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Firstly, I would like to thank HCL Career Development Centre, Tambaram for
providing such a platform to learn new things and establishing mentors for guiding us and
giving us a brief knowledge about- Embedded Systems and Hardware Development with
Specialization in App development which is a computation network technology utilized by
HCL all over India.
I would also like to thank Miss. Lydia (Head of The Career Development Centre ) and
our class in charge Mrs.Suganthi Brinda for providing us the opportunity to have a hands on
training and rich learning experience by including Industrial Training as an integral part of
our curriculum.
Lastly, I am deeply indebted to my parents for always being by my side and providing
the means and encouragement.
CONTENTS
2.Acknowledgement 1
4.Abstract 3
5.(1)Introduction 4
(1.1)Technology Advancement 4
(1.2)Personal Computer 5
(1.3)Embedded Systems 8
(1.4)Software Development 15
6.Contribution 21
7.Conclusion 22
8.Refrences 23
ABSTRACT
This training report is all about the Embedded Systems and Hardware Development
with Specialization in App development and its application in various fields of real world.
We are living in the Embedded World. We are surrounded with many embedded products
and our daily life is largely depends on the proper functioning of these gadgets like
Television, Radio, CD player, Washing Machine or Microwave Oven in our kitchen.
This project report of mine, Embedded Systems and Hardware Development with
Specialization in App development has been a small effort in reviewing the trends
technologies prevailing. For this purpose, no organization other than HCL Career
Development Centre could have been a better choice.
(1)Introduction
(1.1)TECHNOLOGY ADVANCEMENT
Technology is the collection of techniques, skills, methods and processes used
in the production of goods or services or in the accomplishment of objectives, such as
scientific investigation. Technology can be the knowledge of techniques, processes, etc. or it
can be embedded in machines, computers, devices and factories, which can be operated by
individuals without detailed knowledge of the workings of such things. Technology has many
effects. It has helped develop more advanced economies including today's global economy
and has allowed the rise of a leisure class. Many technological processes produce unwanted
by-products, known as pollution, and deplete natural resources, to the detriment of Earth's
environment. Various implementations of technology influence the values of a society and
new technology often raises new ethical questions. Examples include the rise of the notion of
efficiency in terms of human productivity, a term originally applied only to machines, and the
challenge of traditional norms.
The personal computer, also known as the PC, is one of the most common types of computer
due to its versatility and relatively low price. Laptops are generally very similar, although
they may use lower-power or reduced size components, thus lower performance.
Case
The computer case is a plastic or metal enclosure that houses most of the
components. Those found on desktop computers are usually small enough to fit under a desk;
however, in recent years more compact designs have become more commonplace, such as the
all-in-one style designs from Apple, namely the iMac. A case can be either big or small, but
the form factor of motherboard for which it is designed matters more. Laptops are computers
that usually come in a clamshell form factor; however, in more recent years, deviations from
this form factor, such as laptops that have a detachable screen that become tablet computers
in their own right, have started to emerge.
Power supply
A power supply unit (PSU) converts alternating current (AC) electric power to
low-voltage DC power for the internal components of the computer. Laptops are capable of
running from a built-in battery, normally for a period of hours.[6]
Main board
The motherboard is the main component of a computer. It is a board with
integrated circuitry that connects the other parts of the computer including the CPU, the
RAM, the disk drives (CD, DVD, hard disk, or any others) as well as any peripherals
connected via the ports or the expansion slots.
1. The CPU (Central Processing Unit), which performs most of the calculations which
enable a computer to function, and is sometimes referred to as the brain of the
computer. It is usually cooled by a heatsink and fan, or water-cooling system. Most
newer CPUs include an on-die Graphics Processing Unit (GPU). The clock speed of
CPUs governs how fast it executes instructions, and is measured in GHz; typical
values lie between 1 GHz and 5 GHz. Many modern computers have the option to
overclock the CPU which enhances performance at the expense of greater thermal
output and thus a need for improved cooling.
2. The chipset, which includes the north bridge, mediates communication between the
CPU and the other components of the system, including main memory.
3. Random-Access Memory (RAM), which stores the code and data that are being
actively accessed by the CPU. RAM usually comes on DIMMs in the sizes 2GB, 4GB,
and 8GB, but can be much larger.
4. Read-Only Memory (ROM), which stores the BIOS that runs when the computer is
powered on or otherwise begins execution, a process known as Bootstrapping, or
"booting" or "booting up". The BIOS (Basic Input Output System) includes boot
firmware and power management firmware. Newer motherboards use Unified
Extensible Firmware Interface (UEFI) instead of BIOS.
5. Buses that connect the CPU to various internal components and to expand cards for
graphics and sound.
The CMOS battery, which powers the memory for date and time in the BIOS chip. This
battery is generally a watch battery.
The video card (also known as the graphics card), which processes computer graphics. More
powerful graphics cards are better suited to handle strenuous tasks, such as playing intensive
video games.
Expansion cards
An expansion card in computing is a printed circuit board that can be inserted
into an expansion slot of a computer motherboard or backplane to add functionality to a
computer system via the expansion bus. Expansions cards can be used to obtain or expand on
features not offered by the motherboard.
Storage devices
A storage device is any computing hardware that is used for storing, porting
and extracting data files and objects. It can hold and store information both temporarily and
permanently, and can be internal or external to a computer, server or any similar computing
device. It refers to computer components and recording media that retain digital data. Data
storage is a core function and fundamental component of computers.
Fixed media
Data is stored by a computer using a variety of media. Hard disk drives are
found in virtually all older computers, due to their high capacity and low cost, but solid-state
drives are faster and more power efficient, although currently more expensive than hard
drives, so are often found in more expensive computers. Some systems may use a disk array
controller for greater performance or reliability.
Removable media
To transfer data between computers, a USB flash drive or optical disc may be
used. Their usefulness depends on being readable by other systems; the majority of machines
have an optical disk drive, and virtually all have a USB port.
Hardware upgrade
When using computer hardware, an upgrade means adding new hardware to a
computer that improves its performance, adds capacity or new features. For example, a user
could perform a hardware upgrade to replace the hard drive with a SSD to get a boost in
performance or increase the amount of files that may be stored. Also, the user could increase
the RAM so the computer may run more smoothly. The user could add a USB 3.0 expansion
card in order to fully use USB 3.0 devices, or could upgrade the GPU for extra rendering
power. Performing such hardware upgrades may be necessary for older computers to meet a
programs' system requirements.
(1.3)Embedded system
An embedded system is a computer system with a dedicated function within a
larger mechanical or electrical system, often with real-time computing constraints. It is
embedded as part of a complete device often including hardware and mechanical parts.
Embedded systems control many devices in common use today. Ninety-eight percent of all
microprocessors are manufactured as components of embedded systems.
Modern embedded systems are often based on microcontrollers (i.e. CPUs with
integrated memory or peripheral interfaces) but ordinary microprocessors (using external
chips for memory and peripheral interface circuits) are also common, especially in more-
complex systems. In either case, the processor(s) used may be types ranging from general
purpose to those specialised in certain class of computations, or even custom designed for the
application at hand. A common standard class of dedicated processors is the digital signal
processor (DSP).
Since the embedded system is dedicated to specific tasks, design engineers can
optimize it to reduce the size and cost of the product and increase the reliability and
performance. Some embedded systems are mass-produced, benefiting from economies of
scale.
Embedded systems range from portable devices such as digital watches and
MP3 players, to large stationary installations like traffic lights, factory controllers, and
largely complex systems like hybrid vehicles, MRI, and avionics. Complexity varies from
low, with a single microcontroller chip, to very high with multiple units, peripherals and
networks mounted inside a large chassis or enclosure.
History
One of the very first recognizably modern embedded systems was the Apollo
Guidance Computer, developed by Charles Stark Draper at the MIT Instrumentation
Laboratory. At the project's inception, the Apollo guidance computer was considered the
riskiest item in the Apollo project as it employed the then newly developed monolithic
integrated circuits to reduce the size and weight. An early mass-produced embedded system
was the Autonetics D-17 guidance computer for the Minuteman missile, released in 1961.
When the Minuteman II went into production in 1966, the D-17 was replaced with a new
computer that was the first high-volume use of integrated circuits.
Since these early applications in the 1960s, embedded systems have come down in price and
there has been a dramatic rise in processing power and functionality. An early microprocessor
for example, the Intel 4004, was designed for calculators and other small systems but still
required external memory and support chips. In 1978 National Engineering Manufacturers
Association released a "standard" for programmable microcontrollers, including almost any
computer-based controllers, such as single board computers, numerical, and event-based
controllers.
Characteristics
Embedded systems are designed to do some specific task, rather than be a
general-purpose computer for multiple tasks. Some also have real-time performance
constraints that must be met, for reasons such as safety and usability; others may have low or
no performance requirements, allowing the system hardware to be simplified to reduce costs.
More sophisticated devices which use a graphical screen with touch sensing or
screen-edge buttons provide flexibility while minimizing space used: the meaning of the
buttons can change with the screen, and selection involves the natural behaviour of pointing
at what is desired. Handheld systems often have a screen with a "joystick button" for a
pointing device.
Some systems provide user interface remotely with the help of a serial (e.g.
RS-232, USB, IC, etc.) or network (e.g. Ethernet) connection. This approach gives several
advantages: extends the capabilities of embedded system, avoids the cost of a display,
simplifies BSP and allows one to build a rich user interface on the PC. A good example of
this is the combination of an embedded web server running on an embedded device (such as
an IP camera) or a network router. The user interface is displayed in a web browser on a PC
connected to the device, therefore needing no software to be installed.
Peripherals
Embedded Systems talk with the outside world via peripherals, such as:
Varieties
Embedded systems are commonly found in consumer, cooking, industrial,
automotive, medical, commercial and military applications
Embedded systems are used in transportation, fire safety, safety and security,
medical applications and life critical systems, as these systems can be isolated from hacking
and thus, be more reliable.[citation needed] For fire safety, the systems can be designed to
have greater ability to handle higher temperatures and continue to operate. In dealing with
security, the embedded systems can be self-sufficient and be able to deal with cut electrical
and communication systems.
A new class of miniature wireless devices called motes are networked wireless
sensors. Wireless sensor networking, WSN, makes use of miniaturization made possible by
advanced IC design to couple full wireless subsystems to sophisticated sensors, enabling
people and companies to measure a myriad of things in the physical world and act on this
information through IT monitoring and control systems. These motes are completely self-
contained, and will typically run off a battery source for years before the batteries need to be
changed or charged.
In this design, the software simply has a loop. The loop calls subroutines, each of
which manages a part of the hardware or software.
Interrupt-controlled system
Some embedded systems are predominantly controlled by interrupts. This means that
tasks performed by the system are triggered by different kinds of events; an interrupt could be
generated, for example, by a timer in a predefined frequency, or by a serial port controller
receiving a byte.
These kinds of systems are used if event handlers need low latency, and the event handlers
are short and simple. Usually, these kinds of systems run a simple task in a main loop also,
but this task is not very sensitive to unexpected delays.
Sometimes the interrupt handler will add longer tasks to a queue structure. Later, after the
interrupt handler has finished, these tasks are executed by the main loop. This method brings
the system close to a multitasking kernel with discrete processes.
Cooperative multitasking
A non primitive multitasking system is very similar to the simple control loop
scheme, except that the loop is hidden in an API. The programmer defines a series of tasks,
and each task gets its own environment to run in. When a task is idle, it calls an idle
routine, usually called pause, wait, yield, nop (stands for no operation), etc.
The advantages and disadvantages are similar to that of the control loop, except that adding
new software is easier, by simply writing a new task, or adding to the queue.
Pre emptive multitasking or multi-threading
In this type of system, a low-level piece of code switches between tasks or
threads based on a timer (connected to an interrupt). This is the level at which the system is
generally considered to have an "operating system" kernel. Depending on how much
functionality is required, it introduces more or less of the complexities of managing multiple
tasks running conceptually in parallel.
As any code can potentially damage the data of another task (except in larger
systems using an MMU) programs must be carefully designed and tested, and access to
shared data must be controlled by some synchronization strategy, such as message queues,
semaphores or a non-blocking synchronization scheme.
Software can be developed for a variety of purposes, the three most common
being to meet specific needs of a specific client/business (the case with custom software), to
meet a perceived need of some set of potential users (the case with commercial and open
source software), or for personal use (e.g. a scientist may write software to automate a
mundane task). Embedded software development, that is, the development of embedded
software such as used for controlling consumer products, requires the development process to
be integrated with the development of the controlled physical product. System software
underlies applications and the programming process itself, and is often developed separately.
The need for better quality control of the software development process has
given rise to the discipline of software engineering, which aims to apply the systematic
approach exemplified in the engineering paradigm to the process of software development.
Methodologies
A software development process (also known as a software development
methodology, model, or life cycle) is a framework that is used to structure, plan, and control
the process of developing information systems. A wide variety of such frameworks have
evolved over the years, each with its own recognized strengths and weaknesses. There are
several different approaches to software development: some take a more structured,
engineering-based approach to developing business solutions, whereas others may take a
more incremental approach, where software evolves as it is developed piece-by-piece. One
system development methodology is not necessarily suitable for use by all projects. Each of
the available methodologies is best suited to specific kinds of projects, based on various
technical, organizational, project and team considerations.
Most methodologies share some combination of the following stages of software
development:
These stages are often referred to collectively as the software development lifecycle, or
SDLC. Different approaches to software development may carry out these stages in different
orders, or devote more or less time to different stages. The level of detail of the
documentation produced at each stage of software development may also vary. These stages
may also be carried out in turn (a waterfall based approach), or they may be repeated over
various cycles or iterations (a more "extreme" approach).
The more extreme approach usually involves less time spent on planning and
documentation, and more time spent on coding and development of automated tests. More
extreme approaches also promote continuous testing throughout the development lifecycle,
as well as having a working (or bug-free) product at all times. More structured or waterfall
based approaches attempt to assess the majority of risks and develop a detailed plan for the
software before implementation (coding) begins, and avoid significant design changes and re-
coding in later stages of the software development life cycle planning.
There are significant advantages and disadvantages to the various methodologies, and
the best approach to solving a problem using software will often depend on the type of
problem. If the problem is well understood and a solution can be effectively planned out
ahead of time, the more "waterfall" based approach may work the best. If, on the other hand,
the problem is unique (at least to the development team) and the structure of the software
solution cannot be easily envisioned, then a more "extreme" incremental approach may work
best.
Identification of need
The sources of ideas for software products are legion. These ideas can come from
market research including the demographics of potential new customers, existing customers,
sales prospects who rejected the product, other internal software development staff, or a
creative third party. Ideas for software products are usually first evaluated by marketing
personnel for economic feasibility, for fit with existing channels distribution, for possible
effects on existing product lines, required features, and for fit with the company's marketing
objectives. In a marketing evaluation phase, the cost and time assumptions become evaluated.
A decision is reached early in the first phase as to whether, based on the more detailed
information generated by the marketing and development staff, the project should be pursued
further.
Planning
Planning is an objective of each and every activity, where we want to discover things
that belong to the project. An important task in creating a software program is extracting the
requirements or requirements analysis.[5] Customers typically have an abstract idea of what
they want as an end result, but do not know what software should do. Skilled and experienced
software engineers recognize incomplete, ambiguous, or even contradictory requirements at
this point. Frequently demonstrating live code may help reduce the risk that the requirements
are incorrect.
Once the general requirements are gathered from the client, an analysis of the scope
of the development should be determined and clearly stated. This is often called a scope
document.
Certain functionality may be out of scope of the project as a function of cost or as a result of
unclear requirements at the start of development. If the development is done externally, this
document can be considered a legal document so that if there are ever disputes, any
ambiguity of what was promised to the client can be clarified.
Designing
Once the requirements are established, the design of the software can be established in
a software design document. This involves a preliminary, or high-level design of the main
modules with an overall picture (such as a block diagram) of how the parts fit together. The
language, operating system, and hardware components should all be known at this time. Then
a detailed or low-level design is created, perhaps with prototyping as proof-of-concept or to
firm up requirements.
Software testing is an integral and important phase of the software development process. This
part of the process ensures that defects are recognized as soon as possible. In some processes,
generally known as test-driven development, tests may be developed just before
implementation and serve as a guide for the implementation's correctness.
Documenting the internal design of software for the purpose of future maintenance and
enhancement is done throughout development. This may also include the writing of an API,
be it external or internal. The software engineering process chosen by the developing team
will determine how much internal documentation (if any) is necessary. Plan-driven models
(e.g., Waterfall) generally produce more documentation than Agile models.
Computer-aided software engineering
Computer-aided software engineering (CASE), in the field software
engineering is the scientific application of a set of software tools and methods to the
development of software which results in high-quality, defect-free, and maintainable software
products. It also refers to methods for the development of information systems together with
automated tools that can be used in the software development process.The term "computer-
aided software engineering" (CASE) can refer to the software used for the automated
development of systems software, i.e., computer code. The CASE functions include analysis,
design, and programming. CASE tools automate methods for designing, documenting, and
producing structured computer code in the desired programming language.
Modeling language
Business Process Modeling Notation (BPMN, and the XML form BPML) is an
example of a process modeling language.
EXPRESS and EXPRESS-G (ISO 10303-11) is an international standard general-
purpose data modeling language.
Extended Enterprise Modeling Language (EEML) is commonly used for business
process modeling across layers.
Flowchart is a schematic representation of an algorithm or a stepwise process,
Fundamental Modeling Concepts (FMC) modeling language for software-intensive
systems.
IDEF is a family of modeling languages, the most notable of which include IDEF0 for
functional modeling, IDEF1X for information modeling, and IDEF5 for modeling
ontologies.
LePUS3 is an object-oriented visual Design Description Language and a formal
specification language that is suitable primarily for modelling large object-oriented
(Java, C++, C#) programs and design patterns.
Specification and Description Language(SDL) is a specification language targeted at
the unambiguous specification and description of the behaviour of reactive and
distributed systems.
Unified Modeling Language (UML) is a general-purpose modeling language that is an
industry standard for specifying software-intensive systems. UML 2.0, the current
version, supports thirteen different diagram techniques, and has widespread tool
support.
Platform
The platform organizations needed to develop, deploy and manage mobile apps
are made from many components and tools which allow a developer to write, test and deploy
applications into the target platform environment.
UI design tools
SDKs to access device features
Cross-platform accommodations/support
CONTIBUTION/PRACTICAL EXPERIENCE
During the tenure of the training at HCL Career Development Centre, Tambaram
we students got the practical and theoretical exposure of how the telecommunication industry
works. We had practiced the lab sessions on App Development.
In the App Development lab were showed how the apps are designed. We were also
demonstrated how modification is done. We were also shown how to detect the errors at
whch the point of damage as occurred.
All these gave us the handsome experience in the App Development practical session.
CONCLUSION
Thus we see that the 20th century has proved to be major boon for the telecom industry. With
rapid improvements in technology at an extraordinary pace, we were able to achieve new
records and milestones year on year. Each year has witnessed an improvement in efficiency,
coverage, quality, speed and reliability.
DWDM promises to solve the fibre exhaust problem and is expected to be the central
technology in the all- optical networks of the future. This increase means that the incoming
optical signals are assigned to specific wavelengths within a designated frequency band, then
multiplexed onto one fibre. This process allows for multiple video, audio, and data channels
to be transmitted over one fibre while maintaining system performance and enhancing
transport systems. This technology responds to the growing need for efficient and capable
data transmission by working with different formats, such as SONET/SDH, while increasing
bandwidth.
REFERENCES
https://www.scribd.com/doc/8451997/Embedded-Systems-training-report
https://en.wikipedia.org/wiki/Software_development