaching cooperation model.It is conducive to stimulating students' creative interest and grasping the creative connotation. From the perspective of art design, it is very important to maximize the design creativity of students. However, this needs to be expressed in a certain way. Virtual reality technology just provides such a possibility. Teachers use virtual reality technology in the process of art design teaching. Through the simulation of various objects, vivid and intuitive, they can help students to escape from the inherent space and time constraints, and fully rely on the ideas in their own minds. Creative and virtual reproduction, step by step to modify and improve their artistic design ideas, and then help students find a suitable visual design effect for themselves, but also enable students themselves to have a deeper and more realistic art design. Experience.IV.T HE S PECIFIC M ETHOD OF V IRTUAL R EALITYT ECHNOLOGY A PPLIED IN A RT D ESIGN T EACHING The art design teaching method using virtual reality technology has strong flexibility, practicality and creativity. In the process of art design teaching, through a certain virtual environment, other various teaching methods follow, according to the typical, relevance, authenticity, specificity and image teaching principles of art teaching, in the art design teaching process. The middle school teachers can use the demonstration teaching method, the scenario simulation teaching method, and the computer simulation teaching method to carry out teaching activities.A.Demonstration TeachingThe demonstration teaching method refers to the teacher's present teaching mode, using multimedia technology to demonstrate the teaching content, sorting out the difficult points of knowledge, enabling students to perceive the law of theoretical knowledge, deepen students' understanding and mastery of knowledge points, and promote Students have a clear understanding of the law of the development of art design knowledge, construct a scientific and systematic art knowledge structure, and continuously improve students' artistic design skills.B.Scenario SimulationScenario simulation teaching method refers to the process of reproducing natural phenomena or the movement of things and movements through simulation, allowing students to change from onlookers to participants to help students understand the content of art design teaching, so that they can master knowledge and improve in a short time. A teaching method of abilities and learning skills. This teaching method can effectively break through the bottleneck limitation of the traditional teaching mode, and through the simulation of theoretical knowledge, students can understand the knowledge and content learned more intuitively and thoroughly, and improve the effectiveness of art design teaching.puter SimulationThe computer simulation teaching method refers to a teaching method in which teachers use the various elements such as words, images, sounds, etc. to explain the related information of things or phenomena. It has the advantages of high teaching efficiency, large amount of information, and strong participation of students. A very important teaching method in modern teaching. For example, the national art study course, it is well known that there are fifty-six nationalities in China, and the national art is more diverse. It is impossible to lead students into all ethnic groups to experience the impossible tasks in the classroom. However, teachers can use computers. The simulation teaching method uses computer simulation technology to fully display this colorful and regional ethnic customs and religious beliefs, helping students to understand their national art to the maximum extent, and using virtual reality technology to produce multimedia courseware, which helps students to be An immersive experience to appreciate these artistic features and expressions. V.T HE D EVELOPMENT D IRECTION OF V IRTUAL R EALITY T ECHNOLOGY IN A RT D ESIGN T EACHINGA.Virtual Design DirectionSchools can adopt a new type of teaching method for art design students through virtual reality technology. Let students design things through the virtual world according to their own inner real thoughts. For example, for automotive design students, it is possible to avoid the situation where it is inappropriate to change the model after designing the model. By changing and revising its own design through virtual reality technology, it not only enhances its flexibility but also improves the accuracy. This avoids the time-consuming and laborious phenomenon in the previous design process.B.Virtual Experiment DirectionVirtual laboratories can also be used to create virtual laboratories such as structural strength laboratories and aerodynamic laboratories. Students can conduct timely experimental operations through virtual laboratories to better consolidate what they have learned and combine theory with practice.C.Virtual Training DirectionThe interactivity and specificity of virtual reality technology can provide students with a suitable operating environment, so that students can be immersively integrated into the virtual world, so that students can be trained in various skills through specific integration with objective things. Improve their professionalism in the design process and stimulate their own innovation capabilities.VI.R EALISTIC A PPLICATION OF V IRTUAL R EALITYT ECHNOLOGY IN THE F IELD OF E NVIRONMENTAL A RT D ESIGN First, based on the application of virtual reality technology measures, defects in the field of art design can be compensated. At the present stage, the process of artistic design work in China has a high probability of real problem limitation. For example, the problem of insufficient scale and insufficient funds will play a certain degree of hindrance in the process of art design work. effect. However, based on the application of virtual reality technology, art designers can simulate various types of scenes, so that problems in the field of art design have been properly solved.Second, the potential level of risk can be circumvented based on the application of virtual reality technology measures. At this stage, in the field of art design in China, because it is subject to various types of practical conditions, various types of dangerous situations will occur. In order to ensure a certain degree of personal safety, designers will generally not It is a difficult thing to participate in the real scene and to form a personal experience of the art environment on this basis. Based on the application of virtual reality technology, the environment that people have no way to visit can be simulated, so that designers can operate in this environment, avoiding potential dangers and forming a personal experience.Third, based on the application of virtual reality technology measures, the restrictions on the space-time level can be broken down. Virtual reality technology is actually a technical measure that has surpassed the limitations of time and space conditions. It can simulate any situation, from very large cosmic objects to very tiny bacteria, from hundreds of millions of years ago to today. Designers can explore the environment simulated by virtual reality technology. For example, in the case of the study of the dinosaur era, because dinosaurs have long since disappeared on the earth, it is more difficult for people to test it again, but in the virtual reality technology measures On the basis of a certain degree of application, people can actually simulate the era of dinosaur life and explore the work in this environment.VII.I MPACT OF V IRTUAL R EALITY T ECHNOLOGY ONL ABORATORY C ONSTRUCTIONThe market-oriented employment pressure and the diversification of educational choices have made colleges and universities pay more and more attention to the coordination between their training objectives and the needs of the labor market. At the press conference on February 25, 2009, 2009 Greater China VR League Selection Competition, Zhao Heng, global vice president of Dassault Systèmes in France, said in an interview: "One of the development directions of virtual reality is to provide consumers with a A perceived environment. There is a large demand for talent in the field of user experience design. Dean Huang Xinyuan, Dean of the School of Information, Beijing Forestry University, pointed out: "In the field of architectural design, the application trend of virtual reality is the realization of interaction. ”As an important practice base for college students, the laboratory is one of the construction projects that universities attach great importance to. At present, the construction ofenvironmental art design labs in various universities mainly include digital media laboratories, model making laboratories, photography laboratories, materials and construction technology laboratories, and ceramic art laboratories. The application prospects of virtual reality technology and the market-oriented training goal put forward new requirements for the construction of environmental art design professional laboratory at this stage. In addition to the construction of traditional laboratories, universities can build virtual reality laboratories according to actual conditions. The ring screen projection laboratory and the curtain city planning exhibition hall can also install VRP-Builder, Converse3D, WebMax and other virtual reality production software in the computer room, digital media laboratory and other laboratories for teaching.Using virtual reality technology, we can completely break the limitations of space and time. Students can do all kinds of experiments without leaving home, and gain the same experience as real experiments, thus enriching perceptual knowledge and deepening the understanding of teaching content.VIII.C ONCLUSIONIn summary, the reference of virtual reality technology in art design teaching can effectively enhance the intuitiveness and simulation of teaching content, and help students master the more abstract art theory knowledge better and faster. At the same time, the application of virtual reality technology in art design teaching can greatly enrich the teaching content, promote the efficient integration of art and technology, facilitate students' understanding and mastery of theoretical knowledge, and improve the theoretical and practical ability to ensure the actual operation of students. The training of skills, so as to achieve the optimization of the teaching process, the improvement of teaching quality and the ultimate teaching objectives of practical talent training.A CKNOWLEDGMENTProject name: Research and Practice on Teaching Mode Reform of Interior Design Based on Virtual Reality Technology, which is the national education science innovation research project in 2018, Project No.: JKS82916.R EFERENCES[1]Wang Zhaofeng. Teaching Research on Virtual Reality Design Coursefor College Students Majoring in Art Design[J].Science and Technology Information,2011(07):132,397.[2]Cao Yu. Let the design "moving" - the application of virtual realitytechnology in art design teaching [J]. Pictorial, 2006 (04): 43-44.[3]Gao Fei. The Application of Virtual Reality in the Field of Art Design——Taking Interactive Display and Interaction Design as an Example [J].Art Grand View (Art and Design), 2013 (03): 100.[4]Chen Ying. When Chinese movies fall in love with national instrumentalmusic--On the film music of the art film "Three Monks" [J]. Grand Stage, 2010 (03): 112-113.[5] Zhang Xiaofei. The Application of Virtual Reality Art in Art DesignMajor[J]. Big stage,2012(06).54.。
DesignWare ARC EM Overlay Management Unit Datashee
DESIGNWARE IP DATASHEETThe DesignWare ® ARC ® EM Overlay Management Unit (OMU) option enables address translation and access permission validation with minimal power and area overhead while boosting the ability to run larger and more data intensive operations, such as those increasingly prevalent within AIoT, storage and wireless baseband applications, on an ARC EM processor. This hardware-based Overlay Management Unit provides support for virtual memory addressing with a Translation Lookaside Buffer (TLB) for address translation and protection of 4KB, 8KB or 16KB memory pages. In addition, fixed mappings of untranslated memory are supported, enabling the system to achieve increased performance over a large code base residing in a slow secondary storage memory, with the option to be paged in as needed into faster small on-chip page RAM (PRAM) in an efficient way. This is particularly suited for operating environments in which virtual address aliasing is avoided in software.In systems that run all code as a single process (single PID), using a large virtual address space with a one-to-one correspondence between the virtual address and a large selected area of secondary storage space (such as flash memory or DRAM), the address-translation facility of the Overlay Management Unit can be used to detect when a section (or one or more pages) of code is resident in the PRAM and provide the physical address to the page in the PRAM. Virtual address spacePhysical address space Figure 1: Virtual to Physical Address TranslationHighlights• Lightweight hardware-based memorymanagement unit (MMU) enablingaddress translation and accesspermission validation• Fully associative Instruction andData µTLBs• Configurable joint TLB depth of 64, 128 or256 entries• Common address space forinstruction and data• Independent rd/wr/execute flags for user/kernel modes per page• Optimized TLB programming withsoftware managed JTLB and hardwareassisted replacement policy• 32-bit unified instruction/dataaddress space–2GB virtual translated addressspace, mapping to 4GB physicaladdress space• Configurable page size: 4 KB, 8 KB, 16 KB• Per page cache control• Optional ECC for JTLB RAMsTarget Applications• AIoT• Storage• Wireless• NetworkingARC Overlay Management Unit forMemory ModelThe EM processor supports virtual memory addressing when the Overlay Management Unit is present. If the Overlay Management Unit is not present or if it is present but disabled, all the virtual addresses are mapped directly to physical addresses. By default, the Overlay Management Unit is disabled after reset. Note that the data uncached region is always active even if the Overlay Management Unit is disabled.The Overlay Management Unit features a TLB for address translation and protection of 4 KB, 8 KB or 16 KB memory pages, and fixed mappings of an untranslated memory. The upper half of the untranslated memory section is uncached for I/O uses while the lower half of the untranslated memory is cached for a system kernel.With the Overlay Management Unit option enabled, the ARC EM cache-based cores define a common address space for both instruction and data accesses in which the memory translation and protection systems can be arranged to provide separate, non-overlapping protected regions of memory for instruction and data access within a common address space. The programming interface to the Overlay Management Unit is independent of the configuration of the TLB in terms of the associativity of number of entries (Figure 2).Virtual address space Physical address space in secondary storagePhysical address space in on-chip page RAM Figure 2: Memory Address Mapping with Overlay Management ComponentsPage Table LookupThe system management or micro-kernel software tracks the mapping of pages from the program store in the level-3 memory to smaller level-2 memory. The number of entries used/required for this varies based on the Overlay Management Unit page size and the size of the level-2 memory. The Overlay Management Unit acts as a software-controlled cache into this page table, performs hardware address translation, and checks access permissions (Figure 3).Two levels of cache are provided:• The first level consists of micro TLBs (or μTLBs). These are very small, fully associative caches into the second level of the OLM cache. They allow for single-cycle translation and permission checking in the processor pipeline. The μTLBs are updated automatically from the second level of the cache.• The second level of the cache is called the joint TLB (JTLB). This consists of a larger, RAM-based 4-way set-associative TLB. The JTLB is loaded by special kernel mode handlers known as TLB miss handlers.• The final level of the hierarchy is the main page table itself. This contains the complete details of each page mapped for use by kernel or user tasks. The μTLBs, JTLB, and miss handlers combine to implement cached access into the OS page table.Figure 3: Overlay Manager Table StructureTranslation Lookaside BuffersTo provide fast translation from virtual to physical memory addresses the Overlay Management Unit contains Translation Lookaside Buffers (TLBs). The TLB architecture of the ARC EM’s Overlay Management Unit can be thought of as a two level cache for page descriptors: “micro-TLBs” for instruction and data (μITLB & μDTLB) as level one, and the “Joint” (J-TLB) as level two. The μITLB and μDTLB contain copies of the content in the joint TLB. The μTLBs may have descriptors not contained in the joint TLB. In addition to providing address translation, the TLB system also provides cache control and memory protection features for individual pages. The ARC EM implementation features a system configured as follows:• The μITLB and μDTLB are fully associative and physically located alongside the instruction cache and data cache respectively, where they perform single-cycle virtual to physical address translation and permission checking. The μITLB and μDTLB are hardware managed. On a μITLB (or μDTLB) page miss, the hardware fetches the missing page mapping from the JTLB.• The JTLB consists of a four-way set associative Joint Translation Lookaside Buffer with 64, 128 or 256 entries and is software managed. On a joint TLB page miss, special kernel-mode TLB miss handlers fetch the missing page descriptor from memory and store it in the JTLB, as well as swapping in the required contents from the main memory store into the level-2 memory. No part of the Overlay Management Unit has direct access to the main memory. The JTLB is filled by software through an auxiliary register interface.DocumentationThe following documentation is available for the DesignWare ARC Overlay Management Unit Option for ARC EM:• ARCv2 ISA Programmers Reference Manual• ARC EM Databook• DesignWare ARC EM Integration GuideTesting, Compliance, and QualityVerification of the ARC EM Overlay Management Unit follows a bottom-up verification methodology from block-level through system-level. Each functional block within the product follows a functional, coverage-driven test plan. The plan includes testing for ARCv2 ISA compliance as well as state- and control-specific coverage points that have been exercised using constrained pseudo-random environments and a random instruction sequence generatorARC EM ProcessorsThe ARC EM processors, built on the ARCv2 instruction set architecture (ISA) are designed to meet the needs of next-generation system-on-chip (SoC) applications and enable the development of a full range of 32-bit processor cores – from low-end, extremely power-efficient embedded cores to very high-performance host solutions that are binary compatible and designed with common pipeline elements. ARC EM processors can be precisely targeted to meet the specific performance and power requirements for each instance on a SoC, while offering the same software programmer’s model to simplify program development and task partitioning.©2021 Synopsys, Inc. All rights reserved. Synopsys is a trademark of Synopsys, Inc. in the United States and other countries. A list of Synopsys trademarks isavailable at /copyright.html . All other names mentioned herein are trademarks or registered trademarks of their respective owners.。
Intel 64和IA-32架构软件开发人员手册第三卷(3A,3B,3C和3D) 系统编程指南说明书
Intel® 64 and IA-32 ArchitecturesSoftware Developer’s ManualVolume 3 (3A, 3B, 3C & 3D):System Programming GuideNOTE: The Intel 64 and IA-32 Architectures Software Developer's Manual consists of four volumes: Basic Architecture, Order Number 253665; Instruction Set Reference A-Z, Order Number 325383; System Programming Guide, Order Number 325384; Model-Specific Registers, Order Number 335592. Refer to all four volumes when evaluating your design needs.Order Number: 325384-065USDecember 2017Intel technologies features and benefits depend on system configuration and may require enabled hardware, software, or service activation. Learn more at , or from the OEM or retailer.No computer system can be absolutely secure. Intel does not assume any liability for lost or stolen data or systems or any damages resulting from such losses.You may not use or facilitate the use of this document in connection with any infringement or other legal analysis concerning Intel products described herein. You agree to grant Intel a non-exclusive, royalty-free license to any patent claim thereafter drafted which includes subject matter disclosed herein.No license (express or implied, by estoppel or otherwise) to any intellectual property rights is granted by this document.The products described may contain design defects or errors known as errata which may cause the product to deviate from published specifica-tions. Current characterized errata are available on request.This document contains information on products, services and/or processes in development. All information provided here is subject to change without notice. Contact your Intel representative to obtain the latest Intel product specifications and roadmapsCopies of documents which have an order number and are referenced in this document, or other Intel literature, may be obtained by calling 1-800-548-4725, or by visiting /design/literature.htm.Intel, the Intel logo, Intel Atom, Intel Core, Intel SpeedStep, MMX, Pentium, VTune, and Xeon are trademarks of Intel Corporation in the U.S. and/or other countries.*Other names and brands may be claimed as the property of others.Copyright © 1997-2017, Intel Corporation. All Rights Reserved.CONTENTSPAGECHAPTER 1ABOUT THIS MANUAL1.1INTEL® 64 AND IA-32 PROCESSORS COVERED IN THIS MANUAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-1 1.2OVERVIEW OF THE SYSTEM PROGRAMMING GUIDE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-4 1.3NOTATIONAL CONVENTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-6 1.3.1Bit and Byte Order. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-6 1.3.2Reserved Bits and Software Compatibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-7 1.3.3Instruction Operands. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-8 1.3.4Hexadecimal and Binary Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-8 1.3.5Segmented Addressing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-8 1.3.6Syntax for CPUID, CR, and MSR Values. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-9 1.3.7Exceptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-9 1.4RELATED LITERATURE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-10CHAPTER 2SYSTEM ARCHITECTURE OVERVIEW2.1OVERVIEW OF THE SYSTEM-LEVEL ARCHITECTURE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-1 2.1.1Global and Local Descriptor Tables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-3 2.1.1.1Global and Local Descriptor Tables in IA-32e Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-4 2.1.2System Segments, Segment Descriptors, and Gates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-4 2.1.2.1Gates in IA-32e Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-4 2.1.3Task-State Segments and Task Gates. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-5 2.1.3.1Task-State Segments in IA-32e Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-5 2.1.4Interrupt and Exception Handling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-5 2.1.4.1Interrupt and Exception Handling IA-32e Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-5 2.1.5Memory Management. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-6 2.1.5.1Memory Management in IA-32e Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-6 2.1.6System Registers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-6 2.1.6.1System Registers in IA-32e Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-7 2.1.7Other System Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-7 2.2MODES OF OPERATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-7 2.2.1Extended Feature Enable Register. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-9 2.3SYSTEM FLAGS AND FIELDS IN THE EFLAGS REGISTER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-9 2.3.1System Flags and Fields in IA-32e Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-11 2.4MEMORY-MANAGEMENT REGISTERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-11 2.4.1Global Descriptor Table Register (GDTR) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-12 2.4.2Local Descriptor Table Register (LDTR) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-12 2.4.3IDTR Interrupt Descriptor Table Register. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-12 2.4.4Task Register (TR). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-13 2.5CONTROL REGISTERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-13 2.5.1CPUID Qualification of Control Register Flags. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-19 2.6EXTENDED CONTROL REGISTERS (INCLUDING XCR0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-19 2.7PROTECTION KEY RIGHTS REGISTER (PKRU) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-21 2.8SYSTEM INSTRUCTION SUMMARY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-21 2.8.1Loading and Storing System Registers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-23 2.8.2Verifying of Access Privileges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-23 2.8.3Loading and Storing Debug Registers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-24 2.8.4Invalidating Caches and TLBs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-24 2.8.5Controlling the Processor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-25 2.8.6Reading Performance-Monitoring and Time-Stamp Counters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-25 2.8.6.1Reading Counters in 64-Bit Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-26 2.8.7Reading and Writing Model-Specific Registers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-26 2.8.7.1Reading and Writing Model-Specific Registers in 64-Bit Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-26 2.8.8Enabling Processor Extended States. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2-26Vol. 3A iiiCONTENTSiv Vol. 3A PAGECHAPTER 3PROTECTED-MODE MEMORY MANAGEMENT3.1MEMORY MANAGEMENT OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-1 3.2USING SEGMENTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-2 3.2.1Basic Flat Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-3 3.2.2Protected Flat Model. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-3 3.2.3Multi-Segment Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-4 3.2.4Segmentation in IA-32e Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-5 3.2.5Paging and Segmentation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-5 3.3PHYSICAL ADDRESS SPACE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-6 3.3.1Intel® 64 Processors and Physical Address Space. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-6 3.4LOGICAL AND LINEAR ADDRESSES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-6 3.4.1Logical Address Translation in IA-32e Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-7 3.4.2Segment Selectors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-7 3.4.3Segment Registers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-8 3.4.4Segment Loading Instructions in IA-32e Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-9 3.4.5Segment Descriptors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-9 3.4.5.1Code- and Data-Segment Descriptor Types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3-12 3.5SYSTEM DESCRIPTOR TYPES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-13 3.5.1Segment Descriptor Tables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3-14 3.5.2Segment Descriptor Tables in IA-32e Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3-16CHAPTER 4PAGING4.1PAGING MODES AND CONTROL BITS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-1 4.1.1Three Paging Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-1 4.1.2Paging-Mode Enabling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-3 4.1.3Paging-Mode Modifiers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-4 4.1.4Enumeration of Paging Features by CPUID . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-5 4.2HIERARCHICAL PAGING STRUCTURES: AN OVERVIEW. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-6 4.332-BIT PAGING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-7 4.4PAE PAGING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-13 4.4.1PDPTE Registers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-13 4.4.2Linear-Address Translation with PAE Paging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-14 4.54-LEVEL PAGING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-19 4.6ACCESS RIGHTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-28 4.6.1Determination of Access Rights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-29 4.6.2Protection Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-31 4.7PAGE-FAULT EXCEPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-31 4.8ACCESSED AND DIRTY FLAGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-33 4.9PAGING AND MEMORY TYPING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-34 4.9.1Paging and Memory Typing When the PAT is Not Supported (Pentium Pro and Pentium II Processors). . . . . . . . . . . . . .4-34 4.9.2Paging and Memory Typing When the PAT is Supported (Pentium III and More Recent Processor Families). . . . . . . . . .4-34 4.9.3Caching Paging-Related Information about Memory Typing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-35 4.10CACHING TRANSLATION INFORMATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-35 4.10.1Process-Context Identifiers (PCIDs). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-35 4.10.2Translation Lookaside Buffers (TLBs). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-36 4.10.2.1Page Numbers, Page Frames, and Page Offsets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-36 4.10.2.2Caching Translations in TLBs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-37 4.10.2.3Details of TLB Use. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-37 4.10.2.4Global Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-38 4.10.3Paging-Structure Caches. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-38 4.10.3.1Caches for Paging Structures. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-38 4.10.3.2Using the Paging-Structure Caches to Translate Linear Addresses. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-40 4.10.3.3Multiple Cached Entries for a Single Paging-Structure Entry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-41 4.10.4Invalidation of TLBs and Paging-Structure Caches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-41 4.10.4.1Operations that Invalidate TLBs and Paging-Structure Caches. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-41 4.10.4.2Recommended Invalidation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-43 4.10.4.3Optional Invalidation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-44 4.10.4.4Delayed Invalidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-45 4.10.5Propagation of Paging-Structure Changes to Multiple Processors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-46 4.11INTERACTIONS WITH VIRTUAL-MACHINE EXTENSIONS (VMX). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-47 4.11.1VMX Transitions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-47CONTENTSPAGE 4.11.2VMX Support for Address Translation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-474.12USING PAGING FOR VIRTUAL MEMORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-47 4.13MAPPING SEGMENTS TO PAGES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-48CHAPTER 5PROTECTION5.1ENABLING AND DISABLING SEGMENT AND PAGE PROTECTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-1 5.2FIELDS AND FLAGS USED FOR SEGMENT-LEVEL ANDPAGE-LEVEL PROTECTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-2 5.2.1Code-Segment Descriptor in 64-bit Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-3 5.3LIMIT CHECKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-4 5.3.1Limit Checking in 64-bit Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-5 5.4TYPE CHECKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-5 5.4.1Null Segment Selector Checking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-6 5.4.1.1NULL Segment Checking in 64-bit Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-6 5.5PRIVILEGE LEVELS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-6 5.6PRIVILEGE LEVEL CHECKING WHEN ACCESSING DATA SEGMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-8 5.6.1Accessing Data in Code Segments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-9 5.7PRIVILEGE LEVEL CHECKING WHEN LOADING THE SS REGISTER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-10 5.8PRIVILEGE LEVEL CHECKING WHEN TRANSFERRING PROGRAM CONTROL BETWEEN CODE SEGMENTS . . . . . . . . . . . . . . . . 5-10 5.8.1Direct Calls or Jumps to Code Segments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-10 5.8.1.1Accessing Nonconforming Code Segments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-11 5.8.1.2Accessing Conforming Code Segments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-12 5.8.2Gate Descriptors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-13 5.8.3Call Gates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-13 5.8.3.1IA-32e Mode Call Gates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-14 5.8.4Accessing a Code Segment Through a Call Gate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-15 5.8.5Stack Switching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-17 5.8.5.1Stack Switching in 64-bit Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-19 5.8.6Returning from a Called Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-20 5.8.7Performing Fast Calls to System Procedures with theSYSENTER and SYSEXIT Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-20 5.8.7.1SYSENTER and SYSEXIT Instructions in IA-32e Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-21 5.8.8Fast System Calls in 64-Bit Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-22 5.9PRIVILEGED INSTRUCTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-23 5.10POINTER VALIDATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-24 5.10.1Checking Access Rights (LAR Instruction) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-24 5.10.2Checking Read/Write Rights (VERR and VERW Instructions). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-25 5.10.3Checking That the Pointer Offset Is Within Limits (LSL Instruction). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-25 5.10.4Checking Caller Access Privileges (ARPL Instruction). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-26 5.10.5Checking Alignment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-27 5.11PAGE-LEVEL PROTECTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-27 5.11.1Page-Protection Flags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-28 5.11.2Restricting Addressable Domain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-28 5.11.3Page Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-28 5.11.4Combining Protection of Both Levels of Page Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-28 5.11.5Overrides to Page Protection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-29 5.12COMBINING PAGE AND SEGMENT PROTECTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-29 5.13PAGE-LEVEL PROTECTION AND EXECUTE-DISABLE BIT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-30 5.13.1Detecting and Enabling the Execute-Disable Capability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-30 5.13.2Execute-Disable Page Protection. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-30 5.13.3Reserved Bit Checking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-31 5.13.4Exception Handling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5-32CHAPTER 6INTERRUPT AND EXCEPTION HANDLING6.1INTERRUPT AND EXCEPTION OVERVIEW. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6-1 6.2EXCEPTION AND INTERRUPT VECTORS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6-1 6.3SOURCES OF INTERRUPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6-2 6.3.1External Interrupts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6-2 6.3.2Maskable Hardware Interrupts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6-3 6.3.3Software-Generated Interrupts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6-4Vol. 3A v。
学术英语课后答案 unit1
学术英语理工教师手册Unit 1 Choosing a TopicI Teaching ObjectivesIn this unit , you will learn how to:1.choose a particular topic for your research2.formulate a research question3.write a working title for your research essay4.enhance your language skills related with reading and listening materials presented in this unit II. Teaching Procedures1.Deciding on a topicTask 1Answers may vary.Task 21 No, because they all seem like a subject rather than a topic, a subject which cannot be addressed even by a whole book, let alone by a1500-wordessay.2Each of them can be broken down into various and more specific aspects. For example, cancer can be classified into breast cancer, lung cancer, liver cancer and so on. Breast cancer can have such specific topics for research as causes for breast cancer, effects of breast cancer and prevention or diagnosis of breast cancer.3 Actually the topics of each field are endless. Take breast cancer for example, we can have the topics like:Why Women Suffer from Breast Cancer More Than Men?A New Way to Find Breast TumorsSome Risks of Getting Breast Cancer in Daily LifeBreast Cancer and Its Direct Biological ImpactBreast Cancer—the Symptoms & DiagnosisBreastfeeding and Breast CancerTask 31 Text 1 illustrates how hackers or unauthorized users use one way or another to get inside a computer, while Text2 describes the various electronic threats a computer may face.2 Both focus on the vulnerability of a computer.3 Text 1 analyzes the ways of computer hackers, while Text 2 describes security problems of a computer.4 Text 1: The way hackers “get inside” a computerText 2: Electronic threats a computer facesYes, I think they are interesting, important, manageable and adequate.Task 41Lecture1:Ten Commandments of Computer EthicsLecture 2:How to Deal with Computer HackersLecture 3:How I Begin to Develop Computer Applications2Answersmay vary.Task 5Answers may vary.2 Formulating a research questionTask 1Text 3Research question 1: How many types of cloud services are there and what are they? Research question 2: What is green computing?Research question 3: What are advantages of the cloud computing?Text 4Research question 1: What is the Web 3.0?Research question 2: What are advantages and disadvantages of the cloud computing? Research question 3: What security benefits can the cloud computing provide?Task 22 Topic2: Threats of Artificial IntelligenceResearch questions:1) What are the threats of artificial intelligence?2) How can human beings control those threats?3) What are the difficulties to control those threats?3 Topic3: The Potentials of NanotechnologyResearch questions:1) What are its potentials in medicine?2) What are its potentials in space exploration?3) What are its potentials in communications?4 Topic4: Global Warming and Its EffectsResearch questions:1) How does it affect the pattern of climates?2) How does it affect economic activities?3) How does it affect human behavior?Task 3Answers may vary.3 Writing a working titleTask 1Answers may vary.Task 21 Lecture 4 is about the security problems of cloud computing, while Lecture 5 is about the definition and nature of cloud computing, hence it is more elementary than Lecture 4.2 The four all focus on cloud computing. Although Lecture 4 and Text 4 address the same topic, the former is less optimistic while the latter has more confidence in the security of cloud computing. Text3 illustrates the various advantages of cloud computing.3 Lecture 4: Cloud Computing SecurityLecture 5: What Is Cloud Computing?Task 3Answers may vary.4 Enhancing your academic languageReading: Text 11.Match the words with their definitions.1g 2a 3e 4b 5c 6d 7j 8f 9h 10i2. Complete the following expressions or sentences by using the target words listed below with the help of the Chinese in brackets. Change the form if necessary.1 symbolic 2distributed 3site 4complex 5identify6fairly 7straightforward 8capability 9target 10attempt11process 12parameter 13interpretation 14technical15range 16exploit 17networking 18involve19 instance 20specification 21accompany 22predictable 23profile3. Read the sentences in the box. Pay attention to the parts in bold.Now complete the paragraph by translating the Chinese in brackets. You may refer to the expressions and the sentence patterns listed above.ranging from(从……到)arise from some misunderstandings(来自于对……误解)leaves a lot of problems unsolved(留下很多问题没有得到解决)opens a path for(打开了通道)requires a different frame of mind(需要有新的思想)4.Translate the following sentences from Text 1 into Chinese.1) 有些人声称黑客是那些超越知识疆界而不造成危害的好人(或即使造成危害,但并非故意而为),而“骇客”才是真正的坏人。
纹理物体缺陷的视觉检测算法研究--优秀毕业论文
摘 要
在竞争激烈的工业自动化生产过程中,机器视觉对产品质量的把关起着举足 轻重的作用,机器视觉在缺陷检测技术方面的应用也逐渐普遍起来。与常规的检 测技术相比,自动化的视觉检测系统更加经济、快捷、高效与 安全。纹理物体在 工业生产中广泛存在,像用于半导体装配和封装底板和发光二极管,现代 化电子 系统中的印制电路板,以及纺织行业中的布匹和织物等都可认为是含有纹理特征 的物体。本论文主要致力于纹理物体的缺陷检测技术研究,为纹理物体的自动化 检测提供高效而可靠的检测算法。 纹理是描述图像内容的重要特征,纹理分析也已经被成功的应用与纹理分割 和纹理分类当中。本研究提出了一种基于纹理分析技术和参考比较方式的缺陷检 测算法。这种算法能容忍物体变形引起的图像配准误差,对纹理的影响也具有鲁 棒性。本算法旨在为检测出的缺陷区域提供丰富而重要的物理意义,如缺陷区域 的大小、形状、亮度对比度及空间分布等。同时,在参考图像可行的情况下,本 算法可用于同质纹理物体和非同质纹理物体的检测,对非纹理物体 的检测也可取 得不错的效果。 在整个检测过程中,我们采用了可调控金字塔的纹理分析和重构技术。与传 统的小波纹理分析技术不同,我们在小波域中加入处理物体变形和纹理影响的容 忍度控制算法,来实现容忍物体变形和对纹理影响鲁棒的目的。最后可调控金字 塔的重构保证了缺陷区域物理意义恢复的准确性。实验阶段,我们检测了一系列 具有实际应用价值的图像。实验结果表明 本文提出的纹理物体缺陷检测算法具有 高效性和易于实现性。 关键字: 缺陷检测;纹理;物体变形;可调控金字塔;重构
Keywords: defect detection, texture, object distortion, steerable pyramid, reconstruction
II
计算机英语组成原理
计算机组成原理中英对照COMPUTER HARDWARE 计算机硬件Computer systems consist of hardware and software. Hardware is the physical part of the system. Once designed,hardware is difficult and expensive to change. Software is the set of programs that instruct the hardware and is easier to modify than hardware.计算机系统由硬件和软件组成。
硬件是系统的物理部分。
硬件一旦设计完毕,要修改是困难的,并且花费也大。
软件是指挥硬件的程序集合,比硬件容易修改。
Every computer has four basic hardware components:每台计算机都有如下4种基本硬件部件:•Input devices.输入设备•Output devices.输出设备•Main memory.主存储器•Central processing unit(CPU).中央处理器A PROCESSOR 处理器A processor is composed of two functional units—a control unit and an arithmetic/logic unit—and a set of special workspaces called registers.处理器由两个功能部件(控制部件和算术逻辑部件)与一组称为寄存器的特殊工作空间组成。
The Control Unit控制部件The Arithmetic and Logic Unit算术逻辑部件Registers寄存器MEMORY SYSTEMS 存储系统Memory Devices存储器RANDOM-ACCESS MEMORY随机存储器READ-ONLY MEMORY只读存储器MAGNETIC DISKS磁盘CD-ROMS只读光盘MAGNETIC TAPE磁带INPUT/OUTPUT SYSTEM 输入输出(I/O系统)Programmed I/O(程序控制I/O)Programmed I/O,also known as direct I/O,is accomplished by a program executing on the processor itself to control the I/O operations and transfer the data.程序控制I/O,又称直接I/O,由在处理器上执行的程序去控制I/O操作和传送数据。
大学英语unit4 A Virtual Life原文与翻译
A Virtual LifeMaia Szalavitz, formerly a television producer, now spends her time as a writer. In this essay she explores digital reality and its consequences. Along the way, she compares the digital world to the "real" world, acknowledging the attractions of the electronic dimension.迈亚·塞拉维茨曾是电视制片人,目前从事写作。
她在本文中探索了数字化世界及其后果。
与此同时,她将数字化世界与真实世界做了比较,承认电子空间自有其魅力。
Maia Szalavitz 1 After too long on the Net, even a phone call can be a shock. My boyfriend's Liverpool accent suddenly becomes impossible to interpret after his easily understood words on screen; a secretary's clipped tone seems more rejecting than I'd imagined it would be. Time itself becomes fluid -- hours become minutes, or seconds stretch into days. Weekends, once a highlight of my week, are now just two ordinary days.虚拟世界的生活迈亚·塞拉维茨在网上呆了太久,听到电话铃声也会吓一大跳。
艾亢慕ICOM IC-R10说明书
INSTRUCTION MANUAL COMMUNICATIONS RECEIVERiiiUNPACKINGAccessories included with the receiver:Qty.q Antenna............................................................................1w Handstrap.........................................................................1e Belt clip (with 2 screws)....................................................1r Wall charger*....................................................................1t Ni-Cd batteries.. (4)*Not supplied with some versions.DO NOT use or place the receiver in areas with tempera-tures below –10°C (+14°F) or above +50°C (+122°F) or, in areas subject to direct sunlight, such as the dashboard.AVOID placing the receiver in excessively dusty environ-ments.AVOID the use of chemical agents such as benzine or al-cohol when cleaning, as they damage the receiver surfaces.Even when the receiver power is OFF, a slight current still flows in the circuits. Remove cell batteries from the receiver when not using it for a long time. Otherwise, the installed bat-teries will become exhausted.For U.S.A. onlyCaution:Changes or modifications to this receiver, not ex-pressly approved by Icom Inc., could void your authority to operate this receiver under FCC regulations.TABLE OF CONTENTSiii IMPORTANT (i)EXPLICIT DEFINITIONS (i)CAUTIONS (i)UNPACKING (ii)TABLE OF CONTENTS (iii)OPERATING THEORY (iv)OPERATING NOTES (iv)1PANEL DESCRIPTION.........................................................1–6I Front and side panels (1)I Top panel (2)I Function display (3)I Keypad (5)2Ni-Cd BATTERIES AND ACCESSORIES............................7–9I Charging Ni-Cd batteries (7)I Charging precautions (7)I About Ni-Cd batteries (7)I Battery installation (8)I Charging connections (8)I Accessory attachment (9)3BASIC OPERATION.........................................................10–22I General (10)I Selecting VFO mode (10)I Selecting a receive mode (12)I Selecting a tuning step (13)I Tuning a frequency (via the keypad) (14)I Tuning a frequency (via the [DIAL]) (15)I Dial select steps (16)I Band scope function (17)I Listening example 1 (19)I Listening example 2 (21)4MEMORY MODE..............................................................23–34I General (23)I Selecting memory mode (23)I Setting a bank and memory channel (24)I Programming a memory channel—1 (25)I Programming a memory channel—2 (26)I Programming a memory channel—3 (27)I Programming example 1 (29)I Programming example 2 (30)I Programming example 3 (31)I Memory copy (33)I Copying example 1 (34)I Copying example 2 (34)5SCANNING OPERATION.................................................35–46I General (35)I Before scanning (37)I Full scan (39)I Memory scan (39)I Program scan (40)I Auto memory write scan (41)I BANK scan (43)I Mode select scan (44)I Skip function (45)I SIGNAVI function (46)6PRIORITY WATCH...........................................................47–49I General (47)7EASY MODE (50)I General (50)I EASY mode operation (50)8EDIT FUNCTION..............................................................51–58TABLE OF CONTENTSivOPERATING THEORYElectromagnetic radiation which has frequencies of 20,000Hz (20 kHz*) and above is called radio frequency (RF) energy because it is useful in radio transmissions. The IC-R10 re-ceives RF energy from 0.5 MHz to 1300 MHz* and converts it into audio frequency (AF) energy which in turn actuates a loudspeaker to create sound waves. AF energy is in the range of 20 to 20,000 Hz.*kHz is an abbreviation of kilohertz or 1000 hertz, MHz is abbreviation of megahertz or 1,000,000 hertz, where hertz is a unit of frequency.I General................................................................................................51I Memory channel edit ...........................................................................51I Program scan channel edit..................................................................55I EASY mode channel edit.....................................................................55I Program scan or EASY mode channel edit .. (57)9SET MODE .......................................................................59–62I General (62)10OTHER FUNCTIONS........................................................63–71I Low battery indicator ...........................................................................63I AFC function........................................................................................63I Monitor function ...................................................................................64I Lock function .......................................................................................64I ATT function ........................................................................................65I NB/ANL function ..................................................................................65I Sleep timer ..........................................................................................66I User TS setting....................................................................................66I Memory search function ......................................................................67I Auto mode and TS function .................................................................69I Resetting the CPU...............................................................................70I Data cloning . (71)11ALPHANUMERIC KEY ASSIGNMENT...................................7212CONTROL COMMANDS..................................................73–74I General................................................................................................73I Data format..........................................................................................73I Command table .. (73)13TROUBLESHOOTING......................................................75–7614SPECIFICATIONS ...................................................................7715OPTIONS (78)OPERATING NOTESThe IC-R10 may receives its own oscillated frequency, result-ing in no reception or only noise reception, on some frequen-cies.The IC-R10 may receive interference from extremely strong signals on different frequencies or when using an external high-gain antenna.1 1PANEL DESCRIPTIONI Front and side panels1PANEL DESCRIPTION2I Top panel1PANEL DESCRIPTION3I Function display14PANEL DESCRIPTIONq SLEEP TIMER INDICATORAppears while the sleep timer is activated (p. 66).w FUNCTION INDICATORAppears while the function ([FUNC]) switch is pushed.e MEMORY MODE INDICATORAppears while in memory mode (p. 23).r VFO MODE INDICATORAppears while in VFO mode (p. 11).t RECEIVE MODE INDICATORIndicates the selected receive mode (p. 12).y EASY MODE INDICATORAppears while in easy mode (p. 50).u VSC INDICATORAppears while the VSC function is turned ON (p. 38).i ATTENUATOR INDICATORAppears while the attenuator is turned ON (p. 65).o AFC INDICATORAppears while the AFC function is turned ON (p. 63).!0LOCK INDICATORAppears while the lock function is activated (p. 64).!1MULTI-FUNCTION DOT MATRIX Indicates the following items:Opening message (p. 10)Receive frequency (p. 11)Tuning steps (p. 13)Band scope (p. 17)Memory bank and channel number (p. 23)Memory name (p. 31)Memory bank name (p. 32)Programmable scan edges and name (p. 40)Priority frequency (p. 49)SET mode contents (p. 59)Signal strength indicator1PANEL DESCRIPTION5I Keypad1 PANEL DESCRIPTIONNi-Cd BATTERIES AND ACCESSORIES 2I Charging Ni-Cd batteriesThe supplied Ni-Cd batteries are rechargeable and can be charged approx. 300 times. Charge the batteries before first operating the receiver or when the batteries become ex-hausted.If you want to be able to charge the batteries more than 300 times, the following points should be observed:1. Avoid overcharging. The charging period should be less than 48 hours.2. Use the batteries until they become almost completely ex-hausted under normal conditions. We recommend battery charging just after receiving becomes impossible.I Charging precautionsNEVER attempt to charge dry cell batteries. This will cause internal liquid leakage and damage the receiver.NEVER connect two or more chargers at the same time.Charging may not occur under temperatures of 10°C (50°F) or over temperatures of 40°C (104°F).I About Ni-Cd batteriesNi-Cd battery lifeIf your Ni-Cd batteries seems to have no capacity even after being fully charged, completely discharge them by leaving the power ON overnight. Then, fully charge the Ni-Cd batteries again. If the Ni-Cd batteries still do not retain a charge (or very little), new batteries must be purchased.Recycling information (U.S.A. only)The product that you purchased containsrechargeable batteries. The batteries are recy-clable. At the end of their useful life, under vari-ous state and local laws, it may be illegal to dispose of these batteries into the municipal waste stream. Call 1-800-8-BATTERY for battery recycling options in yourarea or contact your dealer.2 Ni-Cd BATTERIES AND ACCESSORIESI Battery installationInstall 4 AA (R6) size batteries as illustrated below. Remove the cover from the receiver.batteries into the receiver.CAUTION:Make sure the polarity of the batteries is cor-rect before installing. Reverse polarity may damage the receiver.NOTE:DO NOT use different types of batteries at the same time otherwise the receiver may not work properly.I Charging connectionsConfirm that the [CHARGE] switch is ON, then connect thesupplied wall charger via an AC outlet as shown below.To power supply(4.8–13.5 V DC)White CAUTION:Make sure the[CHARGE] switch is in the OFF po-sition when operating the receiver with one of the above power sup-plies.2Ni-Cd BATTERIES AND ACCESSORIES I Accessory attachmentBASIC OPERATION3I GeneralOperating the IC-R10 is easy. However, in order to get the most out of its oper-ating potential, please go through the following procedures, step-by-step. Then, try the examples contained at the end of this chapter.What is VFO?The IC-R10 has several operating modes, each of which has its own dis-tinct functions. VFO (Variable Frequency Operation) is one of these modes.VFO mode is used to change the oper-ating frequency, receive mode, tuning step, etc. Therefore, for most every day operations of the receiver, you will be using VFO mode.I Selecting VFO mode3BASIC OPERATION3BASIC OPERATIONI Selecting a receive modeWhat are receive modes?Radio signals can be propagated in a variety of ways (or modes). Each mode has its own physical properties that de-termine to some degree its uses.The IC-R10 receives the 6 most common modes: AM, FM,WFM, USB, LSB and CW. When you want to tune a station,you MUST set the receive mode first. The table below shows common uses for each mode.Major symptoms of incorrect receive modeDistorted soundSudden interruption in reception Noise onlyNoise with weak receptionLow or unstable signal strength indicator value3BASIC OPERATIONWhat are tuning steps?Tuning steps are the frequency change increments when you rotate the tuning control or operate a scan. The following steps are available:0.1, 0.5, 1, 5, 6.25, 8, 9, 10, 12.5, 15, 20, 25, 30, 50, 100 kHz and user programmable tuning steps (p. 66).It is important to set the proper tuning step for the type of station you want to listen to. Some tuning steps are deter-mined by frequency band or receive mode and others are set by tradition.Generally speaking, if you set a tuning step smaller than that needed you will still be able to tune a station you want (or scan it), however, tuning (or scan-ning) will not be efficient. On the other hand, if you select a tuning step which is too large, you may not be able to find the station you are looking for.Consult local listings.I Selecting a tuning step3BASIC OPERATIONI Tuning a frequency (via the keypad)When you know the exact frequencyto tune it is by direct keypad entry.Remember that the frequency must bebetween 0.5 MHz and 1300 MHz.The diagram below shows the correla-tion between the function display fre-quency digits and the frequency.3BASIC OPERATIONI Tuning a frequency (via the dial)When you want to listen to frequencies Array near the displayed frequency, the easi-est way to tune them is with the tuningdial.All signals have what is called an “oc-cupied bandwidth.” They will be re-ceived as long as the receiver is tunedanywhere within this bandwidth. Eventhough the frequency received may notbe the central frequency, the tuningstep should be made as small as pos-sible (0.5 or 5 kHz) and the receivertuned to the point of greatest signalstrength indicator deflection.To change frequencies faster than thetuning step, use the dial select function(p. 16).3BASIC OPERATION16I Dial select stepsWhat are dial select steps?When tuning with the dial, if you want to change the fre-quency faster than the selected tuning step can, use the dial select function.A dial select step is an increment of frequency change much like a tuning step is. Unlike a tuning step however, a dial se-lect step has no relation to the type of station you want to tune or to the scan operations.Dial select steps are available for:FUNC SCAN DIAL SELSCANDIAL SELSCANDIAL SELSCANDIAL SELSCANDIAL SEL+Changing the frequency with the dial select stepIn VFO mode:Push and hold [FUNC], then rotate [DIAL].To change the dial select step:While pushing [FUNC], push [(SCAN)DIAL SEL] one or sev-eral times until the frequency digit you want to change flashes.3BASIC OPERATION17I Band scope functionWhat is the band scope function?The band scope detects signal availability in the range of ±5 channels (up to ±100 kHz) from the displayed frequency, and displays the result on the multi function dot-matrix display. This gives you a visual reference of current band conditions.In this case, channel refers to sweep step or channel space according to the set tuning step. For example, when the tun-ing step is set to 5 kHz, the band scope detects 25 kHz above and below the displayed frequency, then displays the result on the LCD.When the tuning step is set above 20 kHz, the band scope function automatically changes its sweep step to 20 kHz. However, when the sweep step is changed to 20 kHz, the tuning step remains the same.Also, when a user-programmable tuning step is selected, the band scope function automatically selects the 20 kHz sweep step.3BASIC OPERATION Array183BASIC OPERATION19I Listening example 1—television broadcast in WFM mode3BASIC OPERATION20(Example 59.75 MHz)(Example 59.25 MHz)BASIC OPERATION 321I Listening example 2 —airband broadcast in AM mode3BASIC OPERATION22(Example 118.00 MHz)(Example 118.925 MHz)MEMORY MODE 423I GeneralWhat is memory mode?MEMORY mode is the second operating mode—the firstbeing VFO mode. MEMORY mode is used to store often-used frequencies, their receive modes, attenuator settings(p.65), as well as skip information for scanning (p. 56). Thisprovides convenient recall and scanning capabilities. Also,frequencies are receivable in MEMORY mode which meansyou can listen to received signals while you are in MEMORYmode.The IC-R10 has 1000 memory channels for your conve-nience. They are divided into 18 banks: BANKS A to P con-tain 50 channels each for normal usage, while BANKS Q andR contain 100 channels each for auto-memory write scan(p.41) and program skip scan (p. 45), respectively.Each BANK and memory channel has BANK or memoryname capabilities, for convenience. BANK names can be upto 10 characters; channel names up to 8 characters.Programmed contents and names can be easily copied toother channels using the memory copy function (p. 33) andeasily edited using the EDIT function (p. 51).I Selecting MEMORY mode4MEMORY MODE24I Selecting a BANK and memory channel4MEMORY MODE25I Programming a memory channel — 1This is the quickest way to memorize areceived frequency, along with its re-ceive mode and other information.When you memorize the frequency inthis way, the previously memorized datais replaced with the new data. If you donot want to lose the previously memo-rized data, select a blank channel num-ber before programming (p. 24).4MEMORY MODEI Programming a memory channel — 24MEMORY MODEI Programming a memory channel — 34 MEMORY MODE4MEMORY MODEI Programming example 1 —(118.0250 MHz; AM to channel B07)4MEMORY MODEI Programming example 2 —(59.75 MHz; WFM to channel A45)4MEMORY MODEI Programming example 3 —(121.5 MHz, EMER.,AM, SKIP: OFF, ATT: OFF, Aviation to channel F01)4 MEMORY MODE4MEMORY MODE I Memory copy4 MEMORY MODEI Copying example 1(59.7500 MHz, WFM, A45 to VFO)Push [V/M] to select memory mode (p. 23).Select the memory channel A45 (p. 24).While pushing [FUNC], push [(V/M)MW] for 2 sec. to copy the contents of memory A45 to VFO.•VFO mode is automatically selected.I Copying example 2(118.0250 MHz, AM, B07 to F02)Push [V/M] to select memory mode (p. 23).Select the memory channel B07. (p. 24)While pushing [FUNC],push [(V/M)MW].While pushing [FUNC],rotate [DIAL] to selectBANK “F”.Rotate [DIAL], or push[0], [2] to select channel“02”.While pushing [FUNC],push [(V/M)MW] for 2 sec.to transfer the contents ofB07 to F02.FUNCV/MMWMEMOAMMEMORY COPYFUNCV/MMW+FUNC+FUNCV/MMW+SCANNING OPERATION5I GeneralScan typesThe IC-R10 has 2 major scan types: PROGRAMMED SCAN and MEMORY SCAN. These, in turn, can be subdivided into 3 variations of each, making a total of 6 scan operations.Additional scanning functions are available to “fine tune ”scanning operation.The following diagrams illustrate the operation of each scan type.Step-by-step instructions on how and when to use each scan type follow these diagrams.What is scanning?Scanning is an automatic search function that detects signals as it checks through a range of frequencies or memory chan-nels.Scanning functions are useful for discovering new frequen-cies to listen to or for searching through previously pro-grammed frequencies for signals.I Before scanningINFORMATIONWhat happens when you rotate the tun-ing dial during scanning?While scanning—Scanning direction is changed. Example:If you rotate [DIAL] counterclockwise while scanning up (frequency/memory channel number increase), scan changes to down scanning (fre-quency/memory channel number de-crease).While pausing—Scanning starts again (pause is can-celled).I Full scanThis is the simplest scanning operation, searching the full fre-quency range (0.5–1300 MHz) in the selected receive modeI Memory scanThis is the simplest way to search for all stored frequencies in memory channels.I Program scan Array This is the most useful basic scan for searching over a spec-ified frequency range.I Auto memory write scan Array This scan is useful for searching a specified frequency range and automatically storing busy frequencies into memory channels. The same frequency ranges used for program scanare used for auto memory write scan.During auto-memory write scanning:Busy (paused) frequencies are automatically stored into BANK Q memory channels.The scan is automatically cancelled when BANK Q becomes full.Unmodulated or beat signals may not be stored into mem-ory channels when the VSC function is turned ON.While pushing [FUNC], push [(V/M)MW] when unwanted sig-nals (ones you don’t want to store) are received.For your convenience:Auto-memory write scan automatically clears all previously stored information when it is started. Therefore, it is a good idea to copy desired frequency data memorized during auto-memory write scan into BANK A to P’s memory chan-nels before operating the scan.I BANK scan Array Scans all stored frequencies into a specified BANK, exceptfor SKIP channels.I Mode select scan Array Scans all stored frequencies that have the specified receivemode, except SKIP channels.I Skip function Array Two skip functions are available as fol-lows:1. Program skip functionUsed with full, program and auto-mem-ory write scans, this function allows you to skip specified frequencies stored in BANK R (skip function must be ON for these channels).2. Memory skip functionUsed with memory, BANK and mode select scans, this function allows you to skip specified memory channels.These are activated when PROGRAM SKIP or MEMORY SKIP is turned ON in set mode (p. 59).Their factory pre-programmed settings are:PROGRAM SKIP: OFFMEMORY SKIP: ON。
应用技术学院-计算机专业英语复习资料
应用技术学院-计算机专业英语复习资料专业英语复习资料一、请写出以下单词的中文意思。
1、floppy disk软盘2、printer打印机3、optical disk光盘4、formatting toolbar 格式工具条5、formula方程式6、relational database关系数据库7、antivirus program抗病毒程序8、fragmented破碎9、user interface用户界面10、bus line总线11、smart card智能卡12、motherboard主板13、digital camera数码相机14、fax machine传真机15、ink-jet printer喷墨打印机16、access time访问时间17、direct access直接存取18、Bluetooth蓝牙19、digital signal数字签名20、protocols协议21、operating system 操作系统22.requirements analysis 需求分析23.network security 网络安全24.data structure 数据结构25.decision support system 决策支持系统26.software crisis 软件危机27.computer virus 电脑病毒28.email attachment 电邮附件29.central processing unit ( CPU )中央处理单元30.ink-jet printer 喷墨打印机31. multimedia 多媒体32. software life cycle软件生命周期33. structured programming 结构化程序34. functional testing 功能测试35. word processor 文字处理36. code windows 代码窗口37. firewall 防火墙38. LAN local area network局域网39. hacker 黑客40. switch 开关41.数据库管理系统database management system42.传输控制协议transmission control protocol43.多文档界面multiple document interface 44.面向对象编程Object-oriented programming 45.只读存储器read-only memory46.数字视频光盘Digital Video Disc47.计算机辅助设计computer aided design48.结构化查询语言Structured Query Language49.通用串行总线Universal Serial Bus50.企业之间的电子商务交易方式EDi二、单项选择题。
译林版高中英语选必二Unit4 Extended reading 雅礼教案
Unit 4 Living with technologyExtended reading: Virtual Reality◆内容分析:【What】本板块的语篇是一段访谈脚本,对话双方分别为科技杂志的编辑和虚拟现实领域的专家。
专家首先向读者介绍了虚拟现实的定义和原理;接着分别从教育、医学及日常生活等方面探讨了虚拟现实的实际运用领域和发展前景;在客观分析了阻碍虚拟现实技术发展的原因——时间、费用及技术局限后,专家表示自己对虚拟现实的未来还是抱有乐观态度的。
【Why】本板块的语篇通过对虚拟现实这一新兴科技的探讨和分析,旨在帮助学生认识虚拟现实技术的广泛运用,以及它将如何从方方面面改变人们的日常生活,让学生感受科技对生活产生的深远影响,以积极的态度对待虚拟现实技术的快速发展。
【How】本文的语篇类型为访谈脚本,通过科技杂志编辑和虚拟现实专家之间的对话展开全文,一方面,编辑的每个问题都起到开篇布局、承上启下的作用,构成了全文的主要框架,使读者明白语篇的主要目的以及结构特征;编辑轻松的语言风格也使读者能够共享其对虚拟现实技术的赞许和好奇。
另一方面,专家对问题的回答则为读者提供了详实的信息,既有专业的说理,又有生动的例证,增强了文章的可信度和可读性。
◆教学目标:By the end of this section, students will be able to:1. summarize the related information about VR;2. give examples of the applications of VR;3. describe the future development of VR.◆教学重难点:Students will find it a little bit hard for them to:1. describe how VR works;2. imagine what the future life will be with VR development.◆教学过程:Step 1 Lead-inWatch a short video: What is Virtual Reality?Talk about with Ss: What words or phrases Ss have got in the video?Examples: modern concept; VR headset; digitally; images; 3 dimensions; interact; real-world; trainings and simulations, etc.Step 2 Free TalkWhat do you think is the most important value of VR?I think the most important value of VR is that it can create a virtual world which is indistinguishable from the real one. When used appropriately, this is definitely a game-changing approach for fields like education and entertainment. Although it is hard to tellwhether creating a virtual world is a good thing, we can still look forward to the future development of VR.Step 3 ReadingListen to the interview and fill in the mind map.Key:Step 4 Careful ReadingFill in the table with the information from the interview transcript. (P54)What VR isHow it worksApplications:Show Ss some gifs, and ask them in which field is each application.Key: A. in educationB. in medicineC. in entertainmentD. in shoppingE. in travellingBarriers:Time, cost and technical limitations.Future:There are endless possibilities.Step 5 DiscussionWhat is the future like with the development of virtual reality?Enjoy the video if time permits.Step 6 Language points1.When you wear a VR headset equipped with sensors and a screen , you are surrounded by three-D images, sounds and other sensory information.(lines 5-7)sensor n.传感器,敏感元件,探测设备sensory adj.感觉的,感官的Have a try: translation1). The ultimate intention is to link up all the cars on the road via WiFi by setting up a WiFi-enabled sensor in a car.最终的目标是把道路上所有汽车通过无线网络联系起来,在车内安装支持WiFi的传感器。
Image、uImage、zImage、bzImage、vmlinuz和vmlinux的区别
Image、uImage、zImage、bzImage、vmlinuz和vmlinux的区别内核编译(make)之后会生成两个文件,一个Image,一个zImage,其中Image为内核映像文件,而zImage为内核的一种映像压缩文件,Image大约为4M,而zImage不到2M。
uImage是uboot专用的映像文件,它是在zImage之前加上一个长度为64字节的“头”,说明这个内核的版本、加载位置、生成时间、大小等信息;其0x40之后与zImage没区别。
64字节的头结构如下:typedef struct image_header {uint32_tih_magic;uint32_tih_hcrc;uint32_tih_time;uint32_tih_size;uint32_tih_load;uint32_tih_ep;uint32_tih_dcrc;uint8_tih_os;uint8_tih_arch;uint8_tih_type;uint8_tih_comp;uint8_tih_name[IH_NMLEN];} image_header_t;所以,uImage和zImage都是压缩后的内核映像。
而uImage是用mkimage工具根据zImage制作而来的。
mkimage工具介绍如下:u-boot里面的mkimage工具来生成uImage(u-boot源码包/tools/mkimage.c )这里解释一下参数的意义:-A ==> set architecture to 'arch'-O ==> set operating system to 'os'-T ==> set image type to 'type' “kernel或是ramdisk”-C ==> set compression type 'comp'-a ==> set load address to 'addr' (hex)-e ==> set entry point to 'ep' (hex)(内核启动时在此位置查询完整的内核印象)-n ==> set image name to 'name'-d==> use image data from 'datafile'-x ==> set XIP (execute in place,即不进行文件的拷贝,在当前位置执行)对于ARM linux内核映象用法:-A arm -------- 架构是arm-O linux -------- 操作系统是linux-T kernel -------- 类型是kernel-C none/bzip/gzip -------- 压缩类型-a 20008000 ---- image的载入地址(hex),通常为0xX00008000-e 200080XX---- 内核的入口地址(hex),XX为0x40或者0x00 -n linux-XXX --- image的名字,任意-d nameXXX ---- 无头信息的image文件名,你的源内核文件uImageXXX ---- 加了头信息之后的image文件名,任意取原来在这个-C这个参数这里不太理解,因为我觉得既然mkimage是用zImage去制作uImage,而本身zImage就是经过压缩了的,为什么这个地方还要有一个压缩了,后来想了下,觉得可能是这个工具也可以根据最原始的Image去制作uImage,所以就有了这个参数,不深究。
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A Virtual Memory Architecturefor Real-Time Ray Tracing HardwareJ¨o rg Schmittler∗,Alexander Leidinger,Philipp SlusallekComputer Graphics Lab,Saarland University,Im Stadtwald,Bld.36.1,66123Saarbr¨u cken,GermanyAbstractReal-time ray tracing offers a number of interesting benefits over current rasteri-zation techniques.However,a major drawback has been that ray tracing requires access to the entire scene data base.This is particularly problematic for hardware implementations that only have a limited amount of dedicated on-board memory. In this paper we propose a virtual memory architecture for ray tracing that ef-ficiently renders scenes many times larger than the available on-board memory. Instead of wasting large dedicated memory on a graphics card,scene data is stored in main memory and on-board memory is used only as a cache.We show that typical scenes from computer games only require less than8MB of cache memory while64 MB are sufficient even for scenes with GBs of geometry and textures.The caching approach also minimizes the bandwidth between the graphics subsystem and the host such that even a standard PCI connection is sufficient.Key words:Real-time ray tracing,hardware architectures,memory management1IntroductionOver the last years the advantages of real-time ray tracing have attracted significant interest in the research community.Real-time ray tracing hasfirst been realized with software implementations on shared-memory supercomput-ers[1,2]and on PC clusters[3,4].But even the most optimized software im-plementations currently cannot achieve the required performance unless large numbers of CPUs are used in parallel,making hardware support a desirable goal.∗Correspondence authorEmail addresses:schmittler@cs.uni-sb.de(J¨o rg Schmittler),leidinger@graphics.cs.uni.sb.de(Alexander Leidinger),slusallek@cs.uni-sb.de(Philipp Slusallek).Preprint submitted to Computers And Graphics14May2003Last year Purcell et al.[5]presented a proof of concept that ray tracing can be implemented entirely on modern GPUs using advanced programmable shad-ing processors.In addition Schmittler et al.[6]developed a custom hardware architecture for ray tracing.Simulations showed that this architecture is able to achieve a performance comparable to current rasterization hardware with significant savings in off-chip memory bandwidth due to on-chip caching.While software implementations canflexibly use the main memory in a sys-tem,hardware implementations(e.g.on a separate graphics board)typically have very limited memory resources.Even worse this memory is dedicated to graphics use and cannot be used by the rest of the system for other tasks.Thus it is highly beneficial to minimize the amount of required on-board memory.However,small on-board memories become a problem because ray tracing requires access to the entire scene data base.This requirement is mainly due to the unpredictable access to scene data by secondary rays,i.e.for reflections, transparencies,and shadows.However,it is this“feature”that allows ray tracing to compute global effects and thus provides many of its advantages. Without access to the entire scene data recent techniques such as interactive lighting simulation[7,8]would not be possible.Small memory resources would thus impose severe limits on the size of scenes that could be rendered on a given hardware.We address the issue of limited on-board memory using a caching scheme that uses this memory only for caching scene data that is primarily stored in main memory of the host.Since ray tracing trivially splits into lots of independent tasks,memory access latencies can be hidden by using multi-threading on the ray tracing chip.Together this allows for rendering scenes in real-time that are many times larger than the available memory on-board resources.Due to multi-threading and the use of coherent ray tracing,the caching scheme causes almost no overhead or slowdown(see Section4)even though a cache miss is very costly as it has to transfer the required data from main memory via a slow system bus.Additionally,this approach minimizes the bandwidth across this bus such that even a standard PCI bus is sufficient for all of our test scenes.The scheme is completely transparent to the application and even the core ray tracing hardware.It operates solely in the memory controller of the ray tracing chip where it simulates a large virtual memory for the rest of the ray tracing core.Being transparent to the ray tracer also means that the caching scheme uniformly includes all types of scene data such as geometry,shader programs,shader parameters,textures,etc.We start the presentation with a brief review of the basic hardware architecture in which this caching scheme has been integrated and which is later used for2its evaluation.We then present the proposed virtual memory architecture in Section3and evaluate the performance using cycle-accurate simulations of the approach on a register transfer level in Section4.At the end we conclude and discuss future work.2The SaarCOR Hardware ArchitectureOur hardware architecture(see Figure1)consists of a custom ray tracing chip connected to several standard SDRAM chips,a separate frame-buffer,and a bridge to the system bus all placed on a single board.The bus bridge is used to transfer all scene data from the host memory under the control of the virtual memory subsystem.The SDRAM chips are used as level-2caches and store the current working set of the scene including its geometry,the spatial index structures for fast ray traversal,material data,and textures.The image is rendered into a dedicated frame-buffer and is displayed via a VGA port. The ray tracing implementation is based on the SaarCOR architecture as presented in[6].The main focus of this initial version of the architecture has been on the implementation of the core ray tracing algorithm.For this paper we have extended the architecture to also include support for afixed function shading unit and a common unified memory interface for all components of the chip.The SaarCOR architecture consists of three main components:The ray-gen-eration controller(RGC),possibly multiple ray tracing pipelines(RTP),and the memory interface(MI).Each RTP consists of a ray-generation and shad-ing unit(RGS)and the ray tracing core(RTC).The RGS generates primary rays and hands them over to the RTC for computing the ray triangle intersec-tions.Within the RTC,the traversal unit traverses the ray through the spatial index structure(a kd-tree in our case)until a leaf-node is reached.Leaf-nodes store lists of triangle addresses,which are then fetched by the list unit.The intersection unit then loads the data of a triangle and performs the intersec-tion computation.Its results are sent back to the traversal unit,which either continues ray traversal through the kd-tree or sends the intersection results back to the RGS.The RGS is responsible for shading the ray,which might generate new re-cursive rays.We use an extended Phong reflection model that can access two textures:a standard image texture and a bump map.In addition the shader implements shadows,reflection,and refraction effects by spawning new rays as needed.Note that we use this simple shader only for studying the memory behavior in general.We expect that a custom ray tracing implementation will have a moreflexible programmable shading unit.All memory requests by the pipelines are handled by the unified memory interface.This unit contains four differentfirst-level caches,one for each type3of functional unit.All functional units of the same type share their cache. This works well since we perform all ray tracing and shading operation on packets of rays instead of single rays.This significantly reduces the number of memory requests from any unit and allows us to scale the performance simply by increasing the number of RTPs.In order to keep the pipelines busy all the time,memory access latencies are hidden by using multi-threading with several independent packets of rays per RTP.This works very well as even a small number of threads suffices to achieve very high utilization(see[6]for more details).Fig.1.The SaarCOR architecture consists of three components:The ray-generation controller,multiple ray tracing pipelines(RTP)and the memory interface.Each RTP consists of a ray-generation and shading unit(RGS)and the ray tracing core (RTC).Please note the simple routing scheme used:it contains only point-to-point connections and small busses,whose width is also shown separated into data-,ad-dress-and control-bits.3Virtual Memory ArchitectureIn order to minimize the amount of on-board memory we need to explicitly manage the scene data base.When using OpenGL this task resides within the application.If the size of the scene exceeds the graphics memory,the application must download only those textures and possibly display lists that are relevant to the current view.Some graphics cards offer hardware support only for virtual texture memory[9].In contrast,a fully automatic and uniform virtual memory system for all types of data is possible with ray tracing due to its demand driven structure and its coherent access to scene data.In the following we assume that the entire scene4data is stored in main memory and that the graphics subsystem can fetch this data independently of the application(DMA).Later,we briefly discuss options for application-based management of the scene data.The virtual memory management is built into the bus managing circuit of SaarCOR(Figure1:Bus-Man),allowing transparent address translation for memory requests from the ray tracer and automatic loading of missing scene data from the PC memory.Since caching of single triangles and kd-tree nodes has proven to work very well for on-chip caches[6],we apply a similarly simple caching scheme using a standard n-way set-associative cache to manage the level-two ing n-way caches reduces the probability of collisions,i.e.of different addresses mapping to the same cache entry.Another way to reduce collisions in certain access patterns is to use address hashing.Experiments with both strategies showed that in our case the combination of a4-way set-associativity and simple address hashing works extremely well over a wide variety of benchmark scenes (see below).In standard caches,the lower bits of the memory address are used as the address into the cache memory.Our hashing function extents this scheme by simply adding the upper bits of the memory address to the lower ones,which skews the regular access pattern.We divide the on-board memory into cache lines each consisting of k bytes.A larger k results in a coarse subdivision of the memory,which–depending on the memory layout used–is likely to increases the probability of collisions and thus the penalty of a cache miss due to longer bus transactions.The optimal choice of k is also influenced by the amount of meta data required for cache management.The relevant meta data must be kept readily available on-chip as it is required for each memory access.Since we use address hashing,the cache tags must store the full host address of the cache line together with several bits for managing purposes.The total size of the meta data is thus given as5bytes*size(on-board memory)/k. 16MB of cache memory with cache lines of128bytes already require640 KB(3.9%)of meta data,which is reduced to80KB(0.4%)with cache lines of1024bytes each.Even though larger cache lines would significantly reduce memory requirements for meta data,our measurements indicate that a line size of128bytes is optimal for our architecture.With the significant size of the meta data we also explored ways to reduce the on-chip memory requirements by storing it externally in the on-board memory.A small additional on-chip cache of just a few KB is used to hold the most recently used entries.It reduces latency and external memory bandwidth due to meta data lookup(much like a TLB in CPUs).Section4discusses the performance impact of both of theses architectural variants:version A stores5all meta data in on-chip memory,while version B uses the TLB-like approach. 4ResultsIn order to analyze and evaluate the performance of our virtual memory ar-chitecture,we used the same cycle-accurate simulator as in[6].Similar to the previous paper,we define a standard SaarCOR-chip as having roughly the same hardware resources as a traditional GPUs.Thus the architectural pa-rameters of the SaarCOR-chip are:4pipelines with a core frequency of533 MHz and a128-bit wide SDRAM memory running at133MHz,delivering a theoretical bandwidth of2GB/s.The L1-caches are4-way set-associative and their size is336KB split into64KB for shading,64KB for kd-tree nodes, 64KB for triangle addresses,and144KB for triangle data.16threads have been used per RTP.We believe that the amount of on-board caches are not problematic because even for L1-caches high latencies can be tolerated due to multi-threading and many of today’s CPUs already include up to1MB of on-chip cache.These simulations on the register transfer level also include the system bus for loading the graphics data.For the simulated standard32bit,33MHz PCI-bus we assume a latency of roughly550core clock cycles for loading a128byte cache line from PC memory.We performed measurements on a wide variety of benchmark scenes.In or-der to minimize the simulation times we used a two step approach:In the first step we perform a complete walk-through of the benchmark scenes with a sequential ray tracer without level-one caches,but including the virtual memory architecture.The results of these measurements show for each frame the number of different cache lines addressed(the working set),the number of cache-collisions,and the resulting number of cache lines being loaded from the host(including multiple loading of the same cache line due to cache-collisions). These graphs were used tofind hot-spots in the walk-through sequences,i.e. frames where most collisions occurred or where the working set was largest (see Figure3).In the second step we used the cycle accurate simulator to simulate in detail how the SaarCOR architecture performs at these hot-spots. Consequently,most results presented here refer to worst-case situations.Much better performance can be achieved for other parts of the walk-through. Most of our benchmark scenes are similar to the ones used previously[6].As shown in[6]the performance of the ray tracer scales linearly with the number of rays shot and mostly independent of the type of the ray(i.e.whether it is a primary or secondary ray).Thus to evaluate the performance of our virtual memory architecture we used scenes where the available bandwidth and mem-ory latencies are important.Table1lists details of the scenes while Figure26provides an overview of the walk-through performance and the location of the hot-spots.Images and videos of the walk-through sequences can be found at http://www.SaarCOR.de/VMA4RT.size on hard-diskScene#triangles#lights geometry texturespQuake3-nlnt46356016MB—Conference-nl282000088MB—Sodahall151********MB—pQuake3-nt46356116MB—Conference282000288MB—Conference-8l282000888MB—pQuake3-nl46356016MB28MBpQuake346356116MB28MBCruiser36371011540MB340MBTable1The scenes and their parameters as used for benchmarking(suffix nl:without light-ing,suffix nt:without textures).Fig.2.Some of our benchmark scenes:pQuake3,cruiser,conference and Sodahall (from left to right and top to bottom)Figure3shows graphs resulting from thefirst simulation step for the pQuake3 scene with8MB and the cruiser scene with64MB of on-board cache,re-spectively.The amount of on-board memory should be chosen such that the working setfits nicely into,otherwise performance penalties due to multiple loading of cache lines are unavoidable.As the results indicate,even as little as8MB are sufficient for many scenes with a maximum of64MB required for extremely large scenes with huge textures.Table2shows the step two simulation results:the cycle-accurate simulation of the hot-spots for the variants A and B,where the latter uses a4-way set-associative on-chip cache of64KB for meta data.For the simulations we70.6 MB1 MB2 MB3 MB4 MB5 MB0 200 400 600 800 1000 Working SetMemory Transfered over PCI Avg. Memory Transfered over PCI5.2 MB10 MB 20 MB30 MB40 MB50 MB0 500 1000 1500 2000Working SetMemory Transfered over PCIAvg. Memory Transfered over PCIFig.3.Results of the first simulation step for the pQuake3scene (left,with textures and light)using 8MB card memory and the cruiser scene (right,with textures and light)with 64MB.For each frame of the sequence it plots the size of the working set and the amount of memory transfered.have assumed a standard PCI bus to transfer scene data from the host to the graphics card.For comparison the rightmost column shows the results of a simulation with unlimited local memory where the entire scene was stored on the card and no virtual memory was used.Because the SaarCOR archi-tecture contains several independent threads running in parallel some small,non-obvious variations can be seen in the results due to scheduling issues (e.g.pQuake3-nlnt,frame 1046).Table 2clearly shows that for most scenes the rendering performance is hardly influenced by the addition of virtual memory.This is even true for version B of the architecture that uses only a small on-chip cache to manage the larger meta data stored in slow off-chip SDRAM.By looking at the amount of memory transfered per frame from the host’s memory,it is obvious that even a bus as slow as standard PCI does not limit the performance even for highly complex models.This was confirmed by simulations with a faster PCI bus (64bit,66MHz)that provided essentially the same performance.This clearly shows that our approach of hiding latency by using several independent threads within the RTC units of our architecture works very well for hiding the latency of slow SDRAM memory as well as the even larger latency of PCI accesses in the case of level-two cache misses.Besides the normal benchmark scenes,we also included measurements of the cruiser which is a very difficult scene,consisting of 1GB of data due to highly localized complex geometry and huge textures and bump-maps (added man-ually for testing purposes).In [6]it was shown that the cruiser data set needs a larger cache for triangles in order to avoid a drastic performance drop.We therefore increased only the triangles cache to 576KB.The results shown in Table 2were taken for the worst-case hot-spots of Fig-ure 3.It showed that the performance of the cruiser scene is limited by the8Cache variant:Version A Version B no VMScene,Frame fps PCI Mem fps PCI Mem fps Mem pQuake3-nlnt,150131.20.040.9130.80.04 1.1131.50.8pQuake3-nlnt,556170.00.020.4170.30.020.4171.30.3pQuake3-nlnt,1046130.50.010.2130.40.010.2130.30.2Conference-nl,a90.60.277.084.80.309.494.7 6.7Conference-nl,b82.40.417.576.90.4310.086.67.0 Sodahall,a116.70.03 1.0116.40.03 1.3117.2 1.0Sodahall,b183.30.010.4182.90.010.5183.80.4Sodahall,c129.10.010.5128.60.010.6129.40.5 pQuake3-nt,15081.30.04 1.381.20.04 1.681.7 1.3pQuake3-nt,55690.30.020.590.30.020.590.50.4pQuake3-nt,104680.50.010.280.40.010.380.50.2Conference,a31.60.7819.129.70.9125.233.018.1Conference,b26.9 1.2425.324.9 1.2933.828.423.7Conference-8l,a11.1 1.1530.710.9 1.1540.911.429.3Conference-8l,b11.6 1.5131.411.3 1.7241.811.929.5pQuake3-nl,150126.30.487.0126.60.437.9130.8 6.8pQuake3-nl,556170.40.10 2.5169.90.18 2.9170.9 2.4pQuake3-nl,1046130.10.20 3.1129.80.13 3.4130.3 2.9pQuake3,15080.10.53 6.780.20.447.480.7 6.1pQuake3,55689.70.10 2.689.70.21 3.189.8 2.5pQuake3,104679.00.20 3.179.10.13 3.579.4 2.9Cruiser,14224.9 4.0543.517.3 4.1152.737.137.4Cruiser,50043.70.9921.436.90.9725.753.519.7Cruiser,1625 2.7 3.09350.0 2.8 3.86404.6 4.1337.0Cruiser,208017.5 1.7252.514.8 1.8061.723.450.1Table2Simulation results of the largest hot-spots in each benchmark.The achievable frame-rate as well as the amount of memory transfered over the PCI-bus and between SaarCOR and the on-board memory are listed.All memory transfers are measured in MB per frame.All measurements are performed with a standard SaarCOR-chip, except for the cruiser scene.The on-board memory for cache variants A and B was 8MB for all pQuake3scenes and the Sodahall.For the conference32MB and for the cruiser scene64MB were used.bandwidth to local memory(the L2-cache)due to the large working sets for triangles.This also holds for the hot-spot around frame1625where the hit-rate of the triangle-cache goes down to13%.This hot-spot shows very drastically the difference between simulations with and without L1-caches and proves that a combination of two cache levels–small L1-caches with small cache-lines and a large L2-cache with larger cache-lines–is very well suited to minimize exter-nal bandwidth.The issue of reducing the large working set for triangles can be addressed by using an improved algorithm to build the kd-tree,which already works very well for our software ray tracer,but has not yet been implemented for the hardware simulations.95Conclusion and Future WorkIn this paper we have demonstrated that a fully automatic mechanism for scene-management can be implemented for ray tracing-based graphics cards. The virtual memory architecture is efficient and simple to implement while it allows to render scenes that are many times larger than the available on-board memory.These results invalidate the common assumption that ray tracing is impractical because it would need to store the entire scene in local memory.The architecture is fully transparent to the core ray tracer and the application giving the illusion of a large and fast local memory storing the entire scene data.However,only a small local memory is required as a cache for the scene data that is stored in general purpose main memory.Any savings in on-board memory can thus be more efficiently used to enlarge main memory.Our cycle-accurate simulations show that the addition of virtual memory man-agement hardly influences the performance of the ray tracer.This demon-strates nicely that simple multi-threading is perfectly suited to hide even large memory access latencies.The small on-chip caches together with the level-two caches in local SDRAM reduce the on-board memory requirements to the size of the per-frame working set.The bandwidth requirements for loading scene data from the host’s memory during rendering are very low,such that even a standard PCI-bus is sufficient for all of our benchmark scenes.Our virtual memory architecture fully removes the necessity of applications to explicitly manage the on-board memory of the graphics subsystem,which has become a major issue with current rasterization technology[10].Our ap-proach provides essentially the same positive effects for ray tracing graphics technologies as the ubiquitous virtual memory management in operating sys-tems today.It is unclear how these results could be applied in the context of rasterization since the rendering system usually has insufficient information about the entire scene.Although our approach significantly reduces the amount of memory on the graphics board,the scene still has to be available somewhere in host’s mem-ory.However,the demand driven approach of ray tracing also allows some simple solutions to this problem:We can mark some“proxy”geometry(e.g. LOD nodes)and send asynchronous notifications to the application contain-ing information about their respective ray hit rates.The application can then react appropriately and replace the proxy geometry by other data.Future work will also include the support for dynamic scenes[11]and fully programmable shading.Programmable shading would also be the prerequisite for implementing full real-time lighting simulation[7]for a single chip ray tracing solution.10References[1]M.J.Muuss,Towards real-time ray-tracing of combinatorial solid geometricmodels,in:Proceedings of BRL-CAD Symposium’95,1995.[2]S.Parker,P.Shirley,Y.Livnat,C.Hansen,P.P.Sloan,Interactive ray tracing,in:Interactive3D Graphics(I3D),1999,pp.119–126.[3]I.Wald, C.Benthin,M.Wagner,P.Slusallek,Interactive Renderingwith Coherent Ray Tracing,Computer Graphics Forum(Proceedings of Eurographics200120(3).[4]I.Wald,P.Slusallek, C.Benthin,Interactive Distributed Ray Tracing ofHighly Complex Models,in:Proceedings of the12th Eurographics Workshop on Rendering,2001,london.[5]T.J.Purcell,I.Buck,W.R.Mark,P.Hanrahan,Ray Tracing on ProgrammableGraphics Hardware,in:Proceedings of SIGGRAPH2002,2002.[6]J.Schmittler,I.Wald,P.Slusallek,SaarCOR–A Hardware Architecture forRay Tracing,in:Proceedings of Eurographics Workshop on Graphics Hardware, 2002,pp.27–36.[7]I.Wald,T.Kollig, C.Benthin, A.Keller,P.Slusallek,Interactive GlobalIllumination using Fast Ray Tracing,Rendering Techniques2002(2002)15–24(Proceedings of the13th Eurographics Workshop on Rendering).[8] C.Benthin,I.Wald,P.Slusallek,A Scalable Approach to Interactive GlobalIllumination,to be published at Eurographics2003(2003).[9]3Dlabs,Virtual Textures–a true demand-paged texture memory managementsystem in silicon(1999).URL /hwws99/hot3d.html[10]3Dlabs,OpenGL2.0-Minimizing Data Movement and Memory Managementin OpenGL(2002).URL /support/developer/ogl2/whitepapers [11]I.Wald,C.Benthin,P.Slusallek,A Simple and Practical Method for InteractiveRay Tracing in Dynamic Scenes,Submitted for publication,also available as a technical report at http://graphics.cs.uni-sb.de/Publications(2002).11。