• ベストアンサー
  • すぐに回答を!

翻訳をお願いしたいです。コンピューター関係の書物の文章です。翻訳サイト

翻訳をお願いしたいです。コンピューター関係の書物の文章です。翻訳サイトのコピペはご遠慮ください。 In any system, some resources are less constrained than others. We call the most constrained resource in a system(or the binding constraint) its bottleneck. System performance improves if and only if we devote additional resources to a bottlenecked resource. Conversely, decreasing the amount of an unconstrained resource does not adversely affect performance. When we relieve one bottleneck, however, it is possible for another resource to become a bottleneck. Thus, we must remove the bottlenecks one by one until all the resources are equally constrained. We call such a system a balanced system. A balanced system is optimal, in that we fully utilize every component. However, in practice, we rarely achieve balanced systems. Rapid changes in technology, market constraints, and customer expectations mean that a system's components are almost constantly in flux, with the bottleneck moving from place to place in the system.

noname#112516
noname#112516

共感・応援の気持ちを伝えよう!

  • 英語
  • 回答数1
  • 閲覧数69
  • ありがとう数2

質問者が選んだベストアンサー

  • ベストアンサー
  • 回答No.1

どんなシステムにも比較的制約を受けていないリソースがある。 リソースの中でも最も制約を受けているものはボトルネックと呼んでいる。 ボトルネックとなっているリソースに対して追加のリソースを割り当てない限り、システムのパフォーマンスを改善することはできない。 これとは逆に、制約を受けていないリソースの量を減らしたとしてもそれほどパフォーマンスに悪影響は無い。 しかし、ひとつのボトルネックを解消しても、今度は他のリソースがボトルネックとなってしまう。したがって、ボトルネックを一つ一つ解消し全てのリソースが均等に制約を受けている状態にするしかない。 このような均質なシステムをバランストシステムと呼ぶ。 バランストシステムは理想的な状態であり、全てのコンポーネントをフル活用することができる。 しかし、実際にバランストシステムを実現できる機会は稀にしかない。 早いスピードで変化する技術・市況の制限・顧客の要求は即ち、システムのコンポーネントが常に流動的で、それによってボトルネックもシステム内をあちこち移動してしまうことを示している。

共感・感謝の気持ちを伝えよう!

関連するQ&A

  • 翻訳をお願いしたいです。コンピューター関係の書物の文章です。

    翻訳をお願いしたいです。コンピューター関係の書物の文章です。 We call a freely available resource an unconstrained resource, and a resource whose availability determines overall system performance a constrained resource. In this system, the link's bandwidth constrains the overall performance, as measured by the effective throughput of the link. This, therefore, is the constrained resource. In this example, the computer’s processing speed and money size are unconstrained resources.

  • 翻訳をお願いしたいです。コンピューター関係の書物の文章です。

    翻訳をお願いしたいです。コンピューター関係の書物の文章です。 By explicitly identifying performance metrics and resource constraints, a system designer ensures that the design space is well defined, the solution is feasible, and the design is efficient. She can then trade unconstrained resources for constrained ones to maximize the design's utility at the least cost. Continuing with our example, a system designer might use the PC's surplus computational power to compress data as much as possible, to best exploit the limited capacity of the transmission link. A well-designed system maximizes achievable performance while still satisfying the resource constraints.

  • 翻訳をお願いしたいです。コンピューター関係の書物の文章です。

    翻訳をお願いしたいです。コンピューター関係の書物の文章です。 Nevertheless, it is still, possible to identify some principles of good design that have withstood the test of time and are applicable in a variety of situations. In Section6.2, we will study some common resources, so that the reader can get some intuition in identifying them in real systems. We will then build up, in Section6.3, a set of tool to help us trade freely available (unconstrained) resources for scarce (constrained) ones. Properly applied, these tools allow us to match the design to the constraints at hand. Finally, in Section6.4, we will outline a methodology for performance analysis and tuning. This methodology helps pinpoint problems in a design and build a more efficient and robust system.

  • 翻訳をお願いしたいです。コンピューター関係の書物の文章です。

    翻訳をお願いしたいです。コンピューター関係の書物の文章です。 A system designer must typically optimize one or more performance metrics given a set of resource constrains. A performance metric measures some aspect of a system's performance, such as throughput, response time, cost development time, or mean time between failures(we will define these metrics more formally in Section 6.2). A resource constraint is a limitation on a resource, such as time, bandwidth, or computing power, that the design must obey.

  • 翻訳をお願いしたいです。コンピューター関係の書物の文章です。翻訳サイト

    翻訳をお願いしたいです。コンピューター関係の書物の文章です。翻訳サイトのコピペはご遠慮ください。 Assume that we want to increase the speed with which we can store data on a tape drive attached to a computer through an I/O bus. The three components affecting the speed are the CPU, the I/O bus, and the tape-drive write mechanism. Measurements may show that the slowest component in the system is the tape drive. Then, no matter how fast the CPU or the I/O bus, system performance will not improve unless the tape drive's performance improves. Suppose we now replace the drive with a faster one. Then, we may find that the I/O bus is too slow to match the tape drive. The bottleneck resource, therefore, is now the I/O bus. We must improve the I/O bus to match the drive speed, perhaps, by using a different I/O bus technology (of course, this might require us to change the tape drive to be compatible with the new bus!). This process continues until we meet the performance target or run out of time or money. Ideally, the I/O bus, drive, and CPU will simultaneously reach their maximum performance, so that the system is balanced.

  • 翻訳をお願いしたいです。コンピューター関係の書物の文章です。翻訳サイト

    翻訳をお願いしたいです。コンピューター関係の書物の文章です。翻訳サイトのコピペはご遠慮ください。 An interesting view of multiplexing is to think of a multiplexed shared resource as an unshared virtual resource. Consider a customer using the services of a bank teller, as in Example6.7. While the teller is helping the customer, the fact that other customers are waiting in line is of no consequence. If we magically put a customer in suspended animation when she is waiting in line, and wake her up when the teller becomes available, then from her perspective, the teller is never unavailable. From this perspective, the bank teller is, therefore, an unshared virtual resource.

  • 翻訳をお願いしたいです。コンピューター関係の書物の文章です。

    翻訳をお願いしたいです。コンピューター関係の書物の文章です。 If we could quantify and control every aspect of a system, then system design would be a relatively simple matter. Unfortunately there are several practical reasons why system design is both an art and a science. First, although we can quantitatively measure some aspects of system performance, such as throughput or response time, we cannot measure others, such as simplicity, scalability, modularity, and elegance. Yet a designer must make a series of trade- offs among these intangible quantities, appealing as much to good sense and personal choice as performance measurements. Second, rapid technological change can make constraint assumptions obsolete. A designer must not only meet the current set of design constraints, but also anticipate how future changes in technology might affect the design. The future is hard to predict, and a designer must appeal to instinct and intuition to make a design "future-proof." Third, market conditions may dictate that design requirements change when part of the design is already complete. Finally, international standards, which themselves change over time, may impose irksome and arbitrary constraints. These factors imply that, in real life, a designer is usually confronted with a complex, underspecified, multifactor optimization problem. In the face of these uncertainties, prescribing the one true path to system design is impossible.

  • 翻訳をお願いしたいです。コンピューター関係の書物の文章です。

    翻訳をお願いしたいです。コンピューター関係の書物の文章です。 In any system, some resources are more freely available than others. For example, consider a high-end personal computer connected to the Internet with a 28.8-Kbps modem. In this system, for tasks that require only a moderate amount of processing, such as reading email, the rate at which the computer can process information far exceeds the capacity of the transmission link.

  • 卒論に使用するため、翻訳をお願いしたいです。コンピューター関係の書物の

    卒論に使用するため、翻訳をお願いしたいです。コンピューター関係の書物の文章です。 We can describe most computer system resources as a combination of five common resources: time, space, computation, money, and labor. We now study these resources in more detail, with examples of how they arise in real-world problems, and a description of associated performance metrics. Our definitions of these resources are purposely vague, since the exact definition varies with the problem.

  • 翻訳をお願いしたいです。コンピューター関係の書物の文章です。翻訳サイト

    翻訳をお願いしたいです。コンピューター関係の書物の文章です。翻訳サイトのコピペはご遠慮ください。 Consider an airline reservation system, where agents from any part of the world can make a reservation for seats on any flight on any airline. One design for this system is to send all reservation requests to a single central computer. This design is simple, but has two problems. First, if the central computer crashes, every agent is affected. Second, as the number of agents increases, we need to expand the capacity of the central computer. However, the number of reservation requests, particularly during peak travel periods, may increase beyond the capacity of the largest computer that we can build or buy. Then, the response time suffers, and system performance degrades. We can solve this problem by replacing the central computer with a set of regional reservation center that coordinate among themselves to maintain a consistent view of the system state(such as whether a night is full or not). Then, as the number of reservation requests increases, we can just add another reservation center. We must, however, pay for this with a communication overhead for coordination, and a complex network to interconnect the regional reservation centers.