Concurrency controlIn information technology and computer science, especially in the fields of computer programming, operating systems, multiprocessors, and databases, concurrency control ensures that correct results for concurrent operations are generated, while getting those results as quickly as possible. Computer systems, both software and hardware, consist of modules, or components. Each component is designed to operate correctly, i.e., to obey or to meet certain consistency rules.
Concurrent computingConcurrent 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.
Concurrency (computer science)In computer science, concurrency is the ability of different parts or units of a program, algorithm, or problem to be executed out-of-order or in partial order, without affecting the outcome. This allows for parallel execution of the concurrent units, which can significantly improve overall speed of the execution in multi-processor and multi-core systems. In more technical terms, concurrency refers to the decomposability of a program, algorithm, or problem into order-independent or partially-ordered components or units of computation.
DeadlockIn concurrent computing, deadlock is any situation in which no member of some group of entities can proceed because each waits for another member, including itself, to take action, such as sending a message or, more commonly, releasing a lock. Deadlocks are a common problem in multiprocessing systems, parallel computing, and distributed systems, because in these contexts systems often use software or hardware locks to arbitrate shared resources and implement process synchronization.
Semaphore (programming)In computer science, a semaphore is a variable or abstract data type used to control access to a common resource by multiple threads and avoid critical section problems in a concurrent system such as a multitasking operating system. Semaphores are a type of synchronization primitive. A trivial semaphore is a plain variable that is changed (for example, incremented or decremented, or toggled) depending on programmer-defined conditions.
Distributed object communicationIn a distributed computing environment, distributed object communication realizes communication between distributed objects. The main role is to allow objects to access data and invoke methods on remote objects (objects residing in non-local memory space). Invoking a method on a remote object is known as remote method invocation (RMI) or remote invocation, and is the object-oriented programming analog of a remote procedure call (RPC). The widely used approach on how to implement the communication channel is realized by using stubs and skeletons.
Multiversion concurrency controlMultiversion concurrency control (MCC or MVCC), is a concurrency control method commonly used by database management systems to provide concurrent access to the database and in programming languages to implement transactional memory. Without concurrency control, if someone is reading from a database at the same time as someone else is writing to it, it is possible that the reader will see a half-written or inconsistent piece of data.
Object modelIn computing, object model has two related but distinct meanings: The properties of objects in general in a specific computer programming language, technology, notation or methodology that uses them. Examples are the object models of Java, the Component Object Model (COM), or Object-Modeling Technique (OMT). Such object models are usually defined using concepts such as class, generic function, message, inheritance, polymorphism, and encapsulation.
Non-blocking algorithmIn computer science, an algorithm is called non-blocking if failure or suspension of any thread cannot cause failure or suspension of another thread; for some operations, these algorithms provide a useful alternative to traditional blocking implementations. A non-blocking algorithm is lock-free if there is guaranteed system-wide progress, and wait-free if there is also guaranteed per-thread progress. "Non-blocking" was used as a synonym for "lock-free" in the literature until the introduction of obstruction-freedom in 2003.
BehaviorBehavior (American English) or behaviour (British English) is the range of actions and mannerisms made by individuals, organisms, systems or artificial entities in some environment. These systems can include other systems or organisms as well as the inanimate physical environment. It is the computed response of the system or organism to various stimuli or inputs, whether internal or external, conscious or subconscious, overt or covert, and voluntary or involuntary.
Object-oriented programmingObject-Oriented Programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or properties), and the code is in the form of procedures (often known as methods). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object.
Communicating sequential processesIn computer science, communicating sequential processes (CSP) is a formal language for describing patterns of interaction in concurrent systems. It is a member of the family of mathematical theories of concurrency known as process algebras, or process calculi, based on message passing via channels. CSP was highly influential in the design of the occam programming language and also influenced the design of programming languages such as Limbo, RaftLib, Erlang, Go, Crystal, and Clojure's core.async.
Object (computer science)In computer science, an object can be a variable, a data structure, a function, or a method. As regions of memory, objects contain a value and are referenced by identifiers. In the object-oriented programming paradigm, an object can be a combination of variables, functions, and data structures; in particular in class-based variations of the paradigm, an object refers to a particular instance of a class. In the relational model of database management, an object can be a table or column, or an association between data and a database entity (such as relating a person's age to a specific person).
Busy waitingIn computer science and software engineering, busy-waiting, busy-looping or spinning is a technique in which a process repeatedly checks to see if a condition is true, such as whether keyboard input or a lock is available. Spinning can also be used to generate an arbitrary time delay, a technique that was necessary on systems that lacked a method of waiting a specific length of time. Processor speeds vary greatly from computer to computer, especially as some processors are designed to dynamically adjust speed based on current workload.
LinearizabilityIn concurrent programming, an operation (or set of operations) is linearizable if it consists of an ordered list of invocation and response events, that may be extended by adding response events such that: The extended list can be re-expressed as a sequential history (is serializable). That sequential history is a subset of the original unextended list. Informally, this means that the unmodified list of events is linearizable if and only if its invocations were serializable, but some of the responses of the serial schedule have yet to return.
Object (grammar)In linguistics, an object is any of several types of arguments. In subject-prominent, nominative-accusative languages such as English, a transitive verb typically distinguishes between its subject and any of its objects, which can include but are not limited to direct objects, indirect objects, and arguments of adpositions (prepositions or postpositions); the latter are more accurately termed oblique arguments, thus including other arguments not covered by core grammatical roles, such as those governed by case morphology (as in languages such as Latin) or relational nouns (as is typical for members of the Mesoamerican Linguistic Area).
Object lifetimeIn object-oriented programming (OOP), the object lifetime (or life cycle) of an object is the time between an object's creation and its destruction. Rules for object lifetime vary significantly between languages, in some cases between implementations of a given language, and lifetime of a particular object may vary from one run of the program to another. In some cases, object lifetime coincides with variable lifetime of a variable with that object as value (both for static variables and automatic variables), but in general, object lifetime is not tied to the lifetime of any one variable.
Read-copy-updateIn computer science, read-copy-update (RCU) is a synchronization mechanism that avoids the use of lock primitives while multiple threads concurrently read and update elements that are linked through pointers and that belong to shared data structures (e.g., linked lists, trees, hash tables). Whenever a thread is inserting or deleting elements of data structures in shared memory, all readers are guaranteed to see and traverse either the older or the new structure, therefore avoiding inconsistencies (e.g.
Atomic bombings of Hiroshima and NagasakiOn 6 and 9 August 1945, the United States detonated two atomic bombs over the Japanese cities of Hiroshima and Nagasaki. The bombings killed between 129,000 and 226,000 people, most of whom were civilians, and remain the only use of nuclear weapons in an armed conflict. Japan surrendered to the Allies on 15 August, six days after the bombing of Nagasaki and the Soviet Union's declaration of war against Japan and invasion of Japanese-occupied Manchuria. The Japanese government signed the instrument of surrender on 2 September, effectively ending the war.
Object–relational mappingObject–relational mapping (ORM, O/RM, and O/R mapping tool) in computer science is a programming technique for converting data between a relational database and the heap of an object-oriented programming language. This creates, in effect, a virtual object database that can be used from within the programming language. In object-oriented programming, data-management tasks act on objects that combine scalar values into objects. For example, consider an address book entry that represents a single person along with zero or more phone numbers and zero or more addresses.