49,937 research outputs found

    Maintaining consistency in distributed systems

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    In systems designed as assemblies of independently developed components, concurrent access to data or data structures normally arises within individual programs, and is controlled using mutual exclusion constructs, such as semaphores and monitors. Where data is persistent and/or sets of operation are related to one another, transactions or linearizability may be more appropriate. Systems that incorporate cooperative styles of distributed execution often replicate or distribute data within groups of components. In these cases, group oriented consistency properties must be maintained, and tools based on the virtual synchrony execution model greatly simplify the task confronting an application developer. All three styles of distributed computing are likely to be seen in future systems - often, within the same application. This leads us to propose an integrated approach that permits applications that use virtual synchrony with concurrent objects that respect a linearizability constraint, and vice versa. Transactional subsystems are treated as a special case of linearizability

    Parallel Discrete Event Simulation with Erlang

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    Discrete Event Simulation (DES) is a widely used technique in which the state of the simulator is updated by events happening at discrete points in time (hence the name). DES is used to model and analyze many kinds of systems, including computer architectures, communication networks, street traffic, and others. Parallel and Distributed Simulation (PADS) aims at improving the efficiency of DES by partitioning the simulation model across multiple processing elements, in order to enabling larger and/or more detailed studies to be carried out. The interest on PADS is increasing since the widespread availability of multicore processors and affordable high performance computing clusters. However, designing parallel simulation models requires considerable expertise, the result being that PADS techniques are not as widespread as they could be. In this paper we describe ErlangTW, a parallel simulation middleware based on the Time Warp synchronization protocol. ErlangTW is entirely written in Erlang, a concurrent, functional programming language specifically targeted at building distributed systems. We argue that writing parallel simulation models in Erlang is considerably easier than using conventional programming languages. Moreover, ErlangTW allows simulation models to be executed either on single-core, multicore and distributed computing architectures. We describe the design and prototype implementation of ErlangTW, and report some preliminary performance results on multicore and distributed architectures using the well known PHOLD benchmark.Comment: Proceedings of ACM SIGPLAN Workshop on Functional High-Performance Computing (FHPC 2012) in conjunction with ICFP 2012. ISBN: 978-1-4503-1577-

    Total order in opportunistic networks

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    Opportunistic network applications are usually assumed to work only with unordered immutable messages, like photos, videos, or music files, while applications that depend on ordered or mutable messages, like chat or shared contents editing applications, are ignored. In this paper, we examine how total ordering can be achieved in an opportunistic network. By leveraging on existing dissemination and causal order algorithms, we propose a commutative replicated data type algorithm on the basis of Logoot for achieving total order without using tombstones in opportunistic networks where message delivery is not guaranteed by the routing layer. Our algorithm is designed to use the nature of the opportunistic network to reduce the metadata size compared to the original Logoot, and even to achieve in some cases higher hit rates compared to the dissemination algorithms when no order is enforced. Finally, we present the results of the experiments for the new algorithm by using an opportunistic network emulator, mobility traces, and Wikipedia pages.Peer ReviewedPostprint (author's final draft

    Parallel and Distributed Simulation from Many Cores to the Public Cloud (Extended Version)

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    In this tutorial paper, we will firstly review some basic simulation concepts and then introduce the parallel and distributed simulation techniques in view of some new challenges of today and tomorrow. More in particular, in the last years there has been a wide diffusion of many cores architectures and we can expect this trend to continue. On the other hand, the success of cloud computing is strongly promoting the everything as a service paradigm. Is parallel and distributed simulation ready for these new challenges? The current approaches present many limitations in terms of usability and adaptivity: there is a strong need for new evaluation metrics and for revising the currently implemented mechanisms. In the last part of the paper, we propose a new approach based on multi-agent systems for the simulation of complex systems. It is possible to implement advanced techniques such as the migration of simulated entities in order to build mechanisms that are both adaptive and very easy to use. Adaptive mechanisms are able to significantly reduce the communication cost in the parallel/distributed architectures, to implement load-balance techniques and to cope with execution environments that are both variable and dynamic. Finally, such mechanisms will be used to build simulations on top of unreliable cloud services.Comment: Tutorial paper published in the Proceedings of the International Conference on High Performance Computing and Simulation (HPCS 2011). Istanbul (Turkey), IEEE, July 2011. ISBN 978-1-61284-382-
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