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1.

In the context of our goal to bring parallel computing into the undergraduate curriculum, we needed a parallel‐programming language that was accessible to students and independent of any particular hardware platform. Finding nothing appropriate, we chose to design our own language. The result, DAPPLE, is a C++ class library designed to provide the illusion of a data‐parallel programming language on conventional hardware and with conventional compilers. DAPPLE defines Vectorand Matrixclasses, with most C++ operators overloaded to provide elementwise arithmetic, and supports data‐parallel operations like scans, permutations, and reductions. DAPPLE also provides a parallel if‐then‐else statement to restrict the scope of the above operations to partial vectors or matrices. In this article we describe the DAPPLE language, the pedagogical decisions that went into its design, and our experience using DAPPLE in the classroom. DAPPLE is freely available on the Internet.  相似文献   

2.
并行编程环境与工具   总被引:2,自引:0,他引:2  
随着多核技术的发展,并行计算及并行编程日益成为人们关注的焦点.文章主要介绍了并行计算的概念及并行机的体系结构,讨论了并行编程的环境与工具.  相似文献   

3.
本文从分布式存储的并行计算机入手,引出了它的两种并行编程模型 消息传递模型和数据并行模型。在消息传递模型中,并行程序设计的首要考虑是计算问题的分解。于是,从并行算法中的并行分解开始,讨论了基于消息传递的两种分解方法——域分解法和功能分解法。最后最为重要的是,着重讨论了对应于域分解法的数据并行形式和对应于功能分解法的函数并行形式。  相似文献   

4.
In this work, we treat scattering objects, water, surface and bottom in a truly unified manner in a parallel finite-difference time-domain (FDTD) scheme, which is suitable for distributed parallel computing in a message passing interface(MPI) programming environment. The algorithm is implemented on a cluster-based high performance computer system.Parallel computation is performed with different division methods in 2D and 3D situations. Based on analysis of main factorsaffecting the speedup rate and parallel efficiency, data communication is reduced by selecting a suitable scheme of task division.A desirable scheme is recommended, giving a higher speedup rate and better efficiency. The results indicate that the unifiedparallel FDTD algorithm provides a solution to the numerical computation of acoustic scattering.  相似文献   

5.
《College Teaching》2013,61(3):77-84
Tablet PCs have the potential to change the dynamics of classroom interaction through wireless communication coupled with pen-based computing technology that is suited for analyzing and solving engineering problems. This study focuses on how tablet PCs and wireless technology can be used during classroom instruction to create an Interactive Learning Network (ILN) that is designed to enhance the instructor's ability to solicit active participation from all students during lectures, to conduct immediate and meaningful assessment of student learning, and to provide needed real-time feedback and assistance to maximize student learning. This interactive classroom environment is created using wireless tablet PCs and a software application, NetSupport School. Results from two separate controlled studies of the implementation of this model of teaching and learning in a sophomore-level Introductory Circuit Analysis course show a statistically significant positive impact on student performance. Additionally, results of student surveys show overwhelmingly positive student perception of the effects of this classroom environment on their learning experience. These results indicate that the interactive classroom environment developed using wireless tablet PCs has the potential to be a more effective teaching pedagogy in problem-solving intensive courses compared with traditional instructor-centered teaching environments.  相似文献   

6.
针对FP-Growth算法在处理海量数据时需要耗费大量系统资源无法实现快速的挖掘出关联规则,提出基于Map-Reduce框架的FP-Growth算法.通过使用Map-Reduce计算框架实现FP-Growth算法对数据的并行处理,提高算法的执行效率.最后通过实验证明所提出的算法在处理海量数据方面具有较好的性能.  相似文献   

7.
随着并行计算的发展,MPI作为一种重要的消息传递方式标准,被广泛地应用到科学计算中。将MPI技术与电磁场时域有限差分法结合,构建了用于高性能并行计算的PC集群环境,通过算例验证了这套系统具有强大的计算功能、准确的计算精度和很高的计算效率。  相似文献   

8.
Abstract

During the past decade, computer scientists have developed dozens of concurrent (or parallel) programming languages. These languages hold the promise of opening up exciting new applications for computers. But that will happen only if people can effectively learn, use, and understand these new languages. To explore these issues, I developed a concurrent extension to Logo (called Multi‐Logo), and conducted an experimental study with a group of elementary school students. The students used MultiLogo to control simple robotic devices built out of LEGO bricks. In analyzing the children's work, I developed three primary categories of MultiLogo programming bugs: problem‐decomposition bugs, synchronization bugs, and object‐oriented bugs. Based on the results, I recommend ways to improve the design and teaching of concurrent programming languages for nonexperts.  相似文献   

9.
利用影响线计算力偶作用时梁的内力和反力   总被引:1,自引:0,他引:1  
将力偶分解为等值、反向、平行的两个力,当荷载(集中荷载、分布荷载和力偶)位置已知时,利用影响线计算梁的内力和反力,并与截面法计算结果作一比较。  相似文献   

10.
Cupi2 is a project that promotes an integral solution to problems in teaching/learning programming using a large and structured courseware, and a student-centered pedagogical model (Villalobos and Casallas 2006a; Villalobos et al. 2009a, b; Jiménez and Villalobos 2010). As a cornerstone of Cupi2, we use incremental projects intended to motivate students, and to develop high-level programming skills throughout their learning. A critical factor of these projects is that they are specially designed so that students are engaged in activities that complete a scaffold of a complete program. However, both the scaffolds and the activities needed to complete these incomplete programs must be arranged carefully by instructors in order to stress the adequate contents for students, and at the same time, to help those students acquire programming skills effectively. Jointly, scaffold versions need to comply with high quality standards, representing a high time consuming activity for instructors, and therefore, increased costs for institutions. In this paper, we describe the way we overcome these challenges using a software factory that supports the projects’ design in a scalable way.  相似文献   

11.
INTRODUCTION With the prevalence of distributed computing and parallel programming languages (Barry and Allen, 1998), performance evaluation of the parallel execu-tion systems becomes important. In this work we derive bounds and an approximation of the mean response time of a particular type parallel program: program with Fork-Join tasks and executed in multi-processor with first come first served (FCFS) policy. This kind of program is general in large-scale simu-lation and numerical …  相似文献   

12.
Enrolling the cultural capital of underrepresented communities in PK-12 technology and curriculum design has been a primary strategy for broadening the participation of students of color in U.S. computer science (CS) fields. This article examines two ways that African-American cultural capital and computing can be bridged in CS education. The first is community representation, using cultural capital to highlight students’ social identities and networks through computational thinking. The second, computational integration, locates computation in cultural capital itself. I survey two risks – the appearance of shallow computing and the reproduction of assimilationist logics – that may arise when constructing one bridge without the other. To avoid these risks, I introduce the concept of computational communities by exploring areas in CS education that employ both strategies. This concept is then grounded in qualitative data from an after school program that connected CS to African-American cosmetology.  相似文献   

13.
基于.NET Web服务技术及其实现   总被引:1,自引:0,他引:1  
Web服务是一种新的分布式计算技术,它可以跨越应用系统的组件模型、操作系统、编程语言的界限,供客户端或其它服务器调用.该文介绍了基于.NET平台的Web服务结构,论述了实现Web服务的关键技术,给出了Web服务系统开发实现的一般过程.  相似文献   

14.
This study employed a case study design (Yin, Case study research, design and methods, 2009) to investigate the processes used by 5th graders to design and develop computer games within the context of their environmental science unit, using the theoretical framework of constructionism. Ten fifth graders designed computer games using Scratch software. The results showed students were able to design functional games, following a learning-by-design process of planning, designing, testing, and sharing. Observations revealed that game design led to opportunities for informal knowledge building and sharing among students. This, in turn, encouraged students to test and improve their designs. The findings support the conclusion that elementary students can develop programming concepts and create computer games when using graphical programming software developed for their level of experience. Insights into the iterative process of learning-by-game design are presented.  相似文献   

15.
Abstract

Education policy increasingly takes place across borders and sectors, involving a variety of both human and nonhuman actors. This comparative policy paper traces the ‘policy mobilities,’ ‘fast policy’ processes and distributed ‘policy assemblages’ that have led to the introduction of new computer programming practices into schools and curricula in England, Sweden and Australia. Across the three contexts, government advisors and ministers, venture capital firms, think tanks and philanthropic foundations, non-profit organizations and commercial companies alike have promoted computer programming in schools according to a variety of purposes, aspirations, and commitments. This paper maps and traces the evolution of the organizational networks in each country in order to provide a comparative analysis of computing in schools as an exemplar of accelerated, transnationalizing policy mobility. The analysis demonstrates how computing in schools policy has been assembled through considerable effort to create alignments between diverse actors, the production and circulation of material objects, significant cross-border movement of ideas, people and devices, and the creation of strategic partnerships between government centres and commercial vendors. Computing in schools exemplifies how modern education policy and governance is accomplished through sprawling assemblages of actors, events, materials, money and technologies that move across social, governmental and geographical boundaries.  相似文献   

16.
云计算是在分布式处理、并行处理和网格计算的基础上发展的一种新型计算模型,它使计算分布在大量的分布式计算机上,而非本地计算机或远程服务器中,提供了可靠安全的数据存储、方便快捷的互联网服务和强大高效的计算能力。对世界各地区高校在云计算领域上的研究及发展动向进行了论述。  相似文献   

17.
Cell BE为一个异构多核并行处理架构,具有超高速通信能力,能够有效地提供超级计算机的性能。在分析与研究Cell BE的硬件架构、并行编程环境与模型的基础上,选取PS3为主机,构建一个CellBE高性能计算实验平台。通过选取相关的硬件设备,在构建好硬件平台的基础上,构建系统与软件平台。通过在实验平台上运行高性能计算应用程序,来对平台进行实验测试。以求解多体问题的计算为平台实验应用程序,将四叉树计算初始化过程算法在Cell BE实验平台上实现,并进行运行测试。在不同的粒子数实验规模下的计算时间结果表明,在Cell BE平台上获得了较高的对CPU的加速效果。  相似文献   

18.
This article describes a graduate‐level course entitled “Human‐Computer Interaction.” The theme of the course was development of students’ ability to be critical and creative, within the context of human‐computer interfaces. The aim throughout the course was to expose students to the vagaries of a real‐world human‐computer interface development environment since one learns design best by doing design. This was accomplished through a semester‐long interface development project in which groups of students defined, specified, designed, prototyped, evaluated, and iteratively refined an interactive system with a significant human‐computer interface. The purpose of the interface development project was to give students exposure to the complete process of interface development, not necessarily to develop a complete interface. Other assignments supplemented lecture materials. Student assessments of the course were very positive, indicating that, in particular, the development project was of great use in exposing them to all the phases involved in developing a quality human‐computer interface. The course format and content presented here appear to be a viable model for teaching an effective and enjoyable course on human‐computer interaction.  相似文献   

19.
Current policy efforts that seek to improve learning in science, technology, engineering, and mathematics (STEM) emphasize the importance of helping all students acquire concepts and tools from computer science that help them analyze and develop solutions to everyday problems. These goals have been generally described in the literature under the term computational thinking. In this article, we report on the design, implementation, and outcomes of an after-school program on computational thinking. The program was founded through a partnership between university faculty, undergraduates, teachers, and students. Specifically, we examine how equitable pedagogical practices can be applied in the design of computing programs and the ways in which participation in such programs influence middle school students' learning of computer science concepts, computational practices, and attitudes toward computing. Participants included 52 middle school students who voluntarily attended the 9-week after-school program, as well as four undergraduates and one teacher who designed and implemented the program. Data were collected from after-school program observations, undergraduate reflections, computer science content assessments, programming products, and attitude surveys. The results indicate that the program positively influenced student learning of computer science concepts and attitudes toward computing. Findings have implications for the design of effective learning experiences that broaden participation in computing. (Keywords: computational thinking, programming, middle school, mixed methods)  相似文献   

20.
常浩 《太原大学学报》2012,13(1):131-133,140
云计算通过互联网提供随需应变的资源或服务,通常依据数据中心的规模和可靠性水平而定。MapReduce是一个为并行处理大量数据设计的编程模型,在云环境中实现HadoopMapReduce框架,使用虚拟的负载平衡来改进单节点和多节点系统的性能。  相似文献   

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