Great Principles of Computing

18 Dec 2007 - 14:56 | Version 2 |

Great Principles of Computing-Website by Peter Denning

Computation

  • Representations hold information.
  • Computation is a sequence of representations.
  • Representations can be compressed, but not too much.
  • Computations can be open or closed.
  • Computations have characteristic speeds of resolution.
  • Complexity measures the time or space essential to complete computations.
  • Finite representations of real processes always contain errors.
(Quelle)

Communication

  • Information can be encoded into messages.
  • Data communication always takes place in a system consisting of a message source, an encoder, a channel, and a decoder.
  • Information in a message source places a hard lower bound on channel capacity for accurate reception (Shannon Capacity Theorem).
  • Messages corrupted during transmission can be recovered during reception (Error Correction).
  • Messages can be compressed.
  • Messages can hide information.
(Quelle)

Coordination

  • A coordination system is a set of agents interacting within a finite or infinite game toward a common objective.
  • Action loop is the foundational element of all coordination protocols.
  • Coordination tasks can be delegated to computational processes.
  • The protocols of coordination systems manage dependencies of flow, sharing, and fit among activities.
  • It is impossible to select one of several simultaneous or equally attractive alternatives within a preset deadline (Choice Uncertainty Principle)
  • All coordination systems depend on solutions to the concurrency control problems of arbitration, synchronization, serialization, determinacy, and deadlock.
(Quelle)

Recollection

  • All computations take place in storage systems.
  • Storage systems comprise hierarchies with volatile (fast) storage at the top and persistent (slower) storage at the bottom.
  • The principle of locality dynamically identifies the most useful data, which can be cached at the top of the hierarchy.
  • Thrashing is a severe performance degradation caused when parallel computations overload the storage system.
  • Access to stored objects is controlled by dynamic bindings between names, handles, addresses, and locations.
  • Hierarchical naming systems allow local authorities to assign names that are globally unique in very large name spaces.
  • Handles enable sharing by providing unique-for-all-time object identifiers that are independent of all address spaces.
  • Data can be retrieved by name or by content.
(Quelle)

Automation

  • Physical automation maps hard computational tasks to physical systems that perform them acceptably well.
  • Artificial intelligence maps human cognitive tasks to physical systems that perform them acceptably well.
  • Artificial intelligence maps tasks to systems through models, search, deduction, induction, and collective intelligence.
  • Models represent processes by which intelligent beings generate their behavior.
  • Search finds the subsets of states of a complex system that must participate in the final outcome of a task.
  • Deduction locates the outcome of a task by applying rules of logic to move from axioms to provable statements.
  • Induction builds models by generalizing from data about a complex task's behavior.
  • Collective intelligence exploits large scale aggregation and coordination in networks to produce new knowledge.
(Quelle)

Evaluation

  • The principal tools of evaluation are modeling, simulation, experiment, and statistical analysis of data.
  • Computing systems can be represented as sets of equations balancing transition flows among states.
  • Network of servers is a common, efficient representation of computing systems.
  • Network-of-server systems obey fundamental laws on their utilizations, throughputs, queueing, response times, and bottlenecks.
  • Resource sharing, when feasible, is always more efficient than partitioning.
(Quelle)

Design

  • Design principles are conventions for planning and building correct, fast, fault tolerant, and fit software systems.
  • Error confinement and recovery are much harder in the virtual worlds of software than in the real world of physical objects.
  • The four base principles of software design are hierarchical aggregation, levels, virtual machines, and objects.
  • Abstraction, information hiding, and decomposition are complementary aspects of modularity.
  • Levels organize the functions of a system into hierarchies that allow downward invocations and upward replies.
  • Virtual machines organize software as simulations of computing machines.
  • Objects organize software into networks of shared entities that activate operations in each other by exchanging signals.
  • In a distributed system, it is more efficient to implement a function in the communicating applications than in the network itself (end-to-end principle).
(Quelle)
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