45,228 research outputs found
A Configurable Transport Layer for CAF
The message-driven nature of actors lays a foundation for developing scalable
and distributed software. While the actor itself has been thoroughly modeled,
the message passing layer lacks a common definition. Properties and guarantees
of message exchange often shift with implementations and contexts. This adds
complexity to the development process, limits portability, and removes
transparency from distributed actor systems.
In this work, we examine actor communication, focusing on the implementation
and runtime costs of reliable and ordered delivery. Both guarantees are often
based on TCP for remote messaging, which mixes network transport with the
semantics of messaging. However, the choice of transport may follow different
constraints and is often governed by deployment. As a first step towards
re-architecting actor-to-actor communication, we decouple the messaging
guarantees from the transport protocol. We validate our approach by redesigning
the network stack of the C++ Actor Framework (CAF) so that it allows to combine
an arbitrary transport protocol with additional functions for remote messaging.
An evaluation quantifies the cost of composability and the impact of individual
layers on the entire stack
A Study of Concurrency Bugs and Advanced Development Support for Actor-based Programs
The actor model is an attractive foundation for developing concurrent
applications because actors are isolated concurrent entities that communicate
through asynchronous messages and do not share state. Thereby, they avoid
concurrency bugs such as data races, but are not immune to concurrency bugs in
general. This study taxonomizes concurrency bugs in actor-based programs
reported in literature. Furthermore, it analyzes the bugs to identify the
patterns causing them as well as their observable behavior. Based on this
taxonomy, we further analyze the literature and find that current approaches to
static analysis and testing focus on communication deadlocks and message
protocol violations. However, they do not provide solutions to identify
livelocks and behavioral deadlocks. The insights obtained in this study can be
used to improve debugging support for actor-based programs with new debugging
techniques to identify the root cause of complex concurrency bugs.Comment: - Submitted for review - Removed section 6 "Research Roadmap for
Debuggers", its content was summarized in the Future Work section - Added
references for section 1, section 3, section 4.3 and section 5.1 - Updated
citation
On debugging in a parallel system
In this paper a description is given of a partly implemented parallel debugger for the Twente University Multicomputer (TUMULT). The system's basic method for exchange of data is message passing. Experience has learned that most programming errors in application software are made in calls to the kernel and the interprocess communication. The debugger is intended to be used for locating bugs at this level in the application software. It is assumed that basic blocks of the debuggee can be debugged using a traditional sequential sourcelevel debugger
Distributed debugging and tumult
A description is given of Tumult (Twente university multicomputer) and its operating system, along with considerations about parallel debugging, examples of parallel debuggers, and the proposed debugger for Tumult. Problems related to debugging distributed systems and solutions found in other distributed debuggers are discussed. The following are the main features of the debugger: it is event based, using a monitor for intercepting these events; record and reply are the main debugging techniques; preprocessing of events is done by programmable filters; the user interface is graphical, using grouping as the main abstraction mechanism. Parts of the debugger, as well as initial versions of the global and local event managers, have been implemented. A slow serial link between the front-end processor and the Tumult system has been replaced by a fast SCSI communication link. The user interface is partly textual, partly graphical. The languages used to implement the debugger are Modula-2 and C. The X Window System and OSF/Motif are used for the graphical user interfac
Building a Truly Distributed Constraint Solver with JADE
Real life problems such as scheduling meeting between people at different
locations can be modelled as distributed Constraint Satisfaction Problems
(CSPs). Suitable and satisfactory solutions can then be found using constraint
satisfaction algorithms which can be exhaustive (backtracking) or otherwise
(local search). However, most research in this area tested their algorithms by
simulation on a single PC with a single program entry point. The main
contribution of our work is the design and implementation of a truly
distributed constraint solver based on a local search algorithm using Java
Agent DEvelopment framework (JADE) to enable communication between agents on
different machines. Particularly, we discuss design and implementation issues
related to truly distributed constraint solver which might not be critical when
simulated on a single machine. Evaluation results indicate that our truly
distributed constraint solver works well within the observed limitations when
tested with various distributed CSPs. Our application can also incorporate any
constraint solving algorithm with little modifications.Comment: 7 page
Exploiting replication in distributed systems
Techniques are examined for replicating data and execution in directly distributed systems: systems in which multiple processes interact directly with one another while continuously respecting constraints on their joint behavior. Directly distributed systems are often required to solve difficult problems, ranging from management of replicated data to dynamic reconfiguration in response to failures. It is shown that these problems reduce to more primitive, order-based consistency problems, which can be solved using primitives such as the reliable broadcast protocols. Moreover, given a system that implements reliable broadcast primitives, a flexible set of high-level tools can be provided for building a wide variety of directly distributed application programs
Parallelizing the QUDA Library for Multi-GPU Calculations in Lattice Quantum Chromodynamics
Graphics Processing Units (GPUs) are having a transformational effect on
numerical lattice quantum chromodynamics (LQCD) calculations of importance in
nuclear and particle physics. The QUDA library provides a package of mixed
precision sparse matrix linear solvers for LQCD applications, supporting single
GPUs based on NVIDIA's Compute Unified Device Architecture (CUDA). This
library, interfaced to the QDP++/Chroma framework for LQCD calculations, is
currently in production use on the "9g" cluster at the Jefferson Laboratory,
enabling unprecedented price/performance for a range of problems in LQCD.
Nevertheless, memory constraints on current GPU devices limit the problem sizes
that can be tackled. In this contribution we describe the parallelization of
the QUDA library onto multiple GPUs using MPI, including strategies for the
overlapping of communication and computation. We report on both weak and strong
scaling for up to 32 GPUs interconnected by InfiniBand, on which we sustain in
excess of 4 Tflops.Comment: 11 pages, 7 figures, to appear in the Proceedings of Supercomputing
2010 (submitted April 12, 2010
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