DocumentCode
2181902
Title
Seeing systolic computations in a video game world
Author
Kahn, Ken
Author_Institution
Animated Programs, San Mateo, CA, USA
fYear
1996
fDate
3-6 Sep 1996
Firstpage
95
Lastpage
101
Abstract
ToonTalkTM is a general-purpose concurrent programming system in which the source code is animated and the programming environment is like a video game. Every abstract computational aspect is mapped into a concrete metaphor. For example, a computation is a city, a concurrent object is a house, inter-process communication is represented by birds carrying messages between houses, a method or clause is a robot trained by the user, and so on. The programmer controls a “programmer persona” in this video world to construct run, observe, debug, and modify programs. ToonTalk has been described in detail elsewhere. Here we show how systolic programs can be constructed and animated in ToonTalk. Systolic computations run on multiple processors connected in a regular topology, where all communication is via local message passing. A ToonTalk city can be seen as a systolic multi-processor and each house in the city as an active processor. One is able to construct systolic algorithms and watch their execution as houses are built and destroyed (i.e., processes are spawned and terminate) and birds carry messages between houses
Keywords
parallel algorithms; parallel programming; visual languages; visual programming; ToonTalk; ToonTalk city; concurrent programming system; local message passing; systolic computations; systolic programs; video game; Animation; Birds; Cities and towns; Communication system control; Concrete; Concurrent computing; Games; Programming environments; Programming profession; Robots;
fLanguage
English
Publisher
ieee
Conference_Titel
Visual Languages, 1996. Proceedings., IEEE Symposium on
Conference_Location
Boulder, CO
ISSN
1049-2615
Print_ISBN
0-8186-7508-X
Type
conf
DOI
10.1109/VL.1996.545274
Filename
545274
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