Embedded System Applied to Typical Radar Track Model and Simulation Simulation

In various radar training and signal simulators, track simulation and display are essential to provide a signal source for the simulation platform. For portable radar simulators, personal computers (PCs) are not feasible, so embedded systems are required to handle human-computer interaction and signal processing. However, most existing track simulations are built on PCs. While powerful, these models are complex and computationally intensive, making them difficult to implement on embedded devices. To address these challenges, this paper introduces the use of double buffering technology in an embedded system, along with the "background copying" method, to simulate three typical radar track models. This approach effectively resolves issues related to memory processing speed and graphical resource consumption during simulation, enabling real-time dynamic display of radar tracks and their coordinate points. One typical track model is the linear trajectory, which is the most commonly used due to its simplicity. It involves parameters such as initial velocity, acceleration, flight pitch angle, heading angle, and time. Another common model is the horizontal circular track, which can be either a left or right turn, depending on the direction of movement. The vertical circular track, on the other hand, represents motion perpendicular to the horizontal plane, maintaining a constant azimuth while changing altitude. To simulate these tracks, a coordinate system is established, typically using Cartesian or polar coordinates. In the Cartesian system, the origin is the radar location, with axes aligned to geographic directions. The polar system uses slant range and angles to represent target positions. These coordinate systems are crucial for translating physical movement into visual representations on radar displays. The simulation process involves calculating the position of the target over time, converting these values into pixel coordinates for display. This requires mapping real-world distances to screen pixels, taking into account the scale and offset of the display area. The implementation of the simulation is done using GDI+ technology in a Windows CE environment, where double buffering is employed to reduce flicker and improve performance. Dynamic display of track coordinates is achieved by continuously updating the visual representation. Instead of redrawing the entire scene each time, the "background copying" technique is used, where one buffer holds the static background, and another is updated with new data. This ensures smooth and efficient real-time updates, reducing CPU usage and improving overall system responsiveness. The proposed method has been successfully implemented in a radar simulator, demonstrating strong real-time performance and reliability. It meets the requirements for radar training and provides an effective solution for simulating complex radar tracks in embedded environments.

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