Proceedings of the Twenty-Fifth International Conference on Architectural Support for Programming Languages and Operating Syste 2020
DOI: 10.1145/3373376.3378476
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Time-sensitive Intermittent Computing Meets Legacy Software

Abstract: Tiny energy harvesting sensors that operate intermittently, without batteries, have become an increasingly appealing way to gather data in hard to reach places at low cost. Frequent power failures make forward progress, data preservation and consistency, and timely operation challenging. Unfortunately, state-of-the-art systems ask the programmer to solve these challenges, and have high memory overhead, lack critical programming features like pointers and recursion, and are only dimly aware of the passing of ti… Show more

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Cited by 68 publications
(72 citation statements)
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“…Maintaining state of computation-let alone game statethrough power failures from intermittent harvested energy is hard [77,89]. Many software frameworks that support computation progress despite these power failures exist, saving state in non-volatile memory like FRAM and then restoring state after power resumes (see Figure 2), such as TICS [68], TotalRecall [144], and many others. Most systems trade memory efficiency for performance, this approach is opposite of that needed for gaming, where a display buffer and numerous sprites and large game state variables must be saved, requiring high memory efficiency.…”
Section: Stored Energymentioning
confidence: 99%
See 3 more Smart Citations
“…Maintaining state of computation-let alone game statethrough power failures from intermittent harvested energy is hard [77,89]. Many software frameworks that support computation progress despite these power failures exist, saving state in non-volatile memory like FRAM and then restoring state after power resumes (see Figure 2), such as TICS [68], TotalRecall [144], and many others. Most systems trade memory efficiency for performance, this approach is opposite of that needed for gaming, where a display buffer and numerous sprites and large game state variables must be saved, requiring high memory efficiency.…”
Section: Stored Energymentioning
confidence: 99%
“…While designing ENGAGE we chose to use a checkpoint based system to allow emulation of arbitrary game code. We did not consider task-based runtimes simply because they are too complex to comprehend by a programmer and more difficult to design than a checkpoint-based system, see related discussion on this topic in [68]. But first and foremost, task-based system cannot execute a binary (machine) code, which ENGAGE is mostly executing.…”
Section: Gaming Through Power Failuresmentioning
confidence: 99%
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“…Current and future programming models for batteryless systems. Two left-most dashed rectangles shown the stateof-the-art, expert-focused programming models using either task graphs where each task is a focused C/C++ fragment, to define a program (as in InK [102]), or automatically (with some caveats) checkpointing a C/C++ program (as in TICS [44]). These models run bare-metal, as in the CPU directly executes the machine code.…”
Section: State-of-the-art In Programming For Batteryless Systemsmentioning
confidence: 99%