• Title/Summary/Keyword: Multi-threaded Architecture

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A Study of tasks scheduling algorithms for packet processing on network system with multi-processor multi-threaded architecture (멀티프로세서 멀티쓰레드 기반의 네트워크 시스템에서 패킷 처리 태스크의 스케줄링 알고리즘 성능 연구)

  • Kim, Chang-Kyoung;Kang, Yoon-Gu
    • Proceedings of the KIEE Conference
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    • 2002.11c
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    • pp.23-26
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    • 2002
  • In this paper, we modelize several scheduling algorithms for real-time packet filtering tasks based on the multi-threaded multi-processor architecture for the network security system like the firewall and compare the performance of the algorithms by implementing the algorithms and doing a number of empirical tasks. As the matrices of the performance we use the idle factor and the packet transfer rate. We get the idle factors and the packet transfer rates according to the transfers of the packet sizes from 64 bytes to 1500 bytes.

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The Node Scheduling of Multi-Threaded Process for CC-NUMA System (CC-NUMA 시스템을 위한 다중 스레드 프로세스의 노드 스케줄링 설계 및 구현)

  • Kim, Jeong-Nyeo;Kim, Hae-Jin;Lee, Cheol-Hoon
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.2
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    • pp.488-496
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    • 2000
  • this paper describes the design and implementation of node scheduling for MX Server that is CC-NUMA System COMSIX, the operating system of MX Server, is designed to suit for CC-NUMA Architecture. MX Server consists of up to 8 nodes, and each node is connected by SCI ring. This node scheduling scheme considers data locality for performance improvement of Oracle8i DBMS on the CC-NUMA architecture. For DBMS such as Oracle8i, a multi-threaded process may be run to tie on particular disk. We have developed a CG binding function that the multi-threaded process bound the node. Currently, We don't have an available CC-NUMA Platform. Instead of MX Server, we developed the Node scheduling scheme for multi-threaded process to suit server platform on the PC test-bed and tested completely.

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Adaptable Online Game Server Design

  • Seo, Jintaek
    • Journal of information and communication convergence engineering
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    • v.18 no.2
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    • pp.82-87
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    • 2020
  • This paper discusses how to design a game server that is scalable, adaptable, and re-buildable with components. Furthermore, it explains how various implementation issues were resolved. To support adaptability, the server comprises three layers: network, user, and database. To ensure independence between the layers, each layer was designed to communicate with each other only via message queues. In this architecture, each layer can have an arbitrary number of threads; thus, scalability is guaranteed for each layer. The network layer uses input/output completion ports(IOCP), which shows the best performance on the Windows platform, it can handle up to 5,000 simultaneous connections on a typical entry-level computer, despite being built with a single-threaded user layer. To completely separate the database from the game server, the SQL code was not directly embedded in the database layer.

Design and Implementation of CORBA based on Multi-Threaded in Open Network Environments (개방형 네트워크 환경을 위한 멀티쓰레드 기반 코바 설계 및 구현)

  • Jang, Jong-Hyeon;Lee, Dong-Gil;Han, Chi-Mun
    • The KIPS Transactions:PartC
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    • v.9C no.2
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    • pp.213-220
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    • 2002
  • Distributed competing system gives a new system architecture to be taken into consideration for solving the problems of interoperability of heterogeneous systems. In the present paper, CORBA based on multi-threaded interoperates with software blocks at physically isolated hardware. We show how archives optimal CORBA system from analysis of required functions, implementations of protocols and benchmarking of system performance in the Open Multi-service Network System Environment. The core features of our CORBA system are restricted Quality of Service based on priority, timeout service and exception status information notify to the related software blocks. And the objectives are design and implementation of high performance multi-threaded middleware and satisfied with extendibility, flexibility and stability of CORBA platform.

A Real-time Copper Foil Inspection System using Multi-thread (다중 스레드를 이용한 실시간 동판 검사 시스템)

  • Lee Chae-Kwang;Choi Dong-Hyuk
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.6
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    • pp.499-506
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    • 2004
  • The copper foil surface inspection system is necessary for the factory automation and product quality. The developed system is composed of the high speed line scan camera, the image capture board and the processing computer. For the system resource utilization and real-time processing, multi-threaded architecture is introduced. There are one image capture thread, 2 or more defect detection threads, and one defect communication thread. To process the high-speed input image data, the I/O overlap is used through the double buffering. The defect is first detected by the predetermined threshold. To cope with the light irregularity, the compensation process is applied. After defect detection, defect type is classified with the defect width, eigenvalue ratio of the defect covariance matrix and gray level of defect. In experiment, for high-speed input image data, real-time processing is possible with multi -threaded architecture, and the 89.4% of the total 141 defects correctly classified.

The Implementation of Multi-Threaded Basic Object Adapter to Invoke Server Object on iORB (iORB 객체 호출을 위한 다중쓰레드 방식의 Basic Object Adapter (BOA) 구현)

  • 이권일;남궁한
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10c
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    • pp.215-217
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    • 1999
  • CORBA 2.0 규격에 따라 구현돈 인터넷 Java ORB인 iORB는 Common Object Request Broker Architecture (CORBA) 객체 호출을 위한 Basic Object Adapter (BOA)를 클라이언트와 서버 객체 사이의 연결 설정과 요청 처리를 분리한 다중 쓰레드 방식으로 제공하고 있다. 본 논문은 다중 쓰레드 방식을 지원하는 iORB의 BOA 설계 및 구현에 관한 것이다.

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A Multithreaded Processor Architecture for SDR

  • Glossner, John;Raja, Tanuj;Hokenek, Erdem;Moudgill, Mayan
    • Information and Communications Magazine
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    • v.19 no.11
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    • pp.70-84
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    • 2002
  • In this paper we discuss a multi-threaded baseband Processor capable of executing all physical layer processing of high data rate communications systems completely in software. We discuss the enabling technology for a software defined radio approach and present results for GPRS. 802.11b, and 2Mbps WCDMA. All of these protocols can be executed in real-time on the SB9600 chip using the Sandblaster core.

Efficient On-Chip Idle Cache Utilization Technique in Chip Multi-Processor Architecture (칩 멀티 프로세서 구조에서 온칩 유휴 캐시의 효과적인 활용 방안)

  • Kwak, Jong Wook
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.10
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    • pp.13-21
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    • 2013
  • Recently, although the number of cores on a chip multi-processor increases, multi-programming or multi-threaded programming techniques to utilize the whole cores are still insufficient. Therefore, there inevitably exist some idle cores which are not working. This results in a waste of the caches, so-called idle caches which are dedicated to those idle cores. In this research, we propose amethodology to exploit idle caches effectively as victimcaches of on-chip memory resource. In simulation results, we have achieved 19.4%and 10.2%IPC improvement in 4-core and 16-core respectively, compared to previous technique.

Design of a Multi-Thread Architecture for an LLRP Server (LLRP(Low Level Reader Protocol) 서버를 위한 멀티쓰레드 구조의 설계)

  • Lee, Tae-Young;Kim, Yun-Ho;Seong, Yeong-Rak;Oh, Ha-Ryoung
    • The KIPS Transactions:PartA
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    • v.19A no.2
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    • pp.93-100
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    • 2012
  • LLRP (Low-Level Reader Protocol) specifies an interface between RFID readers and RFID applications, also called LLRP servers and clients respectively. An LLRP server should concurrently execute various functions. This paper designs an LLRP server of a multi-threaded architecture. For that, (i) the operational procedure between LLRP servers and clients is investigated, (ii) the functional requirements of LLRP servers are presented, (iii) the operation of an LLRP server is decomposed into several threads to satisfy those functional requirements, and (iv) the operational procedure is further examined in thread-level. To validate the designed architecture, it is modeled and simulated by using the DEVS formalism which specifies discrete event systems in a hierarchical, modular manner. From the simulation result, we can conclude that the proposed architecture conforms the LLRP standard and satisfies all the given functional requirements.

Implementation of a Scoreboard Array and a Port Arbiter for In-order SMT Processors (순차적 SMT Processor를 위한 Scoreboard Array와 포트 중재 모듈의 구현)

  • Heo, Chang-Yong;Hong, In-Pyo;Lee, Yong-Surk
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.41 no.6
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    • pp.59-70
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    • 2004
  • SMT(Simultaneous Multi Threading) architecture uses TLP(Thread Level Parallelism) and increases processor throughput, such that issue slots can be filled with instructions from multiple independent threads. Having multiple ready threads reduces the probability that a functional unit is left idle, which increases processor efficiency. To utilize those advantages for the SMT processors, the issue unit must control the flow of instructions from different threads and not create conflicts among those instructions, which make the SMT issue logic extremely complex. Therefore, our SMT architecture, which is modeled in this paper, uses an in-order-issue and completion scheme, and therefore, can use a simple issue mechanism with a scoreboard already instead of using register renaming or a reorder buffer. However, an SMT scoreboarding mechanism is still more complex and costlier than that of a single threaded conventional processor. This paper proposes an optimal implementation of a scoreboarding mechanism for an ARM-based SMT architecture.