Hubert Matthews describes some of the problems encountered in multithreading and discusses how to avoid them through appropriate design choices.
Paul Butcher discusses difficulties with concurrency and some of the alternatives that help with this, focusing on Actors and how they help deal with threads and locks and make code clearer.
Sadek Drobi discusses how to use Futures and Iteratees to deal with blocking threads in a system with many IO calls and heavy threads.
Saul Mora discusses using some of the patterns from the Design Pattern book today, and applying patterns in a multicore world.
Andrew Sheppard overviews the driving forces behind GPU’s adoption by the financial industry, and explains the use of the Monte Carlo technique on GPUs.