ppxscal/embedding_network huggingface dataset:
On the importance of points-to analysis and other memory disambiguation methods for C programs
Authors: Rakesh Ghiya, Daniel Lavery, David Sehr
Venue: ACM SIGPLAN Notices (2001)

In this paper, we evaluate the benefits achievable from pointer analysis and other memory disambiguation techniques for C/C++ programs, using the framework of the production compiler for the Intel&reg; Itanium&trade; processor. Most of the prior work on memory disambiguation has primarily focused on pointer analysis, and either presents only static estimates of the accuracy of the analysis (such as average points-to set size), or provides performance data in the context of certain individual optimizations. In contrast, our study is based on a complete memory disambiguation framework that uses a whole set of techniques including pointer analysis. Further, it presents how various compiler analyses and optimizations interact with the memory disambiguator, evaluates how much they benefit from disambiguation, and measures the eventual impact on the performance of the program. The paper also analyzes the types of disambiguation queries that are typically received by the disambiguator, which disambiguation techniques prove most effective in resolving them, and what type of queries prove difficult to be resolved. The study is based on empirical data collected for the SPEC CINT2000 C/C++ programs, running on the Itanium processor.
Active learning for object-oriented design (poster session)
Authors: Robert Biddle
Venue: Addendum to the 2000 proceedings of the conference on Object-oriented programming, systems, languages, and applications (Addendum) (2000)

This poster will present the work of Oopsla 2000 workshop 13, on &ldquo;Active Learning For Object-Oriented Design&rdquo;. Many people are introduced to OO concepts, hut only learn the words. This workshop will explore &ldquo;active learning&rdquo; techniques for OO design, where innovative teaching strategies are used to allow learners to be actively engaged in design work right from an early point. Our focus is on design mentoring and innovative active strategies. The workshop invites submissions on new techniques, new applications or extensions of well-known techniques, and case studies. The workshop will consist of presentations on these topics, and immediate active experimentation using the techniques.
Reverse path forwarding of broadcast packets
Authors: Yogen K. Dalal, Robert M. Metcalfe
Venue: Communications of the ACM (1978)

A broadcast packet is for delivery to all nodes of a network. Algorithms for accomplishing this delivery through a store-and-forward packet switching computer network include (1) transmission of separately addressed packets, (2) multidestination addressing, (3) hot potato forwarding, (4) spanning tree forwarding, and (5) source based forwarding. To this list of algorithms we add (6) reverse path forwarding, a broadcast routing method which exploits routing procedures and data structures already available for packet switching. Reverse path forwarding is a practical algorithm for broadcast routing in store-and-forward packet switching computer networks. The algorithm is described as being practical because it is not optimal according to metrics developed for its analysis in this paper, and also because it can be implemented in existing networks with less complexity than that required for the known alternatives.
Detecting undersampling in surface reconstruction
Authors: Tamal K. Dey, Joachim Giesen
Venue: Proceedings of the seventeenth annual symposium on Computational geometry (2001)

Current surface reconstruction algorithms perform satisfactorily on we ll-sampled, smooth surfaces without boundaries. However, these algorithms face difficulty with undersampling. Cases of undersampling are prevalent in real data since often they sample a part of the boundary of an object, or are derived from a surface with high curvature or nonsmoothness. In this paper we present an algorithm to detect the boundaries where dense sampling stops and undersampling begins. This information can be used to reconstruct surfaces with boundaries, and also to localize small and sharp features where usually undersampling happens. We report the effectiveness of the algorithm with a number of experimental results. Theoretically, we justify the algorithm with some mild assumptions that are valid for most practical data.
A hierarchical data structure for multidimensional digital images
Authors: Mann-May Yau, Sargur N. Srihari
Venue: Communications of the ACM (1983)

A tree data structure for representing multidimensional digital binary images is described. The method is based on recursive subdivision of the d-dimensional space into 2d hyperoctants. An algorithm for constructing the tree of a d-dimensional binary image from the trees of its (d - 1 )-dimensional cross sections is given. The computational advantages of the data structure and the algorithm are demonstrated both theoretically and in application to a three-dimensional reconstruction of a human brain.
Periodification scheme: constructing sorting networks with constant period
Authors: Mirosław kutyłowski, Krzysztof Loryś, Brigitte Oesterdiekhoff, Rolf Wanka
Venue: Journal of the ACM (JACM) (2000)

We consider comparator networks M that are used repeatedly: while the output produced by M is not sorted, it is fed again into M. Sorting algorithms working in this way are called periodic. The number of parallel steps performed during a single run of M is called its period, the sorting time of M is the total number of parallel steps that are necessary to sort in the worst case. Periodic sorting networks have the advantage that they need little hardware (control logic, wiring, area) and that they are adaptive. We are interested in comparator networks of a constant period, due to their potential applications in hardware design. Previously, very little was known on such networks. The fastest solutions required time O(n&egr;) where the depth was roughly 1/&egr;. We introduce a general method called periodification scheme that converts automatically an arbitrary sorting network that sorts n items in time T(n) and that has layout area A(n) into a sorting network that has period 5, sorts ***(n &bull; T(n) items in time O(T(<n)&bull; log n), and has layout area O(A(n)) &bull; T(n)). In particular, applying this scheme to Batcher's algorithms, we get practical period 5 comparator networks that sort in time O(log3n). For theoretical interest, one may use the AKS netork resulting in a period 5 comparator network with runtime O(log2n).
Speech recognition chip for monosyllables
Authors: Kazuhiro Nakamura, Qiang Zhu, Shinji Maruoke, Takashi Horiyama, Shinji Kimura, Katsumasa Watanabe
Venue: Proceedings of the 2001 Asia and South Pacific Design Automation Conference (2001)

In the paper, we present a real-time speech recognition chip for monosyllables such as A, B, ..., etc. The chip recognizes up to 64 monosyllables based on the Hidden Markov Model (HMM), which is a well known speaker-independent recognition method. The chip accepts a short-speech frame including 256 16-bit digitized samples corresponding to 11.6 msec period, and outputs the 6-bit symbol code of monosyllables for 16 short-frames (corresponding to 185.6 msec). A learning circuit to update HMM parameters for the recognition chip has also been designed, and the recognition chip includes an interface to the learning circuit. We have fabricated the recognition chip by VDEC Rohm 0.6 um process on a 4.5 mm x 4.5 mm chip. We have also made a layout of the entire circuit including the learning circuit by VDEC Rohm 0.35 um process on a 4.9 mm x 4.9 mm chip.
Information theory applied to the conversion of decision tables to computer programs
Authors: S. Ganapathy, V. Rajaraman
Venue: Communications of the ACM (1973)

Using ideas from information theory, this paper develops a heuristic algorithm that converts a limited entry decision table to a tree structured computer program with near minimum average processing time. The method is applicable to any limited entry decision table and does not require that actions have single rules or that the cost of testing conditions be equal. It is thus more general than the previously published heuristic algorithms. Compared to the optimal algorithm of Reinwald and Soland, this algorithm is easy to code and takes a much smaller translation time; it is thus felt that it is more useful in practice. The algorithm is well suited for manual conversion of decision tables to flowcharts.
Memory management and response time
Authors: R. M. Brown, J. C. Browne, K. M. Chandy
Venue: Communications of the ACM (1977)

This paper presents a computationally tractable methodology for including accurately the effects of finite memory size and workload memory requirements in queueing network models of computer systems. Empirical analyses and analytic studies based on applying this methodology to an actual multiaccess interactive system are reported. Relations between workload variables such as memory requirement distribution and job swap time, and performance measures such as response time and memory utilization are graphically displayed. A multiphase, analytically soluble model is proposed as being broadly applicable to the analysis of interactive computer systems which use nonpaged memories.
ACM SIGGRAPH outreach to the computer games community: a report on the game developers conference 2000
Authors: Theresa-Maria Rhyne
Venue: ACM SIGGRAPH Computer Graphics (2000)

As noted in Computer Graphics 34(1) February 2000, ACM SIGGRAPH began the year 2000 with a new special project to outreach to the computer games community. So far, we have received a terrific number of emails from computer games professionals and other interested folks. Simultaneously, the SIGGRAPH 2000 Courses Committee accepted an innovative course entitled: "Games Research: the Science of Interactive Entertainment," Craig Reynolds of Sony Computer Entertainment America and Chris Hecker of definition six, inc. are the course organizers. Please see: http://www.siggraph.org/s2000/conference/courses/crs39.html. As part of this SIGGRAPH outreach effort, the CMP Game Media Group provided me a warm welcome at the Game Developers Conference 2000. Below is the report of my adventures.
Can entropy characterize performance of online algorithms?
Authors: Gopal Pandurangan, Eli Upfal
Venue: Proceedings of the twelfth annual ACM-SIAM symposium on Discrete algorithms (2001)

We focus in this work on an aspect of online computation that is not addressed by the standard competitive analysis. Namely, identifying request sequences for which non-trivial online algorithms are useful versus request sequences for which all algorithms perform equally bad. The motivation for this work are advanced system and architecture designs which allow the operating system to dynamically allocate resources to online protocols such as prefetching and caching. To utilize these features the operating system needs to identify data streams that can benefit from more resources. Our approach in this work is based on the relation between entropy, compression and gambling, extensively studied in information theory. It has been shown that in some settings entropy can either fully or at least partially characterize the expected outcome of an iterative gambling game. Viewing online problem with stochastic input as an iterative gambling game, our goal is to study the extent to which the entropy of the input characterizes the expected performance of online algorithms for problems that arise in computer applications. We study bounds based on entropy for three online problems &mdash; list accessing, prefetching and caching. We show that entropy is a good performance characterizer for prefetching, but not so good characterizer for online caching.
Multi-output functional decomposition with exploitation of don't cares
Authors: C. Scholl
Venue: Proceedings of the conference on Design, automation and test in Europe (1998)

Functional decomposition is an important technique in logic synthesis, especially for the design of lookup table based FPGA architectures. We present a method for functional decomposition with a novel concept for the exploitation of don't cares thereby combining two essential goals: the minimization of the number of decomposition functions in the current decomposition step and the extraction of common subfunctions for multi-output Boolean functions. The exploitation of symmetries of Boolean functions plays an important role in our algorithm as a means to minimize the number of decomposition functions not only for the current decomposition step but also for the (recursive) decomposition algorithm as a whole. Experimental results prove the effectiveness of our approach.
Index Policies and a Novel Performance Space Structure for a Class of Generalised Branching Bandit Problems
Authors: J. H. Crosbie, K. D. Glazebrook
Venue: Mathematics of Operations Research (2000)

Our object of study is a new class of controlled stochastic systems called generalised branching bandits which include discounted branching bandits and generalised bandit problems as special cases. These models allow us to study queueing scheduling and project scheduling problems in which the reward earned from processing a particular job is influenced by other job types present in the system. Our mode of analysis is the achievable region approach. What is novel here is that the full system may be partitioned into two subsystems, each of which satisfies its own set of conservation laws and has its own highly structured performance space. An optimal policy for the full system is constructed from two sets of Gittins indices derived from the conservation laws governing the two subsystems.
Universal media: media-rich content for bandwidth-starved devices
Authors: Aaron E. Walsh
Venue: ACM SIGGRAPH Computer Graphics (2000)

Universal Media is a Web3D consortium working group solution that increases the realism of on-line Web3D worlds (VRML, Java 3D and other on-line 3D technologies). It also decreases network downloads by defining a small, cross-platform library of locally resident media elements (textures, sounds, 3D objects and filters) and a uniform resource name (URN) mechanism by which Web3D content creators can incorporate these media elements into their worlds. Universal Media allows content authors to create media-rich worlds that can be instantly loaded over even the slowest dial-up modem Internet connections. Fully compatible with standard VRML browsers, Universal Media conforms to the VRML97 specification, allowing media-rich worlds to load 20 to 50 times faster on average without deviating from industry standards.Because Universal Media is stored on the user's hard drive (or other local storage), content authors can use Universal Media just as they do local resources, without concern for downloading each media element over a network connection. This simple but powerful concept allows multi-megabyte, media-rich worlds such as the one illustrated in Figure 1 to load almost instantly over even the slowest network connections.In this respect, Universal Media can be thought of as a locally resident suite of 3D media primitives, or media building blocks, that enable Web3D content developers to construct realistic looking and sounding worlds without the penalty of network transfers typically associated with media-rich worlds. And, since the media elements that ultimately make up the Universal Media library are expected to be of extremely high quality, Web3D content developers will be able to build compelling worlds in considerably less time and at an overall lower cost than if they were to create such media themselves.Specifically, the Web3D Consortium's Universal Media Working Group (http://www.web3d.org/Working-Groups/media/ mirrored at http://www.web3dmedia.com/) is defining cross-platform media libraries comprised of textures, sounds and 3D objects that reside on the client (end-user) computer systems. In addition, the Universal Media Working Group is defining a standard media filter mechanism that allows such content to be dynamically transformed using predefined, yet customizable, filters (a morph filter might dynamically morph the geometry of a 3D cat object into a lion, for example, while a ripple filter might animate a grass texture so that it appears to ripple in the wind).Universal Media is distributed freely through the Web3D Consortium. At the time of this writing, version 1.0 of the Textures library (Textures 1.0) has been released, while sounds and 3D objects are scheduled for release in mid-2000. Universal Media filters are currently under development, and the first library of pre-made filters is expected to ship in late 2000.
Event manipulation for discrete simulations requiring large numbers of events
Authors: Ernst G. Ulrich
Venue: Communications of the ACM (1978)

The event-manipulation system presented here consists of two major parts. The first part addresses the familiar problem of event scheduling efficiency when the number of scheduled events grows large. The second part deals with the less apparent problem of providing efficiency and flexibility as scheduled events are accessed to be executed. Additional features and problems dealt with include the proper handling of simultaneous events; that certain events must be created, scheduled, and executed at the same points in simulated time; that infinite loops caused by the concatenation of such &ldquo;zero-time&rdquo; events are possible and must be diagnosed; that maintaining various event counts is practical and economical; and that a capability for handling &ldquo;time-displaceable&rdquo; events is desirable and possible.
Requirements for real-time languages
Authors: Ascher Opler
Venue: Communications of the ACM (1966)

Real-time languages have different requirements from other programming languages because of the special nature of their applications, the environment in which their object programs are executed and the environment in which they may be compiled. It may not be the language extensions that ultimately advance developments in the field. Progress may be made by attacking the special compiling and executing system problems that must be solved.
RAJA: a resource-adaptive Java agent infrastructure
Authors: Yun Ding, Rainer Malaka, Christian Kray, Michael Schillo
Venue: Proceedings of the fifth international conference on Autonomous agents (2001)

This paper presents RAJA, a Resource-Adaptive Java Agent Infrastructure. RAJA is easily accessible to agent developers, since it allows structured program\-ming by using a multi-level architecture to clearly separate domain-specific functionality from resource and adaptation concerns. It is generic, since it is applicable to a wide range of adaptation strategies. These two key features are illustrated by several applications, where the RAJA concept has been successfully applied to solve real world problems. They stem from very different domains (video streaming and spatial reasoning), which demonstrates the wide range of application and the flexibility of the proposed infrastructure.
Automated synthesis of pipelined designs on FPGAs for signal and image processing applications described in MATLAB
Authors: Malay Haldar, Anshuman Nayak, Alok Choudhary, Prith Banerjee
Venue: Proceedings of the 2001 Asia and South Pacific Design Automation Conference (2001)

We present a compiler that takes high level algorithms described in MATLAB and generates an optimized hardware for an FPGA with external memory. A framework is described to detect and exploit opportunities to pipeline loops in an optimal way. Effectiveness of the framework is demonstrated by synthesizing some image and signal processing applications. Starting from the MATLAB description of the applications, hardware is synthesized that runs on a Xilinx XC4028. The synthesized designs are equivalent to manually optimized designs in performance.
Synthesis of wiring signature-invariant equivalence class circuit mutants and applications to benchmarking
Authors: D. Ghosh, N. Kapur, J. Harlow,  III, F. Brglez
Venue: Proceedings of the conference on Design, automation and test in Europe (1998)

This paper formalizes the synthesis process of wiring signature-invariant (WSI) combinational circuit mutants. The signature \sigma_0 is defined by a reference circuit \eta_0, which itself is modeled as a canonical form of a directed bipartite graph. A wiring perturbation \gamma induces a perturbed reference circuit \eta_{\gamma}. A number of mutant circuits \eta_{\gamma_i} can be resynthesized from the perturbed circuit \eta_\gamma. The mutants of interest are the ones that belong to the wiring-signature-invariant equivalence class {\cal N}_\sigma{}_0, i.e. the mutants \eta_{\gamma{}_i} \in {\cal N}_\sigma{}_0. Circuit mutants \eta_{\gamma{}_i} \in {\cal N}_\sigma{}_0 have a number of useful properties. For any wiring perturbation \gamma, the size of the wiring-signature-invariant equivalence class is huge. Notably, circuits in this class are not random, although for unbiased testing and benchmarking purposes, mutant selections from this class are typically random. For each reference circuit, we synthesized eight equivalence subclasses of circuit mutants, based on 0 to 100\% perturbation. Each subclass contains 100 randomly chosen mutant circuits, each listed in a different random order. The 14,400 benchmarking experiments with 3200 mutants in 4 equivalence classes, covering 13 typical EDA algorithms, demonstrate that an unbiased random selection of such circuits can lead to statistically meaningful differentiation and improvements of existing and new algorithms.
Analog Computation Using Single-Electron Circuits
Authors: Eriko Tokuda, Noboru Asahi, Takashi Yamada, Yoshihito Amemiya
Venue: Analog Integrated Circuits and Signal Processing (2000)

Analog computation is a processing method that solves a given problem by utilizing an analogy of a physical system to the problem. An idea is presented here for relating the behavior of single-electron circuits to analog computation. As an instance, a method is proposed for solving a combinatorial problem, the three-colorability problem, by using the properties of single-electron circuits. In problem solving, a single-electron circuit is constructed that is analogous to a given problem; then, through an annealing procedure, the circuit is made to settle down to its minimun energy state. The correct solution to the problem can be obtained by checking the final arrangement of electrons in the circuit. Analog computation is a promising architecture for single-electron computing systems.
A multiparty coordination aspect language
Authors: Rafael Corchuelo, José A. Pérez, Miguel Toro
Venue: ACM SIGPLAN Notices (2000)

Coordination languages were motivated by an ever-increasing need for producing highly-reusable components, which can be partially achieved by implementing them in a way that is independent of the way they interact. Isolating interaction from computation, persistence and other concerns enhances modularity, thus promoting reusability and understandability. In this paper, we concentrate on a language aimed at describing the simultaneous coordination of a number of entities, which is a problem we are usually faced with when we have to programme bank transfers, purchases with debit cards, auctions, and so on. This language relies on the novel multiparty interaction model.
The linear quotient hash code
Authors: James R. Bell, Charles H. Kaman
Venue: Communications of the ACM (1970)

A new method of hash coding is presented and is shown to possess desirable attributes. Specifically, the algorithm is simple, efficient, and exhaustive, while needing little time per probe and using few probes per lookup. Performance data and implementation hints are also given.