Prefetching Simulation Objects in a Persistent Simulation Environment

Abstract

We describe a persistent simulation environment (PSE) for object- oriented simulation. PSE is implemented in the Common Lisp Object System (CLOS) with extensions for persistence, object-oriented simulation, and prefetching of objects. Object prefetching optimizes the swapping of persistent objects to and from main memory. it is a type of smart virtual memory system that retrieves objects require by the application program. We discuss prefetching for two different algorithms: Dijkstra's shortest path algorithm and the traveling salesman. Finally, we analyze the use of prefetching by presenting empirical and theoretical results for performance improvements. The results of this work will contribute to the PRISM (Productivity Improvements in Simulation Modeling) project supported by the Air Force Human Resources Laboratory. The goal of this project is to improve productivity and responsiveness of organizations within the Air Force which provide capability assessments through discrete-event simulation models.

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Document Details

Document Type
Technical Report
Publication Date
Nov 01, 1989
Accession Number
ADA228262

Entities

People

  • Christopher Burdorf
  • Stephanie Cammarata

Organizations

  • RAND Corporation

Tags

Communities of Interest

  • Materials and Manufacturing Processes

DTIC Thesaurus Topics

  • Air Force
  • Algorithms
  • Application Software
  • Computer Programming
  • Computer Programs
  • Computer Simulations
  • Computers
  • Database Management Systems
  • Directories
  • Graph Theory
  • Graphs
  • Human Resources
  • Intervals
  • Language
  • Lisp Programming Language
  • Maintenance
  • Simulations

Fields of Study

  • Computer science

Readers

  • Database Systems and Applications
  • Operations Research
  • Parallel and Distributed Computing.