Concurrency Pattern
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Concurrency Pattern
In software engineering, concurrency patterns are those types of design patterns that deal with the multi-threaded programming paradigm. Examples of this class of patterns include: * Active Object * Balking pattern * Barrier * Double-checked locking * Guarded suspension * Leaders/followers pattern * Monitor Object * Nuclear reaction * Reactor pattern * Read write lock pattern * Scheduler pattern * Thread pool pattern * Thread-local storage See also * Design Patterns *Behavioral pattern *Creational pattern *Structural pattern In software engineering, structural design patterns are design patterns that ease the design by identifying a simple way to realize relationships among entities. Examples of Structural Patterns include: * Adapter pattern: 'adapts' one interface fo ... References External links ScaleConf Presentation about concurrency patternsGopherCon Rethinking Classical Concurrency Patterns
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Software Engineering
Software engineering is a systematic engineering approach to software development. A software engineer is a person who applies the principles of software engineering to design, develop, maintain, test, and evaluate computer software. The term '' programmer'' is sometimes used as a synonym, but may also lack connotations of engineering education or skills. Engineering techniques are used to inform the software development process which involves the definition, implementation, assessment, measurement, management, change, and improvement of the software life cycle process itself. It heavily uses software configuration management which is about systematically controlling changes to the configuration, and maintaining the integrity and traceability of the configuration and code throughout the system life cycle. Modern processes use software versioning. History Beginning in the 1960s, software engineering was seen as its own type of engineering. Additionally, the development of soft ...
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Read Write Lock Pattern
Read Read may refer to: * Reading, human cognitive process of decoding symbols in order to construct or derive meaning * Read (automobile), an American car manufactured from 1913 to 1915 * Read (biology), an inferred sequence of base pairs of a DNA fragment * Read codes, a standard clinical terminology system used in General Practice in the United Kingdom * Read (computer), to retrieve data from a storage device * ''Read'' (magazine), a children's magazine * Read (surname), people with this surname * read (system call), a low level IO function on a file descriptor in a computer * Read Township, Clayton County, Iowa, in the United States * Read (theatre), to perform the dialog of a play * Read Township, Butler County, Nebraska, in the United States * Read (Unix), a command in Unix operating systems * Read Viemeister (1922–1993), American industrial designer * Read (transgender), a term in gender identity * Read, Lancashire, a town in the UK country of England * Read, West V ...
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Concurrent Computing
Concurrent computing is a form of computing in which several computations are executed '' concurrently''—during overlapping time periods—instead of ''sequentially—''with one completing before the next starts. This is a property of a system—whether a program, computer, or a network—where there is a separate execution point or "thread of control" for each process. A ''concurrent system'' is one where a computation can advance without waiting for all other computations to complete. Concurrent computing is a form of modular programming. In its paradigm an overall computation is factored into subcomputations that may be executed concurrently. Pioneers in the field of concurrent computing include Edsger Dijkstra, Per Brinch Hansen, and C.A.R. Hoare. Introduction The concept of concurrent computing is frequently confused with the related but distinct concept of parallel computing, Pike, Rob (2012-01-11). "Concurrency is not Parallelism". ''Waza conference'', 11 January ...
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Sound Recording And Reproduction
Sound recording and reproduction is the electrical, mechanical, electronic, or digital inscription and re-creation of sound waves, such as spoken voice, singing, instrumental music, or sound effects. The two main classes of sound recording technology are analog recording and digital recording. Sound recording is the transcription of invisible vibrations in air onto a storage medium such as a phonograph disc. The process is reversed in sound reproduction, and the variations stored on the medium are transformed back into sound waves. Acoustic analog recording is achieved by a microphone diaphragm that senses changes in atmospheric pressure caused by acoustic sound waves and records them as a mechanical representation of the sound waves on a medium such as a phonograph record (in which a stylus cuts grooves on a record). In magnetic tape recording, the sound waves vibrate the microphone diaphragm and are converted into a varying electric current, which is then converted to ...
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Structural Pattern
In software engineering, structural design patterns are design patterns that ease the design by identifying a simple way to realize relationships among entities. Examples of Structural Patterns include: * Adapter pattern: 'adapts' one interface for a class into one that a client expects ** Adapter pipeline: Use multiple adapters for debugging purposes. ** Retrofit Interface Pattern: An adapter used as a new interface for multiple classes at the same time. * Aggregate pattern: a version of the Composite pattern with methods for aggregation of children * Bridge pattern: decouple an abstraction from its implementation so that the two can vary independently ** Tombstone: An intermediate "lookup" object contains the real location of an object. * Composite pattern: a tree structure of objects where every object has the same interface * Decorator pattern: add additional functionality to an object at runtime where subclassing would result in an exponential rise of new classes * Extensibil ...
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Creational Pattern
In software engineering, creational design patterns are design patterns that deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. The basic form of object creation could result in design problems or in added complexity to the design. Creational design patterns solve this problem by somehow controlling this object creation. Overview Creational design patterns are composed of two dominant ideas. One is encapsulating knowledge about which concrete classes the system uses. Another is hiding how instances of these concrete classes are created and combined. Creational design patterns are further categorized into object-creational patterns and class-creational patterns, where object-creational patterns deal with object creation and class-creational patterns deal with class-instantiation. In greater details, object-creational patterns defer part of its object creation to another object, while class-creational patterns defer its object cre ...
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Behavioral Pattern
In software engineering, behavioral design patterns are design patterns that identify common communication patterns among objects. By doing so, these patterns increase flexibility in carrying out communication. Design patterns Examples of this type of design pattern include: * Blackboard design pattern: provides a computational framework for the design and implementation of systems that integrate large and diverse specialized modules, and implement complex, non-deterministic control strategies * Chain of responsibility pattern: Command objects are handled or passed on to other objects by logic-containing processing objects * Command pattern: Command objects encapsulate an action and its parameters * "Externalize the stack": Turn a recursive function into an iterative one that uses a stack * Interpreter pattern: Implement a specialized computer language to rapidly solve a specific set of problems * Iterator pattern: Iterators are used to access the elements of an aggregate objec ...
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Design Patterns
''Design Patterns: Elements of Reusable Object-Oriented Software'' (1994) is a software engineering book describing software design patterns. The book was written by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, with a foreword by Grady Booch. The book is divided into two parts, with the first two chapters exploring the capabilities and pitfalls of object-oriented programming, and the remaining chapters describing 23 classic software design patterns. The book includes examples in C++ and Smalltalk. It has been influential to the field of software engineering and is regarded as an important source for object-oriented design theory and practice. More than 500,000 copies have been sold in English and in 13 other languages. The authors are often referred to as the Gang of Four (GoF). History The book started at a birds of a feather (BoF) session at OOPSLA '90, "Towards an Architecture Handbook", run by Bruce Anderson, where Erich Gamma and Richard Helm met and d ...
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Thread-local Storage
Thread-local storage (TLS) is a computer programming method that uses static or global memory local to a thread. While the use of global variables is generally discouraged in modern programming, legacy operating systems such as UNIX are designed for uniprocessor hardware and require some additional mechanism to retain the semantics of pre- reentrant APIs. An example of such situations is where functions use a global variable to set an error condition (for example the global variable errno used by many functions of the C library). If errno were a global variable, a call of a system function on one thread may overwrite the value previously set by a call of a system function on a different thread, possibly before following code on that different thread could check for the error condition. The solution is to have errno be a variable that looks like it is global, but in fact exists once per thread—i.e., it lives in thread-local storage. A second use case would be multiple threads acc ...
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Thread Pool Pattern
In computer programming, a thread pool is a software design pattern for achieving concurrency of execution in a computer program. Often also called a replicated workers or worker-crew model, a thread pool maintains multiple threads waiting for tasks to be allocated for concurrent execution by the supervising program. By maintaining a pool of threads, the model increases performance and avoids latency in execution due to frequent creation and destruction of threads for short-lived tasks. The number of available threads is tuned to the computing resources available to the program, such as a parallel task queue after completion of execution. Performance The size of a thread pool is the number of threads kept in reserve for executing tasks. It is usually a tunable parameter of the application, adjusted to optimize program performance. Deciding the optimal thread pool size is crucial to optimize performance. One benefit of a thread pool over creating a new thread for each task is ...
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Scheduler Pattern
In computing, scheduling is the action of assigning ''resources'' to perform ''tasks''. The ''resources'' may be processors, network links or expansion cards. The ''tasks'' may be threads, processes or data flows. The scheduling activity is carried out by a process called scheduler. Schedulers are often designed so as to keep all computer resources busy (as in load balancing), allow multiple users to share system resources effectively, or to achieve a target quality-of-service. Scheduling is fundamental to computation itself, and an intrinsic part of the execution model of a computer system; the concept of scheduling makes it possible to have computer multitasking with a single central processing unit (CPU). Goals A scheduler may aim at one or more goals, for example: * maximizing ''throughput'' (the total amount of work completed per time unit); * minimizing '' wait time'' (time from work becoming ready until the first point it begins execution); * minimizing '' latenc ...
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Reactor Pattern
The reactor design pattern is an event handling pattern for handling service requests delivered concurrently to a service handler by one or more inputs. The service handler then demultiplexes the incoming requests and dispatches them synchronously to the associated request handlers. Structure ;Resources: Any resource that can provide input to or consume output from the system. ;Synchronous Event Demultiplexer: Uses an event loop to block on all resources. The demultiplexer sends the resource to the dispatcher when it is possible to start a synchronous operation on a resource without blocking (''Example:'' a synchronous call to read() will block if there is no data to read. The demultiplexer uses select() on the resource, which blocks until the resource is available for reading. In this case, a synchronous call to read() won't block, and the demultiplexer can send the resource to the dispatcher.) ;Dispatcher: Handles registering and unregistering of request handlers. Dispatches ...
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