How to count number of blocks needed to be read - function

I have an examination paper of Operating System Concepts which contains a rather hard problem and I have to review it before taking exam. I don't quite understand about the problem and don't know how to count the number of blocks of a file referred on the problem. Please help me.
An operating system uses 32-bit pointer to allocate files with linked list method. Assume a block of data has the size of 4KB and the first 32 bits of the block contains the pointer, the rest contains the data. We also assume that the following function has been successfully called in an application program:
fd = open('myfile.bin',O_RDONLY);
and myfile.bin is a file having the size of 20480 bytes.
a) Count the number of blocks that needs to be read (including the block that contains the pointer to the first block of the list) when we perform the following system function
lseek(fd,16385,SEEK_SET); read(fd,&c,1);
b) Count the number of blocks that needs to be read when we have to continue performing the following system function right after the system function performance in part a.
lseek(fd,2048,SEEK_CUR); read(fd,&c,1);

Related

How to define, allocate, and also initialise the values of an array of user defined length

I am quite new to MIPS32 and am working on an assignment that requires me to first ask the user for the length of the array they would like to define, and then ask them what the respective values are. I have written a rough C code which does the same, which is as follows
int main()
{
int N;
scanf("%d\n", &N); // will be the first line, will tell us the number of inputs we will get
int i=0, A[N]; // (1)
// Loop to enter the values to be sorted into an array we have made A[]. the values are entered as a1, a2.... and so on.
while(i != N)
{
scanf("%d\n", &A[i]);
i++;
}
}
I am mainly having trouble with how I write the code above, mainly line (1) in MIPS32. I know that defining the size of the array in the data section itself is not an option, but I am unsure about how to dynamically define an array of size N and then also store values into the array. Any help or advice on what I can do would be really helpful.
Arrays can be stored in global, stack or heap memory.
Global memory
Global memory is essentially fixed-sized at program build time — you put a label in your .data and reserve some constant amount of space, using .space or other data directive.
One approach here is to have a maximum (say 100), so reserve space for that many, and program a limit test to make sure the code doesn't try to use more than the pre-defined maximum.
As an exception, the last global data item can be used to to store an array of relatively unknown size.  This happens to work in QtSpim and MARS, because a fair amount of space behind the global data is there for use to use.  This approach is not very professional, since the code can't really know at what size this will no longer work, but is valid approach for sample toy programs and throw away assignments.  Put a label at the end of your global data and reserve no space or just one word of space.
Integer element arrays have alignment requirements, so when putting global data after string data often requires use of alignment (as a separate directive or by reserving a word, e.g. .word, which will inject alignment automatically).
Heap memory
Heap memory can be allocated using MARS/QtSpim syscall #9.  If the allocation fails, the size was too large, though if it succeeds you have all the space that was asked for.  The syscall #9 returns a pointer to the newly allocated memory in $v0, and you will generally want to store that value somewhere (register or global) for later use.
Stack memory
The stack grows in the downward direction: stack memory can be allocated by decrementing the stack pointer.  The stack pointer — after a decrement — refers to the newly allocated memory.  You can decrement the stack pointer by a fixed amount or by a variable amount.  In your case, you would use a variable amount.  It is generally required that the stack pointer maintain alignment, so in computing the amount to decrement, we would round up.  If you need multiple entities, you can decrement the stack pointer multiple times, or, sum the sizes together and decrement once, which would be the more common approach.
Before (or as) a function returns to its caller, the stack pointer must be returned to the value it had upon function entry.  This releases any allocated stack memory and returns to the caller the same stack environment that it had when it made the function call.  It should stand to reason that it would be a logic error to return released memory to a caller, so this approach cannot be used within a function that needs to return an array to its caller.
Any function that uses syscall #10 to terminate the program does not have to honor this requirement, since the program terminates immediately upon that syscall.  This approach is often used to exit the main — MARS requires it, since it doesn't "call" the main, whereas QtSpim, by default, inserts a small startup stub that does "call" main.

In CUDA PTX, what does %warpid mean, really?

IN CUDA PTX, there's a special register which holds a thread's warp's index: %warpid. Now, the spec says:
Note that %warpid is volatile and returns the location of a thread
at the moment when read, but its value may change during execution,
e.g., due to rescheduling of threads following preemption.
Umm, what location is that? Shouldn't it be the location within the block, e.g. for a 1-dimensional grid %tid.x / warpSize? Is it some slot-for-a-warp within the SM (e.g. warp scheduler or some internal queue)? I'm confused.
Motivation: I wanted to spare myself the trouble of calculating %tid.x / warpSize as well as free up a register, by using this special register. However, in retrospect this is a false motivation, because reading a special register is expensive; see: What's the most efficient way to calculate the warp id / lane id in a 1-D grid?
You need to read the next 25 words of the documentation which directly follow after the quotation which you posted in your question:
For this reason, %ctaid and %tid should be used to compute a virtual
warp index if such a value is needed in kernel code;
and then
%warpid is intended mainly to enable profiling and diagnostic code to
sample and log information such as work place mapping and load
distribution.
So no, you can't use it for what you want. %warpid is effectively a scheduler slot ID rather than a constant, unique warp index within a block.

Octave force deepcopy

The question
What are the ways of coercing octave to create a real copy of whatever object? Structures are the main interest.
My underlying problem
In my problem I'm obtaining a rather large structure from another function in a loop but for the current task only a few pieces of it are needed. For example:
for i=1:many
res=solver(params);
store1{i}=res.string1;
store2{i}=res.arr(:,1);
end
res is a sizable chunk of data and due to lazy-copy those store-s are references to tiny portions of bytes in that chunk. After I store those tiny portions, I don't need res itself, however, since middle of that chunk is referenced by store, the memory area is unfit for res obtained on the next iteration (they are of the same size) and thus another sizable piece of memory is allocated, which is then again crossed by few tiny links an so on.
Without storing parts of res, the program successfully keeps the memory consumption same after first couple of iterations.
So how do I make a complete copy of structure field?
I've tried using struct-related functions like rmfield but those keep references instead of their own objects.
I've tried to wrap the assignment of in its own function:
new_struct=copy( rmfield(old_struct,"bigdata"));
function c=copy(a);
c=a;
end;
This by the way doesn't work even for arrays.
I'm interested in method applicable to any generic variable.
Minimal working example of the problem
a=cell(3,1);
for i=1:length(a);
r=rand(100000,1000);
a{i}=r(1:100,end);
whos; fflush(stdout);
pause(2);
end;
The above code will cause memory usage to gradually grow by far more than 8.08 kb reported by whos due to references stored by a{i} blocking bigger memory block than they actually need. If you force the proper copy, the problem is not present.
Numerical arrays
For numeric types addition of zero is enough to warrant a new array.
c=a+0;
Strings
For string which is 1 x n char array, something along the following lines will work:
c=[a "a"](1:end-1);
Multidimensional char arrays will require concatenation with a column:
c=[a true(size(a,1),1)](:,1:end-1);
Here true is used to generate dummy array of size compatible with char. (There seems to be no procedural method of generating char array of arbitrary size) char(zeros(size(a,1),1)) and char(true(size(a,1),1)) caused excess memory usage during their creation on some calls.
Note that empty concatenation c=[a ""]; will not result in a copying. Also it is possible to do c=[a+0 ""]; which will result in a copying due to +0 but that one infers type conversions to and from double which is 8 times larger in size. (char(zeros( doesn't seem to cause that)
Other types
In general you can use casting for the types allowed by it in order to not tailor the expressions manually as I had to do above:
typelist={"double","single","char"}; %full list of supported types is available in the link
class_of_a = typelist{ isa(a,typelist) };
c=typecast( [typecast(a,'single'); single(1)] (1:end-1), class_of_a);
Single is seemingly smallest datatype available in octave.
Note that logical is not supported by this method.
Copying structures
Apparently you'd have to write your own function to go around struct fields, copy them with above methods and recursively go to substructs.
(As it doesn't involve complexities relevant here, I'd rather leave that to be done by those who actually needs that, my own problem being solved by +0's.)

How do interpreters load their values?

I mean, interpreters work on a list of instructions, which seem to be composed more or less by sequences of bytes, usually stored as integers. Opcodes are retrieved from these integers, by doing bit-wise operations, for use in a big switch statement where all operations are located.
My specific question is: How do the object values get stored/retrieved?
For example, let's (non-realistically) assume:
Our instructions are unsigned 32 bit integers.
We've reserved the first 4 bits of the integer for opcodes.
If I wanted to store data in the same integer as my opcode, I'm limited to a 24 bit integer. If I wanted to store it in the next instruction, I'm limited to a 32 bit value.
Values like Strings require lots more storage than this. How do most interpreters get away with this in an efficient manner?
I'm going to start by assuming that you're interested primarily (if not exclusively) in a byte-code interpreter or something similar (since your question seems to assume that). An interpreter that works directly from source code (in raw or tokenized form) is a fair amount different.
For a typical byte-code interpreter, you basically design some idealized machine. Stack-based (or at least stack-oriented) designs are pretty common for this purpose, so let's assume that.
So, first let's consider the choice of 4 bits for op-codes. A lot here will depend on how many data formats we want to support, and whether we're including that in the 4 bits for the op code. Just for the sake of argument, let's assume that the basic data types supported by the virtual machine proper are 8-bit and 64-bit integers (which can also be used for addressing), and 32-bit and 64-bit floating point.
For integers we pretty much need to support at least: add, subtract, multiply, divide, and, or, xor, not, negate, compare, test, left/right shift/rotate (right shifts in both logical and arithmetic varieties), load, and store. Floating point will support the same arithmetic operations, but remove the logical/bitwise operations. We'll also need some branch/jump operations (unconditional jump, jump if zero, jump if not zero, etc.) For a stack machine, we probably also want at least a few stack oriented instructions (push, pop, dupe, possibly rotate, etc.)
That gives us a two-bit field for the data type, and at least 5 (quite possibly 6) bits for the op-code field. Instead of conditional jumps being special instructions, we might want to have just one jump instruction, and a few bits to specify conditional execution that can be applied to any instruction. We also pretty much need to specify at least a few addressing modes:
Optional: small immediate (N bits of data in the instruction itself)
large immediate (data in the 64-bit word following the instruction)
implied (operand(s) on top of stack)
Absolute (address specified in 64 bits following instruction)
relative (offset specified in or following instruction)
I've done my best to keep everything about as minimal as is at all reasonable here -- you might well want more to improve efficiency.
Anyway, in a model like this, an object's value is just some locations in memory. Likewise, a string is just some sequence of 8-bit integers in memory. Nearly all manipulation of objects/strings is done via the stack. For example, let's assume you had some classes A and B defined like:
class A {
int x;
int y;
};
class B {
int a;
int b;
};
...and some code like:
A a {1, 2};
B b {3, 4};
a.x += b.a;
The initialization would mean values in the executable file loaded into the memory locations assigned to a and b. The addition could then produce code something like this:
push immediate a.x // put &a.x on top of stack
dupe // copy address to next lower stack position
load // load value from a.x
push immediate b.a // put &b.a on top of stack
load // load value from b.a
add // add two values
store // store back to a.x using address placed on stack with `dupe`
Assuming one byte for each instruction proper, we end up around 23 bytes for the sequence as a whole, 16 bytes of which are addresses. If we use 32-bit addressing instead of 64-bit, we can reduce that by 8 bytes (i.e., a total of 15 bytes).
The most obvious thing to keep in mind is that the virtual machine implemented by a typical byte-code interpreter (or similar) isn't all that different from a "real" machine implemented in hardware. You might add some instructions that are important to the model you're trying to implement (e.g., the JVM includes instructions to directly support its security model), or you might leave out a few if you only want to support languages that don't include them (e.g., I suppose you could leave out a few like xor if you really wanted to). You also need to decide what sort of virtual machine you're going to support. What I've portrayed above is stack-oriented, but you can certainly do a register-oriented machine if you prefer.
Either way, most of object access, string storage, etc., comes down to them being locations in memory. The machine will retrieve data from those locations into the stack/registers, manipulate as appropriate, and store back to the locations of the destination object(s).
Bytecode interpreters that I'm familiar with do this using constant tables. When the compiler is generating bytecode for a chunk of source, it is also generating a little constant table that rides along with that bytecode. (For example, if the bytecode gets stuffed into some kind of "function" object, the constant table will go in there too.)
Any time the compiler encounters a literal like a string or a number, it creates an actual runtime object for the value that the interpreter can work with. It adds that to the constant table and gets the index where the value was added. Then it emits something like a LOAD_CONSTANT instruction that has an argument whose value is the index in the constant table.
Here's an example:
static void string(Compiler* compiler, int allowAssignment)
{
// Define a constant for the literal.
int constant = addConstant(compiler, wrenNewString(compiler->parser->vm,
compiler->parser->currentString, compiler->parser->currentStringLength));
// Compile the code to load the constant.
emit(compiler, CODE_CONSTANT);
emit(compiler, constant);
}
At runtime, to implement a LOAD_CONSTANT instruction, you just decode the argument, and pull the object out of the constant table.
Here's an example:
CASE_CODE(CONSTANT):
PUSH(frame->fn->constants[READ_ARG()]);
DISPATCH();
For things like small numbers and frequently used values like true and null, you may devote dedicated instructions to them, but that's just an optimization.

Generating Uniform Double random numbers on device in CUDA

I would like to generate uniform random numbers on the device, to be used inside of a device function. Each thread should generate a different uniform random number. I have this code, but I get a segmentation fault.
int main{
curandStateMtgp32 *devMTGPStates;
mtgp32_kernel_params *devKernelParams;
cudaMalloc((void **)&devMTGPStates, NUM_THREADS*NUM_BLOCKS * sizeof(curandStateMtgp32));
cudaMalloc((void**)&devKernelParams,sizeof(mtgp32_kernel_params));
curandMakeMTGP32Constants(mtgp32dc_params_fast_11213, devKernelParams);
curandMakeMTGP32KernelState(devMTGPStates,
mtgp32dc_params_fast_11213, devKernelParams,NUM_BLOCKS*NUM_THREADS, 1234);
doHenry <<NUM_BLOCKS,NUM_THREADS>>> (devMTGPStates);
}
Inside my global function doHenry, evaluated on the device, I put:
double rand1 = curand_uniform_double(&state[threadIdx.x+NUM_THREADS*blockIdx.x]);
Is this the best way to generate a random number per thread? I don't understand what the devKernelParams is doing, but I know I need one state per thread, right?
I think you're getting the seg fault on this line:
curandMakeMTGP32KernelState(devMTGPStates, mtgp32dc_params_fast_11213, devKernelParams,NUM_BLOCKS*NUM_THREADS, 1234);
I believe the reason for the seg fault is because you have exceeded 200 for the n parameter, for which you are passing NUM_BLOCKS*NUM_THREADS. I tried a version of your code, and I was able to reproduce the seg fault at around n=540.
The MT generator has a limitation on the amount of states it can set up when using pre-generated kernel parameters (mtgp32dc_params_fast_11213). You may wish to read the relevant section of the documentation. (Bit Generation with the MTGP32 generator)
I'm not really an expert on CURAND, but other generators (such as XORWOW) don't have this type of limitation, so if you want to generate a large amount of independent thread state easily, consider one of the other generators. Using the particular approach you have outlined, the MTGP32 generator seems to be limited to about 200*256 independent thread generation. Contrary to what I said in the comments (which is true for other generator types) the MTGP32 state seems to be sufficient at one state for a block of up to 256 threads. And the example given in the documentation (refer to the second example) uses that type of state generation and threadblock hierarchy.