609 research outputs found

    Deterministic Consistency: A Programming Model for Shared Memory Parallelism

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    The difficulty of developing reliable parallel software is generating interest in deterministic environments, where a given program and input can yield only one possible result. Languages or type systems can enforce determinism in new code, and runtime systems can impose synthetic schedules on legacy parallel code. To parallelize existing serial code, however, we would like a programming model that is naturally deterministic without language restrictions or artificial scheduling. We propose "deterministic consistency", a parallel programming model as easy to understand as the "parallel assignment" construct in sequential languages such as Perl and JavaScript, where concurrent threads always read their inputs before writing shared outputs. DC supports common data- and task-parallel synchronization abstractions such as fork/join and barriers, as well as non-hierarchical structures such as producer/consumer pipelines and futures. A preliminary prototype suggests that software-only implementations of DC can run applications written for popular parallel environments such as OpenMP with low (<10%) overhead for some applications.Comment: 7 pages, 3 figure

    GRAPHICAL REPRESENTATIONS OF MULTITHREADED APPLICATIONS

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    This article contains a brief description of existing graphical methods for presenting multithreaded applications, i.e. Control Flow Graph and Petri nets. These methods will be discussed, and then a way to represent multithreaded applications using the concurrent process system model will be presented. All these methods will be used to present the idea of a multithreaded application that includes the race condition phenomenon. In the summary, all three methods will be compared and subjected to the evaluation, which will depend on whether the given representation will allow to find the mentioned phenomenon

    EVALUATION OF CLASSICAL INTER-PROCESS COMMUNICATION PROBLEMS IN PARALLEL PROGRAMMING LANGUAGES

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    It is generally believed for the past several years that parallel programming is the future of computing technology due to its incredible speed and vastly superior performance as compared to classic linear programming. However, how sure are we that this is the case? Despite its aforesaid average superiority, usually parallel-program implementations run in single-processor machines, making the parallelism almost virtual. In this case, does parallel programming still remain superior?The purpose of this document is to research and analyze the performance, in both storage and speed, of three parallel-programming language libraries: OpenMP, OpenMPI and PThreads, along with a few other hybrids obtained by combining two of these three libraries. These analyses will be applied to three classical multi-process synchronization problems: Dining Philosophers, Producers-Consumers and Sleeping Barbers

    GPU Computing to Improve Game Engine Performance

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    Although the graphics processing unit (GPU) was originally designed to accelerate the image creation for output to display, today's general purpose GPU (GPGPU) computing offers unprecedented performance by offloading computing-intensive portions of the application to the GPGPU, while running the remainder of the code on the central processing unit (CPU). The highly parallel structure of a many core GPGPU can process large blocks of data faster using multithreaded concurrent processing. A game engine has many "components" and multithreading can be used to implement their parallelism. However, effective implementation of multithreading in a multicore processor has challenges, such as data and task parallelism. In this paper, we investigate the impact of using a GPGPU with a CPU to design high-performance game engines. First, we implement a separable convolution filter (heavily used in image processing) with the GPGPU. Then, we implement a multiobject interactive game console in an eight-core workstation using a multithreaded asynchronous model (MAM), a multithreaded synchronous model (MSM), and an MSM with data parallelism (MSMDP). According to the experimental results, speedup of about 61x and 5x is achieved due to GPGPU and MSMDP implementation, respectively. Therefore, GPGPU-assisted parallel computing has the potential to improve multithreaded game engine performance

    Analysis of Multi-Threading and Cache Memory Latency Masking on Processor Performance Using Thread Synchronization Technique

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    Multithreading is a process in which a single processor executes multiple threads concurrently. This enables the processor to divide tasks into separate threads and run them simultaneously, thereby increasing the utilization of available system resources and enhancing performance. When multiple threads share an object and one or more of them modify it, unpredictable outcomes may occur. Threads that exhibit poor locality of memory reference, such as database applications, often experience delays while waiting for a response from the memory hierarchy. This observation suggests how to better manage pipeline contention. To assess the impact of memory latency on processor performance, a dual-core MT machine with four thread contexts per core is utilized. These specific benchmarks are chosen to allow the workload to include programs with both favorable and unfavorable cache locality. To eliminate the issue of wasting the wake-up signals, this work proposes an approach that involves storing all the wake-up calls. It asserts the wake-up calls to the consumer and the producer can store the wake-up call in a variable. &nbsp; An assigned value in working system (or kernel) storage that each process can check is a semaphore. Semaphore is a variable that reads, and update operations automatically in bit mode. It cannot be actualized in client mode since a race condition may persistently develop when two or more processors endeavor to induce to the variable at the same time. This study includes code to measure the time taken to execute both functions and plot the graph. It should be noted that sending multiple requests to a website simultaneously could trigger a flag, ultimately blocking access to the data. This necessitates some computation on the collected statistics. The execution time is reduced to one third when using threads compared to executing the functions sequentially. This exemplifies the power of multithreading

    Automatic Detection, Validation and Repair of Race Conditions in Interrupt-Driven Embedded Software

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    Interrupt-driven programs are widely deployed in safety-critical embedded systems to perform hardware and resource dependent data operation tasks. The frequent use of interrupts in these systems can cause race conditions to occur due to interactions between application tasks and interrupt handlers (or two interrupt handlers). Numerous program analysis and testing techniques have been proposed to detect races in multithreaded programs. Little work, however, has addressed race condition problems related to hardware interrupts. In this paper, we present SDRacer, an automated framework that can detect, validate and repair race conditions in interrupt-driven embedded software. It uses a combination of static analysis and symbolic execution to generate input data for exercising the potential races. It then employs virtual platforms to dynamically validate these races by forcing the interrupts to occur at the potential racing points. Finally, it provides repair candidates to eliminate the detected races. We evaluate SDRacer on nine real-world embedded programs written in C language. The results show that SDRacer can precisely detect and successfully fix race conditions.Comment: This is a draft version of the published paper. Ke Wang provides suggestions for improving the paper and README of the GitHub rep

    Liveness of Randomised Parameterised Systems under Arbitrary Schedulers (Technical Report)

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    We consider the problem of verifying liveness for systems with a finite, but unbounded, number of processes, commonly known as parameterised systems. Typical examples of such systems include distributed protocols (e.g. for the dining philosopher problem). Unlike the case of verifying safety, proving liveness is still considered extremely challenging, especially in the presence of randomness in the system. In this paper we consider liveness under arbitrary (including unfair) schedulers, which is often considered a desirable property in the literature of self-stabilising systems. We introduce an automatic method of proving liveness for randomised parameterised systems under arbitrary schedulers. Viewing liveness as a two-player reachability game (between Scheduler and Process), our method is a CEGAR approach that synthesises a progress relation for Process that can be symbolically represented as a finite-state automaton. The method is incremental and exploits both Angluin-style L*-learning and SAT-solvers. Our experiments show that our algorithm is able to prove liveness automatically for well-known randomised distributed protocols, including Lehmann-Rabin Randomised Dining Philosopher Protocol and randomised self-stabilising protocols (such as the Israeli-Jalfon Protocol). To the best of our knowledge, this is the first fully-automatic method that can prove liveness for randomised protocols.Comment: Full version of CAV'16 pape
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