Programming for Performance 1 Simulating Ocean Currents (a) Cross sections (b) Spatial discretization of a cross section Model as two-dimensional grids • • Discretize in space and time finer spatial and temporal resolution => greater accuracy Many different computations per time step – • set up and solve equations Concurrency across and within grid computations Static and regular 2 Simulating Galaxy Evolution Simulate the interactions of many stars evolving over time Computing forces is expensive • O(n2) brute force approach • Hierarchical Methods take advantage of force law: G m1m2 r2 Star on w hich forc es are being computed Star too close to approximate •Many Large group far enough aw ay to approximate Small gr oup far enough aw ay to approximate to center of mass time-steps, plenty of concurrency across stars within one 3 Rendering Scenes by Ray Tracing Shoot rays into scene through pixels in image plane Follow their paths • they bounce around as they strike objects • they generate new rays: ray tree per input ray Result is color and opacity for that pixel Parallelism across rays How much concurrency in these examples? 4 4 Steps in Creating a Parallel Program Partitioning D e c o m p o s i t i o n Sequential computation A s s i g n m e n t Tasks p0 p1 p2 p3 Processes O r c h e s t r a t i o n p0 p1 p2 p3 Parallel program M a p p i n g P0 P1 P2 P3 Processors Decomposition of computation in tasks Assignment of tasks to processes Orchestration of data access, comm, synch. Mapping processes to processors 5 Performance Goal => Speedup Architect Goal • observe how program uses machine and improve the design to enhance performance Programmer Goal • observe how the program uses the machine and improve the implementation to enhance performance What do you observe? Who fixes what? 6 Analysis Framework Speedup < Sequential Work Max (Work + Synch Wait Time + Comm Cost + Extra Work) Solving communication and load balance NP-hard in general case • But simple heuristic solutions work well in practice Fundamental Tension among: • balanced load • minimal synchronization • minimal communication • minimal extra work Good machine design mitigates the trade-offs 7 Decomposition Identify concurrency and decide level at which to exploit it Break up computation into tasks to be divided among processes • Tasks may become available dynamically • No. of available tasks may vary with time Goal: Enough tasks to keep processes busy, but not too many • Number of tasks available at a time is upper bound on achievable speedup 8 Limited Concurrency: Amdahl’s Law Most fundamental limitation on parallel speedup If fraction s of seq execution is inherently serial, speedup <= 1/s Example: 2-phase calculation • sweep over n-by-n grid and do some independent computation • sweep again and add each value to global sum 2 Time for first phase 2n2= n /p 2 2 Second phasenserialized + n2 at global variable, so time = n Speedup <= p or at most 2 Trick: divide second phase into two • accumulate into private sum during sweep • add per-process private sum into global sum 2n2 2n2 + p2 9 Understanding Amdahl’s Law 1 (a) work done concurrently n2 n2 p (b) 1 n2/p n2 p 1 (c) n2/p n2/p p Time 10 Concurrency Profiles 1,400 1,200 Concurrency 1,000 800 600 400 733 702 662 633 589 564 526 504 483 444 415 380 343 313 286 247 219 0 150 200 Clock cycle number • • • • Area under curve is total work done, or time with 1 processor Horizontal extent is lowerbound on time (infinite processors) Speedup is the ratio: fk k k=1 k=1 fk kp 1 , base case: s + 1-s p Amdahl’s law applies to any overhead, not just limited concurrency 11 Programming as Successive Refinement Rich space of techniques and issues • Trade off and interact with one another Issues can be addressed/helped by software or hardware • Algorithmic or programming techniques • Architectural techniques Not all issues in programming for performance dealt with up front • Partitioning often independent of architecture, and done first • Then interactions with architecture – – – Extra communication due to architectural interactions Cost of communication depends on how it is structured May inspire changes in partitioning 12 Partitioning for Performance Balancing the workload and reducing wait time at synch points Reducing inherent communication Reducing extra work Even these algorithmic issues trade off: • Minimize comm. => run on 1 processor => extreme load imbalance • Maximize load balance => random assignment of tiny tasks => no control over communication • Good partition may imply extra work to compute or manage it Goal is to compromise • Fortunately, often not difficult in practice 13 Load Balance and Synchronization Speedup problem(p) < Sequential Work Max Work on any Processor P P 0 0 P P 1 1 2 2 P P 3 3 P P Instantaneous load imbalance revealed as wait time • at completion • at barriers • at receive • at flags, even at mutex Sequential Work Max (Work + Synch Wait Time) 14 Load Balance and Synch Wait Time Limit on speedup: Speedupproblem(p) < Sequential Work Max Work on any Processor • Work includes data access and other costs • Not just equal work, but must be busy at same time Four parts to load balance and reducing synch wait time: 1. Identify enough concurrency 2. Decide how to manage it 3. Determine the granularity at which to exploit it 4. Reduce serialization and cost of synchronization 15 Reducing Inherent Communication Communication is expensive! Metric: communication to computation ratio Focus here on inherent communication • Determined by assignment of tasks to processes • Later see that actual communication can be greater Assign tasks that access same data to same process Solving communication and load balance NP-hard in general case But simple heuristic solutions work well in practice • Applications have structure! 16 Domain Decomposition Works well for scientific, engineering, graphics, ... applications Exploits local-biased nature of physical problems • Information requirements often short-range • Or long-range but fall off with distance Simple example: nearest-neighbor grid computation n n p P0 P1 P2 P3 P4 P5 P6 P7 n P8 P9 P10 P11 P12 P13 P14 P15 n p Perimeter to Area comm-to-comp ratio (area to volume in 3-d) •Depends on n,p: decreases with n, increases with p 17 Domain Decomposition (contd) Best domain decomposition depends on information requirements Nearest neighbor example: block versus strip decomposition: n ----p n n P0 P1 P2 P3 P4 P5 P6 P7 ----p n P8 P9 P10 P11 P12 P13 P14 P15 Comm to comp: 4*√p for block, 2*p for strip n n better in other cases Application dependent: strip may be • E.g. particle flow in tunnel 18 Finding a Domain Decomposition Static, by inspection • Must be predictable: grid example above Static, but not by inspection • Input-dependent, require analyzing input structure • E.g sparse matrix computations Semi-static (periodic repartitioning) • Characteristics change but slowly; e.g. N-body Static or semi-static, with dynamic task stealing • Initial domain decomposition but then highly unpredictable; e.g ray tracing 19 N-body: Simulating Galaxy Evolution • Simulate the interactions of many stars evolving over time • Computing forces is expensive • O(n2) brute force approach • Hierarchical Methods take advantage of force law: G m1m2 r2 Star on w hich forc es are being computed Star too close to approximate •Many Large group far enough aw ay to approximate Small gr oup far enough aw ay to approximate to center of mass time-steps, plenty of concurrency across stars within one 20 A Hierarchical Method: Barnes-Hut (a) The spatial domain (b) Quadtree representation Locality Goal: • Particles close together in space should be on same processor Difficulties: Nonuniform, dynamically changing 21 Application Structure Time-steps Build tree • Compute forces Update properties Compute moments of cells Traverse tree to compute forces Main data structures: array of bodies, of cells, and of pointers to them – – Each body/cell has several fields: mass, position, pointers to others pointers are assigned to processes 22 Partitioning Decomposition: bodies in most phases (sometimes cells) Challenges for assignment: • Nonuniform body distribution => work and comm. Nonuniform – • Distribution changes dynamically across time-steps – • Partitions should be spatially contiguous for locality Different phases have different work distributions across bodies – – • Cannot assign statically Information needs fall off with distance from body – • Cannot assign by inspection No single assignment ideal for all Focus on force calculation phase Communication needs naturally fine-grained and irregular 23 Load Balancing • Equal particles equal work. – • Solution: Assign costs to particles based on the work they do Work unknown and changes with time-steps – Insight : System evolves slowly – Solution: Count work per particle, and use as cost for next time-step. Powerful technique for evolving physical systems 24 A Partitioning Approach: ORB Orthogonal Recursive Bisection: Recursively bisect space into subspaces with equal work • – Work is associated with bodies, as before Continue until one partition per processor • • High overhead for large no. of processors 25 Another Approach: Costzones Insight: Tree already contains an encoding of spatial locality. P1 (a) ORB • P2 P3 P4 P5 P6 P 7 P8 (b) Costzones Costzones is low-overhead and very easy to program 26 Space Filling Curves Morton Order Peano-Hilbert Order 27 Rendering Scenes by Ray Tracing • Shoot rays into scene through pixels in image plane • Follow their paths – – they bounce around as they strike objects they generate new rays: ray tree per input ray • Result is color and opacity for that pixel • Parallelism across rays All case studies have abundant concurrency 28 Partitioning Scene-oriented approach • Partition scene cells, process rays while they are in an assigned cell Ray-oriented approach Partition primary rays (pixels), access scene data as needed • Simpler; used here • Need dynamic assignment; use contiguous blocks to exploit spatial coherence among neighboring rays, plus tiles for task stealing A block, the unit of assignment A tile, the unit of decomposition and stealing Could use 2-D interleaved (scatter) assignment of tiles instead 29 Other Techniques Scatter Decomposition, e.g. initial partition in Raytrace 1 3 2 1 2 1 2 1 2 1 2 3 4 3 4 3 4 3 4 1 2 1 2 1 2 1 2 3 4 3 4 3 4 3 4 1 2 1 2 1 2 1 2 3 4 3 4 3 4 3 4 1 2 1 2 1 2 1 2 3 4 3 4 3 4 3 4 4 Domain decomposition Scatter decomposition Preserve locality in task stealing •Steal large tasks for locality, steal from same queues, ... 30 Determining Task Granularity Task granularity: amount of work associated with a task General rule: • Coarse-grained => often less load balance • Fine-grained => more overhead; often more comm., contention Comm., contention actually affected by assignment, not size • Overhead by size itself too, particularly with task queues 31 Dynamic Tasking with Task Queues Centralized versus distributed queues Task stealing with distributed queues • • • • Can compromise comm and locality, and increase synchronization Whom to steal from, how many tasks to steal, ... Termination detection Maximum imbalance related to size of task All processes insert tasks P0 inserts QQ 0 P1 inserts P2 inserts P3 inserts Q1 Q2 Q3 P2 removes P3 removes Others may steal All remove tasks (a) Centralized task queue P0 removes P1 removes (b) Distributed task queues (one per process) Preserve locality in task stealing •Steal large tasks for locality, steal from same queues, ... 32 Assignment Summary Specify mechanism to divide work up among processes • E.g. which process computes forces on which stars, or which rays • Balance workload, reduce communication and management cost Structured approaches usually work well • Code inspection (parallel loops) or understanding of application • Well-known heuristics • Static versus dynamic assignment As programmers, we worry about partitioning first • Usually independent of architecture or prog model • But cost and complexity of using primitives may affect decisions 33 Parallelizing Computation vs. Data Computation is decomposed and assigned (partitioned) Partitioning Data is often a natural view too • Computation follows data: owner computes • Grid example; data mining; Distinction between comp. and data stronger in many applications Barnes-Hut • Raytrace • 34 Reducing Extra Work Common sources of extra work: • Computing a good partition – e.g. partitioning in Barnes-Hut or sparse matrix • Using redundant computation to avoid communication • Task, data and process management overhead – • applications, languages, runtime systems, OS Imposing structure on communication – coalescing messages, allowing effective naming Architectural Implications: • Reduce need by making communication and orchestration efficient Speedup < Sequential Work Max (Work + Synch Wait Time + Comm Cost + Extra Work) 35 It’s Not Just Partitioning Inherent communication in parallel algorithm is not all • • artifactual communication caused by program implementation and architectural interactions can even dominate thus, amount of communication not dealt with adequately Cost of communication determined not only by amount • also how communication is structured • and cost of communication in system Both architecture-dependent, and addressed in orchestration step 36 Structuring Communication Given amount of comm (inherent or artifactual), goal is to reduce cost Cost of communication as seen by process: C = f * ( o + l + nc/m + tc - overlap) B – f = frequency of messages – – – – – – – o = overhead per message (at both ends) l = network delay per message nc = total data sent m = number of messages B = bandwidth along path (determined by network, NI, assist) tc = cost induced by contention per message overlap = amount of latency hidden by overlap with comp. or comm. Portion in parentheses is cost of a message (as seen by processor) • That portion, ignoring overlap, is latency of a message • • Goal: reduce terms in latency and increase overlap 37 Reducing Overhead Can reduce no. of messages m or overhead per message o o is usually determined by hardware or system software • Program should try to reduce m by coalescing messages • More control when communication is explicit Coalescing data into larger messages: • Easy for regular, coarse-grained communication • Can be difficult for irregular, naturally fine-grained communication – may require changes to algorithm and extra work • coalescing data and determining what and to whom to send 38 Reducing Network Delay Network delay component = f*h*th – – h = number of hops traversed in network th = link+switch latency per hop Reducing f: communicate less, or make messages larger Reducing h: • Map communication patterns to network topology – • e.g. nearest-neighbor on mesh and ring; all-to-all How important is this? – – – used to be major focus of parallel algorithms depends on no. of processors, how th, compares with other components less important on modern machines • overheads, processor count, multiprogramming 39 Reducing Contention All resources have nonzero occupancy Memory, communication controller, network link, etc. • Can only handle so many transactions per unit time • Effects of contention: Increased end-to-end cost for messages • Reduced available bandwidth for other messages • Causes imbalances across processors • Particularly insidious performance problem Easy to ignore when programming • Slow down messages that don’t even need that resource • – • by causing other dependent resources to also congest Effect can be devastating: Don’t flood a resource! 40 Types of Contention Network contention and end-point contention (hot-spots) Location and Module Hot-spots • Location: e.g. accumulating into global variable, barrier – solution: tree-structured communication Contention Flat • Little contention Tree structured Module: all-to-all personalized comm. in matrix transpose solution: stagger access by different processors to same node temporally – •In general, reduce burstiness; may conflict with making messages larger 41 Overlapping Communication Cannot afford to stall for high latencies • even on uniprocessors! Overlap with computation or communication to hide latency Requires extra concurrency (slackness), higher bandwidth Techniques: • Prefetching • Block data transfer • Proceeding past communication • Multithreading 42 Communication Scaling (NPB2) Normalized Msgs per Proc Average Message Size 8 1.00E+07 7 1.00E+06 6 FT IS 5 FT IS 1.00E+05 LU 4 LU MG 3 SP MG 1.00E+04 SP BT 2 BT 1.00E+03 1 0 1.00E+02 0 10 20 30 40 0 10 20 30 40 43 Communication Scaling: Volume Bytes per Processor Total Bytes 1.2 9.00E+09 8.00E+09 1 7.00E+09 FT 0.8 IS 0.6 IS LU 5.00E+09 LU MG 4.00E+09 MG SP 0.4 FT 6.00E+09 SP 3.00E+09 BT BT 2.00E+09 0.2 1.00E+09 0 0.00E+00 0 10 20 30 40 0 10 20 30 40 44 Mapping Two aspects: • Which process runs on which particular processor? – • mapping to a network topology Will multiple processes run on same processor? Space-sharing • Machine divided into subsets, only one app at a time in a subset • Processes can be pinned to processors, or left to OS System allocation Real world • User specifies desires in some aspects, system handles some Usually adopt the view: process <-> processor 45 Recap: Performance Trade-offs Programmer’s View of Performance Speedup < Sequential Work Max (Work + Synch Wait Time + Comm Cost + Extra Work) Different goals often have conflicting demands • Load Balance – • Communication – • coarse grain tasks, decompose to obtain locality Extra Work – • fine-grain tasks, random or dynamic assignment coarse grain tasks, simple assignment Communication Cost: – – big transfers: amortize overhead and latency small transfers: reduce contention 46 Recap (cont) Architecture View • cannot solve load imbalance or eliminate inherent communication But can: • reduce incentive for creating ill-behaved programs – efficient naming, communication and synchronization • reduce artifactual communication • provide efficient naming for flexible assignment • allow effective overlapping of communication 47 Uniprocessor View Performance depends heavily on memory hierarchy Managed by hardware Time spent by a program • Timeprog(1) = Busy(1) + Data Access(1) • Divide by cycles to get CPI equation P Data access time can be reduced by: Optimizing machine – • bigger caches, lower latency... Optimizing program – 100 temporal and spatial locality Data-local Busy-useful 75 Time (s) • 50 25 48 Same Processor-Centric Perspective 100 100 Synchronization Data-remote 50 Busy-overhead 75 Time (s) Time (s) 75 25 Data-local Busy-useful 50 25 P (a) Sequential 0 P1 P 2 P 3 (b) Parallel with four processors 49 What is a Multiprocessor? A collection of communicating processors • Goals: balance load, reduce inherent communication and extra work P P A multi-cache, multi-memory system ... P • Role of these components essential regardless of programming model • Prog. model and comm. abstr. affect specific performance tradeoffs ... P P P 50 Relationship between Perspectives Pr ocessor time component Parallelization step(s) Performance issue Decomposition/ assignment/ orchestration Load imbalance and synchronization Synch w ait Decomposition/ assignment Extra w ork Busy-overhead Decomposition/ assignment Inher ent communication volume Data-remote Orchestration A rtif actual communication and data locality Data-local Orchestration/ mapping Communication structure Speedup < Busy(1) + Data(1) Busyuseful(p)+Datalocal(p)+Synch(p)+Dataremote(p)+Busyoverhead(p) 51 Artifactual Communication Accesses not satisfied in local portion of memory hierachy cause “communication” • Inherent communication, implicit or explicit, causes transfers – • Artifactual communication – – – – – – • determined by program determined by program implementation and arch. interactions poor allocation of data across distributed memories unnecessary data in a transfer unnecessary transfers due to system granularities redundant communication of data finite replication capacity (in cache or main memory) Inherent communication is what occurs with unlimited capacity, small transfers, and perfect knowledge of what is needed. 52 Spatial Locality Example • Repeated sweeps over 2-d grid, each time adding 1 to elements Contiguity in memory layout P0 P4 P1 P5 P2 P3 P6 P7 P8 Page straddles partition boundaries: difficult to distribute memory well Cache block straddles partition boundary (a) Two-dimensional array 53 Spatial Locality Example • Repeated sweeps over 2-d grid, each time adding 1 to elements • Natural 2-d versus higher-dimensional array representation Contiguity in memory layout P0 P4 P1 P5 P2 P3 P6 P7 P0 P4 P1 P5 P2 P3 P6 P7 P8 P8 Page straddles partition boundaries: difficult to distribute memory well Cache block straddles partition boundary (a) Two-dimensional array Page does not straddle partition boundary Cache block is within a partition (b) Four-dimensional array 54 Tradeoffs with Inherent Communication Partitioning grid solver: blocks versus rows • Blocks still have a spatial locality problem on remote data • Rowwise can perform better despite worse inherent c-to-c ratio Good spacial locality on nonlocal accesses at row-oriented boudary Poor spacial locality on nonlocal accesses at column-oriented boundary •Result depends on n and p 55 Example Performance Impact Equation solver on SGI Origin2000 50 30 25 Row s 4D 45 2D 40 10 5 Speedup Speedup 15 30 (a) Smaller problem size 2D-rr 20 0 15 Number of processors 5 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 Row s-rr 2D 25 10 4D-rr Row s 35 20 0 4D 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 Number of processors (a) Larger problem size 56 Working Sets Change with P 8-fold reduction in miss rate from 4 to 8 proc 57 Implications for Programming Models 58 Implications for Programming Models Coherent shared address space and explicit message passing Assume distributed memory in all cases Recall any model can be supported on any architecture • Assume both are supported efficiently • Assume communication in SAS is only through loads and stores • Assume communication in SAS is at cache block granularity 59 Issues to Consider Functional issues: • Naming: How are logically shared data and/or processes referenced? • Operations: What operations are provided on these data • Ordering: How are accesses to data ordered and coordinated? Performance issues • Granularity and endpoint overhead of communication – (latency and bandwidth depend on network so considered similar) • Replication: How are data replicated to reduce communication? • Ease of performance modeling Cost Issues • Hardware cost and design complexity 60 Sequential Programming Model Contract • Naming: Can name any variable ( in virtual address space) – Hardware (and perhaps compilers) does translation to physical addresses • Operations: Loads, Stores, Arithmetic, Control • Ordering: Sequential program order Performance Optimizations • Compilers and hardware violate program order without getting caught – – Compiler: reordering and register allocation Hardware: out of order, pipeline bypassing, write buffers • Retain dependence order on each “location” • Transparent replication in caches Ease of Performance Modeling: complicated by caching 61 SAS Programming Model Naming: Any process can name any variable in shared space Operations: loads and stores, plus those needed for ordering Simplest Ordering Model: • Within a process/thread: sequential program order • Across threads: some interleaving (as in time-sharing) • Additional ordering through explicit synchronization • Can compilers/hardware weaken order without getting caught? – Different, more subtle ordering models also possible (more later) 62 Synchronization Mutual exclusion (locks) • Ensure certain operations on certain data can be performed by only one process at a time • Room that only one person can enter at a time • No ordering guarantees Event synchronization • Ordering of events to preserve dependences – • e.g. producer —> consumer of data 3 main types: – – – point-to-point global group 63 Message Passing Programming Model Naming: Processes can name private data directly. • No shared address space Operations: Explicit communication through send and receive Send transfers data from private address space to another process • Receive copies data from process to private address space • Must be able to name processes • Ordering: Program order within a process • Send and receive can provide pt to pt synch between processes • – • Complicated by asynchronous message passing Mutual exclusion inherent + conventional optimizations legal Can construct global address space: Process number + address within process address space • But no direct operations on these names • 64 Naming Uniprocessor: Can name any variable ( in virtual address space) • Hardware (and perhaps compiler) does translation to physical addresses SAS: similar to uniprocessor; system does it all MP: each process can only directly name the data in its address space • Need to specify from where to obtain or where to transfer nonlocal data • Easy for regular applications (e.g. Ocean) • Difficult for applications with irregular, time-varying data needs – – • Barnes-Hut: where the parts of the tree that I need? (change with time) Raytrace: where are the parts of the scene that I need (unpredictable) Solution methods exist – – – Barnes-Hut: Extra phase determines needs and transfers data before computation phase Raytrace: scene-oriented rather than ray-oriented approach both: emulate application-specific shared address space using hashing 65 Operations Sequential: Loads, Stores, Arithmetic, Control SAS: loads and stores, plus those needed for ordering MP: Explicit communication through send and receive Send transfers data from private address space to another process • Receive copies data from process to private address space • Must be able to name processes • 66 Replication Who manages it (i.e. who makes local copies of data)? • SAS: system, MP: program Where in local memory hierarchy is replication first done? • SAS: cache (or memory too), MP: main memory At what granularity is data allocated in replication store? • SAS: cache block, MP: program-determined How are replicated data kept coherent? • SAS: system, MP: program How is replacement of replicated data managed? • SAS: dynamically at fine spatial and temporal grain (every access) • MP: at phase boundaries, or emulate cache in main memory in software Of course, SAS affords many more options too (discussed later) 67 Communication Overhead and Granularity Overhead directly related to hardware support provided • Lower in SAS (order of magnitude or more) Major tasks: • Address translation and protection – – • Buffer management – – • fixed-size small messages in SAS easy to do in hardware flexible-sized message in MP usually need software involvement Type checking and matching – • SAS uses MMU MP requires software protection, usually involving OS in some way MP does it in software: lots of possible message types due to flexibility A lot of research in reducing these costs in MP, but still much larger Naming, replication and overhead favor SAS • Many irregular MP applications now emulate SAS/cache in software 68 Block Data Transfer Fine-grained communication not most efficient for long messages • Latency and overhead as well as traffic (headers for each cache line) SAS: can using block data transfer • Explicit in system we assume, but can be automated at page or object level in general (more later) • Especially important to amortize overhead when it is high – latency can be hidden by other techniques too Message passing: • Overheads are larger, so block transfer more important • But very natural to use since message are explicit and flexible – Inherent in model 69 Synchronization SAS: Separate from communication (data transfer) • Programmer must orchestrate separately Message passing • Mutual exclusion by fiat • Event synchronization already in send-receive match in synchronous – need separate orchestration (using probes or flags) in asynchronous 70 Hardware Cost and Design Complexity Higher in SAS, and especially cache-coherent SAS But both are more complex issues • Cost – – • must be compared with cost of replication in memory depends on market factors, sales volume and other nontechnical issues Complexity – – must be compared with complexity of writing high-performance programs Reduced by increasing experience 71 Performance Model Three components: • Modeling cost of primitive system events of different types • Modeling occurrence of these events in workload • Integrating the two in a model to predict performance Second and third are most challenging Second is the case where cache-coherent SAS is more difficult • replication and communication implicit, so events of interest implicit – similar to problems introduced by caching in uniprocessors • MP has good guideline: messages are expensive, send infrequently • Difficult for irregular applications in either case (but more so in SAS) Block transfer, synchronization, cost/complexity, and performance modeling advantageus for MP 72 Summary for Programming Models Given tradeoffs, architect must address: • Hardware support for SAS (transparent naming) worthwhile? • Hardware support for replication and coherence worthwhile? • Should explicit communication support also be provided in SAS? Current trend: • Tightly-coupled multiprocessors support for cache-coherent SAS in hw • Other major platform is clusters of workstations or multiprocessors – • currently don’t support SAS in hardware, mostly use message passing At highest end, clusters of cache-coherent SAS multiprocessors 73 Summary Crucial to understand characteristics of parallel programs • Implications for a host or architectural issues at all levels Architectural convergence has led to: • Greater portability of programming models and software – • Many performance issues similar across programming models too Clearer articulation of performance issues – – – – Used to use PRAM model for algorithm design Now models that incorporate communication cost (BSP, logP,….) Emphasis in modeling shifted to end-points, where cost is greatest But need techniques to model application behavior, not just machines Performance issues trade off with one another; iterative refinement Ready to understand using workloads to evaluate systems issues 74