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Specification of Reactive Hardware/Software Systems - Electronic ...

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6.3 Communication 173<br />

∞<br />

client retrieve(PersonName)<br />

dataBaseA<br />

1. Buffered message flow with infinite buffer<br />

n<br />

client retrieve(PersonName)<br />

dataBaseA<br />

2. Buffered message flow with finite buffer<br />

1<br />

client retrieve(PersonName)<br />

dataBaseA<br />

3. Buffered message flow with one place buffer<br />

Figure 6.8: Various Sorts <strong>of</strong> Buffered Message Flows<br />

Summary:<br />

A buffered message flow symbol represents an asynchronous message passing. The<br />

sender can always send. A buffer always finishes the rendezvous with the sender. The<br />

receiver can always read an available message from the buffer. The interpretation <strong>of</strong> the<br />

buffered message flow symbol can be refined by adding information about the buffer<br />

depth and the behaviour when the buffer is full. We recommend to create buffer full<br />

notification and message discard notification.<br />

6.3.6.5 Interrupt Message Symbol<br />

The description <strong>of</strong> complex real-time reactive systems typically requires an interrupt<br />

primitive. A hard real-time requirement will <strong>of</strong>ten require that the current course <strong>of</strong><br />

behaviour is postponed or ended in order to perform the required behaviour. The<br />

modelling <strong>of</strong> an interrupt with the use <strong>of</strong> synchronous message passing means that the<br />

receiving object must always be prepared to do the rendezvous for an interrupt message.<br />

This message can always pass the object’s outer shell. The behaviour is constructed<br />

such that the message interface cannot refuse the message. This notion is visualised<br />

in the message symbol that breaks through the object’s shell. See Figure 6.10. The<br />

description <strong>of</strong> the internal behaviour <strong>of</strong> an object that is specified to receive an interrupt

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