Introduction
FireWire,
originally developed by Apple Computer, Inc is a cross platform implementation
of the high speed serial data bus –define by the IEEE 1394-1995 [FireWire 400],
IEEE 1394a-2000 [FireWire 800] and IEEE 1394b standards-that move large amounts
of data between computers and peripheral devices. Its features simplified
cabling, hot swapping and transfer speeds of upto 800 megabits per second.
FireWire is a high-speed serial input/output (I/O) technology for connecting
peripheral devices to a computer or to each other. It is one of the fastest
peripheral standards ever developed and now, at 800 megabits per second (Mbps),
its even faster.
Based
on Apple-developed technology, FireWire was adopted in 1995 as an official
industry standard (IEEE 1394) for cross-platform peripheral connectivity. By
providing a high-bandwidth, easy-to-use I/O technology, FireWire inspired a new
generation of consumer electronics devices from many companies, including
Canon, Epson, HP, Iomega, JVC, LaCie, Maxtor, Mitsubishi, Matsushita
(Panasonic), Pioneer, Samsung, Sony and Texas Instruments. Products such as DV
camcorders, portable external disk drives and MP3 players like the Apple iPod
would not be as popular as they are today with-out FireWire.
Contents
1.
Introduction
2.
Topology
3.
Transfers and transactions
4.
Configurations
5.
Normal arbitration
6.
1394a arbitration enhancements
7.
Key features
8.
Support for a wide range of devices
9.
Hardware and software support
10.
Conclusion
Transfers And Transactions
Isochronous
transfers: Isochronous transfers are always broadcast in a one-to-one or
one-to-many fashion. No error correction or retransmission is available for
isochronous transfers. Up to 80% of the available bus bandwidth can be used for
isochronous transfers. The delegation of bandwidth is tracked by a node on the
bus that occupies the role of isochronous resource manager. This may or may not
be the root node or the bus manager. The maximum amount of bandwidth an
isochronous device can obtain is only limited by the number of other
isochronous devices that have already obtained bandwidth from the isochronous
resource manager.
Asynchronous
transfers: Asynchronous transfers are
targeted to a specific node with an explicit address. They are not guaranteed a
specific amount of bandwidth on the bus, but they are guaranteed a fair shot at
gaining access to the bus when asynchronous transfers are permitted.
Asynchronous transfers are acknowledged and responded to. This allows
error-checking and retransmission mechanisms to take place.
Normal Arbitration
Link Layer
The
link layer is the interface between the physical layer and the transaction
layer. The link layer is responsible for checking received CRCs and calculating
and appending the CRC to transmitted packets. In addition, because isochronous
transfers do not use the transaction layer, the link layer is directly
responsible for sending and receiving isochronous data. The link layer also
examines the packet header information and determines the type of transaction
that is in progress. This information is then passed up to the transaction
layer.
Transaction Layer
The
transaction layer is used for asynchronous transactions. The 1394 protocol uses
a request-response mechanism, with confirmations typically generated within each
phase. Several types of transactions are allowed. They are listed as follows:
•
Simple quadlet (four-byte) read
•
Simple quadlet write
•
Variable-length read
•
Variable-length write
•
Lock transactions
Lock
transactions allow for atomic swap and compare and swap operations to be
performed. Transactions can be split, concatenated, or unified. Figure 3
illustrates a split transaction. The split transaction occurs when a device
cannot respond fast enough to the transaction request. When a request is
received, the node responds with an acknowledge packet. An acknowledge packet
is sent after every asynchronous packet.
Key Features
1) Data
transfer speeds up to 800 Mbps
2) Distances
up to 100 meters
3) Plug-and-play
connectivity
4) Highly
efficient architecture
Plug-and-Play Connectivity
FireWire
allows for true hot-swappable, plug-and-play connection of peripheral devices.
There is no need to shut down the computer before adding or removing a FireWire
device. Nor do you need to install drivers, assign unique ID numbers, or
connect terminators. You can connect a few devices in a simple chain or add
hubs to attach as many as 63 devices to a single FireWire bus. The number of
available FireWire buses can be increased via PCI and CardBus cards. FireWire
is a true peer-to-peer technology. Using a FireWire hub, multiple computers and
FireWire peripherals can be connected at the same time. Such an arrangement
would, for instance, enable two computers to share a single FireWire camera.
On-Bus Power
Like
its predecessor, FireWire 800 provides significant amounts of power on its bus
(up to 45 watts, with a maximum of 1.5 amps and 30 volts). This means that many
devices can be powered through the FireWire cable and will not need their own
power cables and adapters. For example, Apple’s iPod digital music player uses
FireWire as its sole data and power connection. The player can recharge its
built-in battery while it’s downloading new music from your computer. FireWire
also includes an aggressive power management scheme; power is used only when
actually needed.
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