Results 11 - 20
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30
Space-Time Tradeoffs in Memory Hierarchies
, 1993
"... The speed of CPUs is accelerating rapidly, outstripping that of peripheral storage devices and making it increasingly difficult to keep CPUs busy. Multilevel memory hierarchies, scaled to simulate single-level memories, are increasing in importance. In this paper we introduce the Memory Hierarchy ..."
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Cited by 9 (0 self)
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The speed of CPUs is accelerating rapidly, outstripping that of peripheral storage devices and making it increasingly difficult to keep CPUs busy. Multilevel memory hierarchies, scaled to simulate single-level memories, are increasing in importance. In this paper we introduce the Memory Hierarchy Game, a multi-level pebble game simulating data movement in memory hierarchies for straight-line computations. This game provides a framework for deriving upper and lower bounds on computation time and the I/O time at each level in a memory hierarchy. We apply this framework to a representative set of problems including matrix multiplication and the Fourier transform. We also discuss conditions on hierarchies under which they act as fast flat memories.
On the Time and Space Complexity of Computation Using Write-Once Memory or Is Pen Really Much Worse than Pencil?
, 1992
"... We introduce a model of computation based on the use of write-once memory. Write-once memory has the property that bits may be set but not reset. Our model consists of a RAM with a small amount of regular memory (such as logarithmic or n = for ~ < 1, where n is the size of the problem) and a polyno ..."
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Cited by 6 (1 self)
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We introduce a model of computation based on the use of write-once memory. Write-once memory has the property that bits may be set but not reset. Our model consists of a RAM with a small amount of regular memory (such as logarithmic or n = for ~ < 1, where n is the size of the problem) and a polynomial amount of write-once memory. Bounds are given on the time required to simulate on write-once memory algorithms which originally run on a RAM with a polynomial amount of regular memory. We attempt to characterize algorithms that can be simulated on our write-once memory model with very little slow-down. A persistent computation is one in which, at all times, the memory state of the computation at any previous point in time can be reconstructed. We show that any data structure or computation implemented on this write-once memory model can be made persistent without sacrificing much in the way of running time or space. The space requirements of algorithms running on the write-once model are studied. We show that general simulations of algorithms originally running on a RAM with regular memory by algorithms running on our write-once memory model require space proportional to the number of steps simulated. In order to study the space complexity further, we define an analogue of the pebbling game, called the pebble-sticker game. A sticker is different from a pebble in that it
Time-Space Tradeoffs for Back-to-Back FFT Algorithms
- IEEE Trans. Computing C-32
, 1983
"... [15] N. Wirth, "Modula: A language for modular multiprogramming," ..."
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Cited by 2 (0 self)
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[15] N. Wirth, "Modula: A language for modular multiprogramming,"
Developing Correct and Efficient Logic Programs by Transformation
- Knowledge Engineering Review
, 1996
"... this paper, from formal specifications one may obtain executable, efficient programs by using techniques for transforming logic programs. This is, indeed, one of the reasons that makes logic programming very attractive for program construction. During this final step from specifications to programs, ..."
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Cited by 2 (0 self)
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this paper, from formal specifications one may obtain executable, efficient programs by using techniques for transforming logic programs. This is, indeed, one of the reasons that makes logic programming very attractive for program construction. During this final step from specifications to programs, in order to improve efficiency one may want to use program transformation for avoiding multiple visits of data structures, or replacing complex forms of recursion by tail recursion, or reducing nondeterminism of procedures. This paper is structured as follows. In Section 2 we present the rule-based approach to program transformation and its use for the derivation and synthesis of logic programs from specifications. In Section 3 we consider the schema-based transformation technique for the development of efficient programs. In Section 4 we consider the partial evaluation technique and its use for the specialization of logic programs when the input data are partially known at compile time. In the final section we discuss some of the achievements and challanges of program transformation as a tool for logic-based software engineering. For simplicity reasons in this paper we will only consider definite logic programs, although most of the techniques we will describe can be applied also in the case of general logic programs. We refer to [35, 41] for all notions concerning logic programming and logic program transformation which are not explicitly presented here.
Incremental branching programs
, 2007
"... We propose a new model of restricted branching programs specific to solving GEN problems, which we call incremental branching programs. We show that syntactic incremental branching programs capture previously studied models of computation for the problem GEN, namely marking machines [Co74] and Poon’ ..."
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Cited by 2 (2 self)
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We propose a new model of restricted branching programs specific to solving GEN problems, which we call incremental branching programs. We show that syntactic incremental branching programs capture previously studied models of computation for the problem GEN, namely marking machines [Co74] and Poon’s extension [Po93] of jumping automata on graphs [CoRa80]. We then prove exponential size lower bounds for our syntactic incremental model, and for some other variants of branching program computation for GEN. We further show that nondeterministic syntactic incremental branching programs are provably stronger than their deterministic counterpart when solving a natural NL-complete GEN subproblem. It remains open if syntactic incremental branching programs are as powerful as unrestricted branching programs for GEN problems.
Pebbles and Branching Programs for Tree Evaluation
, 2009
"... We introduce the tree evaluation problem, show that it is in LogDCFL (and hence in P), and study its branching program complexity in the hope of eventually proving a superlogarithmic space lower bound. The input to the problem is a rooted, balanced d-ary tree of height h, whose internal nodes are la ..."
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Cited by 2 (2 self)
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We introduce the tree evaluation problem, show that it is in LogDCFL (and hence in P), and study its branching program complexity in the hope of eventually proving a superlogarithmic space lower bound. The input to the problem is a rooted, balanced d-ary tree of height h, whose internal nodes are labeled with d-ary functions on [k] = {1,...,k}, and whose leaves are labeled with elements of [k]. Each node obtains a value in [k] equal to its d-ary function applied to the values of its d children. The output is the value of the root. We show that the standard black pebbling algorithm applied to the binary tree of height h yields a deterministic k-way branching program with Θ(k h) states solving this problem, and we prove that this upper bound is tight for h = 2 and h = 3. We introduce a simple semantic restriction called thrifty on k-way branching programs solving tree evaluation problems and show that the same state bound of Θ(k h) is tight (up to a constant factor) for all h ≥ 2 for deterministic thrifty programs. We introduce fractional pebbling for trees and show that this yields nondeterministic thrifty programs with Θ(k h/2+1) states solving the Boolean problem
Automatic Derivation of Logic Programs by Transformation
- Course notes for ESSLLI
, 2000
"... We present the program transformation methodology for the automatic development of logic programs based on the rules + strategies approach. We consider both definite programs and normal programs and we present the basic transformation rules and strategies which are described in the literature. To il ..."
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Cited by 1 (0 self)
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We present the program transformation methodology for the automatic development of logic programs based on the rules + strategies approach. We consider both definite programs and normal programs and we present the basic transformation rules and strategies which are described in the literature. To illustrate the power of the program transformation approach we also give some examples of program development. Finally, we show how to use program transformations for proving properties of predicates and synthesizing programs from logical specifications.
The WHILE Hierarchy of Program Schemes is Infinite
, 1998
"... . We exhibit a sequence Sn (n # 0) of while program schemes, i. e., while programs without interpretation, with the property that the while nesting depth of Sn is n, and prove that any while program scheme which is scheme equivalent to Sn , i. e., equivalent for all interpretations over arbitrary ..."
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. We exhibit a sequence Sn (n # 0) of while program schemes, i. e., while programs without interpretation, with the property that the while nesting depth of Sn is n, and prove that any while program scheme which is scheme equivalent to Sn , i. e., equivalent for all interpretations over arbitrary domains, has while nesting depth at least n. This shows that the while nesting depth imposes a strict hierarchy (the while hierarchy) when programs are compared with respect to scheme equivalence and contrasts with Kleene's classical result that every program is equivalent to a program of while nesting depth 1 (when interpreted over a fixed domain with arithmetic on non--negative integers). Our proof is based on results from formal language theory; in particular, we make use of the notion of star height of regular languages. 1 Introduction When comparing programming languages, one often has a vague impression of one language being more powerful than another. However, a basic result of the ...
On the Power of White Pebbles
, 1998
"... We construct a family fG p : pg of directed acyclic graphs such that any black pebble strategy for G p requires p pebbles whereas 3p + 1 pebbles are sufficient when white pebbles are allowed. ..."
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Cited by 1 (0 self)
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We construct a family fG p : pg of directed acyclic graphs such that any black pebble strategy for G p requires p pebbles whereas 3p + 1 pebbles are sufficient when white pebbles are allowed.

