Does laptop Embedded Controller have limited writes? - hardware

I am wondering if I should be worried about excessive writes to the embedded controller registers on my laptop. I am guessing that if they are true registers, they probably act more like RAM rather than flash memory so this isn't a problem.
However, I have a script to modify the registers in my laptop's EC to better control the fan speed curve. It has to be re-applied after each power change event such as sleep/wake as well as power cable events, so it happens fairly often. I just want to make sure I am not burning out my chips in the process.
The script I am using to write to the EC is located here:
https://github.com/RayfenWindspear/perl-acpi-fanspeed

Well, it seems you're writing to ACPI registers. Registers here do not refer to any specific hardware; it just means its a specific address that you can reach using a specific bus. It's however highly unlikely that something that you have to re-write after every power cycle is overwriting permanent storage, so for all practical aspects I'd assume that you can rely on this for as long as your laptop lives.

Hardware peripherals are almost universally implemented as SRAM cells. They will not wear out first. The fan you are controlling will have a limited number of start/stop cycles. So it is much more likely that the act of toggling these registers will wear something else out prematurely (than the SRAM type memory cell itself).
To your particular case, correctly driving a fan/motor can significantly improve it's life time. Over driving a fan/motor does not always make it go faster, but instead creates heat. The heat weakens the wiring and eventually the coils will short reducing drive and eventually wearing out. That said, the element being cooled can be damaged by excess heat so tuning things just to reduce sound may not make sense.
Background details
Generally, the element is called a Flip-Flop with various forms. SystemRDL is an example as well as SystemC and others where digital engineers will model these. In digital hardware, the flip-flops have default or reset values. This is fixed like ROM on each chip and is not normally re-programmable, uses EEPROM technologyNote1 or is often configured via input lines which the hardware designer can pull them high/low with a resistor or connect them to another elements 'GPIO'.
It is analogous to 'initdata'. Program values that aren't zero get copied from flash, disk, etc to memory at program startup. So the flip-flops normally do not hold state over a power cycle; something else does this.
The 'Flash' technology is based off of a floating gate and uses 'quantum tunnelling' to program the floating gates. This process is slightly destructive. It was invented by Fowler and Nordheim in 1967, but wide spread electronics industry did not start to produce them until the early 90s with NOR flash followed by NAND flash and many variants. But the underlying physics is the same; just the digital connections are different. So as well as this defect you are concerned about, the flash technology actually followed many hardware chips such as 68k, i386, etc. So 'flip-flops' were well established and typically the 'register' part of the logic is not that great of a typical chip and a flip-flop uses the same logic (gates) as the rest of the chip logic. Meaning that using flash would be an extra overhead with little benefit.
Some additional take-away is that the startup up and shutdown of chips is usually the most destructive time. Often poor hardware designers do not put proper voltage supervision and some lines maybe floating with the expectation that system programs will set them immediately. Reset events, ESD, over heating, etc will all be more harmful than just the act of writing a peripheral register.
Note 1: EEPROM typically has 100,000+ cycles. These features are typically only used once at manufacture time to set a chip configuration for the system. These are actually quite rare, but possible.
The MLC (multi-level) NAND flash in SSD has pathetically low cycles like 8,000 in some cases. The SLC (single level) old school flash have 10,000+ cycles, but people demand large data formats.

Related

How do you design a configuration file system that copes with abrupt shutdown in embedded environment?

I'm designing a software that manages configuration file at application layer in embedded Linux.
Generally, it maintains two copies of the configuration file, one in RAM and one in flash memory. As soon as end-users update setting(s) by UI, the software saves it to the file in RAM, and then copy-paste it to the file in flash memory.
This scheme makes sure best stability in that the software reflects reality at the next second. However, the scheme compromises longevity to flash memory by accessing it every time.
As to longevity issue, I've thought about it by having a dedicated program doing this housekeeping, and adds this program to crontab then let it run like every 30 mins.
(Note: flash memory wears off only during erase cycles; the program only does housekeeping if the both files are not the same.)
But if the file in RAM is waiting for the program to do housekeeping and system shuts down unexpectedly, the file will lose.
So I'm thinking is there a way to have both longevity and not losing file at the same time? Or am I missing something?
There are many different reasons why flash can get corrupted: data retention over time, erase/write failures which are primarily caused by erase/write cycle wear, clock inaccuracies, read disturb in case of NAND flash, and even less likely errors sources such as cosmic rays or EMI. But also as in your case, algorithmic layer problems such as a flash erase/write getting interrupted by power loss or reset caused by EMI.
Similarly, there are many ways to deal with these various problems.
CRC16 or CRC32 depending on flash size is the classic way to deal with pretty much all possible flash errors, particularly with data retention since it most often manifests itself as single-bit errors, which CRC is great at discovering. It should ideally be designed so that the checksum is placed at the end of each erase-size segment. Or in case erase-size is very small (emulated eeprom/data flash etc), maybe a single CRC32 at the end of all data. Modern MCUs often have a CRC hardware peripheral which might be helpful.
Optionally you can let the CRC algorithm repair single bit errors, though this practice is often banned in high integrity systems.
ECC is used on NAND flash or in high integrity systems. Traditionally done through software (which is quite cumbersome), but lately also available through built-in hardware support, particularly on the "safety/chassis" kind of automotive microcontrollers. If you wish to use ECC then I highly recommend picking a part with such built-in support, then it can be used to replace manual CRC (which is somewhat painful to deal with real-time wise).
These parts with hardware ECC may also support a feature with an area where you can write down variables to have the hardware handle writing them to flash in the background, kind of similar to DMA.
Using the flash segment as FIFO. When storing reasonably small amounts of data in memory with large erase sizes, you can save flash erase/write cycles by only erasing the whole segment once, after which it will likely be set to "all ones" 0xFFFF... When writing, you look for the last available chunk of memory which is "all ones" and write there, even though the same data was previously written just before it. And when reading, you fetch the last written chunk before "all ones". Only when the whole erase size is used up do you perform an erase and start over from the beginning - data needs to be stored in RAM during this.
I strongly recommend picking a part with decent data flash though, meaning small erase sizes - so that you don't need to resort to hacks like this.
Mirror segments where all memory is stored as duplicates in two separate segments is mandatory practice for high integrity systems, though this can also be used to prevent corruption during power loss/unexpected resets and of course flash corruption in general. The idea is to always have at least one segment of intact data at all times, and optionally repair a corrupt one by overwriting it with the correct one at start-up. Also meaning that one segment must be verified to be correct and complete before writing to the next.
Keep the product cool. This is a hardware solution obviously, but data retention in particular is heavily affected by ambient temperature. The manufacturer normally guarantees some 15-20 years or so up to 85°C, but that might mean 100 years if you keep it at <25°C. As in, whenever possible, avoid mounting your MCU PCB near exhausts, oil coolers, hydraulics, heating elements etc etc.
Mirror segments in combination with CRC and/or ECC is likely the solution you are looking for here. Again, I strongly recommend to pick a MCU with dedicated data flash, meaning small erase segments and often far more erase/write cycles, ideally >100k.

Could a tight loop destroy cells of a microcontroller's flash?

It is well-known that Flash memory has limited write endurance, less so that reads could also have an upper limit such as mentioned in this Flash endurance test's Conclusion (3rd point).
On a microcontroller the code is typically stored in Flash, and is executed by fetching code words directly from the Flash cells.(at least this is most commonly so on 8 bit micros, some 32 bit micros might have some small buffer).
Depending on the particular code, it might happen that a location is accessed extremely frequently, such as if on the main execution path there is some busy loop, such as a wait for an interrupt (for example from a timer, synchronizing execution to a fixed interval).This could generate 100K or even more (read) accesses per second on average to a single Flash cell (depending on clock and the particular code).
Could such code actually destroy the cells of the Flash underneath it?(Is there any necessity to be concerned about this particular problem when designing code for microcontrollers? Such as part of a system which is meant to operate for years? Of course the Flash could be periodically verified by CRC, but that doesn't prevent the system failing if it happens, only that the failure will more likely happen in a controlled manner)
Only erasing/writing will affect the memory cells, not reading. You don't need to consider the number of reads when designing the program.
Programmed flash memory does age though, meaning that the value of the cells might not be reliable after a certain amount of years. This is known as data retention and depends mainly on temperature. MCU manufacturers typically specify a worse case in years, assuming that the part is kept in maximum specified ambient temperature.
This is something to consider for products that are expected to live long (> 10 years), particularly in environments where high temperatures can be expected. CRC and/or ECC is a good counter-measure against data retention, although if you do find that a cell has been corrupted, it typically just means that the application should shut down to a non-recoverable safe state.
I know of two techniques to approach this issue:
1) One technique is to set aside a const 32-bit integer variable in the system code. Then calculate a CRC32 checksum of the compiled binary image, and inserting the checksum into the reserved variable using an ELF-editor.
A module in the system software will then calculate a CRC32 over the flash area occupied by the application and compare to the "stored" value.
If you are using GCC, the linker can define a symbol to tell you where the segment stops. This method can detect errors but cannot correct them.
2) Another technique is to use a microcontroller that supports Flash ECC. TI sells Cortex-R4 MCUs which support Flash ECC (Hercules series).
I doubt that this is a practical concern. The article you cited vaguely asserts that this can happen but with no supporting evidence or quantification of the effect. There is a vague, unsupported and unquantified reference in the introduction:
[...] flash degrades over time from erasing/writing (or even just reading, although that decay is slower) [...]
Then again in the conclusion:
We did not check flash decay for reads, but reading also causes long term decay. It would be interesting to see if we can read a spot enough times to cause failure.
The author may be referring to read-disturbance in NAND flash, but microcontrollers do not use NAND flash for code storage/execution since it is not random-access. Read disturb is not a permanent effect, erasing and re-writing the affected block restores endurance. NAND controllers maintain read counts for blocks and automatically copy and erase blocks as necessary. They also employ ECC to detect and correct errors, and identify "write-worn" areas.
There is the potential for long-term "bit-rot" but I doubt that it is caused specifically by reading rather just ageing.
Most RTOS systems spend the majority of their processing time in a do-nothing idle loop, and run happily 24/7 365 days a year. Some processors support a wait-for-interrupt instruction that halts the CPU in the idle loop, but by no means all, and it is not uncommon not to use such an instruction. Processors with flash accelerators or caches may also prevent continuous rapid fetch from a single location, but again that is by no means all microcontrollers.

Embedded System and Serial Flash wear issues

I am using a serial NOR flash (SPI Based) for my embedded application and also I have to implement a file system over it. That makes my NOR flash more prone to frequent erase and write cycles where having a wear level Algorithm comes into picture. I want to ask few questions regarding the same:
First, is it possible to implement a Wear Level Algorithm for Nor flash, if yes then why most of the time I find the solutions for NAND Flash and not NOR Flash?
Second, are serial SPI based low cost NAND flashes available, if yes then kindly share the part number for the same.
Third, how difficult is it to implement our own Wear Level algorithm?
Fourth, I have also read/heard that industrial grade NOR Flashes have higher erase/write cycles (in millions!!), is this understanding correct? If yes then kindly let me know the details of such SPI NOR Flash, which may also lead to avoiding implementation of wear level algorithm, if not completely then since I'm planning to implement my own wear level algorithm, it might give me a little room and ease in certain areas to implement the wear level algorithm.
The constraint to all these point is cost, I would want to have low cost solution to these issues.
Thanks in Advance
Regards
Aditya Mittal
(mittal.aditya12#gmail.com)
Implementing a wear-levelling algorithm is is not trivial, but not impossible either:
Your wear-levelling driver needs to know when disk blocks are no longer used by the filing system (this is known as TRIM support on modern SSDs). In practice, this means you need to modify your block driver API and filing systems above it, or have the wear-levelling driver aware of the filing system's free-space map. This second option is easy for FAT, but probably patented.
You need to reserve at least an erase-unit + a few allocation units to allow erase unit recycling. Reserving more blocks will increase performance
You'll want a background thread to perform asynchronous erase-unit recycling
You'll need to test, test an test again. When I last built one of these, we built a simulation of both flash and ran the real filing system on top it, and tortured the system for weeks.
There are lots and lots of patents covering aspects of wear-leveling. By the same token, there are two at least two wear-levelling layers in the Linux Kernel.
Given all of this, licensing a third-party library is probably cost-effective,
Atmel/Adesto etc. make those little serial flash chips by the billion. They also have loads of online docs. I suspect that the serial flash beetles don't implement wear-levelling because of cost - the devices they are typically used in are very cheap and tend to have a limited lifetime anyway. Bulk, 4-line NAND flash that is expected to see heavier and lengthy use, (eg. SD cards), have complex, (relatively), built-in controllers that can implement wear-levelling in a transparent manner.
I no longer use one-pin interface serial flash, partly due to the wear issue. An SD-card is cheap enough for me to use and, even if one does break, an on-site technician, (or even the customer), can easily swap it out.
Implementing a wear-levelling algo. is too expensive, both in terms of development time, (especially testing if the device has to support a file system that must not corrupt on power fail etc), and CPU/RAM for me to bother.
If your product is so cost-sensitive that you have to use serial NOR flash, I suggest that you ignore the issue.

What does programming for PS3's Cell Processor entail?

How is programming for the Cell Processor on the PS3 different than programming for any other processor found on a normal desktop?
What kind of programming paradigms, techniques, and practices are used to fully utilize the Cell Processors potential?
All the articles I hear concerning PS3 development discuss, "Learning how to program on the Cell Processor." What does this really mean beyond some hand waving?
In addition to everything George mentions, the SPUs are really better thought of as streaming vector processors. They work best when you have an algorithm that works on long sequences of numerical data, which can be fed through the SPU's limited memory via DMA, rather than having the SPU load a chunk of memory, try to operate on it, find that it needs to follow a pointer to somewhere outside its memory, load that, keep going, find another one, and so on.
So, programming for them isn't a simple model of concurrency and threads; it's more like high performance numerical or scientific computation. It is also non-uniform memory access taken to an extreme.
Furthermore, every processor is in-order with deep pipelines, so the programmer has to be much more aware of data hazards and instruction bubbles and all the numerous micro-optimizations that we are told the compiler "should" take care of for us (but it really doesn't). Things like mispredicted branches, load-hit-stores, cache misses, etc. hurt a lot more than they would on an out-of-order processor that could juggle the order of operations around to hide such latencies.
For concrete examples, check out Mike Acton's CellPerformance blog. Mike is my favorite old-school assembly-happy perf curmudgeon in the business, and he's really earned his chops on this issue.
The Cell part of the PS3 consists of 6 SPU processors. They each have 256 KB of non-shared memory and are connected via a high-speed ring that allows for DMA between each other and the PowerPC host processor. They are not pipelined or cached. This makes it rather different than an multi-core x86 with shared memory, pipelining and caching. Also, the SPU processors do not use the same instruction set as the PowerPC so you've got some asymmetry there.
In short, your typical shared-memory, multithreaded program won't just drop onto the Cell without some work (with the caveat that computer science works hard at making different machines appear to be the same so some implementors try hard to automate the process).
At a high level the program will need to be broken up into tasks that fit within the Cell's hard memory limit. Those can run in parallel and each sub-task can be sequenced to an available Cell processor. At a low level, the compiler (or assembly programmer) will need to work harder to generate code that runs quickly on a processor -- no run-time trickery to make things go faster is available. The theory being that those programmer/compiler friendly features cost silicon and speed that can be better spent giving you more and faster SPUs. Of course, you're not getting any more SPU's on the PS3 but in the general case you'll get more SPUs per number of transistor available on chip.
Completely agree with George Philips and Crashworks. Only thing I'd add is that SPU programming is fundamentally about job management. To get the best out of the SPUs you need to keep them ticking over and feeding back results. There's no point in having one SPU chewing through some complex post-processing if your having to sit and wait for the results for a frame and the rest of your SPUs are sat idle. So how you distribute your jobs requires a lot of thought and this has a big impact on how you chunk up your data.
"All the articles I hear concerning PS3 development discuss, 'Learning how to program on the Cell Processor.' What does this really mean beyond some hand waving?"
Well, stuff you have to deal with on SPUs...
Atomic operations (lock-free try-discard style).
Strong distinction between memory areas. You have to know which pointer is pointing to which memory area or you'll screw everything up.
No enforced hardware distinction between data and code. This is actually a fun thing, you can setup dynamic code loading and essentially stream subroutines in and out. Self-modifying code is possible but not necessarily practical on SPU.
Lack of hardware debugging aids.
Limited memory size.
Fast memory access.
Instruction set balanced toward SIMD operations.
Floating point "gotchas".
You ideally want to keep the SPUs doing useful work all of the time, but it's really challenging. Not only are they not well suited for handling some types of problems, but often moving a system to be efficient on SPU can involve a complete redesign. Debugging problems that would be easy to catch on the PPU can sometimes take days on SPU.
I think when people use the phrase "learning how to program the cell" they are mostly hand waving. You can learn the basics in a week, the challenge comes in trying to apply that knowledge to real code... which often already exists and isn't in a form well-suited for use on SPU.

How firmwares communicate to the electronic devices to perform its operations?

Almost all electronic devices comes with firmwares. I know it is stored in ROM (Read only memory) so it becomes non-volatile (no power source required to hold the contents from getting erased like RAM)
What I want to know is "How firmwares communicate to the electronic devices to perform its operations?"
Let say there is a small roller.. On press of a button, how it makes it to move?
Can someone please explain what is residing behind, to make it happen..
I think it may require a little brief explanation to unwind it..
Also what is the most popular language used for coding firmwares?
Modern hardware like you're describing has a program stored in ROM and an all-purpose microcomputer (CPU) executing that program.
The CPU reads information from ROM by setting up addresses on its address bus and then asking the ROM to tell it the value stored at that location. There's something like a read pulse being raised (on a separate line) to tell the ROM to make the value accessible on the lines of the data bus. That, in a nutshell, is reading.
To get the hardware to do something, the CPU basically executes a kind of write operation. It puts a value, which is just a bunch of bits if you want to look at it that way, on the address bus to select a certain device and perhaps function on that device, then it raises another signal line saying "write!" The device that recognizes its address on the address bus responds to that signal by accepting the data from the data bus and then performing whatever its function is. Typically, one of the data bus bits will be connected within the output device to a power output stage, i.e. a transistor stronger than the ones used just for computation, and that transistor will connect some electrical device to current sufficient to make it move/glow/whatever.
Tiny, cheap devices are coded in assembly language to save costs for ROM; in industrial quantities, even small amounts of memory can affect price. The assembly language is specific to the CPU; some chips called "8051", "6502" and "Atmel (something or other)" are popular. Bigger devices with more complex requirements may have their firmware written in C or a C-like dialect, which makes programming a little easier than assembler. The bigges ones even run C++ code. Compiled, of course.
In most systems there are special memory addresses which are used for I/O. Reading and writing on such addresses executes some function instead of just moving data around. In x86 systems there are also special I/O instructions IN and OUT for that.
The simplest case is called general parallel I/O (GPIO), where you can read or write data directly from/to external electrical pins on the device. There are several memory addresses, called registers, where you can read data from the port (voltage near 0 = 0, near supply voltage = 1), where you can write data to the port, and where you can define whether a particular pin is input (the corresponding bit is typically 0) or output (the bit is 1). Every microcontroller has GPIO.
So in your example the button could be connected to a pin set to input, which the software could sense. It would typically do this every 10ms and only react if it has a stable value for several reads, this is called debouncing. Then it would write a 1 to some output, which via some transistor for amplification could drive a motor. If it senses that you release the switch it could turn the motor off again by writing a 0. And so on, this program would run until you turn the device off.
There are lots of other I/O devices for other purposes with typically hundreds of registers for controlling them. If you want to see more you could look into the data sheet of some microcontroller. For example, here is the data sheet of ATtiny4/5/9/10, a very small controller from the Atmel AVR family.
Today most firmware is written in C, except for the smallest devices and for a little special code for handling resets and interrupts, which is written in assembly language.