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引用次数: 0

摘要

共享内存范式为并行系统提供了一个众所周知的编程模型。但是,如果在大粒度或基于页面的系统中使用它,则会因其在传统实现中的糟糕性能而有所不足。主要问题有:(1)系统级别的透明视图,(2)将几个一致性单元定位到同一个传输单元中导致的错误共享,以及(3)高级软件实现没有集成在系统架构中。第一点是通过注释编程对象和推导系统功能的特定配置来解决的。第二点是通过GAME解决的,GAME是通用和自治合并环境,它允许多个读取器,多个写入器的方法。第三点以GAME的三种实现模式为指导。基于硬件的实现,甚至是基于软件的实现,都能够通过网络延迟来隐藏本地活动执行GAME的成本
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Integrating memory consistency models and communication systems
The shared memory paradigm offers a well known programming model for parallel systems. But it lacks from its bad performance in conventional implementations if it is used in large grain or page based systems. The main problems are (1) the transparent view on the system level, (2) the false sharing caused by locating several consistency units into the same transportation unit, and that (3) high level software implementations are not integrated within the system architecture. The first point is addressed by annotating programming objects and deriving a specific configuration of system functionalities. The second point is solved by GAME, the General and Autonomous Merging Environment which allows a multiple reader, multiple writer approach. The third point is directed by three implementation models of GAME. A hardware based implementation and even a software based implementation are able to hide the costs of the local activities to perform GAME by the network latency.<>
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