Map, Reduce and Mapreduce, the Skeleton Way$
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CMPS 161 – Algorithm Design and Implementation I Current Course Description
CMPS 161 – Algorithm Design and Implementation I Current Course Description: Credit 3 hours. Prerequisite: Mathematics 161 or 165 or permission of the Department Head. Basic concepts of computer programming, problem solving, algorithm development, and program coding using a high-level, block structured language. Credit may be given for both Computer Science 110 and 161. Minimum Topics: • Fundamental programming constructs: Syntax and semantics of a higher-level language; variables, types, expressions, and assignment; simple I/O; conditional and iterative control structures; functions and parameter passing; structured decomposition • Algorithms and problem-solving: Problem-solving strategies; the role of algorithms in the problem- solving process; implementation strategies for algorithms; debugging strategies; the concept and properties of algorithms • Fundamental data structures: Primitive types; single-dimension and multiple-dimension arrays; strings and string processing • Machine level representation of data: Bits, bytes and words; numeric data representation; representation of character data • Human-computer interaction: Introduction to design issues • Software development methodology: Fundamental design concepts and principles; structured design; testing and debugging strategies; test-case design; programming environments; testing and debugging tools Learning Objectives: Students will be able to: • Analyze and explain the behavior of simple programs involving the fundamental programming constructs covered by this unit. • Modify and expand short programs that use standard conditional and iterative control structures and functions. • Design, implement, test, and debug a program that uses each of the following fundamental programming constructs: basic computation, simple I/O, standard conditional and iterative structures, and the definition of functions. • Choose appropriate conditional and iteration constructs for a given programming task. • Apply the techniques of structured (functional) decomposition to break a program into smaller pieces. -
Skepu 2: Flexible and Type-Safe Skeleton Programming for Heterogeneous Parallel Systems
Int J Parallel Prog DOI 10.1007/s10766-017-0490-5 SkePU 2: Flexible and Type-Safe Skeleton Programming for Heterogeneous Parallel Systems August Ernstsson1 · Lu Li1 · Christoph Kessler1 Received: 30 September 2016 / Accepted: 10 January 2017 © The Author(s) 2017. This article is published with open access at Springerlink.com Abstract In this article we present SkePU 2, the next generation of the SkePU C++ skeleton programming framework for heterogeneous parallel systems. We critically examine the design and limitations of the SkePU 1 programming interface. We present a new, flexible and type-safe, interface for skeleton programming in SkePU 2, and a source-to-source transformation tool which knows about SkePU 2 constructs such as skeletons and user functions. We demonstrate how the source-to-source compiler transforms programs to enable efficient execution on parallel heterogeneous systems. We show how SkePU 2 enables new use-cases and applications by increasing the flexibility from SkePU 1, and how programming errors can be caught earlier and easier thanks to improved type safety. We propose a new skeleton, Call, unique in the sense that it does not impose any predefined skeleton structure and can encapsulate arbitrary user-defined multi-backend computations. We also discuss how the source- to-source compiler can enable a new optimization opportunity by selecting among multiple user function specializations when building a parallel program. Finally, we show that the performance of our prototype SkePU 2 implementation closely matches that of -
Software Requirements Implementation and Management
Software Requirements Implementation and Management Juho Jäälinoja¹ and Markku Oivo² 1 VTT Technical Research Centre of Finland P.O. Box 1100, 90571 Oulu, Finland [email protected] tel. +358-40-8415550 2 University of Oulu P.O. Box 3000, 90014 University of Oulu, Finland [email protected] tel. +358-8-553 1900 Abstract. Proper elicitation, analysis, and documentation of requirements at the beginning of a software development project are considered important preconditions for successful software development. Furthermore, successful development requires that the requirements be correctly implemented and managed throughout the rest of the development. This latter success criterion is discussed in this paper. The paper presents a taxonomy for requirements implementation and management (RIM) and provides insights into the current state of these practices in the software industry. Based on the taxonomy and the industrial observations, a model for RIM is elaborated. The model describes the essential elements needed for successful implementation and management of requirements. In addition, three critical elements of the model with which the practitioners are currently struggling are discussed. These elements were identified as (1) involvement of software developers in system level requirements allocation, (2) work product verification with reviews, and (3) requirements traceability. Keywords: Requirements engineering, software requirements, requirements implementation, requirements management 1/9 1. INTRODUCTION Among the key concepts of efficient software development are proper elicitation, analysis, and documentation of requirements at the beginning of a project and correct implementation and management of these requirements in the later stages of the project. In this paper, the latter issue related to the life of software requirements beyond their initial development is discussed. -
Efficient High-Level Parallel Programming
Theoretical Computer Science EISEVIER Theoretical Computer Science 196 (1998) 71-107 Efficient high-level parallel programming George Horaliu Botoroga,*,‘, Herbert Kuchenb aAachen University of Technology, Lehrstuhl fiir Informatik IL Ahornstr. 55, D-52074 Aachen, Germany b University of Miinster, Institut fir Wirtschaftsinformatik, Grevener Str. 91, D-48159 Miinster, Germany Abstract Algorithmic skeletons are polymorphic higher-order functions that represent common parallel- ization patterns and that are implemented in parallel. They can be used as the building blocks of parallel and distributed applications by embedding them into a sequential language. In this paper, we present a new approach to programming with skeletons. We integrate the skeletons into an imperative host language enhanced with higher-order functions and currying, as well as with a polymorphic type system. We thus obtain a high-level programming language, which can be implemented very efficiently. We then present a compile-time technique for the implementation of the functional features which has an important positive impact on the efficiency of the language. Afier describing a series of skeletons which work with distributed arrays, we give two examples of parallel algorithms implemented in our language, namely matrix multiplication and Gaussian elimination. Run-time measurements for these and other applications show that we approach the efficiency of message-passing C up to a factor between 1 and 1.5. @ 1998-Elsevier Science B.V. All rights reserved Keywords: Algorithmic skeletons; High-level parallel programming; Efficient implementation of functional features; Distributed arrays 1. Introduction Although parallel and distributed systems gain more and more importance nowadays, the state of the art in the field of parallel software is far from being satisfactory. -
Cleanroom Software Engineering Implementation of the Capability Maturity Model (Cmmsm) for Software
Technical Report CMU/SEI-96-TR-023 ESC-TR-96-023 Cleanroom Software Engineering Implementation of the Capability Maturity Model (CMMsm) for Software Richard C. Linger Mark C. Paulk Carmen J. Trammell December 1996 Technical Report CMU/SEI-96-TR-023 ESC-TR-96-023 December 1996 Cleanroom Software Engineering Implementation of the Capability Maturity Model (CMMsm) for Software Richard C. Linger Mark C. Paulk Software Engineering Institute Carmen J. Trammell University of Tennessee Process Program Unlimited distribution subject to the copyright Software Engineering Institute Carnegie Mellon University Pittsburgh, PA 15213 This report was prepared for the SEI Joint Program Office HQ ESC/AXS 5 Eglin Street Hanscom AFB, MA 01731-2116 The ideas and findings in this report should not be construed as an official DoD position. It is published in the interest of scientific and technical information exchange. FOR THE COMMANDER (signature on file) Thomas R. Miller, Lt Col, USAF SEI Joint Program Office This work is sponsored by the U.S. Department of Defense. Copyright © 1996 by Carnegie Mellon University. Permission to reproduce this document and to prepare derivative works from this document for internal use is granted, provided the copyright and “No Warranty” statements are included with all reproductions and derivative works. Requests for permission to reproduce this document or to prepare derivative works of this document for external and commercial use should be addressed to the SEI Licensing Agent. NO WARRANTY THIS CARNEGIE MELLON UNIVERSITY AND SOFTWARE ENGINEERING INSTITUTE MATERIAL IS FURNISHED ON AN “AS-IS” BASIS. CARNEGIE MELLON UNIVERSITY MAKES NO WARRANTIES OF ANY KIND, EITHER EXPRESSED OR IMPLIED, AS TO ANY MATTER INCLUDING, BUT NOT LIMITED TO, WARRANTY OF FITNESS FOR PURPOSE OR MERCHANTABILITY, EXCLUSIVITY, OR RESULTS OBTAINED FROM USE OF THE MATERIAL. -
From Sequential to Parallel Programming with Patterns
From sequential to parallel programming with patterns Inverted CERN School of Computing 2018 Plácido Fernández [email protected] 07 Mar 2018 Table of Contents Introduction Sequential vs Parallel patterns Patterns Data parallel vs streaming patterns Control patterns (sequential and parallel Streaming parallel patterns Composing parallel patterns Using the patterns Real world use case GrPPI with NUMA Conclusions Acknowledgements and references 07 Mar 2018 3 Table of Contents Introduction Sequential vs Parallel patterns Patterns Data parallel vs streaming patterns Control patterns (sequential and parallel Streaming parallel patterns Composing parallel patterns Using the patterns Real world use case GrPPI with NUMA Conclusions Acknowledgements and references 07 Mar 2018 4 Source: Herb Sutter in Dr. Dobb’s Journal Parallel hardware history I Before ~2005, processor manufacturers increased clock speed. I Then we hit the power and memory wall, which limits the frequency at which processors can run (without melting). I Manufacturers response was to continue improving their chips performance by adding more parallelism. To fully exploit modern processors capabilities, programmers need to put effort into the source code. 07 Mar 2018 6 Parallel Hardware Processors are naturally parallel: Programmers have plenty of options: I Caches I Multi-threading I Different processing units (floating I SIMD / Vectorization (Single point, arithmetic logic...) Instruction Multiple Data) I Integrated GPU I Heterogeneous hardware 07 Mar 2018 7 Source: top500.org Source: Intel Source: CERN Parallel hardware Xeon Xeon 5100 Xeon 5500 Sandy Bridge Haswell Broadwell Skylake Year 2005 2006 2009 2012 2015 2016 2017 Cores 1 2 4 8 18 24 28 Threads 2 2 8 16 36 48 56 SIMD Width 128 128 128 256 256 256 512 Figure: Intel Xeon processors evolution 0Source: ark.intel.com 07 Mar 2018 11 Parallel considerations When designing parallel algorithms where are interested in speedup. -
Opencl: a Hands-On Introduction
OpenCL: A Hands-on Introduction Tim Mattson Alice Koniges Intel Corp. Berkeley Lab/NERSC Simon McIntosh-Smith University of Bristol Acknowledgements: In addition to Tim, Alice and Simon … Tom Deakin (Bristol) and Ben Gaster (Qualcomm) contributed to this content. Agenda Lectures Exercises An Introduction to OpenCL Logging in and running the Vadd program Understanding Host programs Chaining Vadd kernels together Kernel programs The D = A + B + C problem Writing Kernel Programs Matrix Multiplication Lunch Working with the OpenCL memory model Several ways to Optimize matrix multiplication High Performance OpenCL Matrix multiplication optimization contest The OpenCL Zoo Run your OpenCL programs on a variety of systems. Closing Comments Course materials In addition to these slides, C++ API header files, a set of exercises, and solutions, we provide: OpenCL C 1.2 Reference Card OpenCL C++ 1.2 Reference Card These cards will help you keep track of the API as you do the exercises: https://www.khronos.org/files/ opencl-1-2-quick-reference-card.pdf The v1.2 spec is also very readable and recommended to have on-hand: https://www.khronos.org/registry/ cl/specs/opencl-1.2.pdf AN INTRODUCTION TO OPENCL Industry Standards for Programming Heterogeneous Platforms GPUs CPUs Emerging Increasingly general Multiple cores driving Intersection purpose data-parallel performance increases computing Graphics Multi- Heterogeneous APIs and processor Computing Shading programming – Languages e.g. OpenMP OpenCL – Open Computing Language Open, royalty-free standard for portable, parallel programming of heterogeneous parallel computing CPUs, GPUs, and other processors The origins of OpenCL ARM AMD Merged, needed Nokia commonality IBM ATI across products Sony Wrote a rough draft Qualcomm GPU vendor – straw man API Imagination wants to steal TI NVIDIA market share from CPU + many more Khronos Compute CPU vendor – group formed wants to steal Intel market share from GPU Was tired of recoding for many core, GPUs. -
Mapreduce Basics
Chapter 2 MapReduce Basics The only feasible approach to tackling large-data problems today is to divide and conquer, a fundamental concept in computer science that is introduced very early in typical undergraduate curricula. The basic idea is to partition a large problem into smaller sub-problems. To the extent that the sub-problems are independent [5], they can be tackled in parallel by different workers| threads in a processor core, cores in a multi-core processor, multiple processors in a machine, or many machines in a cluster. Intermediate results from each individual worker are then combined to yield the final output.1 The general principles behind divide-and-conquer algorithms are broadly applicable to a wide range of problems in many different application domains. However, the details of their implementations are varied and complex. For example, the following are just some of the issues that need to be addressed: • How do we break up a large problem into smaller tasks? More specifi- cally, how do we decompose the problem so that the smaller tasks can be executed in parallel? • How do we assign tasks to workers distributed across a potentially large number of machines (while keeping in mind that some workers are better suited to running some tasks than others, e.g., due to available resources, locality constraints, etc.)? • How do we ensure that the workers get the data they need? • How do we coordinate synchronization among the different workers? • How do we share partial results from one worker that is needed by an- other? • How do we accomplish all of the above in the face of software errors and hardware faults? 1We note that promising technologies such as quantum or biological computing could potentially induce a paradigm shift, but they are far from being sufficiently mature to solve real world problems. -
Computer Science (CS) Implementation Guidance
Computer Science (CS) Implementation Guidance Landscape of Computer Science CS for AZ: Leaders CS Toolbox: Curricula and Tools Document prepared by Janice Mak Note: The following document contains examples of resources for elementary school, middle school, and high school. These resources are not explicitly recommended or endorsed by the Arizona Department of Education. The absence of a resource from this does not indicate its value. 1 of 43 Computer Science (CS) Implementation Guidance Table of Contents Overview and Purpose ..........................................................................................2 Introduction: Landscape of Computer Science ......................................................2 Arizona Challenge .........................................................................................3 Recommendations ........................................................................................3 A Brief Introduction: AZ K-12 Computer Science Standards ..................... 5-6 CS for AZ: Leaders................................................................................................7 Vision ............................................................................................................7 Data Collection and Goal-Setting ............................................................. 7-8 Plan ...............................................................................................................9 CS Toolbox: Curricula and Tools ....................................................................... -
Software Design Pattern Using : Algorithmic Skeleton Approach S
International Journal of Computer Network and Security (IJCNS) Vol. 3 No. 1 ISSN : 0975-8283 Software Design Pattern Using : Algorithmic Skeleton Approach S. Sarika Lecturer,Department of Computer Sciene and Engineering Sathyabama University, Chennai-119. [email protected] Abstract - In software engineering, a design pattern is a general reusable solution to a commonly occurring problem in software design. A design pattern is not a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Many patterns imply object-orientation or more generally mutable state, and so may not be as applicable in functional programming languages, in which data is immutable Fig 1. Primary design pattern or treated as such..Not all software patterns are design patterns. For instance, algorithms solve 1.1Attributes related to design : computational problems rather than software design Expandability : The degree to which the design of a problems.In this paper we try to focous the system can be extended. algorithimic pattern for good software design. Simplicity : The degree to which the design of a Key words - Software Design, Design Patterns, system can be understood easily. Software esuability,Alogrithmic pattern. Reusability : The degree to which a piece of design can be reused in another design. 1. INTRODUCTION Many studies in the literature (including some by 1.2 Attributes related to implementation: these authors) have for premise that design patterns Learn ability : The degree to which the code source of improve the quality of object-oriented software systems, a system is easy to learn. -
CUDA C++ Programming Guide
CUDA C++ Programming Guide Design Guide PG-02829-001_v11.4 | September 2021 Changes from Version 11.3 ‣ Added Graph Memory Nodes. ‣ Formalized Asynchronous SIMT Programming Model. CUDA C++ Programming Guide PG-02829-001_v11.4 | ii Table of Contents Chapter 1. Introduction........................................................................................................ 1 1.1. The Benefits of Using GPUs.....................................................................................................1 1.2. CUDA®: A General-Purpose Parallel Computing Platform and Programming Model....... 2 1.3. A Scalable Programming Model.............................................................................................. 3 1.4. Document Structure................................................................................................................. 5 Chapter 2. Programming Model.......................................................................................... 7 2.1. Kernels.......................................................................................................................................7 2.2. Thread Hierarchy...................................................................................................................... 8 2.3. Memory Hierarchy...................................................................................................................10 2.4. Heterogeneous Programming................................................................................................11 2.5. Asynchronous -
5 Programming Language Implementation
5 Programming Language Implementation Program ®le for this chapter: pascal We are now ready to turn from the questions of language design to those of compiler implementation. A Pascal compiler is a much larger programming project than most of the ones we've explored so far. You might well ask, ªwhere do we begin in writing a compiler?º My goal in this chapter is to show some of the parts that go into a compiler design. A compiler translates programs from a language like Pascal into the machine language of some particular computer model. My compiler translates into a simpli®ed, simulated machine language; the compiled programs are actually carried out by another Logo program, the simulator, rather than directly by the computer hardware. The advantage of using this simulated machine language is that this compiler will work no matter what kind of computer you have; also, the simpli®cations in this simulated machine allow me to leave out many confusing details of a practical compiler. Our machine language is, however, realistic enough to give you a good sense of what compiling into a real machine language would be like; it's loosely based on the MIPS microprocessor design. You'll see in a moment that most of the structure of the compiler is independent of the target language, anyway. Here is a short, uninteresting Pascal program: program test; procedure doit(n:integer); begin writeln(n,n*n) end; begin doit(3) end. 209 If you type this program into a disk ®le and then compile it using compile as described in Chapter 4, the compiler will translate