在电子游戏世界中看到收缩计算

K. Kahn
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引用次数: 21

摘要

ToonTalk/sup TM/是一个通用的并发编程系统,其中源代码是动画的,编程环境就像一个视频游戏。每个抽象的计算方面都被映射成具体的隐喻。例如,一个计算是一座城市,一个并发对象是一座房子,进程间通信用在房子之间传递信息的鸟来表示,一个方法或子句是由用户训练的机器人,等等。在这个视频世界中,程序员控制着一个“程序员角色”来构造、运行、观察、调试和修改程序。ToonTalk在其他地方有详细的描述。在这里,我们展示了如何在ToonTalk中构造和动画收缩程序。收缩计算运行在以常规拓扑连接的多个处理器上,其中所有通信都通过本地消息传递。一个ToonTalk城市可以被看作是一个收缩的多处理器,城市中的每个房子都是一个活动的处理器。人们能够构建收缩算法,并观察它们的执行,因为房屋被建造和摧毁(即,进程产生和终止),鸟类在房屋之间传递信息。
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Seeing systolic computations in a video game world
ToonTalk/sup TM/ is a general-purpose concurrent programming system in which the source code is animated and the programming environment is like a video game. Every abstract computational aspect is mapped into a concrete metaphor. For example, a computation is a city, a concurrent object is a house, inter-process communication is represented by birds carrying messages between houses, a method or clause is a robot trained by the user, and so on. The programmer controls a "programmer persona" in this video world to construct run, observe, debug, and modify programs. ToonTalk has been described in detail elsewhere. Here we show how systolic programs can be constructed and animated in ToonTalk. Systolic computations run on multiple processors connected in a regular topology, where all communication is via local message passing. A ToonTalk city can be seen as a systolic multi-processor and each house in the city as an active processor. One is able to construct systolic algorithms and watch their execution as houses are built and destroyed (i.e., processes are spawned and terminate) and birds carry messages between houses.
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