11,956 research outputs found

    Revisiting Actor Programming in C++

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    The actor model of computation has gained significant popularity over the last decade. Its high level of abstraction makes it appealing for concurrent applications in parallel and distributed systems. However, designing a real-world actor framework that subsumes full scalability, strong reliability, and high resource efficiency requires many conceptual and algorithmic additives to the original model. In this paper, we report on designing and building CAF, the "C++ Actor Framework". CAF targets at providing a concurrent and distributed native environment for scaling up to very large, high-performance applications, and equally well down to small constrained systems. We present the key specifications and design concepts---in particular a message-transparent architecture, type-safe message interfaces, and pattern matching facilities---that make native actors a viable approach for many robust, elastic, and highly distributed developments. We demonstrate the feasibility of CAF in three scenarios: first for elastic, upscaling environments, second for including heterogeneous hardware like GPGPUs, and third for distributed runtime systems. Extensive performance evaluations indicate ideal runtime behaviour for up to 64 cores at very low memory footprint, or in the presence of GPUs. In these tests, CAF continuously outperforms the competing actor environments Erlang, Charm++, SalsaLite, Scala, ActorFoundry, and even the OpenMPI.Comment: 33 page

    PALS/PRISM Software Design Description (SDD): Ver. 0.51

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    This Software Design Description (SDD) provides detailed information on the architecture and coding for the PRISM C++ library (version 0.51). The PRISM C++ library supports consistent information sharing and in- teractions between distributed components of networked embedded systems, e.g. avionics. It is designed to reduce the complexity of the networked sys- tem by employing synchronous semantics provided by the architectural pat- tern called a Physically-Asynchronous Logically-Synchronous (PALS) system.unpublishednot peer reviewe

    Virtual Machine Support for Many-Core Architectures: Decoupling Abstract from Concrete Concurrency Models

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    The upcoming many-core architectures require software developers to exploit concurrency to utilize available computational power. Today's high-level language virtual machines (VMs), which are a cornerstone of software development, do not provide sufficient abstraction for concurrency concepts. We analyze concrete and abstract concurrency models and identify the challenges they impose for VMs. To provide sufficient concurrency support in VMs, we propose to integrate concurrency operations into VM instruction sets. Since there will always be VMs optimized for special purposes, our goal is to develop a methodology to design instruction sets with concurrency support. Therefore, we also propose a list of trade-offs that have to be investigated to advise the design of such instruction sets. As a first experiment, we implemented one instruction set extension for shared memory and one for non-shared memory concurrency. From our experimental results, we derived a list of requirements for a full-grown experimental environment for further research

    A virtual environment to support the distributed design of large made-to-order products

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    An overview of a virtual design environment (virtual platform) developed as part of the European Commission funded VRShips-ROPAX (VRS) project is presented. The main objectives for the development of the virtual platform are described, followed by the discussion of the techniques chosen to address the objectives, and finally a description of a use-case for the platform. Whilst the focus of the VRS virtual platform was to facilitate the design of ROPAX (roll-on passengers and cargo) vessels, the components within the platform are entirely generic and may be applied to the distributed design of any type of vessel, or other complex made-to-order products

    Enabling preemptive multiprogramming on GPUs

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    GPUs are being increasingly adopted as compute accelerators in many domains, spanning environments from mobile systems to cloud computing. These systems are usually running multiple applications, from one or several users. However GPUs do not provide the support for resource sharing traditionally expected in these scenarios. Thus, such systems are unable to provide key multiprogrammed workload requirements, such as responsiveness, fairness or quality of service. In this paper, we propose a set of hardware extensions that allow GPUs to efficiently support multiprogrammed GPU workloads. We argue for preemptive multitasking and design two preemption mechanisms that can be used to implement GPU scheduling policies. We extend the architecture to allow concurrent execution of GPU kernels from different user processes and implement a scheduling policy that dynamically distributes the GPU cores among concurrently running kernels, according to their priorities. We extend the NVIDIA GK110 (Kepler) like GPU architecture with our proposals and evaluate them on a set of multiprogrammed workloads with up to eight concurrent processes. Our proposals improve execution time of high-priority processes by 15.6x, the average application turnaround time between 1.5x to 2x, and system fairness up to 3.4x.We would like to thank the anonymous reviewers, Alexan- der Veidenbaum, Carlos Villavieja, Lluis Vilanova, Lluc Al- varez, and Marc Jorda on their comments and help improving our work and this paper. This work is supported by Euro- pean Commission through TERAFLUX (FP7-249013), Mont- Blanc (FP7-288777), and RoMoL (GA-321253) projects, NVIDIA through the CUDA Center of Excellence program, Spanish Government through Programa Severo Ochoa (SEV-2011-0067) and Spanish Ministry of Science and Technology through TIN2007-60625 and TIN2012-34557 projects.Peer ReviewedPostprint (author’s final draft
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