• Title/Summary/Keyword: Computer CPU

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Analysis of the CPU/GPU Temperature and Energy Efficiency depending on Executed Applications (응용프로그램 실행에 따른 CPU/GPU의 온도 및 컴퓨터 시스템의 에너지 효율성 분석)

  • Choi, Hong-Jun;Kang, Seung-Gu;Kim, Jong-Myon;Kim, Cheol-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.5
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    • pp.9-19
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    • 2012
  • As the clock frequency increases, CPU performance improves continuously. However, power and thermal problems in the CPU become more serious as the clock frequency increases. For this reason, utilizing the GPU to reduce the workload of the CPU becomes one of the most popular methods in recent high-performance computer systems. The GPU is a specialized processor originally designed for graphics processing. Recently, the technologies such as CUDA which utilize the GPU resources more easily become popular, leading to the improved performance of the computer system by utilizing the CPU and GPU simultaneously in executing various kinds of applications. In this work, we analyze the temperature and the energy efficiency of the computer system where the CPU and the GPU are utilized simultaneously, to figure out the possible problems in upcoming high-performance computer systems. According to our experimentation results, the temperature of both CPU and GPU increase when the application is executed on the GPU. When the application is executed on the CPU, CPU temperature increases whereas GPU temperature remains unchanged. The computer system shows better energy efficiency by utilizing the GPU compared to the CPU, because the throughput of the GPU is much higher than that of the CPU. However, the temperature of the system tends to be increased more easily when the application is executed on the GPU, because the GPU consumes more power than the CPU.

A Review on the CPU Scheduling Algorithms: Comparative Study

  • Ali, Shahad M.;Alshahrani, Razan F.;Hadadi, Amjad H.;Alghamdi, Tahany A.;Almuhsin, Fatimah H.;El-Sharawy, Enas E.
    • International Journal of Computer Science & Network Security
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    • v.21 no.1
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    • pp.19-26
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    • 2021
  • CPU is considered the main and most important resource in the computer system. The CPU scheduling is defined as a procedure that determines which process will enter the CPU to be executed, and another process will be waiting for its turn to be performed. CPU management scheduling algorithms are the major service in the operating systems that fulfill the maximum utilization of the CPU. This article aims to review the studies on the CPU scheduling algorithms towards comparing which is the best algorithm. After we conducted a review of the Round Robin, Shortest Job First, First Come First Served, and Priority algorithms, we found that several researchers have suggested various ways to improve CPU optimization criteria through different algorithms to improve the waiting time, response time, and turnaround time but there is no algorithm is better in all criteria.

Analysis of Worst Case DMA Response Time in Fixed-Priority Bus Arbitration Protocol (고정우선순위 버스 프로토콜 환경에서 DMA I/O 요구의 최악 응답시간 분석)

  • Hahn, Joo-Sun;Ha, Rhan;Min, Sang-Lyul
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10c
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    • pp.21-23
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    • 1999
  • CPU에게 최상위 우선순위가 할당된 고정 우선순위 버스 프로토콜에서는 CPU와 DMA 컨트롤러의 버스 요구가 충돌할 경우 DMA 전송이 지연된다. 본 논문에서는 CPU와 다수의 DMA 컨트롤러가 시스템 버스를 공유하는 환경에서 DAM I/O 요구의 최악 응답시간을 분석하는 기법을 제안한다. 제안하는 최악 응답시간 분석 기법은 다음의 세단계로 구성되어 있다. 첫 번째 단계에서는 CPU 상에서 수행중인 각 CPU 태스크별로 최악 버스 요구 패턴을 구한다. 두 번째 단계에서는 이들 CPU 태스크의 최악 버스 요구 패턴을 모두 통합해 CPU 전체의 최악 버스 요구 패턴을 구한다. 최종 세 번째 단계에서는 CPU의 최악 버스 요구 패턴으로부터 DMA 컨트롤러의 버스 가용량을 구하고 DMA I/O 요구의 최악 응답시간을 산출한다. 모의 실험을 통해 제안하는 분석 기법일 일반적인 DMA전송량에 대해 20% 오차 범위 이내에서 안전한 응답시간을 산출함을 보였다.

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Effective CPU overclocking scheme considering energy efficiency (에너지 효율을 고려한 효과적인 CPU 오버클럭킹 방법)

  • Lee, Jun-Hee;Kong, Joon-Ho;Suh, Tae-Weon;Chung, Sung-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.12
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    • pp.17-24
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    • 2009
  • More recently, the Green Computing have become a important issue in all fields of industry. The energy efficiency cannot be over-emphasized. Microprocessor companies such as Intel Corporation design processors with taking both energy efficiency and performance into account. Nevertheless, general computer users typically utilize the CPU overclocking to enhance the application performance. The overclocking is traditionally considered as an evil in terms of the power consumption. In this paper, we present effective CPU overclocking schemes, which raise CPU frequency while keeping current CPU supply voltage for energy reduction and performance improvement. The proposed scheme gain both energy reduction and performance improvement. Evaluation results show that our proposed schemes reduce the processor execution time as much as 17% and total computer system energy as much as 5%, respectively. In addition, our effective CPU overclocking schemes reduce the Energy Delay Product (EDP) as much as 22%, on average.

CPU Scheduling with a Round Robin Algorithm Based on an Effective Time Slice

  • Tajwar, Mohammad M.;Pathan, Md. Nuruddin;Hussaini, Latifa;Abubakar, Adamu
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.941-950
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    • 2017
  • The round robin algorithm is regarded as one of the most efficient and effective CPU scheduling techniques in computing. It centres on the processing time required for a CPU to execute available jobs. Although there are other CPU scheduling algorithms based on processing time which use different criteria, the round robin algorithm has gained much popularity due to its optimal time-shared environment. The effectiveness of this algorithm depends strongly on the choice of time quantum. This paper presents a new effective round robin CPU scheduling algorithm. The effectiveness here lies in the fact that the proposed algorithm depends on a dynamically allocated time quantum in each round. Its performance is compared with both traditional and enhanced round robin algorithms, and the findings demonstrate an improved performance in terms of average waiting time, average turnaround time and context switching.

Evaluation of CPU And RAM Performance for Markerless Augmented Reality

  • Tagred A. Alkasmy;Rehab K. Qarout;Kaouther Laabidi
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.44-48
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    • 2023
  • Augmented Reality (AR) is an emerging technology and a vibrant field, it has become common in application development, especially in smartphone applications (mobile phones). The AR technology has grown increasingly during the past decade in many fields. Therefore, it is necessary to determine the optimal approach to building the final product by evaluating the performance of each of them separately at a specific task. In this work we evaluated overall CPU and RAM performance for several types of Markerless Augmented Reality applications by using a multiple-objects in mobile development. The results obtained are show that the objects with fewer number of vertices performs steady and not oscillating. Object was superior to the rest of the others is sphere, which is performs better values when processed, its values closer to the minimum CPU and RAM usage.

Comparison of performance between MariaDB and PostgreSQL in terms of CPU overhead (CPU 오버헤드 분석을 통한 MariaDB와 PostgreSQL 성능 비교)

  • Lee, Dong-Ho;Song, Min-Chang;Cho, Young-Tae;Kim, Seung-Won
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.05a
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    • pp.297-299
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    • 2018
  • IT기업뿐만 아니라 다양한 기업들이 빅데이터, 인공지능, 블록체인 등 많은 양의 컴퓨터 자원 (CPU, RAM 등)을 요구하는 기술들을 서비스화 하고 있다. 따라서 한정된 차원으로 효율적인 서비스를 운영하는 것도 주요 이슈가 되고 있다. 본 논문에서는 오픈소스 RDBMS 인 MariaDB와 PostgreSQL을 프로파일링하여 CPU 자원 효율성 관점에서 비교한다. 연구 결과 인터넷 서비스 환경에서 MariaDB가 PostgreSQL보다 버퍼 풀로 인해 페이지 캐시 참조율이 낮고, page fault 수가 적어 CPU 오버헤드가 더 작다는 것을 입증하였다.

CPU Usage Analysis According to the Task Group in Android Mobile (안드로이드 단말의 태스크 그룹에 따른 CPU 점유율 분석)

  • Kim, Myungsun;Lim, Jintaek;Park, Daedong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.9-12
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    • 2013
  • 리눅스 기반 안드로이드 단말에서는 CFS(Completely Fair scheduler)가 사용되고 있다. 그리고 CFS는 태스크의 nice값 조절을 통해서 응용프로그램의 CPU 점유율을 제어할 수 있다. 하지만 안드로이드를 업그레이드할 때마다 수많은 태스크의 nice값을 적절하게 맞추는 일은 매우 어려운 일이다. 이러한 문제를 해결하기 위하여 안드로이드 단말은 리눅스의 cgroup(control group)을 사용하여 태스크들을 그룹으로 나눈다. 고성능과 빠른 응답 특성이 필요한 태스크들을 apps 그룹에 할당하여 높은 CPU 점유율을 보장하고, 그렇지 않은 태스크들을 background 그룹에 할당한다. 하지만 안드로이드의 버전이 업그레이드 되면서 각 그룹에 속한 태스크들에도 변화가 생긴다. 그 결과 동일하게 제작된 태스크들의 CPU 점유율이 달라지게 되고 예기치 못한 성능 저하가 발생할 수 있다. 본 연구에서는 안드로이드 버전 향상에 따라 동종 태스크들이 이전 버전에서보다 성능이 하락하는 현상의 원인을 파악하였다. 아울러 분석과 실험을 통하여 태스크의 nice 값보다 그룹 스케줄링 메커니즘이 어떻게 태스크의 CPU 점유율을 결정 짓는지 규명하였다.

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A CPU-GPGPU Based Multithread File Chunking System (CPU-GPGPU 를 기반으로 멀티스레드 파일청킹 시스템)

  • Tang, Zhi;Won, You-Jip
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06b
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    • pp.336-337
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    • 2011
  • The popularity of general purpose GPU(GPGPU)makes the CPU-GPGPU heterogeneous architecture normal. Therefore, tradeoff the usage of CPU and GPGPU becomes a way to improve performance of programs. In this work, we exploit the properties of the CPU-GPGPU heterogeneous architecture and use them to accelerate the content based chunking operation of deduplication. We built a prototype system which is able to coordinate CPU and GPGPU to chunk file and has been proven to have a better performance compared to using either CPU or GPGPU alone.

Quadtree-based Terrain Visualization Using Vertex Multiplication (정점증식을 이용한 사진트리 기반 지형 시각화 기법)

  • Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.3
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    • pp.27-33
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    • 2009
  • In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level-of-detail selection and view frustum culling. However, most applications using quadtrees are performed by the CPU, since the hierarchical data structure cannot be manipulated in a programmable rendering pipeline. For this reason, quadtree-based methods show lower performance and higher dependancy of CPU in comparison to GPU-based methods. We present a quadtree-based terrain-rendering method for GPU execution that uses vertex multiplication. It offers higher performance than previous CPU-based quadtree methods, without loss of image quality.

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