16 research outputs found
PARSEC vs. SPLASH-2: A quantitative comparison of two multithreaded benchmark suites on Chip-Multiprocessors
The PARSEC benchmark suite was recently released and has been adopted by a significant number of users within a short amount of time. This new collection of workloads is not yet fully under-stood by researchers. In this study we compare the SPLASH-2 and PARSEC benchmark suites with each other to gain insights into differences and similarities between the two program collections. We use standard statistical methods and machine learning to ana-lyze the suites for redundancy and overlap on Chip-Multiprocessors (CMPs). Our analysis shows that PARSEC workloads are funda-mentally different from SPLASH-2 benchmarks. The observed dif-ferences can be explained with two technology trends, the prolifer-ation of CMPs and the accelerating growth of world data
Metronome: adaptive and precise intermittent packet retrieval in DPDK
DPDK (Data Plane Development Kit) is arguably today's most employed framework
for software packet processing. Its impressive performance however comes at the
cost of precious CPU resources, dedicated to continuously poll the NICs. To
face this issue, this paper presents Metronome, an approach devised to replace
the continuous DPDK polling with a sleep&wake intermittent mode. Metronome
revolves around two main innovations. First, we design a microseconds
time-scale sleep function, named hr_sleep(), which outperforms Linux'
nanosleep() of more than one order of magnitude in terms of precision when
running threads with common time-sharing priorities. Then, we design, model,
and assess an efficient multi-thread operation which guarantees service
continuity and improved robustness against preemptive thread executions, like
in common CPU-sharing scenarios, meanwhile providing controlled latency and
high polling efficiency by dynamically adapting to the measured traffic load
Game laboratory studies
Prof. Dr. Jens Schröter ist Herausgeber der Reihe und die Herausgeber der einzelnen Hefte sind renommierte Wissenschaftler und -innen aus dem In- und Ausland.Um die Analyse von Computerspielen aus produktionsÀsthetischer Perspektive
zu erproben, lehnt sich der vorliegende Band an die Akteur-Netzwerk-Theorie
(ANT) an. Mit ihr geht es ihm um die Frage nach den Aktanten des Game Design â
etwa: Welche Hard- und Softwarekomponenten kommen wann und wofĂŒr zum
Einsatz; wie und mittels welcher Medien notieren Level-Designer ihre Ideen, und
wie werden die Aufzeichnungen spÀter von Programmierern implementiert; und
welche Rolle spielt eigentlich eine Action-Figur auf dem Schreibtisch eines Textur-Artists