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Last edited by Alice Kirk
July 7, 2015 | History
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.
You can download the book via the link below.
Publish Date
2015
Publisher
Bookboon.com
Check nearby libraries
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Edition | Availability |
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1
Using Concurrency and Parallelism Effectively – I (2nd edition)
2015, Bookboon.com
8740310388 9788740310382
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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
3. Process Networks: Build It Like Lego
3.1. Prefix Process
3.2. Successor Process
3.3. Parallel Copy
3.4. Generating a Sequence of Integers
3.5. Testing GNumbers
3.6. Creating a Running Sum
3.7. Generating the Fibonacci Sequence
3.8. Generating Squares of Numbers
3.9. Printing in Parallel
3.10. Summary
3.11. Exercises
4. Parallel Processes: Non Deterministic Input
4.1. Reset Numbers
4.2. Exercising ResetNumbers
4.3. Summary
4.4. Exercises
5. Extending the Alternative: A Scaling Device and Queues
5.1. The Scaling Device Definition
5.2. Managing A Circular Queue Using Alternative Pre-conditions
5.3. Summary
5.4. Exercises
6. Testing Parallel Systems: First Steps
6.1. Testing Hello World
6.2. Testing the Queue Process
6.3. The Queue Test Script
6.4. Summary
6.5. Exercises
7. Deadlock: An Introduction
7.1. Deadlocking Producer and Consumer
7.2. Multiple Network Servers
7.3. Summary
7.4. Exercises
8. Client-Server: Deadlock Avoidance by Design
8.1. Analysing the Queue Accessing System
8.2. Client and Server Design Patterns
8.3. Analysing the Crossed Servers Network
8.4. Deadlock Free Multi-Client and Servers Interactions
8.5. Summary
8.6. Exercises
9. External Events: Handling Data Sources
9.1. An Event Handling Design Pattern
9.2. Utilising the Event Handing Pattern
9.3. Analysing Performance Bounds
9.4. Simple Demonstration of the Event Handling System
9.5. Processing Multiple Event Streams
9.6. Summary
9.7. Exercises
10. Deadlock Revisited: Circular Structures
10.1. A First Sensible Attempt
10.2. An Improvement
10.3. A Final Resolution
10.4. Summary
11. Graphical User Interfaces: Brownian Motion
11.1. Active AWT Widgets
11.2. The Particle System – Brownian Motion
11.3. Summary
11.4. Exercises
12. Dining Philosophers: A Classic Problem
12.1. Naïve Management
12.2. Proactive Management
12.3. A More Sophisticated Canteen
12.4. Summary
13. Accessing Shared Resources: CREW
13.1. CrewMap
13.2. The DataBase Process
13.3. The Read Clerk Process
13.4. The Write Clerk Process
13.5. The Read Process
13.6. The Write Process
13.7. Creating the System
13.8. Summary
13.9. Challenge
14. Barriers and Buckets: Hand-Eye Co-ordination Test
14.1. Barrier Manager
14.2. Target Controller
14.3. Target Manager
14.4. Target Flusher
14.5. Display Controller
14.6. Gallery
14.7. Mouse Buffer
14.8. Mouse Buffer Prompt
14.9. Target Process
14.10. Running the System
14.11. Summary
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July 7, 2015 | Edited by Alice Kirk | Edited without comment. |
July 7, 2015 | Created by Alice Kirk | Added new book. |