Hardware/software co-design treats hardware and software as coordinated parts of one computational system. A constrained Game Boy or Game Boy Advance makes that relationship visible: programs meet memory limits, input/output behavior, and CPU architecture directly. section 4.4.3
A small game device can connect several programming layers:
- C pointers address memory-mapped I/O. section 4.4.3
- C++ objects support higher-level game programming. section 4.4.3
- CPU implementations expose the hardware architecture beneath both. section 4.4.3
The two-megabyte photograph
A learner asks why a photograph cannot appear onscreen. The answer is a hardware constraint: the Game Boy Advance has 96 KB of VRAM, while the supposedly small image occupies 2 MB. The mismatch turns an abstract limit into a design question about both the program and its target machine. section 4.4.3
