random number generator dev/random - macos

I read that the random number generator dev/random on Mac and Solaris includes 160 bits of entropy. What can I do, if I need more entropy, for example, 200 bits? Thanks in advance

I'm not sure where you read that 160-bit estimate -- I believe that Solaris, Mac and most BSDs use a 256-bit Yarrow implementation. At any rate, the entropy pool is regularly refilled from even the smallest amount of network or disk activity, so, even though /dev/random on non-Linux systems doesn't actually block "waiting for more entropy" (it's more like a supposedly higher-quality version of /dev/urandom, to which on these systems it's typically linked), nothing stops you (if you trust, say, no more than 160 bits at a time from the /dev) from "blocking and refreshing entropy" yourself -- get N bits, do some disk or network I/O, get another N bits, and so forth.

And if you think your disk access is too predictable, you could go for some really bizzare sources like, say, a few of the most recent twitter entries if your program has internet access;)

Related

How to fill kernel entropy without X and hardware RNG?

I have a tiny embedded device running Linux but with no hardware RNG driver and without X server (no mouse, no keyboard...).
/dev/random
blocks very quickly.
cat /proc/sys/kernel/random/entropy_avail
reports very low numbers (~10).
The system handles a camera so there is a real source of entropy. How can I input entropy into the kernel?
Take a data stream from your camera, hash it using something decent like BLAKE2b or SHA2, then feed it into /dev/random.
Once the entropy count is >=256 you are good to go.
From then only read from /dev/urandom/.
/dev/urandom will happily spew out cryptographically secure pseudorandom data suitable for key material once the system has 256 bits of entropy available.
Running out of entropy after you've collected this amount is a myth. Use /dev/urandom, really, it's perfectly fine.
You should take a try with haveged.
It comes with most distributions, you can also install it easily on custom distributions.
It's a userspace daemon that is meant to solve your problem.
cf. man page here: https://linux.die.net/man/8/haveged

Are bytes real?

I know that this question may sound stupid, but let me just explain. So...
Everyone knows that byte is 8 bits. Simple, right? But where exactly is it specified? I mean, phisically you don't really use bytes, but bits. For example drives. As I understand, it's just a reaaaaly long string of ones and zeros and NOT bytes. Sure, there are sectors, but, as far as I know, there are programmed at software level (at least in SSDs, I think). Also RAM, which is again - a long stream of ones and zeros. Another example is CPU. It doesn't process 8 bits at a time, but only one.
So where exactly is it specified? Or is it just general rule, which everyone follows? If so, could I make system (either operating system or even something at lower level) that would use, let's say, 9 bits in a byte? Or I wouldn't have to? Also - why can't you use less than a byte of memory? Or maybe you can? For example: is it possible for two applications to use the same byte (e.g. first one uses 4 bits and second one uses other 4)? And last, but not least - does computer drives really use bytes? Or is it that, for example, bits 1-8 belong to something, next to them there are some 3 random bits and bits 12-20 belong to something different?
I know that there are a lot of question and knowing answers to these questions doesn't change anything, but I was just wondering.
EDIT: Ok, I might've expressed myself not clear enough. I know that byte is just a concept (well, even bit is just a concept that we make real). I'm NOT asking why there are 8 bits in byte and why bytes exist as a term. What I'm asking is where in a computer is byte defined or if it even is defined. If bytes really are defined somewhere, at what level (a hardware level, OS level, programming language level or just at application level)? I'm also asking if computers even care about bytes (in that concept that we've made real), if they use bytes constantly (like in between two bytes, can there be some 3 random bits?).
Yes, they’re real insofaras they have a definition and a standardised use/understanding. The Wikipedia article for byte says:
The modern de-facto standard of eight bits, as documented in ISO/IEC 2382-1:1993, is a convenient power of two permitting the values 0 through 255 for one byte (2 in power of 8 = 256, where zero signifies a number as well).[7] The international standard IEC 80000-13 codified this common meaning. Many types of applications use information representable in eight or fewer bits and processor designers optimize for this common usage. The popularity of major commercial computing architectures has aided in the ubiquitous acceptance of the eight-bit size.[8] Modern architectures typically use 32- or 64-bit words, built of four or eight bytes
The full article is probably worth reading. No one set out stall 50+ years ago, banged a fist on the desk and said ‘a byte shallt be 8 bits’ but it became that way over time, with popular microprocessors being able to carry out operations on 8 bits at a time. Subsequent processor architectures carry out ops on multiples of this. While I’m sure intel could make their next chip a 100bit capable one, I think the next bitness revolution we’ll encounter will be 128
Everyone knows that byte is 8 bits?
These days, yes
But where exactly is it specified?
See above for the ISO code
I mean, phisically you don't really use bytes, but bits.
Physically we don’t use bits either, but a threshold of detectable magnetic field strength on a rust coated sheet of aluminium, or an amount of electrical charge storage
As I understand, it's just a reaaaaly long string of ones and zeros and NOT bytes.
True, everything to a computer is a really long stream of 0 and 1. What is important in defining anything else is where to stop counting this group of 0 or 1, and start counting the next group, and what you call the group. A byte is a group of 8 bits. We group things for convenience. It’s a lot more inconvenient to carry 24 tins of beer home than a single box containing 24 tins
Sure, there are sectors, but, as far as I know, there are programmed at software level (at least in SSDs, I think)
Sectors and bytes are analogous in that they represent a grouping of something, but they aren’t necessarily directly related in the way that bits and bytes are because sectors are a level of grouping on top of bytes. Over time the meaning of a sector as a segment of a track (a reference to a platter number and a distance from the centre of the platter) has changed as the march of progress has done away with positional addressing and later even rotational storage. In computing you’ll typically find that there is a base level that is hard to use, so someone builds a level of abstraction on top of it, and that becomes the new “hard to use”, so it’s abstracted again, and again.
Also RAM, which is again - a long stream of ones and zeros
Yes, and is consequently hard to use, so it’s abstracted, and abstracted again. Your program doesn’t concern itself with raising the charge level of some capacitive area of a memory chip, it uses the abstractions it has access to, and that attraction fiddles the next level down, and so on until the magic happens at the bottom of the hierarchy. Where you stop on this downward journey is largely a question of definition and arbitrary choice. I don’t usually consider my ram chips as something like ice cube trays full of electrons, or the subatomic quanta, but I could I suppose. We normally stop when it ceases to useful to solving the
Problem
Another example is CPU. It doesn't process 8 bits at a time, but only one.
That largely depends on your definition of ‘at a time’ - most of this question is about the definitions of various things. If we arbitrarily decide that ‘at a time’ is the unit block of the multiple picoseconds it takes the cpu to complete a single cycle then yes, a CPU can operate on multiple bits of information at once - it’s the whole idea of having a multiple bit cpu that can add two 32 bit numbers together and not forget bits. If you want to slice the time up so precisely that we can determine that enough charge has flowed to here but not there then you could say which bit the cpu is operating on right at this pico (or smaller) second, but it’s not useful to go so fine grained because nothing will happen until the end of the time slice the cpu is waiting for.
Suffice to say, when we divide time just enough to observe a single cpu cycle from start to finish, we can say the cpu is operating on more than one bit.
If you write at one letter per second, and I close my eyes for 2 out of every 3 seconds, I’ll see you write a whole 3 letter word “at the same time” - you write “the cat sat onn the mat” and to the observer, you generated each word simultaneously.
CPUs run cycles for similar reasons, they operate on the flow and buildup of electrical charge and you have to wait a certain amount of time for the charge to build up so that it triggers the next set of logical gates to open/close and direct the charge elsewhere. Faster CPUs are basically more sensitive circuitry; the rate of flow of charge is relatively constant, it’s the time you’re prepared to wait for input to flow from here to there, for that bucket to fill with just enough charge, that shortens with increasing MHz. Once enough charge has accumulated, bump! Something happens, and multiple things are processed “at the same time”
So where exactly is it specified? Or is it just general rule, which everyone follows?
it was the general rule, then it was specified to make sure it carried on being the general rule
If so, could I make system (either operating system or even something at lower level) that would use, let's say, 9 bits in a byte? Or I wouldn't have to?
You could, but you’d essentially have to write an adaptation(abstraction) of an existing processor architecture and you’d use nine 8bit bytes to achieve your presentation of eight 9bit bytes. You’re creating an abstraction on top of an abstraction and boundaries of basic building blocks don’t align. You’d have a lot of work to do to see the system out to completion, and you wouldn’t bother.
In the real world, if ice cube trays made 8 cubes at a time but you thought the optimal number for a person to have in the freezer was 9, you’d buy 9 trays, freeze them and make 72 cubes, then divvy them up into 8 bags, and sell them that way. If someone turned up with 9 cubes worth of water (it melted), you’d have to split it over 2 trays, freeze it, give it back.. this constant adaptation between your industry provided 8 slot trays and your desire to process 9 cubes is the adaptive abstraction
If you do do it, maybe call it a nyte? :)
Also - why can't you use less than a byte of memory? Or maybe you can?
You can, you just have to work with the limitations of the existing abstraction being 8 bits. If you have 8 Boolean values to store you can code things up so you flip bits of the byte on and off, so even though you’re stuck with your 8 cube ice tray you can selectively fill and empty each cube. If your program only ever needs 7 Booleans, you might have to accept the wastage of the other bit. Or maybe you’ll use it in combination with a regular 32 bit int to keep track of a 33bit integer value. Lot of work though, writing an adaptation that knows to progress onto the 33rd bit rather than just throw an overflow error when you try to add 1 to 4,294,967,295. Memory is plentiful enough that you’d waste the bit, and waste another 31bits using a 64bit integer to hold your 4,294,967,296 value.
Generally, resource is so plentiful these days that we don’t care to waste a few bits.. It isn’t always so, of course: take credit card terminals sending data over slow lines. Every bit counts for speed, so the ancient protocols for info interchange with the bank might well use different bits of the same byte to code up multiple things
For example: is it possible for two applications to use the same byte (e.g. first one uses 4 bits and second one uses other 4)?
No, because hardware and OS memory management these days keeps programs separate for security and stability. In the olden days though, one program could write to another program’s memory (it’s how we cheated at games, see the lives counter go down, just overwrite a new value), so in those days if two programs could behave, and one would only write to the 4 high bits and the other the 4 low bits then yes, they could have shared a byte. Access would probably be whole byte though, so each program would have to read the whole byte, only change its own bits of it, then write the entire result back
And last, but not least - does computer drives really use bytes? Or is it that, for example, bits 1-8 belong to something, next to them there are some 3 random bits and bits 12-20 belong to something different?
Probably not, but you’ll never know because you don’t get to peek to that level of abstraction enough to see the disk laid out as a sequence of bits and know where the byte boundaries are, or sector boundaries, and whether this logical sector follows that logical sector, or whether a defect in the disk surface means the sectors don’t follow on from each other. You don’t typically care though, because you treat the drive as a contiguous array of bytes (etc) and let its controller worry about where the bits are

differences between random and urandom

I'm trying to find out the differences between /dev/random and /dev/urandom files
What are the differences between /dev/random and /dev/urandom?
When should I use them?
when should I not use them?
Using /dev/random may require waiting for the result as it uses so-called entropy pool, where random data may not be available at the moment.
/dev/urandom returns as many bytes as user requested and thus it is less random than /dev/random.
As can be read from the man page:
random
When read, the /dev/random device will only return random bytes within
the estimated number of bits of noise in the entropy pool. /dev/random
should be suitable for uses that need very high quality randomness
such as one-time pad or key generation. When the entropy pool is
empty, reads from /dev/random will block until additional
environmental noise is gathered.
urandom
A read from the /dev/urandom device will not block waiting for more
entropy. As a result, if there is not sufficient entropy in the
entropy pool, the returned values are theoretically vulnerable to a
cryptographic attack on the algorithms used by the driver. Knowledge
of how to do this is not available in the current unclassified
literature, but it is theoretically possible that such an attack may
exist. If this is a concern in your application, use /dev/random
instead.
For cryptographic purposes you should really use /dev/random because of nature of data it returns. Possible waiting should be considered as acceptable tradeoff for the sake of security, IMO.
When you need random data fast, you should use /dev/urandom of course.
Source: Wikipedia page, man page
Always use /dev/urandom.
/dev/urandom and /dev/random use the same random number generator. They both are seeded by the same entropy pool. They both will give an equally random number of an arbitrary size. They both can give an infinite amount of random numbers with only a 256 bit seed. As long as the initial seed has 256 bits of entropy, you can have an infinite supply of arbitrarily long random numbers. You gain nothing from using /dev/random. The fact that there's two devices is a flaw in the Linux API.
If you are concerned about entropy, using /dev/random is not going to fix that. But it will slow down your application while not generating numbers anymore random than /dev/urandom. And if you aren't concerned about entropy, why are you using /dev/random at all?
Here's a much better/indepth explanation on why you should always use /dev/urandom: http://www.2uo.de/myths-about-urandom/
The kernel developers are discussing removing /dev/random: https://lwn.net/SubscriberLink/808575/9fd4fea3d86086f0/
What are the differences between /dev/random and /dev/urandom?
/dev/random and /dev/urandom are interfaces to the kernel's random number generator:
Reading returns a stream of random bytes strong enough for use in cryptography
Writing to them will provide the kernel data to update the entropy pool
When it comes to the differences, it depends on the operation system:
On Linux, reading from /dev/random may block, which limits its use in practice considerably
On FreeBSD, there is none. /dev/urandom is just a symbolic link to /dev/random.
When should I use them?
When should I not use them?
It is very difficult to find a use case where you should use /dev/random over /dev/urandom.
Danger of blocking:
This is a real problem that you will have to face when you decide to use /dev/random. For single usages like ssh-keygen it should be OK to wait for some seconds, but for most other situations it will be not an option.
If you use /dev/random, you should open it in nonblocking mode and provide some sort of user notification if the desired entropy is not immediately available.
Security:
On FreeBSD, there is no difference anyway, but also in Linux /dev/urandom is considered secure for almost all practical cases (e.g, Is a rand from /dev/urandom secure for a login key? and Myths about /dev/urandom).
The situations where it could make a difference are edge cases like a fresh Linux installation. To cite from the Linux man page:
The /dev/random interface is considered a legacy interface, and /dev/urandom is preferred and sufficient in
all use cases, with the exception of applications which require randomness during early boot time; for
these applications, getrandom(2) must be used instead, because it will block until the entropy pool is initialized.
If a seed file is saved across reboots as recommended below (all major Linux distributions have done this
since 2000 at least), the output is cryptographically secure against attackers without local root access as
soon as it is reloaded in the boot sequence, and perfectly adequate for network encryption session keys.
Since reads from /dev/random may block, users will usually want to open it in nonblocking mode (or perform
a read with timeout), and provide some sort of user notification if the desired entropy is not immediately available.
Recommendation
As a general rule, /dev/urandomshould be used for everything except long-lived GPG/SSL/SSH keys.
Short answer
Use /dev/urandom
Long Answer
They are both fed by the same cryptographically secure pseudorandom number generator (CSPRNG). The fact that /dev/random waits for entropy (or more specifically, waits for the system's estimation of its entropy to reach an appropriate level) only makes a difference when you are using a information-theoretically secure algorithm, as opposed to a computationally secure algorithm. The former encompasses algorithms that you probably aren't using, such as Shamir's Secret Sharing and the One-time pad. The latter contains algorithms that you actually use and care about, such as AES, RSA, Diffie-Hellman, OpenSSL, GnuTLS, etc.
So it doesn't matter if you use numbers from /dev/random since they're getting pumped out of a CSPRNG anyway, and it is "theoretically possible" to break the algorithms that you're likely using them with anyway.
Lastly, that "theoretically possible" bit means just that. In this case, that means using all of the computing power in the world, for the amount of time that that the universe has existed to crack the application.
Therefore, there is pretty much no point in using /dev/random
So use /dev/urandom
Sources
1
2
3

How to select the most powerful OpenCL device?

My computer has both an Intel GPU and an NVIDIA GPU. The latter is much more powerful and is my preferred device when performing heavy tasks. I need a way to programmatically determine which one of the devices to use.
I'm aware of the fact that it is hard to know which device is best suited for a particular task. What I need is to (programmatically) make a qualified guess using the variables listed below.
How would you rank these two devices? Intel HD Graphics 4400 to the left, GeForce GT 750M to the right.
GlobalMemoryCacheLineSize 64 vs 128
GlobalMemoryCacheSize 2097152 vs 32768
GlobalMemorySize 1837105152 vs 4294967296
HostUnifiedMemory true vs false
Image2DMaxHeight 16384 vs 32768
Image2DMaxWidth 16384 vs 32768
Image3DMaxDepth 2048 vs 4096
Image3DMaxHeight 2048 vs 4096
Image3DMaxWidth 2048 vs 4096
LocalMemorySize 65536 vs 49152
MaxClockFrequency 400 vs 1085
MaxComputeUnits 20 vs 2
MaxConstantArguments 8 vs 9
MaxMemoryAllocationSize 459276288 vs 1073741824
MaxParameterSize 1024 vs 4352
MaxReadImageArguments 128 vs 256
MaxSamplers 16 vs 32
MaxWorkGroupSize 512 vs 1024
MaxWorkItemSizes [512, 512, 512] vs [1024, 1024, 64]
MaxWriteImageArguments 8 vs 16
MemoryBaseAddressAlignment 1024 vs 4096
OpenCLCVersion 1.2 vs 1.1
ProfilingTimerResolution 80 vs 1000
VendorId 32902 vs 4318
Obviously, there are hundreds of other devices to consider. I need a general formula!
You can not have a simple formula to calculate an index from that parameters.
Explanation
First of all let me assume you can trust collected data, of course if you read 2 for MaxComputeUnits but in reality it's 80 then there is nothing you can do (unless you have your own database of cards with all their specifications).
How can you guess if you do not know task you have to perform? It may be something highly parallel (then more units may be better) or a raw brute calculation (then higher clock frequency or bigger cache may be better). As for normal CPU number of threads isn't the only factor you have to consider for parallel tasks. Just to mention few things you have to consider:
Cache: how much local data each task works with?
Memory: shared with CPU? How many concurrent accesses compared to parallel tasks?
Instruction set: do you need something specific that increases speed even if other parameters aren't so good?
Misc stuff: do you have some specific requirement, for example size of something that must be supported and a fallback method makes everything terribly slow?
To make it short: you can not calculate an index in a reliable way because factors are too many and they're strongly correlated (for example high parallelism may be slowed by small cache or slow memory access but a specific instruction, if supported, may give you great performance even if all other parameters are poor).
One Possible Solution
If you need a raw comparison you may even simply do MaxComputeUnits * MaxClockFrequency (and it may even be enough for many applications) but if you need a more accurate index then don't think it'll be an easy task and you'll get a general purpose formula like (a + b / 2)^2, it's not and results will be very specific to task you have to accomplish.
Write a small test (as much similar as possible to what your task is, take a look to this post on SO) and run it with many cards, with a big enough statistic you may extrapolate an index from an unknown set of parameters. Algorithms can become pretty complex and there is a vast literature about this topic so I won't even try to repeat them here. I would start with Wikipedia article as summary to other more specific papers. If you need an example of what you have to do you may read Exploring the Multiple-GPU Design Space.
Remember that more variables you add to your study more results quality will be unstable, less parameters you use less results will be accurate. To better support extrapolation:
After you collected enough data you should first select and reduce variables with some pre-analysis to a subset of them including only what influences more your benchmark results (for example MaxGroupSize may not be so relevant). This phase is really important and decisions should be made with statistic tools (you may for example calculate p-value).
Some parameters may have a great variability (memory size, number of units) but analysis would be easier with less values (for example [0..5) units, [5..10) units, [10..*) units). You should then partition data (watching their distribution). Different partitions may lead to very different results so you should try different combinations.
There are many other things to consider, a good book about data mining would help you more than 1000 words written here.
As #Adriano as pointed out, there are many things to take into considerations...too many things.
But I can think of few things (and easier things that could be done) to help you out (not to completely solve your problem) :
OCL Version
First thing first, which version of OCL do you need (not really related to performance). But if you use some feature of OCL 1.2...well problem solved
Memory or computation bound
You can usually (and crudely) categorized your algorithms in one of these two categories: memory bounded or computation bounded. In the case it's memory bound (with a lot of transfers between host and device) probably the most interesting info would be the device with Host Unified Memory. If not, the most powerful processors most probably would be more interesting.
Rough benchmark
But most probably it wouldn't be as easy to choose in which category put your application.
In that case you could make a small benchmark. Roughly, this benchmark would test different size of data (if your app has to deal with that) on dummy computations which would more or less match the amount of computations your application requires (estimated by you after you completed the development of your kernels). You could log the point where the amount of data is so big that it cancels the device most powerful but connected via PCIe.
GPU Occupancy
Another very important thing when programming on GPUs is the GPU occupancy. The higher, the best. NVIDIA provides an Excel file that calculates the occupancy based on some input. Based on these concepts, you could more or less reproduce the calculation of the occupancy (some adjustment will most probably needed for other vendors) for both GPUs and choose the one with the highest.
Of course, you need to know the values of these inputs. Some of them are based on your code, so you can calculate them before hands. Some of them are linked to the specs of the GPU. You can query some of them as you already did, for some others you might need to hardcode the values in some files after some googling (but at least you don't need to have these GPUs at hands to test on them). Last but not least, don't forget that OCL provides the clGetKernelWorkGroupInfo() which can provide you some info such as the amount of local or private memory needed by a specific kernel.
Regarding the info about the local memory please note that remark from the standard:
If the local memory size, for any pointer argument to the kernel
declared with the __local address qualifier, is not specified, its
size is assumed to be 0.
So, it means that this info could be useless if you have first to dynamically compute the size from the host side. A work-around for that could be to use the fact that the kernels are compiled in JIT. The idea here would be to use the preprocessor option -D when calling clBuildProgram() as I explained here. This would give you something like:
#define SIZE
__mykernel(args){
local myLocalMem[SIZE];
....
}
And what if the easier was:
After all the blabla. I'm guessing that you worry about this because you might want to ship your application to some users without knowing what hardware they have. Would it be very inconvenient (at install time or maybe after by providing them a command or a button) to simply run you application with dummy generated data to measure which device performed better and simply log it in a config file?
Or maybe:
Sometime, depending on you specific problem (that could not involve to many syncs) you don't have to choose. Sometime, you could just simply split the work between the two devices and use both...
Why guess? Choose dynamically on your hardware of the day: Take the code you wish to run on the "best" GPU and run it, on a small amount of sample data, on each available GPU. Whichever finishes first: use it for the rest of your calculations.
I'm loving all of the solutions so far. If it is important to make the best device selection automatically, that's how to do it (weight the values based on your usage needs and take the highest score).
Alternatively, and much simpler, is to just take the first GPU device, but also have a way for the user to see the list of compatible devices and change it (either right away or on the next run).
This alternative is reasonable because most systems only have one GPU.

Processor architecture

While HDDs evolve and offer more and more space on less room, why are we "sticking with" 32-bit or 64-bit?
Why can't there be a e.g.: 128-bit processor?
(This is not my homework; I'm just a student interested beyond the things they teach us in informatics)
Because the difference between 32-bit and 64-bit is astronomical - it's really the difference between 232 (a ten-digit number in the billions) and 264 (a twenty-digit number in the squillions :-).
64 bits will be more than enough for decades to come.
There's very little need for this, when do you deal with numbers that large? The current addressable memory space available to 64-bit is well beyond what any machine can handle for at least a few years...and beyond that it's probably more than any desktop will hold for quite a while.
Yes, desktop memory will continue to increase, but 4 billion times what it is now? That's going to take a while...sure we'll get to 128-bit, if the whole current model isn't thrown out before then, which I see equally as likely.
Also, it's worth noting that upgrading something from 32-bit to 64-bit puts you in a performance hole immediately in most scenarios (this is a major reason Visual Studio 2010 remains 32-bit only). The same will happen with 64-bit to 128-bit. The more small objects you have, the more pointers, which are now twice as large, that's more data to pass around to do the same thing, especially if you don't need that much addressable memory space.
When we talk about an n-bit architecture we are often conflating two rather different things:
(1) n-bit addressing, e.g. a CPU with 32-bit address registers and a 32-bit address bus can address 4 GB of physical memory
(2) size of CPU internal data paths and general purpose registers, e.g. a CPU with 32-bit internal architecture has 32-bit registers, 32-bit integer ALUs, 32-bit internal data paths, etc
In many cases (1) and (2) are the same, but there are plenty of exceptions and this may become increasingly the case, e.g. we may not need more than 64-bit addressing for the forseeable future, but we may want > 64 bits for registers and data paths (this is already the case with many CPUs with SIMD support).
So, in short, you need to be careful when you talk about, e.g. a "64-bit CPU" - it can mean different things in different contexts.
Cost. Also, what do you think the 128-bit architecture will get you? Memory addressing and such, but to handle it effectively, you need higher bandwidth buses and basically some new instruction languages that handle it. 64-bit is more than enough for addressing (18446744073709551616 bytes).
HDDs still have a bit of ground to catchup to RAM and such. They're still going to be the IO bottleneck I think. Plus, newer chips are just supporting more cores rather than making a massive change to the language.
Well, I happen to be a professional computer architect (my inventions are probably in the computer you are reading this on), and although I have not yet been paid to work on any processor with more than 64 bits of address, I know some of my friends who have been.
And I have been playing around with 128 bit architectures for fun for a few decades.
I.e. its already happening.
Actually, it has already happened to a limited extent. The HP Precision Architecture, Intel Itanium, and the higher end versions of the IBM Power line, have what I call a folded virtual memory. I have described these elsewhere, e.g. in comp.arch posts in some details, http://groups.google.com/group/comp.arch/browse_thread/thread/53a7396f56860e17/f62404dd5782f309?lnk=gst&q=folded+virtual+memory#f62404dd5782f309
I need to create a comp-arch.net wiki post for these.
But you can get the manuals for these processors and read them yourself.
E.g. you might start with a 64 bit user virtual address.
The upper 8 bits may be used to index a region table, that returns an upper 24 bits that is concatenated with the remaining 64-8=56 bits to produce an 80 bit expanded virtual address. Which is then translated by TLBs and page tables and hash lookups, as usual,
to whatever your physical address is.
Why go from 64->80?
One reason is shared libraries. You may want to have the shared libraries to stay at the same expanded virtual address in all processors, so that you cam share TLB entries. But you may be required, by your language tools, to relocate them to different user virtual addresses. Folded virtual addresses allow this.
Folded virtual addresses are not true >64 bit virtual addresses usable by the user.
For that matter, there are many proposals for >64 bit pointers: e.g. I worked on one where a pointer consisted of a 64bit address, and 64 bit lower and upper bounds, and metadata, for a total of 128 bits. Bounds checking. But, although these have >64 bit pointers or capabilities, they are not truly >64 bit virtual addresses.
Linus posts about 128 bit virtual addresses at http://www.realworldtech.com/beta/forums/index.cfm?action=detail&id=103574&threadid=103545&roomid=2
I'd also like to offer a computer architect's view of why 128bit is impractical at the moment:
Energy cost. See Bill Dally's presentations on how today, most energy in processors is spent moving data around (dissipated in the wires). However, since the most significant bits of a 128bit computation should change little, it should mitigate this problem.
Most arithmetic operations have a non-linear cost w.r.t operand size:
a. A tree multiplier has space complexity n^2, w.r.t. number of bits.
b. The delay of a hierarchical carry look ahead adder is Log[n] w.r.t number of bits (I think). So a 128bit adder will be slower than a 64bit add. Can anyone give some hard numbers (Log[n] seems very cheap) ?
Few programs use 128bit integers or quad precision floating point, and when they do, there are efficient ways to compose them from 32 or 64bit ops.
The next big thing in processor's architecture will be quantum computing. Instead of beeing just 0 or 1, a qbit has a probability of being 0 or 1.
This will lead to huge improvements in the performance of algorithm (for instance, it will be very easy to crack down any RSA private/public key).
Check http://en.wikipedia.org/wiki/Quantum_computer for more information and see you in 15 years ;-)
The main need for a 64 bit processor is to address more memory - and that is the driving force to switch to 64 bit. On 32 bit systems, you can really only address 4Gb of RAM, at least per process. 4Gb is not much.
64 bits give you an address space of several petabytes.(though, a lot of current 64 bit hardware can address "only" 48 bits - thats still enough to support 256 terrabytes of ram though).
Upping the natural integer sizes for a processor does not automatically make it "better" though. There are tradeoffs. With 128bit you'd need twice as much storage(registers/ram/caches/etc.) compared to 64 bit for common data types - with all the drawback that might have - more ram needed to store data, more data to transmit = slower, wider buses might requires more physical space/perhaps more power, etc.

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