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Using Concurrency and Parallelism Effectively I

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CSE-87

The aim of this book is to show both students and practitioners that concurrent and parallel programming does not need to be as hard as it is often portrayed and in fact is often easier than building the equivalent sequential system.

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Book Type Ebook

This will be achieved by presenting a set of example systems that demonstrate the underlying principles of parallel system design based upon real world examples.  

Content

  1. A Challenge – Thinking Parallel
    1. Concurrency and Parallelism
    2. Why Parallel?
    3. A Multi-player Game Scenario
    4. The Basic Concepts
    5. Summary
  2. Producer Consumer: A Fundamental Design Pattern
    1. A Parallel Hello World
    2. Hello Name
    3. Processing Simple Streams of Data
    4. Summary
    5. Exercises
  3. Process Networks: Build It Like Lego
    1. Prefix Process
    2. Successor Process
    3. Parallel Copy
    4. Generating a Sequence of Integers
    5. Testing GNumbers
    6. Creating a Running Sum
    7. Generating the Fibonacci Sequence
    8. Generating Squares of Numbers
    9. Printing in Parallel
    10. Summary
    11. Exercises
  4. Parallel Processes: Non Deterministic Input
    1. Reset Numbers
    2. Exercising ResetNumbers
    3. Summary
    4. Exercises
  5. Extending the Alternative: A Scaling Device and Queues
    1. The Scaling Device Definition
    2. Managing A Circular Queue Using Alternative Pre-conditions
    3. Summary
    4. Exercises
  6. Testing Parallel Systems: First Steps
    1. Testing Hello World
    2. Testing the Queue Process
    3. The Queue Test Script
    4. Summary
    5. Exercises
  7. Deadlock: An Introduction
    1. Deadlocking Producer and Consumer
    2. Multiple Network Servers
    3. Summary
    4. Exercises
  8. Client-Server: Deadlock Avoidance by Design
    1. Analysing the Queue Accessing System
    2. Client and Server Design Patterns
    3. Analysing the Crossed Servers Network
    4. Deadlock Free Multi-Client and Servers Interactions
    5. Summary
    6. Exercises
  9. External Events: Handling Data Sources
    1. An Event Handling Design Pattern
    2. Utilising the Event Handing Pattern
    3. Analysing Performance Bounds
    4. Simple Demonstration of the Event Handling System
    5. Processing Multiple Event Streams
    6. Summary
    7. Exercises
  10. Deadlock Revisited: Circular Structures
    1. A First Sensible Attempt
    2. An Improvement
    3. A Final Resolution
    4. Summary
  11. Graphical User Interfaces: Brownian Motion
    1. Active AWT Widgets
    2. The Particle System – Brownian Motion
    3. Summary
    4. Exercises
  12. Dining Philosophers: A Classic Problem
    1. Naïve Management
    2. Proactive Management
    3. A More Sophisticated Canteen
    4. Summary
  13. Accessing Shared Resources: CREW
    1. CrewMap
    2. The DataBase Process
    3. The Read Clerk Process
    4. The Write Clerk Process
    5. The Read Process
    6. The Write Process
    7. Creating the System
    8. Summary
    9. Challenge
  14. Barriers and Buckets: Hand-Eye Co-ordination Test
    1. Barrier Manager
    2. Target Controller
    3. Target Manager
    4. Target Flusher
    5. Display Controller
    6. Gallery
    7. Mouse Buffer
    8. Mouse Buffer Prompt
    9. Target Process
    10. Running the System
    11. Summary
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