New types of communication networks will be necessary to meet various consumer and regulatory demands as well as satisfy requirements of safety and fuel efficiency. Various functionalities of vehicles will require various types of communication networks and networking protocols. For example, driveby-wire and active safety features will require fault tolerant networks with time-triggered protocols to guarantee deterministic latencies. Multimedia systems will require high-bandwidth networks for video transfer, and body electronics need low-bandwidth networks to keep the cost down. As the size and complexity of the network grows, the ease of integration, maintenance and troubleshooting has become a major challenge. To facilitate integration and troubleshooting of various nodes and networks, it would be desirable that networks of future vehicles should be partitioned, and the partitions should be interconnected by a hierarchical or multi-layer physical network. This book chapter describes a number of ways using which the networks of future vehicles could be designed and implemented in a cost-effective manner. The book chapter also shows how simulation models can be developed to evaluate the performance of various types of in-vehicle network topologies and select the most appropriate topology for given requirements and specifications.
ABSTRACT:Simulation is an important aspect in product development. Off-line simulation is important prior to the actual development to investigating its feasibility and success. Real-time simulation is important (e.g. in traction control) as it provides a realistic testing procedure and a means for fine tuning the different control srategies. An Interactive real-time vehicle simulator has been developed on an IBM PS/2 486 Pc for low cost and portability as described in [l]. This paper describes an object oriented approach used to logically model the physical system of an automobile. This paper concentrates on the software issues in a realtime design. Although this design is specific to the vehicle simulator used for traction control, it could easily be adapted for any other type of simulation as well. Previous simulations [2], [3] had been done where the user is the same person that designed the simulation, therefore not paying too much attention on the software maintenance and user interface requirements. Good design strategies are necessary for maintenance and development of the simulator during its entire life-cycle, increasing its capabilities and making it more versatile. As the system is expanded, there will be the need for more processing power to meet certain hard deadlines, requiring the models to be moved to a distributed computing environment, discussed in 181, further underlying the need for an object-oriented design.
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