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Research and Advances

The effect of programming team structures on programming tasks

The literature recognizes two group structures for managing programming projects: Baker's chief programmer team and Weinberg's egoless team. Although each structure's success in project management can be demonstrated, this success is clearly dependent on the type of programming task undertaken. Here, for the purposes of comparison, a third project organization which lies between the other two in its communication patterns and dissemination of decision-making authority is presented. Recommendations are given for selecting one of the three team organizations depending on the task to be performed.
Research and Advances

Using encryption for authentication in large networks of computers

Use of encryption to achieve authenticated communication in computer networks is discussed. Example protocols are presented for the establishment of authenticated connections, for the management of authenticated mail, and for signature verification and document integrity guarantee. Both conventional and public-key encryption algorithms are considered as the basis for protocols.
Research and Advances

Detection of logical errors in decision table programs

In this paper an algorithm to detect logical errors in a limited-entry decision table and in loop-free programs with embedded decision tables is developed. All the conditions in the decision tables are assumed to be inequalities or equalities relating linear expressions. It is also assumed that actions in a decision table are linear in variables which occur in the condition stub of the decision table (or tables) to which control is transferred from the table. The algorithm is based on determining whether a set of linear inequalities has or does not have a solution. The algorithm described in the paper is implemented in Fortran IV.
Research and Advances

Reverse path forwarding of broadcast packets

A broadcast packet is for delivery to all nodes of a network. Algorithms for accomplishing this delivery through a store-and-forward packet switching computer network include (1) transmission of separately addressed packets, (2) multidestination addressing, (3) hot potato forwarding, (4) spanning tree forwarding, and (5) source based forwarding. To this list of algorithms we add (6) reverse path forwarding, a broadcast routing method which exploits routing procedures and data structures already available for packet switching. Reverse path forwarding is a practical algorithm for broadcast routing in store-and-forward packet switching computer networks. The algorithm is described as being practical because it is not optimal according to metrics developed for its analysis in this paper, and also because it can be implemented in existing networks with less complexity than that required for the known alternatives.
Research and Advances

Abstract data types and software validation

A data abstraction can be naturally specified using algebraic axioms. The virtue of these axioms is that they permit a representation-independent formal specification of a data type. An example is given which shows how to employ algebraic axioms at successive levels of implementation. The major thrust of the paper is twofold. First, it is shown how the use of algebraic axiomatizations can simplify the process of proving the correctness of an implementation of an abstract data type. Second, semi-automatic tools are described which can be used both to automate such proofs of correctness and to derive an immediate implementation from the axioms. This implementation allows for limited testing of programs at design time, before a conventional implementation is accomplished.
Research and Advances

Optimizing decision trees through heuristically guided search

Optimal decision table conversion has been tackled in the literature using two approaches, dynamic programming and branch-and-bound. The former technique is quite effective, but its time and space requirements are independent of how “easy” the given table is. Furthermore, it cannot be used to produce good, quasioptimal solutions. The branch-and-bound technique uses a good heuristic to direct the search, but is cluttered up by an enormous search space, since the number of solutions increases with the number of test variables according to a double exponential. In this paper we suggest a heuristically guided top-down search algorithm which, like dynamic programming, recognizes identical subproblems but which can be used to find both optimal and quasioptimal solutions. The heuristic search method introduced in this paper combines the positive aspects of the above two techniques. Compressed tables with a large number of variables can be handled without deriving expanded tables first.
Research and Advances

An example of hierarchical design and proof

Hierarchical programming is being increasingly recognized as helpful in the construction of large programs. Users of hierarchical techniques claim or predict substantial increases in productivity and in the reliability of the programs produced. In this paper we describe a formal method for hierarchical program specification, implementation, and proof. We apply this method to a significant list processing problem and also discuss a number of extensions to current programming languages that ease hierarchical program design and proof.
Research and Advances

A linear sieve algorithm for finding prime numbers

A new algorithm is presented for finding all primes between 2 and n. The algorithm executes in time proportional to n (assuming that multiplication of integers not larger than n can be performed in unit time). The method has the same arithmetic complexity as the algorithm presented by Mairson [6]; however, our version is perhaps simpler and more elegant. It is also easily extended to find the prime factorization of all integers between 2 and n in time proportional to n.
Research and Advances

Power trees

The new class of Pk trees is presented, where height balance is maintained for the nodes lying on particular paths. The number of nodes of a Pk tree asympotically grows as a power of the height, in the worst case. A procedure for node insertion is given, and the class of trees considered is restricted to IPk trees, which are buildable by such a procedure. The average behavior of such trees, studied by an extensive set of simulation runs, is close to that of AVL trees. In particular, the family of IP0 trees whose main advantage is the reduced number of restructurings required after node insertion, is analyzed.
Research and Advances

A simply extended and modified batch environment graphical system (SEMBEGS)

SEMBEGS is a complete batch environment graphical system containing components for handling graphical data files, for displaying the contents of these files on a variety of graphical hardware, and for performing graphical batch input operations. SEMBEGS is easy to extend and modify to meet the growing needs of a large batch environment, and is even extendable to a fully interactive system. The paper presents the conceptual view of graphics leading to the design of SEMBEGS and outlines the major components of the system. The design of SEMBEGS is founded upon the basic assumption that the true aim of computer graphics is to describe graphical entities, rather than, as commonly held, to provide graphical input and output functional capabilities. SEMBEGS is built around a Basic Graphical Data Management System (BAGDAMS) which provides a common means of communicating the descriptions of graphical entities between the various components of SEMBEGS. BAGDAMS provides facilities for storing, retrieving, and manipulating the descriptions of graphical entities provided by, and received by application programs, graphics packages, and graphical devices.
Research and Advances

Distributed processes: a concurrent programming concept

A language concept for concurrent processes without common variables is introduced. These processes communicate and synchronize by means of procedure calls and guarded regions. This concept is proposed for real-time applications controlled by microcomputer networks with distributed storage. The paper gives several examples of distributed processes and shows that they include procedures, coroutines, classes, monitors, processes, semaphores, buffers, path expressions, and input/output as special cases.
Research and Advances

On-the-fly garbage collection: an exercise in cooperation

As an example of cooperation between sequential processes with very little mutual interference despite frequent manipulations of a large shared data space, a technique is developed which allows nearly all of the activity needed for garbage detection and collection to be performed by an additional processor operating concurrently with the processor devoted to the computation proper. Exclusion and synchronization constraints have been kept as weak as could be achieved; the severe complexities engendered by doing so are illustrated.
Research and Advances

Performance evaluation of highly concurrent computers by deterministic simulation

Simulation is presented as a practical technique for performance evaluation of alternative configurations of highly concurrent computers. A technique is described for constructing a detailed deterministic simulation model of a system. In the model a control stream replaces the instruction and data streams of the real system. Simulation of the system model yields the timing and resource usage statistics needed for performance evaluation, without the necessity of emulating the system. As a case study, the implementation of a simulator of a model of the CPU-memory subsystem of the IBM 360/91 is described. The results of evaluating some alternative system designs are discussed. The experiments reveal that, for the case study, the major bottlenecks in the system are the memory unit and the fixed point unit. Further, it appears that many of the sophisticated pipelining and buffering techniques implemented in the architecture of the IBM 360/91 are of little value when high-speed (cache) memory is used, as in the IBM 360/195.
Research and Advances

Systems design education: a gaming approach

One of the problems facing managers of computer installations is the problem of configuring the computer system to meet the demands made by the mix of jobs that the computer center must service, This paper presents a management game that allows the player to configure a computer system to meet a hypothetical job mix. The job mix is under the control of a game administrator and can be varied to simulate a variety of real-world situations (I/0 bound jobs, compute bound jobs, etc.). The player of the game receives a set of detailed reports on the cost of his choices and a simulated run of the center operating under his choices.
Research and Advances

Median split trees: a fast lookup technique for frequently occuring keys

Split trees are a new technique for searching sets of keys with highly skewed frequency distributions. A split tree is a binary search tree each node of which contains two key values—a node value which is a maximally frequent key in that subtree, and a split value which partitions the remaining keys (with respect to their lexical ordering) between the left and right subtrees. A median split tree (MST) uses the lexical median of a node's descendents as its split value to force the search tree to be perfectly balanced, achieving both a space efficient representation of the tree and high search speed. Unlike frequency ordered binary search trees, the cost of a successful search of an MST is log n bounded and very stable around minimal values. Further, an MST can be built for a given key ordering and set of frequencies in time n log n, as opposed to n2 for an optimum binary search tree. A discussion of the application of MST's to dictionary lookup for English is presented, and the performance obtained is contrasted with that of other techniques.

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