The peer tasking design method

N. Howes, Jonathan D. Wood, A. Goforth
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引用次数: 5

Abstract

This paper is a preliminary report of an ARPA sponsored study. It focuses on designing real-time command and control or battle management systems for parallel and distributed architectures. Due to delays in other ARPA programs, the targeted architectures were not available during the time frame of the study. The results of the study were, however, tested on more conventional sequential and parallel platforms. The design method discussed here is fundamentally different from those assumed by current real-time scheduling theories, e.g., rate-monotonic, earliest-deadline-first, least-laxity or best-effort. These theories assume that the fundamental unit of prioritization is the task. In this new method, the fundamental unit of prioritization is called a work item. Work items are functions the system performs that have timing requirements (deadlines) associated with them in the requirements specification. Current scheduling theories are applied using artifact deadlines introduced by designers whereas this new method schedules work items to meet specification deadlines (sometimes called end-to-end deadlines) required by the user. With this method, tasks have no priorities. A collection of tasks with no priorities will be called a collection of peer tasks. The study showed that it is possible to schedule work items based on importance rather than urgency while still meeting as many work item deadlines as can be met by scheduling tasks with respect to urgency. Also, it showed that the minimum on-line deadline that can be guaranteed for a work item of highest importance, scheduled at run-time, is approximately the inverse of the throughput, measured in work items per second, for a work load consisting only of work items of that type. Further, it was shown that it provides optimal utilization of a single processor machine, and that its timing behavior is predictable (provable) for both single and multiprocessor machines. Finally, it was shown that throughput is not degraded during overload.<>
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同伴任务设计方法
这篇论文是ARPA赞助的一项研究的初步报告。它侧重于为并行和分布式架构设计实时指挥和控制或战斗管理系统。由于其他ARPA项目的延迟,目标架构在研究期间无法使用。然而,研究结果在更传统的顺序和并行平台上进行了测试。这里讨论的设计方法与当前实时调度理论所假设的设计方法根本不同,例如,速率单调,最早截止日期优先,最小松弛或最佳努力。这些理论假设优先级的基本单位是任务。在这种新方法中,优先级的基本单位被称为工作项。工作项是系统执行的功能,在需求规范中具有与之相关的时间需求(截止日期)。当前的调度理论是使用设计者引入的工件截止日期来应用的,而这种新方法调度工作项以满足用户要求的规范截止日期(有时称为端到端截止日期)。使用这种方法,任务没有优先级。没有优先级的任务集合称为对等任务集合。研究表明,根据重要性而不是紧迫性来安排工作项目是可能的,同时仍然可以通过安排任务的紧迫性来满足尽可能多的工作项目截止日期。此外,它还表明,对于在运行时调度的最重要的工作项,可以保证的最小在线截止日期大约是吞吐量的倒数,以每秒工作项来衡量,对于仅由该类型的工作项组成的工作负载。此外,还表明,它提供了单处理器机器的最佳利用率,并且它的定时行为对于单处理器和多处理器机器都是可预测的(可证明的)。最后,结果表明,在过载期间,吞吐量不会降低。
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