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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. 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.
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Publish Date
2013
Publisher
Bookboon.com
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Book Details
Table of Contents
Content
1. A Challenge – Thinking Parallel
1.1. Concurrency and Parallelism
1.2. Why Parallel?
1.3. A Multi-player Game Scenario
1.4. The Basic Concepts
1.5. Summary
2. Producer Consumer: A Fundamental Design Pattern
2.1. A Parallel Hello World
2.2. Hello Name
2.3. Processing Simple Streams of Data
2.4. Summary
2.5. Exercises
2.6. Process Networks: Build It Like Lego
2.7. Prefix Process
2.8. Successor Process
2.9. Parallel Copy
2.10. Generating a Sequence of Integers
2.11. Testing GNumbers
2.12. Creating a Running Sum
2.13. Generating the Fibonacci Sequence
2.14. Generating Squares of Numbers
2.15. Printing in Parallel
2.16. Summary
2.17. Exercises
3. Parallel Processes: Non Deterministic Input
3.1. Reset Numbers
3.2. Exercising ResetNumbers
3.3. Summary
3.4. Exercises
4. Extending the Alternative: A Scaling Device and Queues
4.1. The Scaling Device Definition
4.2. Managing A Circular Queue Using Alternative Pre-conditions
4.3. Summary
4.4. Exercises
5. Testing Parallel Systems: First Steps
5.1. Testing Hello World
5.2. Testing the Queue Process
5.3. The Queue Test Script
5.4. Summary
5.5. Exercises
6. Deadlock: An Introduction
6.1. Deadlocking Producer and Consumer
6.2. Multiple Network Servers
6.3. Summary
6.4. Exercises
7. Client-Server: Deadlock Avoidance by Design
7.1. Analysing the Queue Accessing System
7.2. Client and Server Design Patterns
7.3. Analysing the Crossed Servers Network
7.4. Deadlock Free Multi-Client and Servers Interactions
7.5. Summary
7.6. Exercises
8. External Events: Handling Data Sources
8.1. An Event Handling Design Pattern
8.2. Utilising the Event Handing Pattern
8.3. Analysing Performance Bounds
8.4. Simple Demonstration of the Event Handling System
8.5. Processing Multiple Event Streams
8.6. Summary
8.7. Exercises
9. Deadlock Revisited: Circular Structures
9.1. A First Sensible Attempt
9.2. An Improvement
9.3. A Final Resolution
9.4. Summary
10. Graphical User Interfaces: Brownian Motion
10.1. Active AWT Widgets
10.2. The Particle System – Brownian Motion
10.3. Summary
10.4. Exercises
11. Dining Philosophers: A Classic Problem
11.1. Naïve Management
11.2. Proactive Management
11.3. A More Sophisticated Canteen
11.4. Summary
12. Accessing Shared Resources: CREW
12.1. CrewMap
12.2. The DataBase Process
12.3. The Read Clerk Process
12.4. The Write Clerk Process
12.5. The Read Process
12.6. The Write Process
12.7. Creating the System
12.8. Summary
12.9. Challenge
13. Barriers and Buckets: Hand-Eye Co-ordination Test
13.1. Barrier Manager
13.2. Target Controller
13.3. Target Manager
13.4. Target Flusher
13.5. Display Controller
13.6. Gallery
13.7. Mouse Buffer
13.8. Mouse Buffer Prompt
13.9. Target Process
13.10. Running the System
13.11. Summary
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- Created April 29, 2015
- 4 revisions
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August 22, 2020 | Edited by ISBNbot2 | normalize ISBN |
April 29, 2015 | Edited by Alice Kirk | Edited without comment. |
April 29, 2015 | Edited by Alice Kirk | Added new cover |
April 29, 2015 | Created by Alice Kirk | Added new book. |