How do emulators work and how are they written? [closed] - emulation

Closed. This question is off-topic. It is not currently accepting answers.
Closed 9 years ago.
Locked. This question and its answers are locked because the question is off-topic but has historical significance. It is not currently accepting new answers or interactions.
How do emulators work? When I see NES/SNES or C64 emulators, it astounds me.
Do you have to emulate the processor of those machines by interpreting its particular assembly instructions? What else goes into it? How are they typically designed?
Can you give any advice for someone interested in writing an emulator (particularly a game system)?

Emulation is a multi-faceted area. Here are the basic ideas and functional components. I'm going to break it into pieces and then fill in the details via edits. Many of the things I'm going to describe will require knowledge of the inner workings of processors -- assembly knowledge is necessary. If I'm a bit too vague on certain things, please ask questions so I can continue to improve this answer.
Basic idea:
Emulation works by handling the behavior of the processor and the individual components. You build each individual piece of the system and then connect the pieces much like wires do in hardware.
Processor emulation:
There are three ways of handling processor emulation:
Interpretation
Dynamic recompilation
Static recompilation
With all of these paths, you have the same overall goal: execute a piece of code to modify processor state and interact with 'hardware'. Processor state is a conglomeration of the processor registers, interrupt handlers, etc for a given processor target. For the 6502, you'd have a number of 8-bit integers representing registers: A, X, Y, P, and S; you'd also have a 16-bit PC register.
With interpretation, you start at the IP (instruction pointer -- also called PC, program counter) and read the instruction from memory. Your code parses this instruction and uses this information to alter processor state as specified by your processor. The core problem with interpretation is that it's very slow; each time you handle a given instruction, you have to decode it and perform the requisite operation.
With dynamic recompilation, you iterate over the code much like interpretation, but instead of just executing opcodes, you build up a list of operations. Once you reach a branch instruction, you compile this list of operations to machine code for your host platform, then you cache this compiled code and execute it. Then when you hit a given instruction group again, you only have to execute the code from the cache. (BTW, most people don't actually make a list of instructions but compile them to machine code on the fly -- this makes it more difficult to optimize, but that's out of the scope of this answer, unless enough people are interested)
With static recompilation, you do the same as in dynamic recompilation, but you follow branches. You end up building a chunk of code that represents all of the code in the program, which can then be executed with no further interference. This would be a great mechanism if it weren't for the following problems:
Code that isn't in the program to begin with (e.g. compressed, encrypted, generated/modified at runtime, etc) won't be recompiled, so it won't run
It's been proven that finding all the code in a given binary is equivalent to the Halting problem
These combine to make static recompilation completely infeasible in 99% of cases. For more information, Michael Steil has done some great research into static recompilation -- the best I've seen.
The other side to processor emulation is the way in which you interact with hardware. This really has two sides:
Processor timing
Interrupt handling
Processor timing:
Certain platforms -- especially older consoles like the NES, SNES, etc -- require your emulator to have strict timing to be completely compatible. With the NES, you have the PPU (pixel processing unit) which requires that the CPU put pixels into its memory at precise moments. If you use interpretation, you can easily count cycles and emulate proper timing; with dynamic/static recompilation, things are a /lot/ more complex.
Interrupt handling:
Interrupts are the primary mechanism that the CPU communicates with hardware. Generally, your hardware components will tell the CPU what interrupts it cares about. This is pretty straightforward -- when your code throws a given interrupt, you look at the interrupt handler table and call the proper callback.
Hardware emulation:
There are two sides to emulating a given hardware device:
Emulating the functionality of the device
Emulating the actual device interfaces
Take the case of a hard-drive. The functionality is emulated by creating the backing storage, read/write/format routines, etc. This part is generally very straightforward.
The actual interface of the device is a bit more complex. This is generally some combination of memory mapped registers (e.g. parts of memory that the device watches for changes to do signaling) and interrupts. For a hard-drive, you may have a memory mapped area where you place read commands, writes, etc, then read this data back.
I'd go into more detail, but there are a million ways you can go with it. If you have any specific questions here, feel free to ask and I'll add the info.
Resources:
I think I've given a pretty good intro here, but there are a ton of additional areas. I'm more than happy to help with any questions; I've been very vague in most of this simply due to the immense complexity.
Obligatory Wikipedia links:
Emulator
Dynamic recompilation
General emulation resources:
Zophar -- This is where I got my start with emulation, first downloading emulators and eventually plundering their immense archives of documentation. This is the absolute best resource you can possibly have.
NGEmu -- Not many direct resources, but their forums are unbeatable.
RomHacking.net -- The documents section contains resources regarding machine architecture for popular consoles
Emulator projects to reference:
IronBabel -- This is an emulation platform for .NET, written in Nemerle and recompiles code to C# on the fly. Disclaimer: This is my project, so pardon the shameless plug.
BSnes -- An awesome SNES emulator with the goal of cycle-perfect accuracy.
MAME -- The arcade emulator. Great reference.
6502asm.com -- This is a JavaScript 6502 emulator with a cool little forum.
dynarec'd 6502asm -- This is a little hack I did over a day or two. I took the existing emulator from 6502asm.com and changed it to dynamically recompile the code to JavaScript for massive speed increases.
Processor recompilation references:
The research into static recompilation done by Michael Steil (referenced above) culminated in this paper and you can find source and such here.
Addendum:
It's been well over a year since this answer was submitted and with all the attention it's been getting, I figured it's time to update some things.
Perhaps the most exciting thing in emulation right now is libcpu, started by the aforementioned Michael Steil. It's a library intended to support a large number of CPU cores, which use LLVM for recompilation (static and dynamic!). It's got huge potential, and I think it'll do great things for emulation.
emu-docs has also been brought to my attention, which houses a great repository of system documentation, which is very useful for emulation purposes. I haven't spent much time there, but it looks like they have a lot of great resources.
I'm glad this post has been helpful, and I'm hoping I can get off my arse and finish up my book on the subject by the end of the year/early next year.

A guy named Victor Moya del Barrio wrote his thesis on this topic. A lot of good information on 152 pages. You can download the PDF here.
If you don't want to register with scribd, you can google for the PDF title, "Study of the techniques for emulation programming". There are a couple of different sources for the PDF.

Emulation may seem daunting but is actually quite easier than simulating.
Any processor typically has a well-written specification that describes states, interactions, etc.
If you did not care about performance at all, then you could easily emulate most older processors using very elegant object oriented programs. For example, an X86 processor would need something to maintain the state of registers (easy), something to maintain the state of memory (easy), and something that would take each incoming command and apply it to the current state of the machine. If you really wanted accuracy, you would also emulate memory translations, caching, etc., but that is doable.
In fact, many microchip and CPU manufacturers test programs against an emulator of the chip and then against the chip itself, which helps them find out if there are issues in the specifications of the chip, or in the actual implementation of the chip in hardware. For example, it is possible to write a chip specification that would result in deadlocks, and when a deadline occurs in the hardware it's important to see if it could be reproduced in the specification since that indicates a greater problem than something in the chip implementation.
Of course, emulators for video games usually care about performance so they don't use naive implementations, and they also include code that interfaces with the host system's OS, for example to use drawing and sound.
Considering the very slow performance of old video games (NES/SNES, etc.), emulation is quite easy on modern systems. In fact, it's even more amazing that you could just download a set of every SNES game ever or any Atari 2600 game ever, considering that when these systems were popular having free access to every cartridge would have been a dream come true.

I know that this question is a bit old, but I would like to add something to the discussion. Most of the answers here center around emulators interpreting the machine instructions of the systems they emulate.
However, there is a very well-known exception to this called "UltraHLE" (WIKIpedia article). UltraHLE, one of the most famous emulators ever created, emulated commercial Nintendo 64 games (with decent performance on home computers) at a time when it was widely considered impossible to do so. As a matter of fact, Nintendo was still producing new titles for the Nintendo 64 when UltraHLE was created!
For the first time, I saw articles about emulators in print magazines where before, I had only seen them discussed on the web.
The concept of UltraHLE was to make possible the impossible by emulating C library calls instead of machine level calls.

Something worth taking a look at is Imran Nazar's attempt at writing a Gameboy emulator in JavaScript.

Having created my own emulator of the BBC Microcomputer of the 80s (type VBeeb into Google), there are a number of things to know.
You're not emulating the real thing as such, that would be a replica. Instead, you're emulating State. A good example is a calculator, the real thing has buttons, screen, case etc. But to emulate a calculator you only need to emulate whether buttons are up or down, which segments of LCD are on, etc. Basically, a set of numbers representing all the possible combinations of things that can change in a calculator.
You only need the interface of the emulator to appear and behave like the real thing. The more convincing this is the closer the emulation is. What goes on behind the scenes can be anything you like. But, for ease of writing an emulator, there is a mental mapping that happens between the real system, i.e. chips, displays, keyboards, circuit boards, and the abstract computer code.
To emulate a computer system, it's easiest to break it up into smaller chunks and emulate those chunks individually. Then string the whole lot together for the finished product. Much like a set of black boxes with inputs and outputs, which lends itself beautifully to object oriented programming. You can further subdivide these chunks to make life easier.
Practically speaking, you're generally looking to write for speed and fidelity of emulation. This is because software on the target system will (may) run more slowly than the original hardware on the source system. That may constrain the choice of programming language, compilers, target system etc.
Further to that you have to circumscribe what you're prepared to emulate, for example its not necessary to emulate the voltage state of transistors in a microprocessor, but its probably necessary to emulate the state of the register set of the microprocessor.
Generally speaking the smaller the level of detail of emulation, the more fidelity you'll get to the original system.
Finally, information for older systems may be incomplete or non-existent. So getting hold of original equipment is essential, or at least prising apart another good emulator that someone else has written!

Yes, you have to interpret the whole binary machine code mess "by hand". Not only that, most of the time you also have to simulate some exotic hardware that doesn't have an equivalent on the target machine.
The simple approach is to interpret the instructions one-by-one. That works well, but it's slow. A faster approach is recompilation - translating the source machine code to target machine code. This is more complicated, as most instructions will not map one-to-one. Instead you will have to make elaborate work-arounds that involve additional code. But in the end it's much faster. Most modern emulators do this.

When you develop an emulator you are interpreting the processor assembly that the system is working on (Z80, 8080, PS CPU, etc.).
You also need to emulate all peripherals that the system has (video output, controller).
You should start writing emulators for the simpe systems like the good old Game Boy (that use a Z80 processor, am I not not mistaking) OR for C64.

Emulator are very hard to create since there are many hacks (as in unusual
effects), timing issues, etc that you need to simulate.
For an example of this, see http://queue.acm.org/detail.cfm?id=1755886.
That will also show you why you ‘need’ a multi-GHz CPU for emulating a 1MHz one.

Also check out Darek Mihocka's Emulators.com for great advice on instruction-level optimization for JITs, and many other goodies on building efficient emulators.

I've never done anything so fancy as to emulate a game console but I did take a course once where the assignment was to write an emulator for the machine described in Andrew Tanenbaums Structured Computer Organization. That was fun an gave me a lot of aha moments. You might want to pick that book up before diving in to writing a real emulator.

Advice on emulating a real system or your own thing?
I can say that emulators work by emulating the ENTIRE hardware. Maybe not down to the circuit (as moving bits around like the HW would do. Moving the byte is the end result so copying the byte is fine). Emulator are very hard to create since there are many hacks (as in unusual effects), timing issues, etc that you need to simulate. If one (input) piece is wrong the entire system can do down or at best have a bug/glitch.

The Shared Source Device Emulator contains buildable source code to a PocketPC/Smartphone emulator (Requires Visual Studio, runs on Windows). I worked on V1 and V2 of the binary release.
It tackles many emulation issues:
- efficient address translation from guest virtual to guest physical to host virtual
- JIT compilation of guest code
- simulation of peripheral devices such as network adapters, touchscreen and audio
- UI integration, for host keyboard and mouse
- save/restore of state, for simulation of resume from low-power mode

To add the answer provided by #Cody Brocious
In the context of virtualization where you are emulating a new system(CPU , I/O etc ) to a virtual machine we can see the following categories of emulators.
Interpretation: bochs is an example of interpreter , it is a x86 PC emulator,it takes each instruction from guest system translates it in another set of instruction( of the host ISA) to produce the intended effect.Yes it is very slow , it doesn't cache anything so every instruction goes through the same cycle.
Dynamic emalator: Qemu is a dynamic emulator. It does on the fly translation of guest instruction also caches results.The best part is that executes as many instructions as possible directly on the host system so that emulation is faster. Also as mentioned by Cody, it divides the code into blocks ( 1 single flow of execution).
Static emulator: As far I know there are no static emulator that can be helpful in virtualization.

How I would start emulation.
1.Get books based around low level programming, you'll need it for the "pretend" operating system of the Nintendo...game boy...
2.Get books on emulation specifically, and maybe os development. (you won't be making an os, but the closest to it.
3.look at some open source emulators, especially ones of the system you want to make an emulator for.
4.copy snippets of the more complex code into your IDE/compliler. This will save you writing out long code. This is what I do for os development, use a district of linux

I wrote an article about emulating the Chip-8 system in JavaScript.
It's a great place to start as the system isn't very complicated, but you still learn how opcodes, the stack, registers, etc work.
I will be writing a longer guide soon for the NES.

Related

How Could I Create This Type of Machine?

So I have a computer. It has programs on it already. If I delete those programs, I would be left with an operating system that is able to run commands. I could create my own programs from that point, but I would be limited to the constraints of the operating system already loaded onto the machine. What I would like to do is remove the operating system from the computer entirely and be left only with a blank screen and a cursor where I could type whatever I want. I want to be able to create my own program without having to run an operating system program behind it. I do not understand how the physical machine would be able to process the strings of characters that I type into it and produce its own response, which would then be displayed on the screen, but obviously someone has done it before, otherwise I would not have the machine that I am typing on right now.
(I apologize for the run on sentences but I do not know how to say what I want to say right now.)
My goal here is to have a computer, kind of like the Apple 2, where the only thing that I could do with it is type into a text line and see characters pop up on the screen. My goal on top of that goal is to develop a program that would hide in the background of the machine, so that there would still only be a cursor on screen, but the program would make it so that when I type any simple question into the screen, such as, "How are you feeling today?", I would receive a response like, "I am doing quite well, thank you. How are you?".
Does anybody have any idea how I would be able to start this project properly?
If you need to ask this question, you need to learn more than one answer on SO can provide.
Operating system is needed even to get the cursor thingy on screen.
If you are serious about the idea - you might want to start with a microcontroller, such as Arduino. They are more powerful than Apple 2 and they will allow you to write programs and boot straight into them. Adding some kind of terminal IO will not be hard - at least comparing to bootstrapping a program on an actual PC.
A good starting point for a project like this is to learn about operating systems in general. It is a vast topic but you don't have to know everything.
When we speak of an operating system we have in mind a large system that provides capabilities like managing memory, reading and writing files to permanent storage and interacting with input and output such as keyboards and displays. We are also usually thinking of a large number of higher level software applications. Think about commands like dir or ls as programs that come along with the operating system. Of course with a GUI based OS we also have windows and buttons and a wide variety of controls to consider.
The good news is that in order to get started you don't need to be an expert on everything and you certainly don't have to start with a full-blown OS.
The other good news is that the topic can be broken down into byte-sized pieces. A great introduction to the fundamentals you will need is Charles Petzold's Code The Hidden Language of Hardware and Software
Petzold begins with discussions of the inventions of Morse code and Braille, adds electricity, number systems, Boolean logic, and the resulting epiphanies required to put them all together economically. With these building blocks he builds circuits, relays, gates, switches, discusses the inventions of the vacuum tube, transistors, and finally the integrated circuit.
The last portion of the book contains a grab bag of subjects such as implementation of floating point math, operating systems, and the various refinements that have occurred in the latter half of the twentieth century.
Once you have a feel for the fundamentals a good next step in learning about operating systems is to study one that provides as few capabilities as possible. Take a look at MINIX
MINIX originally was developed in 1987 by Andrew S. Tanenbaum as a teaching tool for his textbook Operating Systems Design and Implementation. Today, it is a text-oriented operating system with a kernel of less than 6,000 lines of code. MINIX's largest claim to fame is as an example of a microkernel, in which each device driver runs as an isolated user-mode process—a structure that not only increases security but also reliability, because it means a bug in a driver cannot bring down the entire system.
Have fun.

How the hardware platform impacts upon the choice for the programming language?

Long put short: The teacher who taught me through out the last year has only recently left and has been replaced with a new one. This new teacher has given me an assignment that involves things (like this) that we were never previously taught. So this task has showed up on the assignment and I have no idea how to do it. I can't get hold of the teacher because he's poorly and not coming in for the next few days. And even when I do ask him to explain further, he gets into a right mood and makes me feel like I'm completely retarded.
Describe how the hardware platform impacts upon the choice for
the programming language
Looking at my activity here on SO, you can tell that I'm into programming, I'm into developing things, and I'm into learning, so I'm not just trying to get one of you guys to do my homework for me.
Could someone here please explain how I would answer a question like this.
Some considerations below, but not a full answer by any means.
If your hardware platform is a small embedded device of some kind, then your choice of programming language is going to be directed towards the lower level unmanaged languages - you probably won't be able to (or want to) load a managed language runtime like the Java JVM or .NET CLR. This is down to memory and storage requirements. Similarly, interpreted languages will be out of the question as you won't have space for the intepreter.
If you're on a larger machine, it's more a question of compatibility. A managed language must run on a platform where its runtime is supported. In the case of .NET, that's Windows, or other platforms if you substitute the Microsoft CLR with the Mono runtime. In the case of Java, that's a far wider range of platforms.
This is by no means a definitive answer, but my first thought would be embedded systems. A task I perform on an embedded system, or other low powered battery operated computer, would need to be handled completely different to that performed on a computer which has access to mains electricity.
One simple impact.. would be battery life.
If I use wasteful algorithms on an embedded system, the battery life will be affected.
Hope that helps stir the brain juices!
Clearly, the speed and amount of memory of the device will impact the choice. The more primitive and weak the platform is, the harder it is to run code developed with very high level languages. Code written with them may just not work at all (e.g. when there isn't enough memory) or be too slow or it will require serious optimizations (i.e. incur more work), perhaps affecting negatively the feature set or quality.
Also, some languages and software may rely heavily on or benefit from the availability of page translation in the CPU. If the CPU doesn't have it, certain checks will have to be done in software instead of being done automatically in hardware, and that will affect the performance or the language/software choice.

Need some ignition for learning Embedded Systems [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 11 years ago.
I'm very much interested in building applications for Embedded Devices. I'm in my 3rd year Electrical Engineering and I'm passionate about coding, algorithms, Linux OS, etc. And also by Googling I found out that Linux OS is one of the best OSes for Embedded devices(may be/may not be). I want to work for companies which work on mobile applications. I'm a newbie/naive to this domain & my skills include C/C++ & MySQL. I need help to get started in the domain of Embedded Systems; like how/where to start off, Hardware prerequisites, necessary programming skills, also what kind of Embedded Applications etc. I've heard of ARM, firmware, PIC Micorcontrollers; but I don't know anything & just need proper introduction about them.
P.S: I'm currently reading Bjarne Struotsup's lecture in C++ at Texas A&M University, and one chapter in it describes about Embedded Systems Programming.
I would avoid operating systems all together, Embedded Linux is an oxymoron, what are you really learning? You could learn the same thing with your home computer.
Yes, ARM is the king of embedded and may remain so for a while, eventually you will need to take a look.
Sparkfun.com is a great site, they offer a number of the olimex boards plus others like arduino derivatives. I prefer the msp430 to the avr, but the avr is more popular.
Outside sparkfun look at the ez430 from TI (msp430) direct or from digikey or mouser. Stellaris has a number of nice boards, the 811 is easy to brick, my first one lasted only a few hours, oops, I should have read the 17 warning labels stuck to everything in the box, dont touch the enables or direction on those jtag lines. stellaris packed a ton of stuff on the boards, very good platform for learning embedded programming, reading schematics, reading data sheets and programmers reference manuals, learning that all schematics and reference manuals are a little buggy and you have to hack your way through. If you want something to build your own projects on though you have to cut away (not literally) goodies on the boards, so I would go with an olimex header board for adding your own electronics to.
Back to sparkfun. The olimex header boards are good, sub $50, the various arm vendors are represented (except for ti/stellaris). Arduino pro mini for under $20. The armmite pro is good. Avoid the mbed2 and lpcxpresso, perhaps avoid lpc all together (other than the armmite pro).
qemu is also a good simulator, not as easy as the armulator or my thumbulator to dig into to see what your code is doing. But there are many rtoses and linuxes that run on it (arm and other processors are simulated), the arm integrator eval board is a popular target and is simulated by qemu. Just within arm there are many eval boards emulated by qemu.
The beagleboard is popular but I was quite disappointed with my beagleboard and always innovating netbook. It cost another $100 - $150 to make the beagleboard useful. Embest has a much better beagleboard clone, that is useful out of the box. I like the hawkboard.org much better than the beagleboard, slower by a bit, half the price, but a better board. You can work on linux or true embedded (no operating system) or whatever you like. Being TI omap based there is a dsp on chip as well in case you have some interests there.
I am not a fan of pic, and have been and will get flamed for it, doesnt bother me. I recommend learning assembler for the msp430, avr, arm, thumb (and pic), real embedded always involves a little assembler to manage the boot process, interrupt handling and the like at a minimum. The msp430 and arm are well suited instruction sets for C compilers, pic is horrible as is the 8051, that doesnt mean there arent C compilers, it is just horribly inefficient and adding a high level language makes the result that much worse. The pics are quite resource limited. The pic32 is a mips derivative and not what I am talking/complaining about. That is a whole other family and category of device. I would go with the msp430 over pic given the choice both for assembler and C, size, power, features, etc.
Mips is probaby arms biggest competitor, sadly it is the one platform I have not had the opportunity to learn.
8051, 6501, and the lsi11 used by the pdp11 are a nice trip down history lane. the lsi11 is what the C language was invented on and you can see parallels between the assembler and C. The msp430 instruction set has the same feel, both the msp430 and lsi11 are excellent instruction sets for beginning assembler. The 8051 is probably the oldest surviving workhorse, it had its day as the dominant embedded processor, and can still be found in new chip products. like the pic the instruction set is a tower of hanoi puzzle, in and out of the accumulator, in and out, in and out several instructions to do anything useful. sdcc is a free 8051 C compiler and just the right size if you want to dig into the guts of a compiler and have a chance at understanding it (without having to buy books or take classes).
I am a big fan of the gameboy advance and nintendo ds, the gba is easier, emulators are out there for both, although are geared toward playing rom games and not necessarily perfect at emulation you might do for homebrew development. the gba's other than the mini have serial ports making debug that much easier (mini has one but getting at it is harder). start with the gba if you can, much cheaper, much easier, once you get the hang of the the ds is a couple of gbas tied together with some extra complications.
Based on your post, not knowing if the cost is too much, my guess is the hawkboard (hawkboard.org) is a good choice for linux, embedded, algorithms and other items you listed. Go ahead and get the power supply and the otg usb cable if it doesnt come with it. If you are like I was as an EE student that may be too rich, look at the arduino pro or actually the lillypad because it comes with the pins already, no soldering or extra parts required, yes get the $14 usb to serial thing. For the price of the lillypad and usb to serial/power board you could get a armmite pro and not need anything else other than a usb cable (I know it is a lpc, its okay). I have web pages on how to remove the arduino like firmware from both platforms and get at the processor, not brain surgery, pretty easy, but first timers might hesitate. The ez430 falls into this same price category, you dont need anything else but the $20 kit, three more boards cost you $10 for the set. If that is too rich or even if not the emulators are free some are much easier to debug than running on real hardware as you have the source code and can compile in print statements or whatever. You can get your feet wet without expending anything but time, and see if this is something you are really interested in.
Remember even the best emulator is not like being on the real hardware (same as running your code under a debugger). You may have to start your project over on hardware, but that is the fun of embedded. board bring up...
by Googling I found out that Linux OS
is one of the best OSes for Embedded
devices(may be/may not be)
It gives you a lot of functionality at on the face of it, low cost. However you have to factor in the cost of the hardware needed to run it, when you might otherwise have been able to use lower cost devices, and the huge amount of third-party code over which you have little control. Also it is not suited to hard real-time applications. By using Linux, you will have implicitly imposed a requirement for a 32 bit processor with an MMU (unless you use uClinux and loose memory protection), and several Mb of RAM and non-volatile storage.
Also you'd learn a lot more about embedded systems by not initially targeting Linux, but using an RTOS or real-time kernel such as FreeRTOS, QNX, VxWorks, eCOS, uC/OS-II or III for example, or just programming 'bare metal' without an OS or executive at all.
A good resource for embedded systems articles is http://embedded.com/
Regarding hardware, ARM is the most ubiquitous architecture in embedded systems used everywhere including phones, PDAs, STBs, DAB radios, digital cameras, hand-held games, netbooks, iPad, robotics etc. It is available from many chip-makers, in a wide range of cost/performance and peripherals and on-chip memory. A Cortex-M3 based part would be a good introduction, and is a cleaner design that the older ARM7TDMI core that it essentially replaces. (so long as you don't want to run Linux in which case you'll need at least an ARM9 with external memory).
If board/tool cost is critical, you might rather use an 8bit device, and I suggest something based on Atmel's AVR. These devices are simple, come in an extensive range, and are suited to programming in C (and C++ if you wish). PIC may seem attractive, but it covers a range of largely incompatible architectures (each requiring different tool-chains) and unless you use a high end-device (PIC24/dsPIC for example), they do not present the best platform for programming in C or C++.
Take a look at the Arduino project. It was designed, among other things, as a cheap and easy to program embedded system for students.
I happen to be a fan of the more recent PIC devices, such as PIC24F and dsPIC33F. They are optimized for C, and Microchip has a free compiler available. One thing nice about the PICs is that many of them come in DIP packages, so you can put them on a plastic breadboard and get started with them right away. Inexpensive also. For example, Digikey sells the PIC24FJ16GA002 (16K Flash, 4K RAM, I2C, SPI, UART and parallel port) in a 28-pin DIP package for $3.64.

How to convince my co-worker the linux kernel code is re-entrant?

Yeah I know ... Some people are sometimes hard to convince of what sounds natural to the rest of us, an I need your help right now SO community (or I'll go postal soon ..)
One of my co-worker is convinced the linux kernel code is not re-entrant as he reads it somewhere last time he get insterested in it, likely 7 years ago. Probably its reading was right at that time, remember that multi core architecture was not much widespread some time ago and linux project at its begining or so was not totally well writen and fully fledged with all fancy features.
Today is different. It's obvious that calling the same system call from different processes running in parallel on the same architecture won't lead to undefined behavior. Linux kernel is widespread now, and known for its reability even though running on multicore architectures.
That is my argument for now. But what would be yours to prove that objectively ?
I was thinking to show him off some function in the linux kernel (on lxr website ) as the mutex_lock() system call. Eveything is tuned to get it work in concurrent environnement. But the code could be not that obvious for newbie (as I am).
Please help me.. ;-)
Search the kernel mailing list archive for "BKL". That stands for "Big Kernel Lock", which is what used to be used to prevent problems. A lot of work has been put into breaking it up into pieces, to allow reentry as long different parts of the kernel are used by different processes. Most recent mentions of "BKL" (at least that I've noticed) have basically referred to somebody trying to make his own life easy by locking more than somebody else approved of, at which point they frequently say something about "returning to the days of the BKL", or something on that order.
The easiest way to prove that multiple CPUs can execute in the kernel simultaneously would be to write a program that does a lot of work in-kernel (for example, looks up long pathnames in a tight loop), then run two copies of it at the same time on a dual-core machine and show that the "system" percentage in top goes above 50%.
At the risk of being snarky: why not just read the code? If neither of you are expert enough to follow the code through an interrupt handler and into some subsystem or another where you can read out the synchronization code, then ... why bother? Isn't this just a dancing on the head of a pin argument? It's like a creationist demanding "proof" of evolution when they aren't interested in learning any biology.
Maybe you should have your friend prove Linux is not reentrant. Burden should not be on you to prove this.

Machine dependent languages

Why might a machine-dependent language be more appropriate for writing certain types of programs? What types of programs would be appropriate?
Why might a machine-dependent language
be more appropriate for writing
certain types of programs?
Speed
Some machines have special instructions sets (Like MMX or SSE on x86, for example) that allows to 'exploit' the architecture in ways that compilers may or may not utilize best (or not utilize at all). If speed is critical (such as video games or data-crunching programs), then you'd want to utilize the best out of the architecture you're on.
Where Portability is Useless
When coding a program for a specific device (take the iPhone or the Nintendo DS as examples), portability is the least of your concerns. This code will most likely never go to another platform as it's specifically designed for that architecture/hardware combination.
Developer Ignorance and/or Market Demand
Computer video games are prime example - Windows is the dominating computer game OS, so why target others? It will let the developers focus on known variables for speed/size/ease-of-use. Some developers are ignorant - they learn to code only on one platform (Such as .NET) and 'forget' that others platforms exist because they don't know about them. They seem to take an approach similar to "It works on my machine, why should I bother porting it to a bizarre combination that I will never use?"
No other choice.
I will take the iPhone again as it is a very good example. While you can program to it in C or C++, you cannot access any of the UI widgets that are linked against the Objective-C runtime. You have no other choice but to code in Objective-C if you want to access any of those widgets.
What types of programs would be
appropriate?
Embedded systems
All of the above apply - When you're coding for an embedded system, you want to take advantage of the full potential of the hardware you're working on. Be it memory management (Such as the CP15 on ARM9) or even obscure hardware that is only attached to the target device (servo motors, special sensors etc).
The best example I can think of is for small embedded devices. When you have to have full control over every detail of optimization due to extremely limited computing power (only a few kilobytes of RAM, for example), you might want to drop down to the assembler level yourself to make everything work perfectly in those small confines.
On the other hand, compilers have gotten sophisticated enough these days where you really don't need to drop below C for most situations, including embedded devices and microcontrollers. The situations are pretty rare when this is necessary.
Consider virtually any graphics engine. Since your run-of-the-mill general purpose CPU cannot perform operations in parallel, you would have a bare minimum of one cycle per pixel to be modified.
However, since modern GPUs can operate on many pixels (or other piece of data) all at the same time, the same operation can be finished much more quickly. GPUs are very well-suited for embarrassingly parallel problems.
Granted, we have high-level-language APIs to control our video cards nowadays, but as you get "closer to the metal", the raw language used to control a GPU is a different animal from the language to control a general purpose CPU, due to the vast difference in architectures.

Resources