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Coroutine-based combinatorial generationSaba, Sahand 29 January 2015 (has links)
The two well-known approaches to designing combinatorial generation algorithms are the recursive approach and the iterative approach. In this thesis a third design approach using coroutines, introduced by Knuth and Ruskey, is explored further. An introduction to coroutines and their implementation in modern languages (in particular Python) is provided, and the coroutine-based approach is introduced using an example, and contrasted with the recursive and iterative approaches. The coroutine sum, coroutine product, and coroutine symmetric sum constructs are defined to create an algebra of coroutines, and used to give concise definitions of coroutine-based algorithms for generating ideals of chain and forest posets. Afterwards, new coroutine-based variations of several algorithms, including the Steinhaus-Johnson-Trotter algorithm for generating permutations in Gray order, the Varol-Rotem algorithm for generating linear extensions in Gray order, and the Pruesse-Ruskey algorithm for generating signed linear extensions of a poset in Gray order, are given. / Graduate / 0984 / saba@uvic.ca
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Coroutines : a programming methodology, a language design, and an implementation / by Christopher David MarlinMarlin, Christopher D., 1952- January 1979 (has links)
Typescript (photocopy) / xii, 241 leaves : ill. ; 30 cm. / Title page, contents and abstract only. The complete thesis in print form is available from the University Library. / Thesis (Ph.D.)--University of Adelaide, Dept. of Computing Science, 1980
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Coroutines : a programming methodology, a language design, and an implementation /Marlin, Christopher D., January 1979 (has links) (PDF)
Thesis (Ph.D.) -- University of Adelaide, Dept. of Computing Science, 1980. / Typescript (photocopy).
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A UNIX port of the Perkin-Elmer Pascal run-time libraryTownsend, Harvard Charles January 2010 (has links)
Typescript (photocopy). / Digitized by Kansas Correctional Industries
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The development and analysis of a portable runtime library accessable to all FORTRAN, COBOL and PASCAL compilers under the UNIX system 5 operating systemPayne, Kendall Robert January 2010 (has links)
Typescript (photocopy). / Digitized by Kansas Correctional Industries
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[en] A COLLABORATIVE MODEL FOR EVENT SCHEDULING USING COROUTINES / [pt] UM MODELO DE ESCALONAMENTO COLABORATIVO DE EVENTOS BASEADO EM CORROTINASREINALDO XAVIER DE MELLO 04 April 2006 (has links)
[pt] Sistemas orientados a eventos estão se tornando cada vez
mais presentes em diversos domínios de aplicação. Sistemas
gráficos interativos e sistemas distribuídos são exemplos
clássicos de cenários favoráveis ao emprego do paradigma de
programação orientada a eventos. Atualmente, novos cenários
estão surgindo, tais como os ambientes de programação para
telefones celulares e, apesar dessa crescente presença em
sistemas computacionais, o paradigma de orientação a
eventos ainda apresenta uma série de desafios, tais como a
elaboração de mecanismos eficientes para o despacho de
eventos e o gerenciamento concorrente da execução desses
tratadores, otimizando o uso dos recursos computacionais
disponíveis.
Este trabalho apresenta um modelo para o desenvolvimento de
escalonadores de eventos em ambientes de programação
orientados a eventos. É feito um estudo dos principais
modelos de escalonamento colaborativo dos eventos,
utilizando corrotinas em conjunto com outros padrões de
projeto estudados. Defende-se um modelo onde o escalonador
é responsável por encapsular a complexidade do
gerenciamento de múltiplas linhas de execução
colaborativas, procurando otimizar o uso de CPU durante
chamadas de métodos bloqueantes.
O uso de corrotinas permite o fácil gerenciamento dessas
múltiplas linhas de execução, através da definição de
mecanismos de abstração de controle, que permitem o
encapsulamento do contexto de execução e a suspensão e
retomada do processamento de forma transparente ao
escalonador e às próprias linhas de execução. O fato de ser
um modelo de concorrência colaborativa evita problemas com
o controle de acessos concorrentes ao estado compartilhado
pelas várias linhas de execução gerenciadas pelo
escalonador.
O modelo é aplicado em dois cenários distintos: uma
ferramenta de programação para telefones celulares, que são
inerentemente orientados a eventos de processamento
assíncrono e apresentam pouco poder de processamento e
fortes restrições no uso da memória disponível; e um
middleware CORBA escrito em Lua, onde a comunicação entre
os objetos distribuídos é toda baseada no modelo de chamada
remota de métodos. / [en] Event oriented systems are becoming present on many domains
of applications. Distributed systems and graphical
interactive systems are classical examples of environments
that adapt well to the concept of event oriented
programming. There are also emerging scenarios like
cellphone runtime environments. Despite the growing
presence on the computational systems, some challenges
still remain, like efficient method dispatch models and the
management of concurrent processing of the event handlers.
This work propose a model for an event scheduler using
collaborative routines. We introduce a study on some
mainstream scheduler models and propose a model where the
scheduler holds the responsibility to encapsulate the
complexity of managing multiple lines of execution,
minimizing the CPU time wasted with blocking methods. The
coroutine model allows the management of these multiple
lines of execution using a general control abstraction,
which allows seamless context switching during the multiple
suspending and resuming of the routine. Also, without
preemption, there is no overhead due to access control of
the shared resources. The proposed is tested on two
different scenarios: one programming framework designed to
be run mobile phones, a fully asynchronous environment with
low processing power and severe memory constraints; and a
CORBA middleware written in lua, where the communication
between distributed objects is based on the remote
procedure call modell.
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High-performance software packet processingFu, Qiaobin 30 January 2021 (has links)
In today’s Internet, it is highly desirable to have fast and scalable software packet processing solutions for network applications that run on commodity hardware. The advent of cloud computing drives the continued rapid growth of Internet traffic. Moreover, the development of emerging networking techniques, such as Network Function Virtualization, significantly shapes the need for implementing the network functions in software. Finally, with the advancement of modern platforms as well as software frameworks for packet processing, network applications have potential to process 100+ Gbps network traffic on a single commodity server. Representative frameworks include the Click modular router, the RouteBricks scalable routing architecture, and BUFFALO, the software-based Ethernet switch. Beneath this general-purpose routing and switching functionality lie a broad set of network applications, many of which are handled with custom methods to provide cost-effectiveness and flexibility. This thesis considers two long-standing networking applications, IP lookup and distributed denial-of-service (DDoS) mitigation, and proposes efficient software-based methods drawing from this new perspective.
In this thesis, we first introduce several optimization techniques to accelerate network applications by taking advantage of modern CPU features. Then, we explore the IP lookup problem to find the longest matching prefix of an IP address in a set of prefixes. An ideal IP lookup algorithm should achieve small constant IP lookup time, and on-chip memory usage. However, no prior IP lookup algorithm achieves both requirements at the same time. We propose SAIL, a splitting approach to IP lookup, and a suite of algorithms for IP lookup based on SAIL framework. We conducted extensive experiments to evaluate our algorithms, and experimental results show that our SAIL algorithms are much faster than well-known IP lookup algorithms. Next, we switch our focus to DDoS, an attempt to disrupt the legitimate traffic of a victim by sending a flood of Internet traffic from different sources. Our solution is Gatekeeper, the first open-source and deployable DDoS mitigation system. We present a series of optimization techniques, including use of modern platforms, group prefetching, coroutines, and hashing, to accelerate Gatekeeper. Experimental results show that these optimization techniques significantly improve its performance over alternative baseline solutions. / 2022-01-30T00:00:00Z
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Sur l’utilisation du langage de programmation Scheme pour le développement de jeux vidéoSt-Hilaire, David 10 1900 (has links)
Ce mémoire vise à recenser les avantages et les inconvénients de
l'utilisation du langage de programmation fonctionnel dynamique
Scheme pour le développement de jeux vidéo. Pour ce faire, la
méthode utilisée est d'abord basée sur une approche plus théorique. En
effet, une étude des besoins au niveau de la programmation exprimés
par ce type de développement, ainsi qu'une description détaillant les
fonctionnalités du langage Scheme pertinentes au développement de
jeux vidéo sont données afin de bien mettre en contexte le sujet. Par
la suite, une approche pratique est utilisée en effectuant le
développement de deux jeux vidéo de complexités croissantes: Space Invaders et
Lode Runner. Le développement de ces jeux vidéo a mené à l'extension du
langage Scheme par plusieurs langages spécifiques au domaine et
bibliothèques, dont notamment un système de programmation orienté
objets et un système de coroutines. L'expérience acquise par le
développement de ces jeux est finalement comparée à celle d'autres
développeurs de jeux vidéo de l'industrie qui ont utilisé Scheme
pour la création de titres commerciaux. En résumé, l'utilisation de ce
langage a permis d'atteindre un haut niveau d'abstraction favorisant
la modularité des jeux développés sans affecter les performances de
ces derniers. / This master's thesis aims at pinpointing the pros and cons of using
the dynamic functionnal language Scheme for developing video
games. The method used is first based on a theoretical
approach. Indeed, the specific requirements for video game programming
and a detailed description of relevant Scheme features are presented.
Then, a practical approach is taken by presenting two video games
developed using the Scheme language: Space Invaders and Lode Runner. Their
development resulted in the creation of various domain-specific
languages and libraries, such as an objec- oriented system and a
coroutine system. Each of these are presented separately in their respective
chapter. Finally, the experience achieved in this process is compared
to the experience acquired by some video game companies that also used
Scheme for the developpement of their titles. The use of
Scheme allowed us to perform various high-level abstractions that
improved the modularity of the video games developed, without
affecting their performance.
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Sur l’utilisation du langage de programmation Scheme pour le développement de jeux vidéoSt-Hilaire, David 10 1900 (has links)
Ce mémoire vise à recenser les avantages et les inconvénients de
l'utilisation du langage de programmation fonctionnel dynamique
Scheme pour le développement de jeux vidéo. Pour ce faire, la
méthode utilisée est d'abord basée sur une approche plus théorique. En
effet, une étude des besoins au niveau de la programmation exprimés
par ce type de développement, ainsi qu'une description détaillant les
fonctionnalités du langage Scheme pertinentes au développement de
jeux vidéo sont données afin de bien mettre en contexte le sujet. Par
la suite, une approche pratique est utilisée en effectuant le
développement de deux jeux vidéo de complexités croissantes: Space Invaders et
Lode Runner. Le développement de ces jeux vidéo a mené à l'extension du
langage Scheme par plusieurs langages spécifiques au domaine et
bibliothèques, dont notamment un système de programmation orienté
objets et un système de coroutines. L'expérience acquise par le
développement de ces jeux est finalement comparée à celle d'autres
développeurs de jeux vidéo de l'industrie qui ont utilisé Scheme
pour la création de titres commerciaux. En résumé, l'utilisation de ce
langage a permis d'atteindre un haut niveau d'abstraction favorisant
la modularité des jeux développés sans affecter les performances de
ces derniers. / This master's thesis aims at pinpointing the pros and cons of using
the dynamic functionnal language Scheme for developing video
games. The method used is first based on a theoretical
approach. Indeed, the specific requirements for video game programming
and a detailed description of relevant Scheme features are presented.
Then, a practical approach is taken by presenting two video games
developed using the Scheme language: Space Invaders and Lode Runner. Their
development resulted in the creation of various domain-specific
languages and libraries, such as an objec- oriented system and a
coroutine system. Each of these are presented separately in their respective
chapter. Finally, the experience achieved in this process is compared
to the experience acquired by some video game companies that also used
Scheme for the developpement of their titles. The use of
Scheme allowed us to perform various high-level abstractions that
improved the modularity of the video games developed, without
affecting their performance.
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[en] REVISITING COROUTINES / [pt] REVISITANDO CO-ROTINASANA LUCIA DE MOURA 27 October 2004 (has links)
[pt] O objetivo deste trabalho é defender o resgate do conceito
de co-rotinas como uma construção de controle poderosa e
conveniente, que pode substituir tanto continuações de
primeira classe como threads com um conceito único e mais
simples. Para suprir a ausência de uma definição precisa e
adequada para o conceito de co-rotinas, propomos um novo
sistema de classificação, e introduzimos o conceito de co-
rotinas completas, para o qual provemos uma definição
formal, baseada em uma semântica operacional. Demonstramos
a seguir a equivalência de poder expressivo entre co-rotinas
completas simétricas e assimétricas e entre co-rotinas
completas e continuações one-shot tradicionais e parciais,
discutindo as vantagens de corotinas completas assimétricas
em relação a co-rotinas simétricas e continuações de
primeira classe. Finalmente, analizamos os benefícios e
desvantagens associados aos diversos modelos de
concorrência, justificando a adoção de modelos alternativos
a multithreading e o oferecimento de co-rotinas como
uma construção básica de concorrência, adequada à
implementação desses modelos. / [en] The purpose of this work is to defend the revival of
coroutines as a powerful and convenient control construct,
which can replace both firstclass continuations and threads
with a single and simpler concept. In order to provide an
adequate and precise definition of the concept of
coroutines, we propose a new classifying system, and
introduce the concept of complete coroutines, for which we
provide a formal definition based on an operational
semantics. We then demostrate that complete symmetric
coroutines and complete asymmetric coroutines have
equivalent expressive power, as well as complete coroutines
and one-shot traditional and partial continuations. We
also discuss the advantages of using complete asymmetric
coroutines instead of symmetric coroutines or first-class
continuations. Finally, we analyse the benefits and
problems associated with different concurrency models,
and argue in favor of the replacement of multithreading
with alternative concurrency models and the provision of
coroutines as a basic concurrency construct, adequate for
the implementation of these alternative models.
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