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Filter Algorithm
Peterson's algorithm (or Peterson's solution) is a concurrent programming algorithm for mutual exclusion that allows two or more processes to share a single-use resource without conflict, using only shared memory for communication. It was formulated by Gary L. Peterson in 1981.G. L. Peterson: "Myths About the Mutual Exclusion Problem", ''Information Processing Letters'' 12(3) 1981, 115–116 While Peterson's original formulation worked with only two processes, the algorithm can be generalized for more than two.As discussed in ''Operating Systems Review'', January 1990 ("Proof of a Mutual Exclusion Algorithm", M Hofri). The algorithm The algorithm uses two variables: flag and turn. A flag /code> value of true indicates that the process n wants to enter the critical section. Entrance to the critical section is granted for process P0 if P1 does not want to enter its critical section or if P1 has given priority to P0 by setting turn to 0. The algorithm satisfies the three essenti ...
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Concurrent Programming
Concurrent means happening at the same time. Concurrency, concurrent, or concurrence may refer to: Law * Concurrence, in jurisprudence, the need to prove both ''actus reus'' and ''mens rea'' * Concurring opinion (also called a "concurrence"), a legal opinion which supports the conclusion, though not always the reasoning, of the majority. * Concurrent estate, a concept in property law * Concurrent resolution, a legislative measure passed by both chambers of the United States Congress * Concurrent sentences, in criminal law, periods of imprisonment that are served simultaneously Computing * Concurrency (computer science), the property of program, algorithm, or problem decomposition into order-independent or partially-ordered units * Concurrent computing, the overlapping execution of multiple interacting computational tasks * Concurrence (quantum computing), a measure used in quantum information theory * Concurrent Computer Corporation, an American computer systems manufactur ...
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Compare-and-swap
In computer science, compare-and-swap (CAS) is an atomic instruction used in multithreading to achieve synchronization. It compares the contents of a memory location with a given (the previous) value and, only if they are the same, modifies the contents of that memory location to a new given value. This is done as a single atomic operation. The atomicity guarantees that the new value is calculated based on up-to-date information; if the value had been updated by another thread in the meantime, the write would fail. The result of the operation must indicate whether it performed the substitution; this can be done either with a simple boolean response (this variant is often called compare-and-set), or by returning the value read from the memory location (''not'' the value written to it), thus "swapping" the read and written values. Overview A compare-and-swap operation is an atomic version of the following pseudocode, where denotes access through a pointer: function cas(p: poin ...
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Semaphore (programming)
In computer science, a semaphore is a variable or abstract data type used to control access to a common resource by multiple threads and avoid critical section problems in a concurrent system such as a multitasking operating system. Semaphores are a type of synchronization primitive. A trivial semaphore is a plain variable that is changed (for example, incremented or decremented, or toggled) depending on programmer-defined conditions. A useful way to think of a semaphore as used in a real-world system is as a record of how many units of a particular resource are available, coupled with operations to adjust that record ''safely'' (i.e., to avoid race conditions) as units are acquired or become free, and, if necessary, wait until a unit of the resource becomes available. Though semaphores are useful for preventing race conditions, they do not guarantee their absence. Semaphores that allow an arbitrary resource count are called counting semaphores, while semaphores that are ...
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Szymański's Algorithm
Szymański's Mutual Exclusion Algorithm is a mutual exclusion algorithm devised by computer scientist Dr. Bolesław Szymański, which has many favorable properties including linear wait, and which extension solved the open problem posted by Leslie Lamport whether there is an algorithm with a constant number of communication bits per process that satisfies every reasonable fairness and failure-tolerance requirement that Lamport conceived of (Lamport's solution used ''n'' factorial communication variables vs. Szymański's 5). The algorithm The algorithm is modeled on a waiting room with an entry and exit doorway. Initially the entry door is open and the exit door is closed. All processes which request entry into the critical section at roughly the same time enter the waiting room; the last of them closes the entry door and opens the exit door. The processes then enter the critical section one by one (or in larger groups if the critical section permits this). The last process to l ...
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Lamport's Bakery Algorithm
Lamport's bakery algorithm is a computer algorithm devised by computer scientist Leslie Lamport, as part of his long study of the formal correctness of concurrent systems, which is intended to improve the safety in the usage of shared resources among multiple threads by means of mutual exclusion. In computer science, it is common for multiple threads to simultaneously access the same resources. Data corruption can occur if two or more threads try to write into the same memory location, or if one thread reads a memory location before another has finished writing into it. Lamport's bakery algorithm is one of many mutual exclusion algorithms designed to prevent concurrent threads entering critical sections of code concurrently to eliminate the risk of data corruption. Algorithm Analogy Lamport envisioned a bakery with a numbering machine at its entrance so each customer is given a unique number. Numbers increase by one as customers enter the store. A global counter display ...
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Eisenberg & McGuire Algorithm
The Eisenberg & McGuire algorithm is an algorithm for solving the critical sections problem, a general version of the dining philosophers problem. It was described in 1972 by Murray A. Eisenberg and Michael R. McGuire. Algorithm All the ''n''-processes share the following variables: enum pstate = ; pstate flags int turn; The variable turn is set arbitrarily to a number between 0 and ''n''−1 at the start of the algorithm. The flags variable for each process is set to WAITING whenever it intends to enter the critical section. flags takes either IDLE or WAITING or ACTIVE. Initially the flags variable for each process is initialized to IDLE. repeat until ((index >= n) && ((turn = i) , , (flagsurn= IDLE))); /* Start of CRITICAL SECTION */ /* claim the turn and proceed */ turn := i; /* Critical Section Code of the Process */ /* End of CRITICAL SECTION */ /* find a process which is not IDLE */ /* (if there are no others, we will find ourselves) ...
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Dekker's Algorithm
Dekker's algorithm is the first known correct solution to the mutual exclusion problem in concurrent programming where processes only communicate via shared memory. The solution was attributed to Dutch people, Dutch mathematician Theodorus Dekker, Th. J. Dekker by Edsger W. Dijkstra in an unpublished paper on sequential process descriptions and his manuscript on cooperating sequential processes. It allows two threads to share a single-use resource without conflict, using only Shared memory (interprocess communication), shared memory for communication. It avoids the strict alternation of a naïve turn-taking algorithm, and was one of the first mutual exclusion algorithms to be invented. Overview If two processes attempt to enter a critical section at the same time, the algorithm will allow only one process in, based on whose it is. If one process is already in the critical section, the other process will busy wait for the first process to exit. This is done by the use of two fl ...
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Xbox 360
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the Xbox (console), original Xbox, it is the second console in the Xbox#Consoles, Xbox series. It was officially unveiled on MTV on May 12, 2005, with detailed launch and game information announced later that month at the 2005 E3, Electronic Entertainment Expo (E3). As a Seventh generation of video game consoles, seventh-generation console, it primarily competed with Sony Interactive Entertainment, Sony's PlayStation 3 and Nintendo's Wii. The Xbox 360's online service, Xbox Live, was expanded from its previous iteration on the original Xbox and received regular updates during the console's lifetime. Available in free and subscription-based varieties, Xbox Live allows users to Online game, play games online; download games (through Xbox Live Arcade) and game demos; purchase and Streaming media, stream music, television programs, and films through the Xbox Music and Xbox Video portals; and acces ...
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Memory Barrier
In computing, a memory barrier, also known as a membar, memory fence or fence instruction, is a type of barrier instruction that causes a central processing unit (CPU) or compiler to enforce an ordering constraint on memory operations issued before and after the barrier instruction. This typically means that operations issued prior to the barrier are guaranteed to be performed before operations issued after the barrier. Memory barriers are necessary because most modern CPUs employ performance optimizations that can result in out-of-order execution. This reordering of memory operations (loads and stores) normally goes unnoticed within a single thread of execution, but can cause unpredictable behavior in concurrent programs and device drivers unless carefully controlled. The exact nature of an ordering constraint is hardware dependent and defined by the architecture's memory ordering model. Some architectures provide multiple barriers for enforcing different ordering constra ...
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Memory Ordering
Memory ordering is the order of accesses to computer memory by a CPU. Memory ordering depends on both the order of the instructions generated by the compiler at compile time and the execution order of the CPU at runtime. However, memory order is of little concern outside of multithreading and memory-mapped I/O, because if the compiler or CPU changes the order of any operations, it must necessarily ensure that the reordering does not change the output of ordinary single-threaded code. The memory order is said to be ''strong'' or ''sequentially consistent'' when either the order of operations cannot change or when such changes have no visible effect on any thread. Conversely, the memory order is called ''weak'' or ''relaxed'' when one thread cannot predict the order of operations arising from another thread. Many naïvely written parallel algorithms fail when compiled or executed with a weak memory order. The problem is most often solved by inserting memory barrier instruction ...
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Synchronization (computer Science)
In computer science, synchronization is the task of coordinating multiple processes to join up or handshake at a certain point, in order to reach an agreement or commit to a certain sequence of action. Motivation The need for synchronization does not arise merely in multi-processor systems but for any kind of concurrent processes; even in single processor systems. Mentioned below are some of the main needs for synchronization: '' Forks and Joins:'' When a job arrives at a fork point, it is split into N sub-jobs which are then serviced by n tasks. After being serviced, each sub-job waits until all other sub-jobs are done processing. Then, they are joined again and leave the system. Thus, parallel programming requires synchronization as all the parallel processes wait for several other processes to occur. '' Producer-Consumer:'' In a producer-consumer relationship, the consumer process is dependent on the producer process until the necessary data has been produced. ''Exclusiv ...
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PowerPC
PowerPC (with the backronym Performance Optimization With Enhanced RISC – Performance Computing, sometimes abbreviated as PPC) is a reduced instruction set computer (RISC) instruction set architecture (ISA) created by the 1991 Apple Inc., Apple–IBM–Motorola alliance, known as AIM alliance, AIM. PowerPC, as an evolving instruction set, has been named Power ISA since 2006, while the old name lives on as a trademark for some implementations of Power Architecture–based processors. Originally intended for personal computers, the architecture is well known for being used by Apple's desktop and laptop lines from 1994 until 2006, and in several videogame consoles including Microsoft's Xbox 360, Sony's PlayStation 3, and Nintendo's GameCube, Wii, and Wii U. PowerPC was also used for the Curiosity (rover), Curiosity and Perseverance (rover), Perseverance rovers on Mars and a variety of satellites. It has since become a niche architecture for personal computers, particularly with A ...
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