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  • BLAS and CUBLAS

    - by Nils
    I'm wondering about Nvidia's CUBLAS Library. Does anybody have experience with it? For example if I write a C program using BLAS will I be able to replace the calls to BLAS with calls to CUBLAS? Or even better implement a mechanism which let's the user choose at runtime? What about if I use the BLAS Library provided by Boost with C++?

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  • Can any genius out there turn this code from generating permutation to generating combination?

    - by mark
    #include <string> int main(int,char**) { std::string default_str = "12345"; int perm=1, digits=default_str.size(); for (int i=1;i<=digits;perm*=i++); for (int a=0;a<perm;a++) { std::string avail=default_str; for (int b=digits,div=perm;b>0; b--) { div/=b; int index = (a/div)%b; printf("%c", avail[index] ); avail.erase(index,1) ; } printf("\n"); } printf("permutations:%d\n",perm); while(1); }

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  • graph algorithms on GPU

    - by scatman
    the current GPU threads are somehow limited (memory limit, limit of data structures, no recursion...). do you think it would be feasible to implement a graph theory problem on GPU. for example vertex cover? dominating set? independent set? max clique?.... is it also feasible to have branch-and-bound algorithms on GPUs? Recursive backtracking?

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  • Array subscript is not an integer

    - by Dimitri
    Hello folks, following this previous question Malloc Memory Corruption in C, now i have another problem. I have the same code. Now I am trying to multiply the values contained in the arrays A * vc and store in res. Then A is set to zero and i do a second multiplication with res and vc and i store the values in A. (A and Q are square matrices and mc and vc are N lines two columns matrices or arrays). Here is my code : int jacobi_gpu(double A[], double Q[], double tol, long int dim){ int nrot, p, q, k, tid; double c, s; double *mc, *vc, *res; int i,kc; double vc1, vc2; mc = (double *)malloc(2 * dim * sizeof(double)); vc = (double *)malloc(2 * dim * sizeof(double)); vc = (double *)malloc(dim * dim * sizeof(double)); if( mc == NULL || vc == NULL){ fprintf(stderr, "pb allocation matricre\n"); exit(1); } nrot = 0; for(k = 0; k < dim - 1; k++){ eye(mc, dim); eye(vc, dim); for(tid = 0; tid < floor(dim /2); tid++){ p = (tid + k)%(dim - 1); if(tid != 0) q = (dim - tid + k - 1)%(dim - 1); else q = dim - 1; printf("p = %d | q = %d\n", p, q); if(fabs(A[p + q*dim]) > tol){ nrot++; symschur2(A, dim, p, q, &c, &s); mc[2*tid] = p; vc[2 * tid] = c; mc[2*tid + 1] = q; vc[2*tid + 1] = -s; mc[2*tid + 2*(dim - 2*tid) - 2] = p; vc[2*tid + 2*(dim - 2*tid) - 2 ] = s; mc[2*tid + 2*(dim - 2*tid) - 1] = q; vc[2 * tid + 2*(dim - 2*tid) - 1 ] = c; } } for( i = 0; i< dim; i++){ for(kc=0; kc < dim; kc++){ if( kc < floor(dim/2)) { vc1 = vc[2*kc + i*dim]; vc2 = vc[2*kc + 2*(dim - 2*kc) - 2]; }else { vc1 = vc[2*kc+1 + i*dim]; vc2 = vc[2*kc - 2*(dim - 2*kc) - 1]; } res[kc + i*dim] = A[mc[2*kc] + i*dim]*vc1 + A[mc[2*kc + 1] + i*dim]*vc2; } } zero(A, dim); for( i = 0; i< dim; i++){ for(kc=0; kc < dim; k++){ if( k < floor(dim/2)){ vc1 = vc[2*kc + i*dim]; vc2 = vc[2*kc + 2*(dim - 2*kc) - 2]; }else { vc1 = vc[2*kc+1 + i*dim]; vc2 = vc[2*kc - 2*(dim - 2*kc) - 1]; } A[kc + i*dim] = res[mc[2*kc] + i*dim]*vc1 + res[mc[2*kc + 1] + i*dim]*vc2; } } affiche(mc,dim,2,"Matrice creuse"); affiche(vc,dim,2,"Valeur creuse"); } free(mc); free(vc); free(res); return nrot; } When i try to compile, i have this error : jacobi_gpu.c: In function ‘jacobi_gpu’: jacobi_gpu.c:103: error: array subscript is not an integer jacobi_gpu.c:103: error: array subscript is not an integer jacobi_gpu.c:118: error: array subscript is not an integer jacobi_gpu.c:118: error: array subscript is not an integer make: *** [jacobi_gpu.o] Erreur 1 The corresponding lines are where I store the results in res and A : res[kc + i*dim] = A[mc[2*kc] + i*dim]*vc1 + A[mc[2*kc + 1] + i*dim]*vc2; and A[kc + i*dim] = res[mc[2*kc] + i*dim]*vc1 + res[mc[2*kc + 1] + i*dim]*vc2; Can someone explain me what is this error and how can i correct it? Thanks for your help. ;)

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  • segmented reduction with scattered segments

    - by Christian Rau
    I got to solve a pretty standard problem on the GPU, but I'm quite new to practical GPGPU, so I'm looking for ideas to approach this problem. I have many points in 3-space which are assigned to a very small number of groups (each point belongs to one group), specifically 15 in this case (doesn't ever change). Now I want to compute the mean and covariance matrix of all the groups. So on the CPU it's roughly the same as: for each point p { mean[p.group] += p.pos; covariance[p.group] += p.pos * p.pos; ++count[p.group]; } for each group g { mean[g] /= count[g]; covariance[g] = covariance[g]/count[g] - mean[g]*mean[g]; } Since the number of groups is extremely small, the last step can be done on the CPU (I need those values on the CPU, anyway). The first step is actually just a segmented reduction, but with the segments scattered around. So the first idea I came up with, was to first sort the points by their groups. I thought about a simple bucket sort using atomic_inc to compute bucket sizes and per-point relocation indices (got a better idea for sorting?, atomics may not be the best idea). After that they're sorted by groups and I could possibly come up with an adaption of the segmented scan algorithms presented here. But in this special case, I got a very large amount of data per point (9-10 floats, maybe even doubles if the need arises), so the standard algorithms using a shared memory element per thread and a thread per point might make problems regarding per-multiprocessor resources as shared memory or registers (Ok, much more on compute capability 1.x than 2.x, but still). Due to the very small and constant number of groups I thought there might be better approaches. Maybe there are already existing ideas suited for these specific properties of such a standard problem. Or maybe my general approach isn't that bad and you got ideas for improving the individual steps, like a good sorting algorithm suited for a very small number of keys or some segmented reduction algorithm minimizing shared memory/register usage. I'm looking for general approaches and don't want to use external libraries. FWIW I'm using OpenCL, but it shouldn't really matter as the general concepts of GPU computing don't really differ over the major frameworks.

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  • Conversion from C code to CudaC code I get unpredictable results

    - by Abhi
    include include include include define pi 3.14159265359 lo*lo*p-2*mu,freq=2.25*1e6,wavelength=(long double)lo/freq,dh=(long double)wavelength/ 30.0,dt=(long double)dh/(lo*1.5); (1000*dh)); (p*dh),lambdaplus2mudtbydh=(lambda+2*mu)*dt/dh,lambdadtbydh=lambda*dt/dh,dtmubydh=dt*mu/ dh; double**U,long double**V){ for(int k=0,l=0;k<=yno-1 && l<=yno;k++,l++){ U[i+1][l]+=dtbyrhodh*(X[i+1][l+1]-X[i+1][l]+Z[i+1][l]- Z[i][l]); [k+1]-Y[j][k+1]); } double**U,long double**V){ for(int k=0,l=0;k<=yno-1 && l<=yno;k++,l++){ U[i+1][k])+lambdadtbydh*(V[i+1][k+1]-V[i][k+1]); V[i][k+1])+lambdadtbydh*(U[i+1][k+1]-U[i+1][k]); U[j][l]); int main(){ clock_t start,end; long double time_taken; start=clock(); long double **X,**Y,**U,**V,**Z;int n=1; X=Make2DDoubleArray(xno+2,yno+2); Y=Make2DDoubleArray(xno+2,yno+2); Z=Make2DDoubleArray(xno+1,yno+1); U=Make2DDoubleArray(xno+2,yno+2); V=Make2DDoubleArray(xno+2,yno+2); for (n=1;n<=timesteps;n++){ } end=clock(); time_taken=(long double)(end-start)/CLOCKS_PER_SEC; printf("Time elapsed is %Lf\nGRID Size:%Lf*%Lf\nTime Steps Taken:%d\n",time_taken,(xno),floor(yno),n); return 0; }

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  • What's the most trivial function that would benfit from being computed on a GPU?

    - by hanDerPeder
    Hi. I'm just starting out learning OpenCL. I'm trying to get a feel for what performance gains to expect when moving functions/algorithms to the GPU. The most basic kernel given in most tutorials is a kernel that takes two arrays of numbers and sums the value at the corresponding indexes and adds them to a third array, like so: __kernel void add(__global float *a, __global float *b, __global float *answer) { int gid = get_global_id(0); answer[gid] = a[gid] + b[gid]; } __kernel void sub(__global float* n, __global float* answer) { int gid = get_global_id(0); answer[gid] = n[gid] - 2; } __kernel void ranksort(__global const float *a, __global float *answer) { int gid = get_global_id(0); int gSize = get_global_size(0); int x = 0; for(int i = 0; i < gSize; i++){ if(a[gid] > a[i]) x++; } answer[x] = a[gid]; } I am assuming that you could never justify computing this on the GPU, the memory transfer would out weight the time it would take computing this on the CPU by magnitudes (I might be wrong about this, hence this question). What I am wondering is what would be the most trivial example where you would expect significant speedup when using a OpenCL kernel instead of the CPU?

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  • Sorting by key > 10 integer sequences. with thrust

    - by smilingbuddha
    I want to perform a sort_by_key where I have a single key-sequence and multiple value sequences. One usually performs this with sort_by_key( key, key + N, make_zip_iterator( make_tuple(x1 , x2 , ...) ) ) However I want to perform a sort with 10 sequences each of length N. Thrust does not support tuples of size = 10. So is there a way around this ? Of course one can keep a separate copy of the key vector and perform sorts on bunches of 10 sequences. But I would like to do everything in a single call.

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  • How to implement HeightMap smoothing using Thrust

    - by igal k
    I'm trying to implement height map smoothing using Thrust. Let's say I have a big array ( around 1 million floats). A known graphics algorithm to implement the above problem is to calculate the average around a given cell. If for example I need to calculate the value at a given cell[i,j] what I will basically do is: cell[i,j] = cell[i-1,j-1] + cell[i-1,j] + cell[i-1,j+1] + cell[i,j-1] + cell[i,j+1] + cell[i+1,j -1] + cell[i+1,j] + cell[i+1,j+1] cell[i,j] /=9 That's the CPU code. Is there a way to implement it using thrust? I know that I could use the transform algorithm. But I'm not sure it's correct to access different cells which are occupied but different threads (banks conflicts and so on).

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  • thrust::unique_by_key eating up last element

    - by Programmer
    Please consider the below simple code: thrust::device_vector<int> positions(6); thrust::sequence(positions.begin(), positions.end()); thrust::pair<thrust::device_vector<int>::iterator, thrust::device_vector<int>::iterator > end; //copyListOfNgramCounteachdoc contains: 0,1,1,1,1,3 end.first = copyListOfNgramCounteachdoc.begin(); end.second = positions.begin(); for(int i =0 ; i < numDocs; i++){ end= thrust::unique_by_key(end.first, end.first + 3,end.second); } int length = end.first - copyListOfNgramCounteachdoc.begin() ; cout<<"the value of end -s is: "<<length; for(int i =0 ; i< length ; i++){ cout<<copyListOfNgramCounteachdoc[i]; } I expected the output to be 0,1,1,3 of this code; however, the output is 0,1,1. Can anyone let me know what I am missing? Note: the contents of copyListOfNgramCounteachdoc is 0,1,1,1,1,3 . Also the type of copyListOfNgramCounteachdoc is thrust::device_vector<int>.

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  • jcuda library usage problem

    - by user513164
    hi m very new to java and Linux i have a code which is taken from examples of jcuda.the code is following import jcuda.CUDA; import jcuda.driver.CUdevprop; import jcuda.driver.types.CUdevice; public class EnumDevices { public static void main(String args[]) { //Init CUDA Driver CUDA cuda = new CUDA(true); int count = cuda.getDeviceCount(); System.out.println("Total number of devices: " + count); for (int i = 0; i < count; i++) { CUdevice dev = cuda.getDevice(i); String name = cuda.getDeviceName(dev); System.out.println("Name: " + name); int version[] = cuda.getDeviceComputeCapability(dev); System.out.println("Version: " + String.format("%d.%d", version[0], version[1])); CUdevprop prop = cuda.getDeviceProperties(dev); System.out.println("Clock rate: " + prop.clockRate + " MHz"); System.out.println("Threads per block: " + prop.maxThreadsPerBlock); } } } I'm using Ubuntu as my operating system i compiled it with following command 1:-javac -cp /home/manish.yadav/Desktop/JCuda-All-0.3.2-bin-linux-x86_64 EnumDevices i got following error error: Class names, 'EnumDevices', are only accepted if annotation processing is explicitly requested 1 error i don't know what is the meaning of this error.what should i do to compile the program than i changed the compiling option which is javac -cp /home/manish.yadav/Desktop/JCuda-All-0.3.2-bin-linux-x86_64 EnumDevices.java than i got following error EnumDevices.java:36: clockRate is not public in jcuda.driver.CUdevprop; cannot be accessed from outside package System.out.println("Clock rate: " + prop.clockRate + " MHz"); ^ EnumDevices.java:37: maxThreadsPerBlock is not public in jcuda.driver.CUdevprop; cannot be accessed from outside package System.out.println("Threads per block: " + prop.maxThreadsPerBlock); ^ 2 errors Now I'm completely confused i don't know what to do? how to compile this program ? how to install the jcuda package or how to use it ? how to use package which have only jar files and .so files and the jar files don't having manifest file ? please help me

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  • how to set environment variable in eric IDE

    - by ng0323
    I have no problem running a python script from the terminal, but in eric IDE, I am getting this error: ImportError libcudart.so.6.0: cannot open shared object file: No such file or directory Perhaps it's an enviroment variable that needs to be set. In eric, when I run script, I filled in the environment option as follows. I tried set PATH = usr/local/cuda-6.0/bin or PATH = /usr/local/cuda-6.0/bin or just /usr/local/cuda-6.0/bin and they all didn't work.

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  • VS2008: Add custom build rule to a Property Sheet (vsprops)?

    - by shoosh
    I'm using the CUDA .rules file which comes with the CUDA SDK for custom build steps in my project. To save on property duplication I'd like to define the properties of the CUDA rule in a .vsprops file. For some reason, the CUDA rule branch of the properties tree does not show under any of my property sheets, only under the main configurations sheets. I tried editing the .vsprops with a text edition and add the section by hand but there is no change it still does't show when in visual studio. Is there a way to do this?

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  • Nvidia Linux Driver Huge Resolution

    - by darxsys
    I'm trying to setup a working CUDA SDK on my Linux Mint. I'm new to Linux and everything connected with it. So, I tried following some steps on how to install CUDA. Firstly, I downloaded a Linux driver from here: http://developer.nvidia.com/cuda/cuda-downloads version 295.41. After that, I barely found a way to run it. I did it like this: 1. typed in sudo init 1 in terminal and switched to root 2. typed service mdm stop 3. ran the *.run file downloaded from the link above Then it started installing the driver. It gave some warning messages, but I ignored it. After installation, I typed init 5 and it came back to GUI screen, BUT everything is huge. I restarted, still huge. My screen resolution is 640x480 on a 17 inch laptop monitor. I tried running Nvidia X Server Settings, but it says: "You do not appear to be using Nvidia X Driver. Please edit your X configuration file." I tried that. Nothing happened. I cant change the resolution because that Nvidia Settings thing gives no options. Then I googled some things, installing some packages - nothing. The biggest problem is I don't understand whats really going on. My laptop is a Samsung with i7 and Nvidia Gt 650M with optimus. I cant even install bumblebee, but that is something I will try if I manage to get my resolution to default. Please, help!

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  • How can a large, Fortran-based number crunching codebase be modernized?

    - by Dave Mateer
    A friend in academia asked me for advice (I'm a C# business application developer). He has a legacy codebase which he wrote in Fortran in the medical imaging field. It does a huge amount of number crunching using vectors. He uses a cluster (30ish cores) and has now gone towards a single workstation with 500ish GPUS in it. However where to go next with the codebase so: Other people can maintain it over next 10 year cycle Get faster at tweaking the software Can run on different infrastructures without recompiles After some research from me (this is a super interesting area) some options are: Use Python and CUDA from Nvidia Rewrite in a functional language. For example, F# or Haskell Go cloud based and use something like Hadoop and Java Learn C What has been your experience with this? What should my friend be looking at to modernize his codebase? UPDATE: Thanks @Mark and everyone who has answered. The reasons my friend is asking this question is that it's a perfect time in the projects lifecycle to do a review. Bringing research assistants up to speed in Fortran takes time (I like C#, and especially the tooling and can't imagine going back to older languages!!) I liked the suggestion of keeping the pure number crunching in Fortran, but wrapping it in something newer. Perhaps Python as that seems to be getting a stronghold in academia as a general-purpose programming language that is fairly easy to pick up. See Medical Imaging and a guy who has written a Fortran wrapper for CUDA, Can I legally publish my Fortran 90 wrappers to Nvidias' CUFFT library (from the CUDA SDK)?.

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  • How to test video card memory

    - by oki
    I want to test the memory of my video card because lastly there are vertical lines on my screen. I do some basic troubleshoot and it seems that the problem is in video card. Therefore, I want to validate the error at the video card by using a video card memory test program. I find one that is used for nvidia card with CUDA support, but my card is Nvidia GeForce 7600 without CUDA support.

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  • TMS320C64x Quick start reference for porgrammers

    - by osgx
    Hello Is thare any quickstart guide for programmers for writing DSP-accelerated appliations for TMS320C64x? I have a program with custom algorythm (not the fft, or usial filtering) and I want to accelerate it using multi-DSP coprocessor. So, how should I modify source to move computation from main CPU to DSPs? What limitations are there for DSP-running code? I have some experience with CUDA. In CUDA I should mark every function as being host, device, or entry point for device (kernel). There are also functions to start kernels and to upload/download data to/from GPU. There are also some limitations, for device code, described in CUDA Reference manual. I hope, there is an similar interface and a documentation for DSP.

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  • CodePlex Daily Summary for Sunday, February 27, 2011

    CodePlex Daily Summary for Sunday, February 27, 2011Popular ReleasesVidCoder: 0.8.2: Updated auto-naming to handle seconds and frames ranges as well. Deprecated the {chapters} token for auto-naming in favor of {range}. Allowing file drag to preview window and enabling main window shortcut keys to work no matter what window is focused. Added option in config to enable giving custom names to audio tracks. (Note that these names will only show up certain players like iTunes or on the iPod. Players that support custom track names normally may not show them.) Added tooltips ...DirectQ: Release 1.8.7 Beta 2: Beta 2 release to fix some early reported problems with the original 1.8.7 Beta.Chiave File Encryption: Chiave 0.9.2: Release Notes Application for file encryption and decryption using 512 Bit rijndael encyrption algorithm with simple to use UI. Its written in C# and compiled in .Net version 3.5. It incorporates features of Windows 7 like Jumplists, Taskbar progress and Aero Glass. Now with added support to Windows XP! Change Log from 0.9.1 to 0.9.2: ==================== Added: > Now it displays number of files added in the wizard to the Window Title bar. > Added support to Windows XP. > Minor UI tweaks. I...Claims Based Identity & Access Control Guide: Drop 1 - Claims Identity Guide V2: Highlights of drop #1 This is the first drop of the new "Claims Identity Guide" edition. In this release you will find: All previous samples updated and enhanced. All code upgraded to .NET 4 and Visual Studio 2010. Extensive cleanup. Refactored Simulated Issuers: each solution now gets its own issuers. This results in much cleaner and simpler to understand code. Added Single Sign Out support. Added first sample using ACS ("ACS as a Federation Provider"). This sample extends the ori...Simple Notify: Simple Notify Beta 2011-02-25: Feature: host the service with a single click in console Feature: host the service as a windows service Feature: notification cient application Feature: push client application Feature: push notifications from your powershell script Feature: C# wrapper libraries for your applicationsMono.Addins: Mono.Addins 0.6: The 0.6 release of Mono.Addins includes many improvements, bug fixes and new features: Add-in engine Add-in name and description can now be localized. There are new custom attributes for defining them, and can also be specified as xml elements in an add-in manifest instead of attributes. Support for custom add-in properties. It is now possible to specify arbitrary properties in add-ins, which can be queried at install time (using the Mono.Addins.Setup API) or at run-time. Custom extensio...patterns & practices: Project Silk: Project Silk Community Drop 3 - 25 Feb 2011: IntroductionWelcome to the third community drop of Project Silk. For this drop we are requesting feedback on overall application architecture, code review of the JavaScript Conductor and Widgets, and general direction of the application. Project Silk provides guidance and sample implementations that describe and illustrate recommended practices for building modern web applications using technologies such as HTML5, jQuery, CSS3 and Internet Explorer 9. This guidance is intended for experien...PhoneyTools: Initial Release (0.1): This is the 0.1 version for preview of the features.Minemapper: Minemapper v0.1.5: Now supports new Minecraft beta v1.3 map format, thanks to updated mcmap. Disabled biomes, until Minecraft Biome Extractor supports new format.Smartkernel: Smartkernel: ????,??????Coding4Fun Tools: Coding4Fun.Phone.Toolkit v1.2: New control, Toast Prompt! Removed progress bar since Silverlight Toolkit Feb 2010 has it.Umbraco CMS: Umbraco 4.7: Service release fixing 31 issues. A full changelog will be available with the final stable release of 4.7 Important when upgradingUpgrade as if it was a patch release (update /bin, /umbraco and /umbraco_client). For general upgrade information follow the guide found at http://our.umbraco.org/wiki/install-and-setup/upgrading-an-umbraco-installation 4.7 requires the .NET 4.0 framework Web.Config changes Update the web web.config to include the 4 changes found in (they're clearly marked in...HubbleDotNet - Open source full-text search engine: V1.1.0.0: Add Sqlite3 DBAdapter Add App Report when Query Cache is Collecting. Improve the performance of index through Synchronize. Add top 0 feature so that we can only get count of the result. Improve the score calculating algorithm of match. Let the score of the record that match all items large then others. Add MySql DBAdapter Improve performance for multi-fields sort . Using hash table to access the Payload data. The version before used bin search. Using heap sort instead of qui...DJME - The jQuery extensions for ASP.NET MVC: DJME2 -The jQuery extensions for ASP.NET MVC beta3: Grid jQuery Mvc extension is added,the Grid extension support data binding, server / client (ajax) mode, master/detail view, scrolling, paging, filtering, grouping and sorting. For more product info you can goto http://www.dotnetage.com/djme.htmlSilverlight????[???]: silverlight????[???]2.0: ???????,?????,????????silverlight??????。DBSourceTools: DBSourceTools_1.3.0.0: Release 1.3.0.0 Changed editors from FireEdit to ICSharpCode.TextEditor. Complete re-vamp of Intellisense ( further testing needed). Hightlight Field and Table Names in sql scripts. Added field dropdown on all tables and views in DBExplorer. Added data option for viewing data in Tables. Fixed comment / uncomment bug as reported by tareq. Included Synonyms in scripting engine ( nickt_ch ).IronPython: 2.7 Release Candidate 1: We are pleased to announce the first Release Candidate for IronPython 2.7. This release contains over two dozen bugs fixed in preparation for 2.7 Final. See the release notes for 60193 for details and what has already been fixed in the earlier 2.7 prereleases. - IronPython TeamCaliburn Micro: A Micro-Framework for WPF, Silverlight and WP7: Caliburn.Micro 1.0 RC: This is the official Release Candicate for Caliburn.Micro 1.0. The download contains the binaries, samples and VS templates. VS Templates The templates included are designed for situations where the Caliburn.Micro source needs to be embedded within a single project solution. This was targeted at government and other organizations that expressed specific requirements around using an open source project like this. NuGet This release does not have a corresponding NuGet package. The NuGet pack...Rawr: Rawr 4.0.20 Beta: Rawr is now web-based. The link to use Rawr4 is: http://elitistjerks.com/rawr.phpThis is the Cataclysm Beta Release. More details can be found at the following link http://rawr.codeplex.com/Thread/View.aspx?ThreadId=237262 As of the 4.0.16 release, you can now also begin using the new Downloadable WPF version of Rawr!This is a pre-alpha release of the WPF version, there are likely to be a lot of issues. If you have a problem, please follow the Posting Guidelines and put it into the Issue Trac...PowerGUI Visual Studio Extension: PowerGUI VSX 1.3.2: New FeaturesPowerGUI Console Tool Window PowerShell Project Type PowerGUI 2.4 SupportNew ProjectsAppology SugarSync API: A SugarSync API for Windows Desktop, Silverlight, and Windows Phone 7.CodeField - collection of sample code on algorithms: Collection of sample code on algorithms. It's contributed by myself. There's no plan to release them as a single product or part of it.Donsole: A live debugger console for windows client applications.F# AlgoLib: F# Algorithm Library - fully open source - under constructionFileShred: An easy-to-use secure File ShredderHyperlinked Validation System for WinForms: A very small system for validating complex forms in WinForms. It´s simple to use and takes a massive piece of work.KFtpClient - Ftp client (core et helper): <project name>kFtpClientmanagedCUDA: managedCUDA makes the CUDA Driver API available in .net. It also includes classes for an easy handling and interop with CUDA, i.e. build-in CUDA types like float3, but also classes for thread safe CUDA-context handling.Mini Dots: A simplified dots game with two remote playersMovieCollection: Programm to manage movie filesMSForge NextGen: MSForge NextGen je projekat izrade novog web sajta za MIcrosoft Community u Srbiji, što obuhvata izradu nekoliko wireframe-ova, dizajn Orchard CMS tema, alata za migraciu sadržaja sa starog sajta...OdeToFood: For people who love food ... and code. This is a sample application for ASP.NET MVC 3 using C# and Razor. PanzerTemplate: PanzerTemplate ????? http://zsharedcode.googlecode.com/ ???,??? zsharedcode ? panzer ?????????,??? DataWindowCore,IEBrowser ?,?? panzer ?????,??????????????。 ??????????????,???????????????。Sanal bildirimler: Sanal bildirisilverlight123_Shreous_Internal: This an project developed for internal purposeSkyper: TODOThai Airway & Nok Air WP7 App.: Flight Booking, Flight Info, Flight Check In.TicketValidator: A .net CF application to validate tickets with a barcode. A Denso BHT-420BW is used in my case.Toggl Time Traking for Windows Phone 7: Toggl is a web application that provides an easy way to track time spent on projects. It works well for both teams and freelancers. Unida Gestão Acadêmica: Sistema de Gestão Acadêmica

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  • Should I use OpenGL or DX11 for my game?

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... Physics Engine AI Engine Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • Should I be looking for developers with specific skill sets or generalists that need to learn?

    - by Lostsoul
    Thanks to the great help of this site and SO, I've been able to make a prototype of a software I want to sell but unfortunately although the prototype works I think my code quality is very low. I didn't use much OOP or design patterns so although my code is understandable to me, I think a normal developer would faint if they had to read it. So I wanted to hire a developer to make it a bit more better quality and improve some of my implementations of API's that I may have not done correctly. I'm having problems hiring a developer though. I have met 2 developers and had them read my software specs.The problem is, they lacked my business's domain knowledge(which is completely understandable and no biggie) but they also lacked knowledge of the underlying tech systems I used such as Hadoop, Hbase, Cuda, etc..I spent alot of time explaining map/reduce, bigtables and other technologies I used. I thought it was common knowledge because of my interactions with people on this site but the people I met with mentioned they never had to deal with these things so they didn't know it. My question is, for software projects that are hiring contractor developers is it a danger if the developer does not have experience with the underlying technologies? or can a general developer who is accomplished in another area realistically pick up new technologies? I did a very very quick back of envelope calculation and I think the upfront costs would be similar if I hire a student or developer with no experience in my technologies who will work many hours versus hiring a highly experienced developer who charges double but finishes in half the time but what other risks should I be considering or worried about? Also, should if I do hire a generalist, should I be paying for the time it takes them to learn hadoop or cuda if they are contractors(seems to make business sense but not sure how fair it is to them if they do not use the skill again). I'm a bit confused so any suggestions would be great.

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  • Game Development

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... 1.Physics Engine 2.AI Engine 3.Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • RAR password recovery on GPU using ATI Stream processor

    - by Wajdy Essam
    Hello, I'm newbie in GPU programming , and i work on brute force RAR Password Recovery on ATI Stream Processor using brook+ language, but i see that the kernel written in brook+ language doesn't allow any calling to normal functions (except kernel functions) , my questions is : 1) how to use unrar.dll (to unrar archive files) API in this situation? and is this the only way to program RAR password recovery? 2) what about crack and ElcomSoft software that use GPU , how they work ? 3) what exactly the role for the function work inside GPU (ATI Stream processor or CUDA) in this program? 4) is nVidia/CUDA technology is easier/more flexible than ATI/brook+ language ?

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  • Visual Studio Pre build events and batch set

    - by helloworld922
    Hi, I'm trying to create call a batch file which sets a bunch of environment variables prior to building. The batch file looks something like this (it's automatically generated before-hand to detect ATI Stream SDK or NVidia CUDA toolkit): set OCL_LIBS_X86="%ATISTREAMSDKROOT%libs\x86" set OCL_LIBS_X64="%ATISTREAMSDKROOT%libs\x86_64" set OCL_INCLUDE="%ATISTREAMSDKROOT%include" However, the rest of the build doesn't seem to have access to these variables, so when I try to reference $(OCL_INCLUDE) in the C/C++GeneralAdditional include directories, it will first give me warning that environment variable $(OCL_INCLUDE) was not found, and when I try to include CL/cl.hpp the compile will fail with: fatal error C1083: Cannot open include file: 'CL/cl.hpp': No such file or directory I know that I could put these variables into the registry if I wanted to access them from the visual studio GUI, but I would really prefer not to do this. Is there a way to to get these environment variables to stick after the pre-build events? I can't reference $(ATISTREAMSDKROOT) directly because the project must be able to build for both ATI Stream and NVidia Cuda.

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  • C++ catch constructor exception

    - by aaa
    hi. I do not seem to understand how to catch constructor exception. Here is relevant code: struct Thread { rysq::cuda::Fock fock_; template<class iterator> Thread(const rysq::cuda::Centers &centers, const iterator (&blocks)[4]) : fock_() { if (!fock_) throw; } }; Thread *ct; try { ct = new Thread(centers_, blocks); } catch(...) { return false; } // catch never happens, So catch statement do not execute and I get unhandled exception. What did I do wrong? this is straight C++ using g++.

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