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Books > Computing & IT > Computer hardware & operating systems > Operating systems & graphical user interfaces (GUIs)
As we continue to build faster and fast. er computers, their performance is be coming increasingly dependent on the memory hierarchy. Both the clock speed of the machine and its throughput per clock depend heavily on the memory hierarchy. The time to complet. e a cache acce88 is oft. en the factor that det. er mines the cycle time. The effectiveness of the hierarchy in keeping the average cost of a reference down has a major impact on how close the sustained per formance is to the peak performance. Small changes in the performance of the memory hierarchy cause large changes in overall system performance. The strong growth of ruse machines, whose performance is more tightly coupled to the memory hierarchy, has created increasing demand for high performance memory systems. This trend is likely to accelerate: the improvements in main memory performance will be small compared to the improvements in processor performance. This difference will lead to an increasing gap between prOCe880r cycle time and main memory acce. time. This gap must be closed by improving the memory hierarchy. Computer architects have attacked this gap by designing machines with cache sizes an order of magnitude larger than those appearing five years ago. Microproce880r-based RISe systems now have caches that rival the size of those in mainframes and supercomputers."
This book contains the papers presented at the international research sympo sium "Solid Modeling by Computers: From Theory to Applications," held at the General Motors Research Laboratories on September 25-27, 1983. This was the 28th syposium in aseries which the Research Laboratories began sponsor ing in 1957. Each symposium has focused on a topic that is both under active study at the Research Laboratories and is also of interest to the larger technical community. Solid modeling is still a very young research area, young even when com pared with other computer-related research fields. Ten years ago, few people recognized the importance of being able to create complete and unambiguous computer models of mechanical parts. Today there is wide recognition that computer representations of solids are aprerequisite for the automation of many engineering analyses and manufacturing applications. In September 1983, the time was ripe for a symposium on this subject. Re search had already demonstrated the efficacy of solid modeling as a tool in computer automated design and manufacturing, and there were significant re suIts wh ich could be presented at the symposium. Yet the field was still young enough that we could bring together theorists in solid modeling and practition ers applying solid modeling to other research areas in a group sm all enough to allow a stimulating exchange of ideas."
OS X and iOS Kernel Programming combines essential operating system and kernel architecture knowledge with a highly practical approach that will help you write effective kernel-level code. You'll learn fundamental concepts such as memory management and thread synchronization, as well as the I/O Kit framework. You'll also learn how to write your own kernel-level extensions, such as device drivers for USB and Thunderbolt devices, including networking, storage and audio drivers. OS X and iOS Kernel Programming provides an incisive and complete introduction to the XNU kernel, which runs iPhones, iPads, iPods, and Mac OS X servers and clients. Then, you'll expand your horizons to examine Mac OS X and iOS system architecture. Understanding Apple's operating systems will allow you to write efficient device drivers, such as those covered in the book, using I/O Kit. With OS X and iOS Kernel Programming, you'll: Discover classical kernel architecture topics such as memory management and thread synchronization Become well-versed in the intricacies of the kernel development process by applying kernel debugging and profiling tools Learn how to deploy your kernel-level projects and how to successfully package them Write code that interacts with hardware devices Examine easy to understand example code that can also be used in your own projects Create network filters Whether you're a hobbyist, student, or professional engineer, turn to OS X andiOS Kernel Programming and find the knowledge you need to start developing What you'll learn OS X and iOS common core architecture How to write extremely efficient code by exploiting kernel details Coding kernel-level extensions How to write device drivers How to program the I/O Kit framework Key mobile device topics like power management driversand video capture modules To understand OS X memory management and threads To parse kernel debug messages and package projects ready for deployment Who this book is for This book is suited for Intermediate and advanced iPhone and OS X programmers ready for the next step Kernel-level programmers interested in how OS X and iOS function Open source programmers with a background in Linuxor BSD, OS X and iOS Programmers interested in application performance System administrators running OS X clusters Table of Contents Operating System Fundamentals Mac OS X and iOS Xcode and the Kernel Development Environment The I/O Kit Framework Interacting with Drivers fromApplications Memory Management Synchronisation and Threading USB Drivers PCI and Thunderbolt Power Management Serial Port Drivers Core Audio Network Drivers Storage Drivers and Filesystems User-Space Drivers Debugging and Profiling Advanced Kernel Programming Deployment
Concurrent systems abound in human experience but their fully adequate conceptualization as yet eludes our most able thinkers. The COSY (ConcurrentSystem) notation and theory was developed in the last decade as one of a number of mathematical approaches for conceptualizing and analyzing concurrent and reactive systems. The COSY approach extends theconventional notions of grammar and automaton from formal language and automata theory to collections of "synchronized" grammars and automata, permitting system specification and analysis of "true" concurrency without reduction to non-determinism. COSY theory is developed to a great level of detail and constitutes the first uniform and self-contained presentationof all results about COSY published in the past, as well as including many new results. COSY theory is used to analyze a sufficient number of typical problems involving concurrency, synchronization and scheduling, to allow the reader to apply the techniques presented tosimilar problems. The COSY model is also related to many alternative models of concurrency, particularly Petri Nets, Communicating Sequential Processes and the Calculus of Communicating Systems.
Windows Embedded Compact 7 is the natural choice for developing sophisticated, small-footprint devices for both consumers and the enterprise. For this latest version, a number of significant enhancements have been made, most notably the ability to run multi-core processors and address more than the 512 MB of memory constraint in previous versions. Using familiar developer tools, Pro Windows Embedded Compact 7 will take you on a deep-dive into device driver development. You'll learn how to set up your working environment, the tools that you'll need and how to think about developing for small devices before quickly putting theory into practice and developing your own first driver from the ground up. As you delve deeper into the details of driver development, you'll learn how to master hardware details, deal with I/O and interrupts, work with networks, and test and debug your drivers ready for deployment - all in the company of an author who's been working with Windows CE for more than a decade. Packed with code samples, Pro Windows Embedded Compact 7 contains everything you'll need to start developing for small footprint devices with confidence. What you'll learn * Understand the internals of Windows Embedded * Know how the Windows Embedded Compact device driver model works * Plan and design your device driver from scratch * Develop stream interface device drivers * Learn how to develop NDIS network device drivers * Debug and test device drivers for quality and performance Who this book is for This book is ideal for anyone who wants to learn how to develop device drivers. While primarily focused on driver development, it also provides useful insights for both application developers and BSP developers. Table of ContentsPart I: Getting Started * Introduction to Device Driver Development for Embedded OSs * Development Environments - The Tools of the Trade Part II: Fundamentals * Design your Device Driver First * Mastering the Hardware Details * Dealing with Device Driver Registry Settings Part III: Device Driver Types * Understanding Device Drivers * The Essence of Stream Device Drivers Part IV: Device Driver I/O Essentials * Device Driver I/O and Interrupts * Device I/O Control Handling * Network Device Drivers Part V: Debugging and Testing * Debugging Device Driver Code * Using CTK to Develop Test Code
Augmented reality takes the real world and through the use of graphics, sound and other effects allows you to enhance the environment. It makes a game more real. Your social media app puts you where want to be or go. Pro iOS 5 Augmented Reality walks you through the foundations of building an augmented reality application for the iPhone or iPad. From using MapKit, to the accelerometer and magnetometer, to integrating facial recognition and Facebook data, you'll learn the building blocks of creating augmented reality applications. Case studies are included in this one-of-a-kind book and you'll learn how to create augmented reality apps that unleash the full potential of the on-board sensors and camera. This book complements other iOS game or social media apps development books available from Apress. After reading Pro iOS 5 Augmented Reality, you'll be able to build augmented reality rich media apps or integrate all the best augmented reality techniques and tools into your existing apps.
Game apps on iPhone and now iPad remain one of the most popular type of apps in the Apple iTunes App Store. Does Angry Birds ring a bell? What you were once able to do just for the iPhone (and iPod touch) is now possible for the popular iPad, using the new iOS 5 SDK. Beginning iOS 5 Games Development provides a clear path for you to create games using the iOS 5 SDK platform for the iPad, iPhone, and iPad touch. You'll learn how to use the core classes to create game apps, including graphics, animations, and sound. The latest version of Xcode will be used in parts of the book to guide you along the way of building your apps. Other topics include iOS 5 game apps development with the newest iOS Game Center update, persisting user data, and designing a compelling user experience. After reading this book, you'll come away with the skills and techniques for building a game app, top to bottom, that could perhaps even be sold on the Apple iTunes App Store.What you'll learn * How to use UIViews to display game assets * How to leverage Core Animation to simplify animations * How to create frame-by-frame animations for action games * How to play sound using media classes * How to integrate with Game Center and other social media services * How to use Core Data to persist game state Who this book is for This book is for new iOS developers who want to create compelling 2D games. A basic understanding of Xcode and Objective-C is assumed. Table of Contents * Introduction and HelloGame * Setting Up your Game App Project * Explore the Game App Life cycle * Quickly Build an Input Driven Game * Quickly Build a Frame by Frame Game * Build Your Game: Game Engine, Image Actors, and Behaviors * Build Your Game: Vector Actors and Particles * Build Your Game: Understand Gestures and Movements * Build Your Game: Apple's Game Center and Social Media * A Complete Example: Belt Commander * Design and Create Graphics * Monetizing via the Apple App Store
The Windows Azure Platform has rapidly established itself as one of the most sophisticated cloud computing platforms available. With Microsoft working to continually update their product and keep it at the cutting edge, the future looks brightif you have the skills to harness it. In particular, new features such as remote desktop access, dynamic content caching and secure content delivery using SSL make the latest version of Azure a more powerful solution than ever before It's widely agreed that cloud computing has produced a paradigm shift in traditional architectural concepts by providing new ways to both store and process data. The basic concepts of the cloud are now well understood throughout the industry. What is much less well understood, and the primary focus of this book, is how the the Windows Azure technology can be applied in real-world scenarios and made to work for you. This book answers those questions, demonstrating how all the features of Windows Azureboth old and newcan be put to work. By the time you're done reading, you will be comfortable building high-quality end-to-end Windows Azure services of your own. The book, like the Azure platform itself, is divided into three key partsWindows Azure, SQL Azure, and Windows Azure AppFabric. Each of these plays a unique role in the functioning of your cloud service. It is the goal of this book to show you how to use these components, both separately and together, to build flawless cloud applications as well as hybrid architectures thatfit in alongside your business' existing systems. Pro Windows Azure Platform, Second Edition is a down-to-earth, code-centric book that shows precisely how the all the components of Windows Azure are employed, and demonstrates the techniques and best practices you'll need to put them to work. What you'll learn Everything you need to understand the Windows Azure platform componentsfrom Access Control to SQL Azure, from the ServiceBus to Windows Azure Connect The architectural theory behind Windows Azure and the nuts-and-bolts code that binds your services together How to design, build, and deploy an Azure service The critical new services of Azure and how the work: Windows Azure Connect, VMRole, SQLAzure Data Sync and Windows Azure AppFabric caching are all covered Who this book is for This book is intended for professional developers who want to dig into the internals of Azure and start investigating its features in depthin order to adoptthem into their workflow systems. Table of Contents Windows Azure Platform Overview Windows Azure Compute Windows Azure Storage, Part I: Blobs and Drives Windows Azure Storage, Part II: Queues Windows Azure Storage, Part III: Tables VMRole and Windows Azure Connect AppFabric: Access Control Service AppFabric: Service Bus AppFabric: Caching SQLAzure
The first ESPRIT Basic Research Project on Predictably Dependable Computing Systems (No. 3092, PDCS) commenced in May 1989, and ran until March 1992. The institutions and principal investigators that were involved in PDCS were: City University, London, UK (Bev Littlewood), lEI del CNR, Pisa, Italy (Lorenzo Strigini), Universitiit Karlsruhe, Germany (Tom Beth), LAAS-CNRS, Toulouse, France (Jean-Claude Laprie), University of Newcastle upon Tyne, UK (Brian Randell), LRI-CNRS/Universite Paris-Sud, France (Marie-Claude Gaudel), Technische Universitiit Wien, Austria (Hermann Kopetz), and University of York, UK (John McDermid). The work continued after March 1992, and a three-year successor project (No. 6362, PDCS2) officially started in August 1992, with a slightly changed membership: Chalmers University of Technology, Goteborg, Sweden (Erland Jonsson), City University, London, UK (Bev Littlewood), CNR, Pisa, Italy (Lorenzo Strigini), LAAS-CNRS, Toulouse, France (Jean-Claude Laprie), Universite Catholique de Louvain, Belgium (Pierre-Jacques Courtois), University of Newcastle upon Tyne, UK (Brian Randell), LRI-CNRS/Universite Paris-Sud, France (Marie-Claude Gaudel), Technische Universitiit Wien, Austria (Hermann Kopetz), and University of York, UK (John McDermid). The summary objective of both projects has been "to contribute to making the process of designing and constructing dependable computing systems much more predictable and cost-effective." In the case of PDCS2, the concentration has been on the problems of producing dependable distributed real-time systems and especially those where the dependability requirements centre on issues of safety and/or security.
Windows 7 is more than an operating system. It's your gateway to email, the Web, work, entertainment, and fun. The latest Windows makes your computer more fun, easy, and powerful to use than ever before. With Windows 7 Made Simple, you can unlock the potential and power of Microsoft's latest operating system.Get up and running quickly with the Quick Start Guide Find what you want to know quickly, and learn at your own pace Read AND see how to do it with handy step-by-step visual aids What you'll learn Tour what's new, changed, and better in Windows 7 Explore Windows programs and features Customize and personalize your desktop Get a free email account Surf the Web Instant message and video chat Organize, print, and email pictures Organize and find things with Libraries Watch videos and movies with Windows Media Center Download free programs like Windows Live Essentials Share music and video with your iPod, Zune, or MP3 player Use social networks, including Facebook and LinkedIn Get and read eBooks Find things on your computer and on the Internet Install programs Connect and use printers, scanners, and fax Protect your computer with Internet Security programs Perform backup and recovery Connect multiple monitors Usetouch features Take it with you: wireless and mobile computing Create a home network Set up your computer for multiple users Troubleshoot Windows, programs, and devices Who this book is for This book is for anyone who wants to get the most out of Windows 7, yet keep it fun, simple, and easy. Whether you are a new Windows 7 user, or moving from Windows XP or Vista, there's lots of help for everybody. With its easy to use contents and thorough coverage, you can use it as both a quick reference and as learning guide. Table of Contents Quick Start Guide Customizing and Personalizing Windows Checking Out Libraries Using Gadgets and Widgets Exploring Programs and Features Installing Programs Using WordPad, Paint, and Accessories Getting Free Goodies like Windows Live Essentials Communicatingwith Email, IM, and Social Networks Surfing the Web Organizing and Sharing Pictures and Videos Enjoying Music, Video, and eBooks Setting Up and Transferring User Accounts Printing, Faxing, and Scanning Connecting Monitors and Hardware Connecting to the Internet andHome Networks Protecting Your Computer andData Troubleshooting and Maintaining Your Computer Using Windows at Work and On the Road
This book constitutes the refereed proceedings of the 15th International Conference on Principles of Distributed Systems, OPODIS 2011, held in Toulouse, France, in December 2011. The 26 revised papers presented in this volume were carefully reviewed and selected from 96 submissions. They represent the current state of the art of the research in the field of the design, analysis and development of distributed and real-time systems.
This book constitutes the refereed proceedings of the 12th IFIP TC 6/TC 11 International Conference on Communications and Multimedia Security, CMS 2010, held in Ghent, Belgium, in October 2011. The 26 revised papers presented were carefully reviewed and selected from 52 submissions. The papers are organized in topical sections on usability, architecture and framework security, mobile identity management, secure hardware platforms, biometrics, multimedia security, network security and authentication.
There is an established interest in integrating databases and programming languages. This book on Data Types and Persistence evolved from the proceedings of a workshop held at the Appin in August 1985. The purpose of the Appin workshop was to focus on these two aspects: persistence and data types, and to bring together people from various disciplines who have thought about these problems. Particular topics of"interest include the design of type systems appropriate for database work, the representation of persistent objects such as data types and modules, and the provision of orthogonal persistence and certain aspects of transactions and concurrency. The programme was broken into three sessions: morning, late afternoon and evening to allow the participants to take advantage of two beautiful days in the Scottish Highlands. The financial assistance of the Science and Engineering Research Council, the National Science Foundation and International Computers Ltd. is gratefully acknowledged. We would also like to thank Isabel Graham, Anne Donnelly and Estelle Taylor for their help in organising the workshop. Finally our thanks to Pete Bailey, Ray Carick and Dave Munro for the immense task they undertook in typesetting the book. The convergence of programming languages and databases to a coherent and consistent whole requires ideas from, and adjustment in, both intellectual camps. The first group of chapters in this book present ideas and adjustments coming from the programming language research community. This community frequently discusses types and uses them as a framework for other discussions.
This book constitutes the thoroughly refereed post-conference
proceedings of the 6th International Workshop on Security and Trust
Management, STM 2010, held in Athens, Greece, in September 2010.
The second half of the 1970s was marked with impressive advances in array/vector architectures and vectorization techniques and compilers. This progress continued with a particular focus on vector machines until the middle of the 1980s. The major ity of supercomputers during this period were register-to-register (Cray 1) or memory-to-memory (CDC Cyber 205) vector (pipelined) machines. However, the increasing demand for higher computational rates lead naturally to parallel comput ers and software. Through the replication of autonomous processors in a coordinated system, one can skip over performance barriers due technology limitations. In princi ple, parallelism offers unlimited performance potential. Nevertheless, it is very difficult to realize this performance potential in practice. So far, we have seen only the tip of the iceberg called "parallel machines and parallel programming." Parallel programming in particular is a rapidly evolving art and, at present, highly empirical. In this book we discuss several aspects of parallel programming and parallelizing compilers. Instead of trying to develop parallel programming methodologies and paradigms, we often focus on more advanced topics assuming that the reader has an adequate background in parallel processing. The book is organized in three main parts. In the first part (Chapters 1 and 2) we set the stage and focus on program transformations and parallelizing compilers. The second part of this book (Chapters 3 and 4) discusses scheduling for parallel machines from the practical point of view macro and microtasking and supporting environments). Finally, the last part (Le."
Create compelling 2D games with Learn cocos2d Game Development with iOS 5. This book shows you how to use the powerful cocos2d game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. It teaches you: * The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. * How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. * How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps. * The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua. Best of all, Learn cocos2d Game Development with iOS 5 will have you making games right from the very start. It guides you step-by-step through the creation of sample games.These fun examples are modeled after popular App Store games and teach you key concepts of the cocos2d game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others. This book offers a rock-solid introduction to creating games made entirely with cocos2d and little or no iOS 5 SDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the author's improved cocos2d game engine (Kobold2D), and even helps you enhance your game's marketability on the App Store. What you'll learn * The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. * How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. * How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps.* The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua. Who this book is for The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment. Table of Contents * Introduction * Getting Started * Essentials * Your First Game * Game Building Blocks * Sprites In-Depth * Scrolling with Joy * Shoot em Up * Particle Effects * Working with Tilemaps * Isometric Tilemaps * Physics Engines * Pinball Game * Game Center * Best Tools for cocos2D Development * Kobold2D Fundamentals * Out of the Ordinary
This book constitutes the refereed proceedings of the 9th International Symposium on Advanced Parallel Processing Technologies, APPT 2011, held in Shanghai, China, in September 2011. The 13 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers are organized in topical sections on parallel distributed system architectures, architecture, parallel application and software, distributed and cloud computing.
PC viruses are not necessarily a major disaster despite what is sometimes written about them. But a virus infection is at the very least a nuisance, and potentially can lead to loss of data. Quite often it is the user's panic reaction to discovering a virus infection that does more than the virus itself. This book demystifies PC viruses, providing clear, accurate information about this relatively new PC problem. It enables managers and PC users to formulate an appropriate response; adequate for prevention and cure, but not `over the top'. Over 100 PC viruses and variants are documented in detail. You are told how to recognise each one, what it does, how it copies itself, and how to get rid of it. Other useful and relevant technical information is also provided. Strategies for dealing with potential and actual virus outbreaks are described for business, academic and other environments, with the emphasis on sensible but not unreasonable precautions. All users of IBM PC or compatible computers - from single machines to major LAN's - will find this book invaluable. All that is required is a working knowledge of DOS. Dr. Alan Solomon has been conducting primary research into PC viruses since they first appeared, and has developed the best-selling virus protection software Dr. Solomon's Anti-Virus Toolkit.
This book constitutes the thoroughly refereed post-conference proceedings of the Second International ICST Conference on Sensor Systems and Software, S-Cube 2010, held in Miami, Florida, USA, in December 2010. The 17 revised full papers presented were carefully reviewed and selected and cover a wide range of topics including sensor application programming paradigms, novel sensor applications, sensor network middleware, trust security and privacy, wireless sensor network management and monitoring, and sensor application development support systems.
This Festschrift volume, published in honor of Brian Randell on the occasion of his 75th birthday, contains a total of 37 refereed contributions. Two biographical papers are followed by the six invited papers that were presented at the conference 'Dependable and Historic Computing: The Randell Tales', held during April 7-8, 2011 at Newcastle University, UK. The remaining contributions are authored by former scientific colleagues of Brian Randell. The papers focus on the core of Brian Randell's work: the development of computing science and the study of its history. Moreover, his wider interests are reflected and so the collection comprises papers on software engineering, storage fragmentation, computer architecture, programming languages and dependability. There is even a paper that echoes Randell's love of maps. After an early career with English Electric and then with IBM in New York and California, Brian Randell joined Newcastle University. His main research has been on dependable computing in all its forms, especially reliability, safety and security aspects, and he has led several major European collaborative projects.
This sixth edition ofBeginning Ubuntu Linux introduces all of usnewbies, power users and system administratorsto the Natty Narwhal Ubuntu release. Based on the bestselling fifth edition, this edition introduces the new Unity interface while not neglecting the finely-tuned administration techniques fornew userspresent in previous editions. Whether you aim to use it in the home or in the office, you'll be introduced to the complete world of Ubuntu Linux, from simple word processing to using cloud services. What you'll learn Use Ubuntu as a daily desktop on your laptop or PC Complete office tasks, such as creating Microsoft Office-compatible documents and spreadsheets, using e-mail, and managing contacts Listen to MP3s, manage pictures and CDs, and watch movies using a user-friendly Linux desktop Configure Ubuntu's printer- and file-sharing features to share resources seamlessly with other computers on your network Configure and use Ubuntu's multitouch capabilities Administer and secure your Ubuntu machine Who this book is for Everyone interested in or already using Ubuntu--no exceptions. Table of Contents Meet Ubuntu Linux GNU "slash" Linux Pre-installation Steps Installing Ubuntu Solving Installation Problems Booting Ubuntu for the First Time Getting Everything Up and Running How to Secure Your Computer Personalizing Ubuntu: Getting Everything Just Right Managing Your Data A World of Applications Working with Text Files Making the Move to OpenOffice.org Communicating with Others Social Networks and Cloud Computing Digital Audio Movies and Multimedia Digital Photos Playing Games Installing and Removing Software Understanding Linux Users and File Permissions Optimizing Your System Backing Up Data Scheduling Tasks Accessing Computers Remotely Taking Control of the System Appendix 1: Introducing the BASH Shell Appendix2: Glossary of Linux Terms Appendix 3: Getting Further Help Appendix4: Exploring the Digital Download and Other Ubuntu Versions
The two-volume set LNCS 6852/6853 constitutes the refereed proceedings of the 17th International Euro-Par Conference held in Bordeaux, France, in August/September 2011.The 81 revised full papers presented were carefully reviewed and selected from 271 submissions. The papers are organized in topical sections on support tools and environments; performance prediction and evaluation; scheduling and load-balancing; high-performance architectures and compilers; parallel and distributed data management; grid, cluster and cloud computing; peer to peer computing; distributed systems and algorithms; parallel and distributed programming; parallel numerical algorithms; multicore and manycore programming; theory and algorithms for parallel computation; high performance networks and mobile ubiquitous computing.
It is universally accepted today that parallel processing is here to stay but that software for parallel machines is still difficult to develop. However, there is little recognition of the fact that changes in processor architecture can significantly ease the development of software. In the seventies the availability of processors that could address a large name space directly, eliminated the problem of name management at one level and paved the way for the routine development of large programs. Similarly, today, processor architectures that can facilitate cheap synchronization and provide a global address space can simplify compiler development for parallel machines. If the cost of synchronization remains high, the pro gramming of parallel machines will remain significantly less abstract than programming sequential machines. In this monograph Bob Iannucci presents the design and analysis of an architecture that can be a better building block for parallel machines than any von Neumann processor. There is another very interesting motivation behind this work. It is rooted in the long and venerable history of dataflow graphs as a formalism for ex pressing parallel computation. The field has bloomed since 1974, when Dennis and Misunas proposed a truly novel architecture using dataflow graphs as the parallel machine language. The novelty and elegance of dataflow architectures has, however, also kept us from asking the real question: "What can dataflow architectures buy us that von Neumann ar chitectures can't?" In the following I explain in a round about way how Bob and I arrived at this question."
Intelligent Integration of Information presents a collection of chapters bringing the science of intelligent integration forward. The focus on integration defines tasks that increase the value of information when information from multiple sources is accessed, related, and combined. This contributed volume has also been published as a special double issue of the Journal of Intelligent Information Systems (JIIS), Volume 6:2/3.
This book constitutes the thoroughly refereed post-conference proceedings of the Third International ICST Conference on Forensic Applications and Techniques in Telecommunications, Information and Multimedia, E-Forensics 2010, held in Shanghai, China, in November 2010. The 32 revised full papers presented were carefully reviewed and selected from 42 submissions in total. These, along with 5 papers from a collocated workshop of E-Forensics Law, cover a wide range of topics including digital evidence handling, data carving, records tracing, device forensics, data tamper identification, and mobile device locating. |
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