Overlay (programming)
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Overlay (programming)
In a general computing sense, overlaying means "the process of transferring a block of program code or other data into main memory, replacing what is already stored". Overlaying is a programming method that allows programs to be larger than the computer's main memory. An embedded system would normally use overlays because of the limitation of physical memory, which is internal memory for a system-on-chip, and the lack of virtual memory facilities. Usage Constructing an overlay program involves manually dividing a program into self-contained object code blocks called overlays or links, generally laid out in a tree structure. ''Sibling'' segments, those at the same depth level, share the same memory, called ''overlay region'' or ''destination region''. An overlay manager, either part of the operating system or part of the overlay program, loads the required overlay from external memory into its destination region when it is needed; this may be automatic or via explicit code. Of ...
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Overlay Programming
Overlay may refer to: Computers * Overlay network, a computer network which is built on top of another network * Hardware overlay, one type of video overlay that uses memory dedicated to the application *Another term for exec, replacing one process by another * Overlay (programming), a technique to reduce the amount of memory used by a program * Overlay keyboard, a specialized keyboard with no pre-set keys *Keyboard overlay, a sheet of printed text sitting between the keys, depicting an alternate keyboard layout * Vector overlay, an analysis procedure in a geographic information system for integrating multiple data sets Other uses * Overlay architecture, temporary elements that supplement existing buildings and infrastructure for major sporting events or festivals * Overlay control, in semiconductor manufacturing, for monitoring layer-to-layer alignment on multi-layer device structures * Overlay plan, a method of introducing new area codes in telephony * Historic overlay district ...
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Working Set
Working set is a concept in computer science which defines the amount of memory that a process requires in a given time interval. Definition Peter Denning (1968) defines "the working set of information W(t, \tau) of a process at time t to be the collection of information referenced by the process during the process time interval (t - \tau, t)". Typically the units of information in question are considered to be memory pages. This is suggested to be an approximation of the set of pages that the process will access in the future (say during the next \tau time units), and more specifically is suggested to be an indication of what pages ought to be kept in main memory to allow most progress to be made in the execution of that process. Rationale The effect of the choice of what pages to be kept in main memory (as distinct from being ''paged out'' to auxiliary storage) is important: if too many pages of a process are kept in main memory, then fewer other processes can be ready at any ...
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Chain Job
Chain loading is a method used by computer programs to replace the currently executing program with a new program, using a common data area to pass information from the current program to the new program. It occurs in several areas of computing. Chain loading is similar to the use of overlays. Unlike overlays, however, chain loading replaces the currently executing program in its entirety. Overlays usually replace only a portion of the running program. Like the use of overlays, the use of chain loading increases the I/O load of an application. Chain loading in boot manager programs In operating system boot manager programs, chain loading is used to pass control from the boot manager to a boot sector. The target boot sector is loaded in from disk, replacing the in-memory boot sector from which the boot manager itself was bootstrapped, and executed. Chain loading in Unix In Unix (and in Unix-like operating systems), the exec() system call is used to perform chain loading ...
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Library (computing)
In computer science, a library is a collection of non-volatile memory, non-volatile resources used by computer programs, often for software development. These may include configuration data, documentation, help data, message templates, Code reuse, pre-written code and subroutines, Class (computer science), classes, Value (computer science), values or Data type, type specifications. In OS/360 and successors, IBM's OS/360 and its successors they are referred to as Data set (IBM mainframe)#Partitioned datasets, partitioned data sets. A library is also a collection of implementations of behavior, written in terms of a language, that has a well-defined interface (computing), interface by which the behavior is invoked. For instance, people who want to write a higher-level program can use a library to make system calls instead of implementing those system calls over and over again. In addition, the behavior is provided for reuse by multiple independent programs. A program invokes the ...
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Coupling (computer Science)
In software engineering, coupling is the degree of interdependence between software modules; a measure of how closely connected two routines or modules are; the strength of the relationships between modules. Coupling is usually contrasted with cohesion. Low coupling often correlates with high cohesion, and vice versa. Low coupling is often thought to be a sign of a well-structured computer system and a good design, and when combined with high cohesion, supports the general goals of high readability and maintainability. History The software quality metrics of coupling and cohesion were invented by Larry Constantine in the late 1960s as part of a structured design, based on characteristics of “good” programming practices that reduced maintenance and modification costs. Structured design, including cohesion and coupling, were published in the article ''Stevens, Myers & Constantine'' (1974) and the book ''Yourdon & Constantine'' (1979), and the latter subsequently became stan ...
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Codec
A codec is a device or computer program that encodes or decodes a data stream or signal. ''Codec'' is a portmanteau of coder/decoder. In electronic communications, an endec is a device that acts as both an encoder and a decoder on a signal or data stream, and hence is a type of codec. ''Endec'' is a portmanteau of encoder/decoder. A coder or encoder encodes a data stream or a signal for transmission or storage, possibly in encrypted form, and the decoder function reverses the encoding for playback or editing. Codecs are used in videoconferencing, streaming media, and video editing applications. History In the mid-20th century, a codec was a device that coded analog signals into digital form using pulse-code modulation (PCM). Later, the name was also applied to software for converting between digital signal formats, including companding functions. Examples An audio codec converts analog audio signals into digital signals for transmission or encodes them for storage. A receiv ...
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Software Componentry
Component-based software engineering (CBSE), also called component-based development (CBD), is a branch of software engineering that emphasizes the separation of concerns with respect to the wide-ranging functionality available throughout a given software system. It is a reuse-based approach to defining, implementing and composing loosely coupled independent components into systems. This practice aims to bring about an equally wide-ranging degree of benefits in both the short-term and the long-term for the software itself and for organizations that sponsor such software. Software engineering practitioners regard components as part of the starting platform for service-orientation. Components play this role, for example, in web services, and more recently, in service-oriented architectures (SOA), whereby a component is converted by the web service into a ''service'' and subsequently inherits further characteristics beyond that of an ordinary component. Components can produce or ...
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Space Shuttle
The Space Shuttle is a retired, partially reusable low Earth orbital spacecraft system operated from 1981 to 2011 by the U.S. National Aeronautics and Space Administration (NASA) as part of the Space Shuttle program. Its official program name was Space Transportation System (STS), taken from a 1969 plan for a system of reusable spacecraft where it was the only item funded for development. The first ( STS-1) of four orbital test flights occurred in 1981, leading to operational flights (STS-5) beginning in 1982. Five complete Space Shuttle orbiter vehicles were built and flown on a total of 135 missions from 1981 to 2011. They launched from the Kennedy Space Center (KSC) in Florida. Operational missions launched numerous satellites, interplanetary probes, and the Hubble Space Telescope (HST), conducted science experiments in orbit, participated in the Shuttle-''Mir'' program with Russia, and participated in construction and servicing of the International Space Station (ISS). ...
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Paging
In computer operating systems, memory paging is a memory management scheme by which a computer stores and retrieves data from secondary storage for use in main memory. In this scheme, the operating system retrieves data from secondary storage in same-size blocks called ''pages''. Paging is an important part of virtual memory implementations in modern operating systems, using secondary storage to let programs exceed the size of available physical memory. For simplicity, main memory is called "RAM" (an acronym of random-access memory) and secondary storage is called "disk" (a shorthand for hard disk drive, drum memory or solid-state drive, etc.), but as with many aspects of computing, the concepts are independent of the technology used. Depending on the memory model, paged memory functionality is usually hardwired into a CPU/MCU by using a Memory Management Unit (MMU) or Memory Protection Unit (MPU) and separately enabled by privileged system code in the operating system's ke ...
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Real-time Computing
Real-time computing (RTC) is the computer science term for hardware and software systems subject to a "real-time constraint", for example from event to system response. Real-time programs must guarantee response within specified time constraints, often referred to as "deadlines". Ben-Ari, Mordechai; "Principles of Concurrent and Distributed Programming", ch. 16, Prentice Hall, 1990, , page 164 Real-time responses are often understood to be in the order of milliseconds, and sometimes microseconds. A system not specified as operating in real time cannot usually ''guarantee'' a response within any timeframe, although ''typical'' or ''expected'' response times may be given. Real-time processing ''fails'' if not completed within a specified deadline relative to an event; deadlines must always be met, regardless of system load. A real-time system has been described as one which "controls an environment by receiving data, processing them, and returning the results sufficiently quic ...
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Memory Management Unit
A memory management unit (MMU), sometimes called paged memory management unit (PMMU), is a computer hardware unit having all memory references passed through itself, primarily performing the translation of virtual memory addresses to physical addresses. An MMU effectively performs virtual memory management, handling at the same time memory protection, cache control, bus arbitration and, in simpler computer architectures (especially 8-bit systems), bank switching. Overview Modern MMUs typically divide the virtual address space (the range of addresses used by the processor) into pages, each having a size which is a power of 2, usually a few kilobytes, but they may be much larger. The bottom bits of the address (the offset within a page) are left unchanged. The upper address bits are the virtual page numbers. Page table entries Most MMUs use an in-memory table of items called a "page table", containing one "page table entry" (PTE) per page, to map virtual page numbers to ph ...
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