Large capacity, SPI storage for PIC12f1840? - storage

I'm using a PIC12F1840 chip with an MPU9250 accelerometer to collect movement data. I'm currently using a 1Kb, SPI RAM chip, but it gets full quite quickly, and there is also data loss while trying to read the data from it (due to the RAM's need for continuous power!).
It doesn't have to be quick, the MPU's fastest speed is the only 184Hz, and I'm planning to use it on a slower setting by default. Can someone suggest some type of memory?

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ESP32: Best way to store data frequently?

I'm developing a C++ application in the ESP32-DevKitC board where I sense acceleration from an accelerometer. The application goal is to store the accelerometer data until storage is full and then send all the data through WiFi and start all again. The micro also goes to deep-sleep mode when is possible.
I'm currently using the ESP32 NVS library which is very well documented and pretty easy to use. The negative side of this is that the library uses Flash memory, therefore a lot of writings will end up degrading the drive.
I know that Espressif also offers some other storage libraries (FAT, SPIFFS, etc.) but, as far as I know (correct me if I'm wrong), they all use Flash drive.
Is there any other possibility of doing what I want to but without using the Flash storage?
Aclarations
Using Flash memory is not the problem itself, but degrading it.
Storage has to be non volatile or at least not being erased when the micro goes to deep-sleep mode.
I'm not using any Arduino library.
That's a great question that I wish more people would ask.
ESP32s use NOR flash storage, which is usually rated for between 10,000 to 100,000 write cycles (100,000 seems to be the standard these days). Flash can't write single bytes; instead of writes a "page" of bytes, which I believe is 256 bytes. So each 256 byte page is rated for at least 100,000 cycles. When a device is rated for 100,000 cycles it's likely to be usable for at least 10 times that, but the manufacturer is not going to make any promises beyond the 100,000.
SPIFFS (and LittleFS, now used on the ESP8266 Arduino Core) perform "wear leveling", to minimize the number of times a particular page is written. So if you modify the same section of a file repeatedly, it will automatically be written to different pages of flash. FAT is not designed to work well with flash storage; I would avoid it.
Whether SPIFFS with wear leveling will be adequate for your needs depends on your needed lifetime of the device versus how much data you'll be writing and how frequently.
NVS may perform some level of wear levelling, to an extent I'm unsure about. Here, in a forum post with 2 ESP employees, they both confirm that NVS does do some form of wear levelling. NVS is best used to persist things like configuration information that doesn't change frequently. It's not a great choice for storing information that's updated often.
You mentioned that the data just needs to survive deep sleep. If that's the case, your best option (if it's large enough) is to use the ESP32's RTC static RAM. This chunk of memory will survive restarts and deep sleep mode, but will lose its state if power is interrupted. It's real RAM so you won't wear it out by writing to it frequently, and it doesn't cost a lot of energy to write to. The catch is there's only 8KB of it.
If the 8KB of RTC RAM isn't enough and you're writing too much data too frequently to trust that SPIFFS will be okay, your best bet would be an SD card. The ESP32 can talk to an SD card adapter. SD cards use NAND flash, which has a much greater lifespan than NOR and can be safely overwritten many more times (which is why these kinds of cards are usable for filesystems in devices like Raspberry Pis).
Writing to flash also takes much more energy than writing to regular RAM. If your device is going to be battery powered, the RTC RAM is also a better choice than SPIFFS or an SD card from a power savings perspective.
Finally, if you use the RTC RAM I'd recommend starting to write it over wifi before it's full, as bringing up wifi and transmitting the data could easily take long enough that you might run out of space for some samples. Using it as a ring buffer and starting the transmit process when you hit a high water mark rather than when the buffer is full would probably be your best bet.
I know i'm late with this answer but you can buy ESP32 modules with external RAM even with 4-8mb. External ram is really fast ( at least much faster than the flash, it uses SPI interface to communicate ) and you can fit a lot of sensor readings in there.
I'm using an ESP32_WROVER_E module with 8mb external ram ( 4mb is usable with normal function calls ) and 16mb flash.
Here is a link of the module that i'm using at TME's site.

How does browser GPU memory usage works?

By pressing F12 and then Esc on Chrome, you can see a few options to tick. One of them is show FPS meter, which allows us to see GPU memory usage in real time.
I have a few questions regarding this GPU memory usage:
This GPU memory means the memory the webpage needs to store its code: variables, methods, images, cached videos, etc. Is this right to affirm?
Is there a reason as to why it has an upper bound of 512 Mb? Is there a way to reduce or increase it?
How much GPU memory usage is enough to see considerable slowdown on browser navigation?
If I have an array with millions of elements (just hypothetically), and I splice all the elements in the array, will it free the memory that was in use? Or will it not "really" free the memory, requiring an additional step to actually wipe it out?
1. What is stored in GPU memory
Although there are no hard-set rules on the type of data that can be stored in GPU-memory, the bulk of GPU memory generally contains single-frame resources like textures, multi-frame resources like vertex buffers and index buffer data, and programmable-shader compiled code fragments. So while in theory it is possible to store video's in GPU memory, as well as all kinds of other bulk data, in practice, for every streamed video only a bunch of frames will ever be in GPU-ram.
The main reason for this soft-selection of texture-like data sets is that a GPU is a parallel hardware architecture, and it expects the data to be compatible with that philosophy, which means that there are no inter-dependencies between sets of data (i.e. pixels). Decoding images from a video stream is more or less the same as resolving interdependence between data-blocks.
2. Is 512MB enough for everyone?
No. It's probably based on your hardware.
3. When does GPU memory become slow?
You have to know that some parts of the GPU memory are so fast you can't even start to appreciate the speed. There is nothing wrong with the speed of a GPU card. What matters is the time it takes to get the data IN that memory in the first place. That is called bandwidth, and the operations usually need to be synchronized. In that case, the driver will lock the Northbridge bus so that data can flow from main memory into GPU memory, and this locking + transfer takes quite some time.
So to answer the question, once it is uploaded, the GUI will remain fast, no matter how much more memory is used on the GPU card. The only thing that can slow it down, are changes to the GUI, and other GPU processes taking time to complete that may interfere with rendering operations.
4. Splicing ram memory frees it up?
I'm not quite sure what you mean by splicing. GPU memory is freed by applications that release that memory by using the API calls to do that. If you want to render you GPU memory blank, you'd have to grab the GPU handles of the resources first, upload 'clear' data into them, and then release the handles again, but (for normal single-threaded GPU applications) you can only do that in your own process context.

Maximum data a GPU can take?

I have a large dataset, say, 5 GB and I am doing stream-wise processing on the data, now, I need to figure out on how much data I can send to GPU at a time for processing, so that I can make utilization of GPU memory to the fullest.
Also, if my RAM is not sufficient to do processing/hold on 5 GB of data, what is the work-around for this?
A pipelined application might use 3 buffers on the GPU. One buffer is used to hold the data currently being transferred to the GPU (from the host), one buffer to hold the data currently being processed by the GPU, and one buffer to hold the data(results) currently being transferred from the GPU (to the host).
This implies that your application processing can be broken into "chunks". This is true for many applications that work on large data sets.
CUDA streams enable the developer to write code that allows these 3 operations (transfer to, process, transfer from) to run simultaneously.
There is no specific number that defines the size of the buffers in the above scenario. Certainly, a straightforward implementation would create 3 buffers, each of which is smaller than 1/3 of the total memory on the GPU, leaving some memory left over for overhead and other data that may need to live in GPU memory. So if your GPU has 5GB, you might be able to run with three 1GB buffers. But there is no tool like deviceQuery that will tell you this; it is not a property of the device.
You may want to read carefully the above linked programming guide section, as well as review the CUDA simple streams sample code.

Realistic data rate over PCI bus using DMA?

What is the realistic data transfer rate over a 32-bit/33MHz PCI bus? We need to transfer 32K 32-bit samples from a PCI card to an Intel CPU running Windows. I would think the block would transfer in 1msec but it is taking 40msec. The PCI board has a PLX PCI-9056. We are accessing card memory with a virtual address, but our CPU is bricked-out which make me think the data rate is being held up by CPU involvement. If we go to DMA, will we transfer in closer to 1msec? The reason I have my doubts is the PXI SDK User Manual states:
"BAR space memory read/write is generally slow in relative terms. Reads are typically only 2-4MB/s."
You should check if you can enable burst mode and continuous burst, such that multiple DWords can be transmitted without new address cycles. This makes things much faster. The PLX PCI9056 supports this option, but it must be set by SW accordingly.
We have data rates up to 90 MB/s with DMA Master Transfer on our custom designed frame grabber card.

How to mitigate host + device memory tranfer bottlenecks in OpenCL/CUDA

If my algorithm is bottlenecked by host to device and device to host memory transfers, is the only solution a different or revised algorithm?
There are a couple things you can try to mitigate the PCIe bottleneck:
Asynchronous transfers - permits overlapping computation and bulk transfer
Mapped memory - allows a kernel to stream data to/from the GPU during execution
Note that neither of these techniques makes the transfer go faster, they just reduce the time the GPU is waiting on the data to arrive.
With the cudaMemcpyAsync API function you can initiate a transfer, launch one or more kernels that do not depend on the result of the transfer, synchronize the host and device, and then launch kernels that were waiting on the transfer to complete. If you can structure your algorithm such that you're doing productive work while the transfer is taking place, then asynchronous copies are a good solution.
With the cudaHostAlloc API function you can allocate host memory that can read and written directly from the GPU. The reason this is faster is that a block that needs host data only needs to wait for a small portion of the data to be transferred. In contrast, the usual approach makes all blocks wait until the entire transfer is complete. Mapped memory essentially breaks a big monolithic transfer into a bunch or smaller copy operations, so the latency is reduced.
You can read more about these topics in Section 3.2.6-3.2.7 of the CUDA Programming Guide and Section 3.1 of the CUDA Best Practices Guide. Chapter 3 of the OpenCL Best Practices Guide explains how to use these features in OpenCL.
You really need to do the math to be certain that you're going to be doing enough processing on the GPU to make it worthwhile transferring data between host and GPU. Ideally you do this at the design stage, before doing any coding, since it can be a deal-breaker.

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