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An implication of Amdahl's law is that to speed up real applications which have both serial and parallel portions, heterogeneous computing techniques are required. [12] There are novel speedup and energy consumption models based on a more general representation of heterogeneity, referred to as the normal form heterogeneity, that support a wide ...
Limiting the speed of data sent by a data originator (a client computer or a server computer) is much more efficient than limiting the speed in an intermediate network device between client and server because while in the first case usually no network packets are lost, in the second case network packets can be lost / discarded whenever ingoing data speed overcomes the bandwidth limit or the ...
The dynamic power consumed by a CPU is approximately proportional to the CPU frequency, and to the square of the CPU voltage: [5] = where C is the switched load capacitance, f is frequency, V is voltage. [6] When logic gates toggle, some transistors inside may change states.
The data compression ratio can serve as a measure of the complexity of a data set or signal. In particular it is used to approximate the algorithmic complexity . It is also used to see how much of a file is able to be compressed without increasing its original size.
RISC instruction sets attempt to limit the variability in each of these: instruction sets are usually constant in length, with few exceptions, there are usually fewer combinations of registers and memory operations, and the instruction issue rate (the number of instructions completed per time period, usually an integer multiple of the clock ...
Data is spread amongst the modules in an alternating pattern, potentially tripling available memory bandwidth for the same amount of data, as opposed to storing it all on one module. The architecture can only be used when all three, or a multiple of three, memory modules are identical in capacity and speed, and are placed in three-channel slots.
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Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games.