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Dynamic update for operating systemsBaumann, Andrew, Computer Science & Engineering, Faculty of Engineering, UNSW January 2007 (has links)
Patches to modern operating systems, including bug fixes and security updates, and the reboots and downtime they require, cause tremendous problems for system users and administrators. The aim of this research is to develop a model for dynamic update of operating systems, allowing a system to be patched without the need for a reboot or other service interruption. In this work, a model for dynamic update based on operating system modularity is developed and evaluated using a prototype implementation for the K42 operating system. The prototype is able to update kernel code and data structures, even when the interfaces between kernel modules change. When applying an update, at no point is the system's entire execution blocked, and there is no additional overhead after an update has been applied. The base runtime overhead is also very low. An analysis of the K42 revision history shows that approximately 79% of past performance and bug-fix changes to K42 could be converted to dynamic updates, and the proportion would be even higher if the changes were being developed for dynamic update. The model also extends to other systems such as Linux and BSD, that although structured modularly, are not strictly object-oriented like K42. The experience with this approach shows that dynamic update for operating systems is feasible given a sufficiently-modular system structure, allows maintenance patches and updates to be applied without disruption, and need not constrain system performance.
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Dynamic update for operating systemsBaumann, Andrew, Computer Science & Engineering, Faculty of Engineering, UNSW January 2007 (has links)
Patches to modern operating systems, including bug fixes and security updates, and the reboots and downtime they require, cause tremendous problems for system users and administrators. The aim of this research is to develop a model for dynamic update of operating systems, allowing a system to be patched without the need for a reboot or other service interruption. In this work, a model for dynamic update based on operating system modularity is developed and evaluated using a prototype implementation for the K42 operating system. The prototype is able to update kernel code and data structures, even when the interfaces between kernel modules change. When applying an update, at no point is the system's entire execution blocked, and there is no additional overhead after an update has been applied. The base runtime overhead is also very low. An analysis of the K42 revision history shows that approximately 79% of past performance and bug-fix changes to K42 could be converted to dynamic updates, and the proportion would be even higher if the changes were being developed for dynamic update. The model also extends to other systems such as Linux and BSD, that although structured modularly, are not strictly object-oriented like K42. The experience with this approach shows that dynamic update for operating systems is feasible given a sufficiently-modular system structure, allows maintenance patches and updates to be applied without disruption, and need not constrain system performance.
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Dynamic Update of Sparse Voxel Octree Based on Morton CodeYucong Pan (10710867) 06 May 2021 (has links)
<p>Real-time global illumination has been a very important topic
and is widely used in game industry. Previous offline rendering requires a
large amount of time to converge and reduce the noise generated in Monte Carlo
method. Thus, it cannot be easily adapted in real-time rendering. Using voxels
in the field of global illumination has become a popular approach. While a
naïve voxel grid occupies huge memory in video card, a data structure called <i>sparse
voxel octree</i> is often implemented in order to reduce memory cost of voxels
and achieve efficient ray casting performance in an interactive frame rate. </p>
<p>However, rendering of voxels can cause block effects due to
the nature of voxel. One solution is to increase the resolution of voxel so
that one voxel is smaller than a pixel on screen. But this is usually not
feasible because higher resolution results in higher memory consumption. Thus,
most of the global illumination methods of SVO (sparse voxel octree) only use
it in visibility test and radiance storage, rather than render it directly.
Previous research has tried to incorporate SVO in ray tracing, radiosity
methods and voxel cone tracing, and all achieved real-time frame rates in
complex scenes. However, most of them only focus on static scenes and does not
consider dynamic updates of SVO and the influence of it on performance.</p>
<p>In this thesis, we will discuss the tradeoff of multiple
classic real-time global illumination methods and their implementations using
SVO. We will also propose an efficient approach to dynamic update SVO in
animated scenes. The deliverables will be implemented in CUDA 11.0 and OpenGL.</p>
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Decentralized Coordination of Dynamic Software Updates in the Internet of ThingsWeißbach, Martin, Taing, Nguonly, Wutzler, Markus, Springer, Thomas, Schill, Alexander, Clarke, Siobhán 01 July 2021 (has links)
Large scale IoT service deployments run on a high number of distributed, interconnected computing nodes comprising sensors, actuators, gateways and cloud infrastructure. Since IoT is a fast growing, dynamic domain, the implementation of software components are subject to frequent changes addressing bug fixes, quality insurance or changed requirements. To ensure the continuous monitoring and control of processes, software updates have to be conducted while the nodes are operating without losing any sensed data or actuator instructions. Current IoT solutions usually support the centralized management and automated deployment of updates but are restricted to broadcasting the updates and local update processes at all nodes. In this paper we propose an update mechanism for IoT deployments that considers dependencies between services across multiple nodes involved in a common service and supports a coordinated update of component instances on distributed nodes. We rely on LyRT on all IoT nodes as the runtime supporting local disruption-minimal software updates. Our proposed middleware layer coordinates updates on a set of distributed nodes. We evaluated our approach using a demand response scenario from the smart grid domain.
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Distributed Game Environment : A Software Product Line for Education and ResearchQuan, Nguyen January 2013 (has links)
A software product line is a set of software-intensive systems that share a common, managed set of features satisfying the specific needs of a particular market segment or demand. Software product lines capitalize commonality and manage variation to reduce the time, effort, cost and complexity when creating and maintaining products in a product line. Therefore reusing core assets, software product line can address problems such as cost, time-to-market, quality, complexity of developing and maintaining variants, and need to quickly respond to market’s demands. The development of a software product line is different from conventional software development and in the area of education and research of product line there is a lack of a suitable purposefully designed and developed software product line (SPL) that can be used for educational or research purposes. In this thesis we have developed a software product line for turn-based two players distributed board games environment that can be used for educational and research purposes. The software product line supports dynamic runtime update, including games, chat, and security features, via OSGi framework. Furthermore, it supports remote gameplay via local area network and dynamic runtime activity recovery. We delivered a product configuration tool that is used to derive and configure products from the core assets based on feature selection. We have also modeled the software product line’s features and documented its requirements, architecture and user guides. Furthermore, we performed functional and integration tests of the software product line to ensure that the requirements are met according to the requirements specification prescribed by the stakeholders.
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