236 research outputs found

    Resource Polymorphism

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    We present a resource-management model for ML-style programming languages, designed to be compatible with the OCaml philosophy and runtime model. This is a proposal to extend the OCaml language with destructors, move semantics, and resource polymorphism, to improve its safety, efficiency, interoperability, and expressiveness. It builds on the ownership-and-borrowing models of systems programming languages (Cyclone, C++11, Rust) and on linear types in functional programming (Linear Lisp, Clean, Alms). It continues a synthesis of resources from systems programming and resources in linear logic initiated by Baker.It is a combination of many known and some new ideas. On the novel side, it highlights the good mathematical structure of Stroustrup's “Resource acquisition is initialisation” (RAII) idiom for resource management based on destructors, a notion sometimes confused with finalizers, and builds on it a notion of resource polymorphism, inspired by polarisation in proof theory, that mixes C++'s RAII and a tracing garbage collector (GC). In particular, it proposes to identify the types of GCed values with types with trivial destructor: from this definition it deduces a model in which GC is the default allocation mode, and where GCed values can be used without restriction both in owning and borrowing contexts.The proposal targets a new spot in the design space, with an automatic and predictable resource-management model, at the same time based on lightweight and expressive language abstractions. It is backwards-compatible: current code is expected to run with the same performance, the new abstractions fully combine with the current ones, and it supports a resource-polymorphic extension of libraries. It does so with only a few additions to the runtime, and it integrates with the current GC implementation. It is also compatible with the upcoming multicore extension, and suggests that the Rust model for eliminating data-races applies.Interesting questions arise for a safe and practical type system, many of which have already been thoroughly investigated in the languages and prototypes Cyclone, Rust, and Alms

    An Extensible Theorem Proving Frontend

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    Interaktive Theorembeweiser sind Softwarewerkzeuge zum computergestützten Beweisen, d.h. sie können entsprechend kodierte Beweise von logischen Aussagen sowohl verifizieren als auch beim Erstellen dieser unterstützen. In den letzten Jahren wurden weitreichende Formalisierungsprojekte über Mathematik sowie Programmverifikation mit solchen Theorembeweisern bewältigt. Der Theorembeweiser Lean insbesondere wurde nicht nur erfolgreich zum Verifizieren lange bekannter mathematischer Theoreme verwendet, sondern auch zur Unterstützung von aktueller mathematischer Forschung. Das Ziel des Lean-Projekts ist nichts weniger als die Arbeitsweise von Mathematikern grundlegend zu verändern, indem mit dem Computer formalisierte Beweise eine praktible Alternative zu solchen mit Stift und Papier werden sollen. Aufwändige manuelle Gutachten zur Korrektheit von Beweisen wären damit hinfällig und gleichzeitig wäre garantiert, dass alle nötigen Beweisschritte exakt erfasst sind, statt der Interpretation und dem Hintergrundwissen des Lesers überlassen zu sein. Um dieses Ziel zu erreichen, sind jedoch noch weitere Fortschritte hinsichtlich Effizienz und Nutzbarkeit von Theorembeweisern nötig. Als Schritt in Richtung dieses Ziels beschreibt diese Dissertation eine neue, vollständig erweiterbare Theorembeweiser-Benutzerschnittstelle ("frontend") im Rahmen von Lean 4, der nächsten Version von Lean. Aufgabe dieser Benutzerschnittstelle ist die textuelle Beschreibung und Entgegennahme der Beweiseingabe in einer Syntax, die mehrere teils widersprüchliche Ziele optimieren sollte: Kompaktheit, Lesbarkeit für menschliche Benutzer und Eindeutigkeit in der Interpretation durch den Theorembeweiser. Da in der geschriebenen Mathematik eine umfangreiche Menge an verschiedenen Notationen existiert, die von Jahr zu Jahr weiter wächst und sich gleichzeitig zwischen verschiedenen Feldern, Autoren oder sogar einzelnen Arbeiten unterscheiden kann, muss solch eine Schnittstelle es Benutzern erlauben, sie jederzeit mit neuen, ausdrucksfähigen Notationen zu erweitern und ihnen mit flexiblen Regeln Bedeutung zuzuschreiben. Dieser Wunsch nach Flexibilität der Eingabesprache lässt sich weiterhin auch auf der Ebene der einzelnen Beweisschritte ("Taktiken") sowie höheren Ebenen der Beweis- und Programmorganisation wiederfinden. Den Kernteil dieser gewünschten Erweiterbarkeit habe ich mit einem ausdrucksstarken Makrosystem für Lean realisiert, mit dem sich sowohl einfach Syntaxtransformationen ("syntaktischer Zucker") also auch komplexe, typgesteuerte Übersetzung in die Kernsprache des Beweisers ausdrücken lassen. Das Makrosystem basiert auf einem neuartigen Algorithmus für Makrohygiene, basierend auf dem der Lisp-Sprache Racket und von mir an die spezifischen Anforderungen von Theorembeweisern angepasst, dessen Aufgabe es ist zu gewährleisten, dass lexikalische Geltungsbereiche von Bezeichnern selbst für komplexe Makros wie intuitiv erwartet funktionieren. Besonders habe ich beim Entwurf des Makrosystems darauf geachtet, das System einfach zugänglich zu gestalten, indem mehrere Abstraktionsebenen bereitgestellt werden, die sich in ihrer Ausdrucksstärke unterscheiden, aber auf den gleichen fundamentalen Prinzipien wie der erwähnten Makrohygiene beruhen. Als ein Anwendungsbeispiel des Makrosystems beschreibe ich eine Erweiterung der aus Haskell bekannten "do"-Notation um weitere imperative Sprachfeatures. Die erweiterte Syntax ist in Lean 4 eingeflossen und hat grundsätzlich die Art und Weise verändert, wie sowohl Entwickler als auch Benutzer monadischen, aber auch puren Code schreiben. Das Makrosystem stellt das "Herz" des erweiterbaren Frontends dar, ist gleichzeitig aber auch eng mit anderen Softwarekomponenten innerhalb der Benutzerschnittstelle verknüpft oder von ihnen abhängig. Ich stelle das gesamte Frontend und das umgebende Lean-System vor mit Fokus auf Teilen, an denen ich maßgeblich mitgewirkt habe. Schließlich beschreibe ich noch ein effizientes Referenzzählungsschema für funktionale Programmierung, welches eine Neuimplementierung von Lean in Lean selbst und damit das erweiterbare Frontend erst ermöglicht hat. Spezifische Optimierungen darin zur Wiederverwendung von Allokationen vereinen, ähnlich wie die erweiterte do-Notation, die Vorteile von imperativer und pur funktionaler Programmierung in einem neuen Paradigma, das ich "pure imperative Programmierung" nenne

    Acta Cybernetica : Volume 25. Number 2.

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    Temporal meta-model framework for Enterprise Information Systems (EIS) development

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    This thesis has developed a Temporal Meta-Model Framework for semi-automated Enterprise System Development, which can help drastically reduce the time and cost to develop, deploy and maintain Enterprise Information Systems throughout their lifecycle. It proposes that the analysis and requirements gathering can also perform the bulk of the design phase, stored and available in a suitable model which would then be capable of automated execution with the availability of a set of specific runtime components

    Easier Parallel Programming with Provably-Efficient Runtime Schedulers

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    Over the past decade processor manufacturers have pivoted from increasing uniprocessor performance to multicore architectures. However, utilizing this computational power has proved challenging for software developers. Many concurrency platforms and languages have emerged to address parallel programming challenges, yet writing correct and performant parallel code retains a reputation of being one of the hardest tasks a programmer can undertake. This dissertation will study how runtime scheduling systems can be used to make parallel programming easier. We address the difficulty in writing parallel data structures, automatically finding shared memory bugs, and reproducing non-deterministic synchronization bugs. Each of the systems presented depends on a novel runtime system which provides strong theoretical performance guarantees and performs well in practice

    The Sensor Network Workbench: Towards Functional Specification, Verification and Deployment of Constrained Distributed Systems

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    As the commoditization of sensing, actuation and communication hardware increases, so does the potential for dynamically tasked sense and respond networked systems (i.e., Sensor Networks or SNs) to replace existing disjoint and inflexible special-purpose deployments (closed-circuit security video, anti-theft sensors, etc.). While various solutions have emerged to many individual SN-centric challenges (e.g., power management, communication protocols, role assignment), perhaps the largest remaining obstacle to widespread SN deployment is that those who wish to deploy, utilize, and maintain a programmable Sensor Network lack the programming and systems expertise to do so. The contributions of this thesis centers on the design, development and deployment of the SN Workbench (snBench). snBench embodies an accessible, modular programming platform coupled with a flexible and extensible run-time system that, together, support the entire life-cycle of distributed sensory services. As it is impossible to find a one-size-fits-all programming interface, this work advocates the use of tiered layers of abstraction that enable a variety of high-level, domain specific languages to be compiled to a common (thin-waist) tasking language; this common tasking language is statically verified and can be subsequently re-translated, if needed, for execution on a wide variety of hardware platforms. snBench provides: (1) a common sensory tasking language (Instruction Set Architecture) powerful enough to express complex SN services, yet simple enough to be executed by highly constrained resources with soft, real-time constraints, (2) a prototype high-level language (and corresponding compiler) to illustrate the utility of the common tasking language and the tiered programming approach in this domain, (3) an execution environment and a run-time support infrastructure that abstract a collection of heterogeneous resources into a single virtual Sensor Network, tasked via this common tasking language, and (4) novel formal methods (i.e., static analysis techniques) that verify safety properties and infer implicit resource constraints to facilitate resource allocation for new services. This thesis presents these components in detail, as well as two specific case-studies: the use of snBench to integrate physical and wireless network security, and the use of snBench as the foundation for semester-long student projects in a graduate-level Software Engineering course

    Accelerating and simulating detected physical interations

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    The aim of this doctoral thesis is to present a body of work aimed at improving performance and developing new methods for animating physical interactions using simulation in virtual environments. To this end we develop a number of novel parallel collision detection and fracture simulation algorithms. Methods for traversing and constructing bounding volume hierarchies (BVH) on graphics processing units (GPU) have had a wide success. In particular, they have been adopted widely in simulators, libraries and benchmarks as they allow applications to reach new heights in terms of performance. Even with such a development however, a thorough adoption of techniques has not occurred in commercial and practical applications. Due to this, parallel collision detection on GPUs remains a relatively niche problem and a wide number of applications could benefit from a significant boost in proclaimed performance gains. In fracture simulations, explicit surface tracking methods have a good track record of success. In particular they have been adopted thoroughly in 3D modelling and animation software like Houdini [124] as they allow accurate simulation of intricate fracture patterns with complex interactions, which are generated using physical laws. Even so, existing methods can pose restrictions on the geometries of simulated objects. Further, they often have tight dependencies on implicit surfaces (e.g. level sets) for representing cracks and performing cutting to produce rigid-body fragments. Due to these restrictions, catering to various geometries can be a challenge and the memory cost of using implicit surfaces can be detrimental and without guarantee on the preservation of sharp features. We present our work in four main chapters. We first tackle the problem in the accelerating collision detection on the GPU via BVH traversal - one of the most demanding components during collision detection. Secondly, we show the construction of a new representation of the BVH called the ostensibly implicit tree - a layout of nodes in memory which is encoded using the bitwise representation of the number of enclosed objects in the tree (e.g. polygons). Thirdly, we shift paradigm to the task of simulating breaking objects after collision: we show how traditional finite elements can be extended as a way to prevent frequent re-meshing during fracture evolution problems. Finally, we show how the fracture surface–represented as an explicit (e.g. triangulated) surface mesh–is used to generate rigid body fragments using a novel approach to mesh cutting

    Working Notes from the 1992 AAAI Spring Symposium on Practical Approaches to Scheduling and Planning

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    The symposium presented issues involved in the development of scheduling systems that can deal with resource and time limitations. To qualify, a system must be implemented and tested to some degree on non-trivial problems (ideally, on real-world problems). However, a system need not be fully deployed to qualify. Systems that schedule actions in terms of metric time constraints typically represent and reason about an external numeric clock or calendar and can be contrasted with those systems that represent time purely symbolically. The following topics are discussed: integrating planning and scheduling; integrating symbolic goals and numerical utilities; managing uncertainty; incremental rescheduling; managing limited computation time; anytime scheduling and planning algorithms, systems; dependency analysis and schedule reuse; management of schedule and plan execution; and incorporation of discrete event techniques

    The Internet and professional journalism: content, practice and values in Irish online news

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    Journalism’s encounter with the Internet has engendered a multi-layered debate concerning the place of established news media and its practitioners in public communication. The Internet and its affordances re-animate familiar themes in discussions of journalism, not least concerning power relations, gate-keeping and objectivity claims. In many popular and some academic analyses, so-called ‘traditional’ journalism is under examination because of economic forces driving the development of digital networked media, but also because the univocal nature of older media, with its enclosed culture, is considered at odds with the potential of a reconstituted public sphere founded in the open, interactive system of emerging spaces. This study, related to a wider European research project, investigates the intermeshing of Irish journalism’s professional output, practices and normative values, as materialized online and as expressed in the opinions and attitudes of practising journalists as expert respondents, with the potentialities of the Internet. Where much of the discourse to date is framed in a narrative of progress or, similarly, posits a research timeline maturing from examination of outputs to constructivist investigation of news work processes, this study seeks to find commonalities between professional journalism, as expressed in print, and the evolving online information ecology, and to critically examine claims of advancement
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