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Developing Real-Time Programming Application

Application 1: Developing Real Time Computer Graphics

Real-time computer graphics is the sub domain of computer graphics concentrated on developing and examining images in real time. The term is most often used in reference to interactive 3D computer graphics, normally using a GPU, on video games the most obtrusive users. It can also relate to anything from rendering an application's GUI to real-time image analysis and image processing.

Despite the fact that computers have been known to be capable of yielding 2D images involving images, polygons and simple lines in real-time. The foundation of 3D computer graphics and the speed required for generating good quality 3D images has always been a intimidating task for traditional architecture-based systems.

The aim of computer graphics is to yield a computer generated image using certain desired metrics. This image is also referred as frame. In case of real-time graphics, the system took less than 1/30th of a second per image. In order to perform that, the current systems cannot afford shooting millions of ray.  On the contrary, they rely on the z-buffer triangle rasterization technique.

In this technique, each object is disintegrated into individual primitives, the most common one is the triangle. These triangles are then drawn onto the screen one by one. Each of these triangles get scaled, positioned and rotated on the screen and a special hardware called rasterizer. Rasterizer creates the pixels inside each of these triangles. These triangles are then disintegrated into smaller atomic units called pixels. Pixels are appropriate for displaying on a display screen. These pixels are drawn on the screen using a certain color.

Thus, real-time graphics is pointed toward providing as much public presentation. Most video-games and simulators lie in this category of real-time graphics. Real-time graphics is currently possible due to the substantial advancements in special hardware components called graphics processing units known as GPUs. GPUs are capable of addressing millions of triangles per frame and within each such triangle capable of addressing billions of pixels.

Another major difference between real-time and non-real-time graphics is the interactive multimedia expected in real-time graphics.  Like in movies, the director has the complete control  of what has to be represented on each frame, which typically involves a number of people and weeks or even years of decision-making.

Application 2: A Real Time Operating System

A real-time operating system also referred as RTOS is an operating system (OS) designated to serve real-time application requests.

A major feature of an RTOS is the level of its consistency in regard to the time it takes to accept and complete a task of an application's task. A soft real time operating system has more jitter than a hard one. The main aim of design is not high throughput, but rather a assurance of a soft or hard performance category. A soft real-time OS is an RTOS that broadly meet a deadline whereas hard real-time OS deterministically meet a deadline.

A real-time OS has an innovative algorithm for scheduling. Scheduler flexibility allows a wider, computer-system instrumentation of process priorities. But a real-time OS is more frequently devoted to a constraining set of applications.

Major elements in a real-time OS are:
i) Minimal interrupt latency.

ii) Minimal thread switching latency.

A real-time OS is evaluated for how promptly and predictably it respond for the amount of work it can perform in a given period of time.

The most common designs for real-time OS are:

Event driven designs:
 It switches over tasks only when an event of higher priority needs servicing. It is known as preemptive priority also referred as priority scheduling.

Time sharing designs:
 It switches over tasks on a regular clock interrupt and specific events and thus known as round robin. Time-sharing designs switch tasks more often than it then is required, but it provides swift multitasking and generating the illusion that a user has exclusive use of a machine.

Application 3: Streaming Media
Streaming media is multimedia that is perpetually received by and displayed to an end-user. With streaming, plug-in or the client browser can start showing the data before the full file has been transmitted.

Streaming media refers to the delivery mechanism of the medium rather than to the medium itself. The differentiation is normally applied to media that are broadcasted over telecommunications networks. Most of delivery systems are either inherently streaming such as radio, television and some are inherently non streaming such as video cassettes, books, audio CDs etc.

Internet television is a now a day's commonly used streamed medium. Streaming media is different audio and video, stock tickers and live closed captioning are regarded as Real Time Streaming Text.

Live streaming that is delivering live over the internet, an encoder to digitize the content, involves a camera for the media, a media publisher and a content delivery network to broadcast the content.

Now days, a media streaming can be either on demand or live. Live streams are broadly provided by a means called true streaming. True streaming sends the information directly to the computer/device without saving the file to a hard disk.

On Demand streaming is provided by the mechanism known as progressive streaming / progressive download. In progressive streaming file is saved to a hard disk and then played from that location. On Demand streams are often saved to hard disks and servers for broadened amounts of time. Whereas live streaming is only available at one time only say for example during the Football game.

With the increasing popularity of mobile devices,  smart phones and tablets,  the evolution of digital media streaming is now centralized on formats that do not rely on Adobe Flash.  Adobe Flash is known for its relatively high computer resource usage and thus flexible with  a mobile device's battery life.

 

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