• Title/Summary/Keyword: Multi-Thread method

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Method of Multi Thread Management based on Shader Instruction for Mobile GPGPU (GPGPU를 위한 쉐이더 명령어기반 멀티 스레드 관리 기법)

  • Lee, Kwang-Yeob;Park, Tae-Ryong
    • Journal of IKEEE
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    • v.16 no.4
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    • pp.310-315
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    • 2012
  • This thesis is intended to design multi thread mobile GPGPU optimized in mobile environment, and to verify an effective thread management method of the multi thread mobile processor. In thread management, there is no management hardware and implement with software instructions. For the verification of the multi thread management method, Lane detection algorithm was implemented to compare nVidia's CUDA Architecture and the designed GPGPU in terms of thread management efficiency. The number of thread is normalized to 48 threads. An implemented Land Detection Algorithm is composed of Gaussian filter algorithm and Sobel Edge Detection algorithm. As a result, the designed GPGPU's thread efficiency is up to 2 times higher than CUDA's thread efficiency.

Effective method of accessing multi volumes using SHORE thread (SHORE thread를 사용한 효과적인 다중 볼륨 접근 방법)

  • 안성수;최윤수;진두석
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10c
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    • pp.46-48
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    • 2002
  • 사용자에게 서비스 할 데이터가 많을 경우 여러 볼륨에 저장해서 처리해야 할 경우가 발생한다. 볼륨이 여러 개일 경우 효과적이고 효율적인 접근 방법이 필요하다. 본 논문에서는 SHORE 저장 시스템을 이용할 경우에 효과적이고 효율적인 접근 방법을 알아보고자 한다. single thread, multi thread, multi process, socket을 이용한 접근 방법을 살펴보고 multi thread를 이용하는 방법이 가장 효율적인 것을 실험 결과를 통해서 보인다. SHORE thread는 CPU bound에 관련된 job이 많은 경우는 process를 사용했을 때에 비해 큰 효과가 없으나 I/O bound에 관련에 것일 경우는 multi process를 사용한 것과 비슷한 효과가 있음을 알 수 있다.

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Separate Signature Monitoring for Control Flow Error Detection (제어흐름 에러 탐지를 위한 분리형 시그니처 모니터링 기법)

  • Choi, Kiho;Park, Daejin;Cho, Jeonghun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.13 no.5
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    • pp.225-234
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    • 2018
  • Control flow errors are caused by the vulnerability of memory and result in system failure. Signature-based control flow monitoring is a representative method for alleviating the problem. The method commonly consists of two routines; one routine is signature update and the other is signature verification. However, in the existing signature-based control flow monitoring, monitoring target application is tightly combined with the monitoring code, and the operation of monitoring in a single thread is the basic model. This makes the signature-based monitoring method difficult to expect performance improvement that can be taken in multi-thread and multi-core environments. In this paper, we propose a new signature-based control flow monitoring model that separates signature update and signature verification in thread level. The signature update is combined with application thread and signature verification runs on a separate monitor thread. In the proposed model, the application thread and the monitor thread are separated from each other, so that we can expect a performance improvement that can be taken in a multi-core and multi-thread environment.

Effective method of accessing SHORE volumes (효과적인 SHORE 볼륨 접근 방법)

  • Ahn, Sung-Soo;Choi, Yun-Soo;Jin, Du-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.1815-1818
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    • 2002
  • 사용자에게 서비스 할 데이터가 많을 경우 데이터베이스의 여러 볼륨에 저장해서 처리해야 할 경우가 발생한다. 볼륨이 여러 개일 경우 효과적이고 효율적인 접근 방법이 필요하다. 본 논문에서는 SHORE 저장 시스템을 이용할 경우에 효과적이고 효율적인 접근 방법을 알아보고자 한다. single thread, multi thread, multi process, socket 을 이용한 접근 방법을 살펴보고 multi thread 를 이용하는 방법이 가장 효율적인 것을 실험 결과를 통해서 보인다. SHORE thread 는 CPU bound 에 과련된 job 이 많은 경우는 process 를 사용했을 때에 비해 큰 효과가 없으나 I/0 bound 에 관련에 것일 경우는 multi process 를 사용한 것과 비슷한 효과가 있음을 알 수 있다.

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Packet Discard Policy of Network Thread in an Unity Engine for Multi-player Online Games (다중 접속 온라인 게임을 위한 유니티 엔진의 네트워크 스레드 패킷 폐기 기법)

  • Yoo, Jong-Kun;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.97-106
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    • 2015
  • In an Unity engine for multi-player online games, the main thread processing game logic must be separated from the network thread that is responsible for network packet communication. Packet communication between the network threads needs to drop packets that overlap in order to improve the rendering speed. In this paper, the packet discard policy of network thread is proposed for an Unity engine for multi-player online games. The proposed method is the hybrid method of both Partial Packet Discard and Periodic Packet Discard methods to improve the rendering speed by periodically discarding overlapped network packets managed by the queue. The rendering speed of the proposed method is analyzed and its effectiveness is verified by various packet generating simulations of the Unity engine for multi-player online games.

Simulation of PO method based on Multi-thread (멀티스레드 기반 PO법 시뮬레이션)

  • Kim, Tae-Yong;Lee, Hoon-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.11
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    • pp.2301-2306
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    • 2011
  • Current general-purpose electromagnetic field simulators have been widespread applied, and is being used to electromagnetic problems such as antenna design, EMC design, measurement, and microwave device design, etc. This paper is to solve various electromagnetic problems in X-band region for utilizing multi-core-based PC available network resources more efficiently. The electromagnetic field simulator based on TCP / IP-based network topology, configuration, and its framework design is proposed and its availability is examined.

Design and Implementation of a Communication Middleware for Electronic Devices of Unmanned Surface Vehicle (무인 수상정 전자 장치를 위한 통신 미들웨어 설계 및 구현)

  • Bae, JongYoon;Choi, Hoon
    • Smart Media Journal
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    • v.8 no.3
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    • pp.53-61
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    • 2019
  • In this paper, designing and implementing multi-communication middleware in multi-thread environmet through event-based synchronization method are proposed for stable data transmission of electronic optical equipment, which requires combining camera and various sensors to process multiple high-speed data. To verify the performance of the implemented communication middleware, image data and sensor data were sent to compare differences in reception-based and transmission-based cycles, and the maximum number of communication possibilities to transmit and process multiple was measured and analyzed. In addition, the proposed communication middleware's performance was verified through experiments such as validating the integrity of the transmitted data and measuring the Round Trip Time.

Implementation of Stable Interface for Clinic Laboratory Equipment (임상검사장비를 위한 안정적 인터페이스의 구현)

  • Lee, Jong-Hyeok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2355-2360
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    • 2009
  • As for information system in hospital which digital hospital aims at, there are LIS(Laboratory Information System) and so on. Interface program gather the results from the clinic laboratory equipment and manage the results efficiently as well. To implement interface program, multi tasking and multi thread method is used. In this paper, we proposed the stable method after comparing and analyzing these two methods we present above through the simulation. Also we designed and implemented Interface program which satisfy the users' requirements applying the proposed method. The result of using the built interface program in the hospital field confirms that the program operates safely.

Fixed Time Synchronous IPC in Zephyr Kernel (Zephyr 커널에서 고정 시간 동기식 IPC 구현)

  • Jung, Jooyoung;Kim, Eunyoung;Shin, Dongha
    • IEMEK Journal of Embedded Systems and Applications
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    • v.12 no.4
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    • pp.205-212
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    • 2017
  • Linux Foundation has announced a real-time kernel, called Zephyr, for IoT applications recently. Zephyr kernel provides synchronous and asynchronous IPC for data communication between threads. Synchronous IPC is useful for programming multi-threads that need to be executed synchronously, since the sender thread is blocked until the data is delivered to the receiver thread and the completion of data transfer can be known to two threads. In general, 'IPC execution time' is defined as the time duration between the sender thread sends data and the receiver thread receives the data sent. Especially, it is important that 'IPC execution time' in the synchronous IPC should be fixed in real-time kernel like Zephyr. However, we have found that the execution time of the synchronous IPC in Zephyr kernel increases in proportion to the number of threads executing in the kernel. In this paper, we propose a method to implement a fixed time synchronous IPC in Zephyr kernel using Direct Thread Switching(DTS) technique. Using the technique, the receiver thread executes directly after the sender thread sends a data during the remaining time slice of the sender thread and we can archive a fixed IPC execution time even when the number of threads executing in the kernel increases. In this paper, we implemented synchronous IPC using DTS in the Zephyr kernel and found the IPC execution time of the IPC is always 389 cycle that is relatively small and fixed.