Is Virtual PC a simulator or an Emulator according to you? Many of the answers are different than the others', with only some similar.
In preservation[ edit ] Emulation is a strategy in digital preservation to combat obsolescence. Emulation focuses on recreating an original computer environment, which can be time-consuming and difficult to achieve, but valuable because of its ability to maintain a closer connection to the authenticity of the digital object.
Basilisk II emulates a Macintosh 68k using interpretation code and dynamic recompilation. Potentially better graphics quality than original hardware. Potentially additional features original hardware didn't have.
Emulators maintain the original look, feel, and behavior of the digital object, which is just as important as the digital data itself. For example, a PlayStation 2 exclusive video game could be played on a PC using an emulator. This is especially useful when the original system is difficult to obtain, or incompatible with modern equipment e.
Obstacles[ edit ] Intellectual property - Many technology vendors implemented non-standard features during program development in order to establish their niche in the market, while simultaneously applying ongoing upgrades to remain competitive.
While this may have advanced the technology industry and increased vendor's market shareit has left users lost in a preservation nightmare with little supporting documentation due to the proprietary nature of the hardware and software.
This leads to a number of legal uncertainties regarding emulation, and leads to software being programmed to refuse to work if it can tell the host is an emulator; some video games in particular will continue to run, but not allow the player to progress beyond some late stage in the game, often appearing to be faulty or just extremely difficult.
Emulators require better hardware than the original system has. In new media art[ edit ] Because of its primary use of digital formats, new media art relies heavily on emulation as a preservation strategy.
Artists such as Cory Arcangel specialize in resurrecting obsolete technologies in their artwork and recognize the importance of a decentralized and deinstitutionalized process for the preservation of digital culture. In many cases, the goal of emulation in new media art is to preserve a digital medium so that it can be saved indefinitely and reproduced without error, so that there is no reliance on hardware that ages and becomes obsolete.
The paradox is that the emulation and the emulator have to be made to work on future computers. Full system simulation Emulation techniques are commonly used during the design and development of new systems.
It eases the development process by providing the ability to detect, recreate and repair flaws in the design even before the system is actually built. Most emulators just emulate a hardware architecture—if operating system firmware or software is required for the desired software, it must be provided as well and may itself be emulated.
Both the OS and the software will then be interpreted by the emulator, rather than being run by native hardware. Apart from this interpreter for the emulated binary machine's languagesome other hardware such as input or output devices must be provided in virtual form as well; for example, if writing to a specific memory location should influence what is displayed on the screen, then this would need to be emulated.
While emulation could, if taken to the extreme, go down to the atomic level, basing its output on a simulation of the actual circuitry from a virtual power source, this would be a highly unusual solution.
Emulators typically stop at a simulation of the documented hardware specifications and digital logic. Sufficient emulation of some hardware platforms requires extreme accuracy, down to the level of individual clock cycles, undocumented features, unpredictable analog elements, and implementation bugs.
This is particularly the case with classic home computers such as the Commodore 64whose software often depends on highly sophisticated low-level programming tricks invented by game programmers and the " demoscene ".
In contrast, some other platforms have had very little use of direct hardware addressing, such as an emulator for the PlayStation Vita . In these cases, a simple compatibility layer may suffice. This translates system calls for the emulated system into system calls for the host system e.
For example, while the Nintendo 64 graphic processor was fully programmable, most games used one of a few pre-made programs, which were mostly self-contained and communicated with the game via FIFO ; therefore, many emulators do not emulate the graphic processor at all, but simply interpret the commands received from the CPU as the original program would.
Developers of software for embedded systems or video game consoles often design their software on especially accurate emulators called simulators before trying it on the real hardware. This is so that software can be produced and tested before the final hardware exists in large quantities, so that it can be tested without taking the time to copy the program to be debugged at a low level and without introducing the side effects of a debugger.
In many cases, the simulator is actually produced by the company providing the hardware, which theoretically increases its accuracy. Math co-processor emulators allow programs compiled with math instructions to run on machines that don't have the co-processor installed, but the extra work done by the CPU may slow the system down.
If a math coprocessor isn't installed or present on the CPU, when the CPU executes any co-processor instruction it will make a determined interrupt coprocessor not availablecalling the math emulator routines.
When the instruction is successfully emulated, the program continues executing. Structure[ edit ] This article's section named "Structure of an emulator" needs additional citations for verification.
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June Learn how and when to remove this template message Typically, an emulator is divided into modules that correspond roughly to the emulated computer's subsystems.
Most often, an emulator will be composed of the following modules: Memory subsystem[ edit ] It is possible for the memory subsystem emulation to be reduced to simply an array of elements each sized like an emulated word; however, this model falls very quickly as soon as any location in the computer's logical memory does not match physical memory.
This clearly is the case whenever the emulated hardware allows for advanced memory management in which case, the MMU logic can be embedded in the memory emulator, made a module of its own, or sometimes integrated into the CPU simulator.SD Card.
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