Perspective Platforms for BOINC Distributed Computing Network
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Nvidia Equity Report
APRIL 2020 NVIDIA EQUITY REPORT By Sanjay Gospodinov Col'23 EQUITY REPORT // APRIL 2020 0 2 NVIDIA REVENUE STREAM NVidia Corp is a technology company based in Santa Clara, Ca with operations worldwide. It is primarily a graphics processing chip manufacturer that makes most of its revenue from the sales of graphics processing units (GPUs), which are used for gaming, professional visualization, and cryptocurrency mining. The Nvidia graphics card, Geforce, is a particularly popular gaming graphics card and as of right now, Nvidia controls 18% of the overall graphics card market and 73% of the discrete GPU market (where the GPU and CPU are separate). Nvidia also produces Quadro, a GPU aimed at professional graphics content designers. They additionally make Tesla (no relation to the car maker), which is a GPU accelerator that runs simulations, deep learning algorithms, and is primarily marketed towards AI data scientists and big data research. Lastly, this segment of NVidia also makes GRID, a product designed for cloud-based streaming. This reportable segment, which almost entirely sells GPUs, makes up 86.7% of Nvidia's revenue. TEGRA SEGMENT AND OPPORTUNITY FOR GROWTH The other reportable segment of Nvidia is Tegra, which combines a GPU and CPU onto one chip. This product is made to support online gaming, entertainment devices, drones, and self-driving cars. This segment of Nvidia's business is relatively new and only produced about 13% of the company's revenue in 2019. However, the opportunity for growth is tremendous here as, in early 2015, Nvidia partnered with Uber to expand in the self-driving car sector. -
Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States
Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States The Harvard community has made this article openly available. Please share how this access benefits you. Your story matters Citation Buonocore, Cathryn E. 2016. Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States. Master's thesis, Harvard Extension School. Citable link http://nrs.harvard.edu/urn-3:HUL.InstRepos:33797406 Terms of Use This article was downloaded from Harvard University’s DASH repository, and is made available under the terms and conditions applicable to Other Posted Material, as set forth at http:// nrs.harvard.edu/urn-3:HUL.InstRepos:dash.current.terms-of- use#LAA Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States Cathryn E. Buonocore A Thesis in the field of Sustainability for the Degree of Master of Liberal Arts in Extension Studies Harvard University November 2016 Copyright 2016 Cathryn E. Buonocor Abstract This study examines and compares the environmental footprint of video game distribution on last generation consoles, current generation consoles and personal computers (PC). Two different methods of delivery are compared on each platform: traditional retail on optical discs and digital downloads in the U.S. Downloading content has been growing and is used to distribute movies, music, books and video games. This technology may change the environmental footprint of entertainment media. Previous studies on books, music, movies and television shows found that digital methods of distribution reduced emissions. However, prior research on video games, looking only at previous generation consoles, found the opposite conclusion. -
Forensic Analysis of a Playstation 3 Console
Publications 2010 Forensic Analysis of a Playstation 3 Console Scott Conrad University of Central Florida Greg Dorn University of Central Florida Philip Craiger University of Central Florida, [email protected] Follow this and additional works at: https://commons.erau.edu/publication Part of the Forensic Science and Technology Commons, and the Information Security Commons Scholarly Commons Citation Conrad, S., Dorn, G., & Craiger, P. (2010). Forensic Analysis of a Playstation 3 Console. Advances in Digital Forensics VI, (). Retrieved from https://commons.erau.edu/publication/999 This Conference Proceeding is brought to you for free and open access by Scholarly Commons. It has been accepted for inclusion in Publications by an authorized administrator of Scholarly Commons. For more information, please contact [email protected]. Chapter 5 FORENSIC ANALYSIS OF A PLAYSTATION 3 CONSOLE Scott Conrad, Greg Dorn and Philip Craiger Abstract The Sony PlayStation 3 (PS3) is a powerful gaming console that sup- ports Internet-related activities, local file storage and the playing of Blu-ray movies. The PS3 also allows users to partition and install a secondary operating system on the hard drive. This “desktop-like” func- tionality along with the encryption of the primary hard drive containing the gaming software raises significant issues related to the forensic anal- ysis of PS3 systems. This paper discusses the PS3 architecture and behavior, and provides recommendations for conducting forensic inves- tigations of PS3 systems. Keywords: Sony PlayStation 3, gaming console, forensic analysis 1. Introduction The Sony PlayStation 3 (PS3) hit the Japanese and North American retail markets in November 2006 (March 2007 in Europe) [13]. -
Module: Introduction
CDP 2015 Climate Change 2015 Information Request CDP NVIDIA Corporation Module: Introduction Page: Introduction CC0.1 Introduction Please give a general description and introduction to your organization. NVIDIA is the world leader in visual computing. The GPU, which we invented in 1999, serves as the visual cortex of modern computers and is at the heart of our products and services. Our work opens up new universes to explore, enables amazing creativity and discovery, and powers what were once science fiction inventions like self-learning machines and self-driving cars. NVIDIA focuses on serving large markets where visual computing is essential. For each, we offer a platform of processors, software, systems and services. We innovate across PC, data center and mobile technologies. And our inventions power the products of OEMs across industries. GeForce GTX, our GPU brand for PC gamers, is the world’s largest gaming platform, with 200 million users. In conjunction with GeForce Experience, an application that configures games to run optimally and tunes a PC’s performance continually, GeForce GPUs transform everyday PCs into powerful gaming machines. SHIELD, NVIDIA’s first living-room entertainment device, will change the way people enjoy entertainment at home. The world’s first 4K Android TV, it delivers video, music, apps and amazing games. With the ability to easily connect to a store full of apps, SHIELD will do for smart TVs what smartphones did for cell phones. The SHIELD tablet and SHIELD portable round out our family of mobile devices. The NVIDIA GRID game-streaming service, dubbed “a Netflix of games,” allows gamers to connect their SHIELD devices to a GeForce supercomputer in the cloud. -
PDF Consolidated Financial Statement of CD
1 Disclaimer This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employees decline all responsibility in this regard. Condensed interim consolidated financial statement of the CD PROJEKT Group for the period between 1 January and 31 March 2020 2 (all figures quoted in PLN thousands unless indicated otherwise) The appended information constitutes an integral part of this financial statement. CD PROJEKT Group – selected financial highlights (converted into EUR) PLN EUR 01.01.2020 - 01.01.2019 - 01.01.2020 - 01.01.2019 - 31.03.2020 31.03.2019 31.03.2020 31.03.2019 Revenues from sales of products, services, goods and 192 972 80 878 43 894 18 818 materials Cost of products, services, goods and materials sold 47 491 28 691 10 802 6 676 Operating profit (loss) 97 625 20 495 22 206 4 769 Profit (loss) before tax 100 958 22 670 22 964 5 275 Net profit (loss) attributable to equity holders of parent 91 979 17 731 20 922 4 126 entity Net cash flows from operating activities 187 225 (2 042) 42 587 (475) Net cash flows from investment activities (90 031) 54 839 (20 479) 12 760 Net cash flows from financial activities (1 010) (1 667) (230) (388) Total net cash flows 96 184 51 130 21 878 11 897 Stock volume (thousands) 96 120 96 120 96 120 96 -
Investor Presentation Q3 Fy2021
INVESTOR PRESENTATION Q3 FY2021 November 23, 2020 Except for the historical information contained herein, certain matters in this presentation including, but not limited to, statements as to: our financial position; our markets; the performance, benefits, abilities and impact of our products and technology; the availability of our products and technology; our partnerships and customers; our use of cash; the acquisition of Arm and its impacts; NVIDIA’s financial outlook for the fourth quarter of fiscal 2021; our growth and growth drivers; our financial policy; future revenue growth; our opportunities in existing and new markets; the TAM for our products; and performance in our financial metrics are forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995. These forward-looking statements and any other forward-looking statements that go beyond historical facts that are made in this presentation are subject to risks and uncertainties that may cause actual results to differ materially. Important factors that could cause actual results to differ materially include: global economic conditions; our reliance on third parties to manufacture, assemble, package and test our products; the impact of technological development and competition; development of new products and technologies or enhancements to our existing product and technologies; market acceptance of our products or our partners' products; design, manufacturing or software defects; changes in consumer preferences and demands; changes in industry standards and interfaces; unexpected loss of performance of our products or technologies when integrated into systems and other factors. NVIDIA has based these forward-looking statements largely on its current expectations and projections about future events and trends that it believes may affect its financial condition, results of operations, business strategy, short-term and long-term business operations and objectives, and financial needs. -
Is Mistplay : Play to Win App Legit?
Is Mistplay : play to win app legit? Mistplay is an extremely fun, interesting and amazingly profitable application that can help you to make some amazing money online. It is very popular as it is amongst some of the easiest playing games applications. But yes there are some people who have this question that, is Mistplay a legit app to play? It is totally fine to be concerned about the application you are using in the hope to win money. So without beating around the bush, let us tell you that it is totally and amazingly genuine application to go on. And here are some of the important things that you should know if you are about to visit play on this app. How mistplay helps you to earn money? This application is super simple to use and provides an easy platform where you can earn money by playing games. The very first thing to do is sign up. It is a great thing to notice that this application doesn’t ask for any payment to join the application which is proof of its authenticity. All it requires is some basic details then you are good to go. You can choose any game and as you are winning, you are earning. Selection of games This application has a series of games to play. You can choose whichever game you want to play and each game is highly interesting. This application has many of the games genres that you can choose from and one important thing to notice is that every game comes with different reward values. -
NVIDIA Geforce RTX 2080 User Guide | 3 Introduction
2080 TABLE OF CONTENTS 01 INTRODUCTION ..................................................................................... 3 About This Guide ................................................................................................................................ 3 Minimum System Requirements ....................................................................................................... 4 02 UNPACKING .......................................................................................... 5 Equipment .......................................................................................................................................... 6 03 Hardware Installation ............................................................................. 7 Safety Instructions ............................................................................................................................. 7 Before You Begin ................................................................................................................................ 8 Installing the GeForce Graphics Card ............................................................................................... 8 04 SOFTWARE INSTALLATION ................................................................... 12 GeForce Experience Software Installation ...................................................................................... 12 05 CONFIGURING NVLink ......................................................................... 14 06 CONFIGURING HDMI ........................................................................... -
Developing 2D Games with Unity Independent Game Programming with C
apress.com Jared Halpern Developing 2D Games with Unity Independent Game Programming with C# A focused tour through the latest Unity 2D landscape, touching upon everything an aspiring indie-game developer needs to know to bring their vision to life Take control of the driving force behind the current shake up in gaming by learning Unity’s powerful 2D workflow to create your own independent games Embraces the golden age of independent games and leverages it to inspire the reader to bring their own vision to life Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you'll learn best practices, helpful game-architectural patterns, 1st ed., XXII, 383 p. 210 illus., 193 illus. and how to customize Unity to suit your needs, all in the context of building a working 2D in color. game. While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, Printed book more feasible for small teams, and more likely to be completed. If you live and breathe games Softcover and want to create them then 2D games are a great place to start. By focusing exclusively on 44,99 € | £39.99 | $49.99 2D games and Unity’s ever-expanding 2D workflow, this book gives aspiring independent game [1]48,14 € (D) | 49,49 € (A) | CHF developers the tools they need to thrive. -
Computer Power User Sept 2009
10> 0474470 81182 ® October 2009 • Vol 9 Issue 10 Appapalooza 60 They Have A Program For That? 2009 Edition Frontside Heavy Gear 8 What’s Happening 18 Dream Hardware 38 Enermax EVO Galaxy 1250W 13 Digital Economy 20 Resplendent Rigs Gigabyte MA785GMT-UD2H 16 The Saint PCs That Shred Benchmarks & 40 OCZ DDR3 PC3-17000 Blade Series Vista Explorer 8.0 Wallets Alike Fusion-io ioDrive 160GB 36 Antec Skeleton Mini 41 Anand’s Corner AeroCool Touch-2000 The SSD Update 37 Alienware M17x Copyright 2009 by Sandhills Publishing Company. Computer Power User is a trademark of Sandhills Publishing Company. All rights reserved. Reproduction of material appearing in Computer Power User is strictly prohibited without written permission. Printed in the U.S.A. GST # 123482788RT0001 (ISSN 1536-7568) CPU Computer Power User USPS 020-801 is published monthly for $29 per year by Sandhills Publishing Company, 131 West Grand Drive, P.O. Box 82667, Lincoln, NE 68501. Subscriber Services: (800) 424-7900. Periodicals postage paid at Lincoln, NE. POSTMAS- TER: Send address changes to Computer Power User, P.O. Box 82667, Lincoln, NE 68501. Did you find the hidden CPU logo on our cover? Turn the page for the answer. Page 88 Hard Hat Area Loading Zone Digital Living PC Modder 72 The Bleeding Edge Of Software 87 At Your Leisure 42 Tips & Tutorials Inside The World Of Betas Games, Gear, Movies & Music 43 Radeon HD 4890 73 Up To Speed 92 The Cutting Edge Overclocking Upgrades That’ll Keep You Kaypro II Get The Most From Humming Along AMD’s RV790 74 Web File Delivery Services -
Estimating Displacement Rates of Copyrighted Content in the EU
Estimating displacement rates of copyrighted content in the EU Final Report [Written by Martin van der Ende, Joost Poort, Robert Haffner, Patrick de Bas, Anastasia Yagafarova, Sophie Rohlfs, Harry van Til] [May – 2015] EUROPEAN COMMISSION Directorate-General for Internal Market, Industry, Entrepreneurship and SMEs Unit 0.1 — Chief Economist Team Contact: Kamil Kiljanski E-mail: [email protected] European Commission B-1049 Brussels EUROPEAN COMMISSION Estimating displacement rates of copyrighted content in the EU Final Report Directorate-General for Internal Market, Industry, Entrepreneurship and SMEs Chief Economist Team 2014 EUR [number] EN Europe Direct is a service to help you find answers to your questions about the European Union. Freephone number (*): 00 800 6 7 8 9 10 11 (*) The information given is free, as are most calls (though some operators, phone boxes or hotels may charge you). LEGAL NOTICE This document has been prepared for the European Commission however it reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein. More information on the European Union is available on the Internet (http://www.europa.eu). Luxembourg: Publications Office of the European Union, 2014 ISBN [number] doi:[number] © European Union, 2014 Reproduction is authorised provided the source is acknowledged. Printed in [Country] PRINTED ON ELEMENTAL CHLORINE-FREE BLEACHED PAPER (ECF) PRINTED ON TOTALLY CHLORINE-FREE BLEACHED PAPER (TCF) PRINTED ON RECYCLED PAPER PRINTED ON PROCESS CHLORINE-FREE RECYCLED PAPER (PCF) Image(s) © [artist's name + image #], Year. Source: [Fotolia.com] (unless otherwise specified) TABLE OF CONTENTS EXECUTIVE SUMMARY .................................................................................................. -
Super Smash Bros. for Wii U That You've Unlocked
1 Importan t Informati on Gtget in Srdta te 2 Supporte d Controlle rs 3 amiibo 4 Internet Enhancemen ts 5 Note to Par ents and Guardi ans TeBh aiss c 6 What K ind of Game I s Th is? 7 Srnta ti g a Gam e 8 Saving an d Deleting D ata Actio ns ( Wii U Ga mePa d) 9 Meov mten 10 Aatt ckgin 11 Shields WUP-P-AXFE-04 Actions (For Other Controlle rs) 12 Meov mten 13 Atta cki ng/Shie ldi ng Sett ing Up a Mat ch 14 Sitart ntg Ou 15 Bsca i Rlsu e 16 Items Mode I ntroducti on 17 Smash 18 Oinl ne (Bt)at le 19 Online (Spec tator/Share /Even ts) 20 Sahm s Toru 21 Games & M ore (Solo/Gro up) 22 Geamus & More (Cts om /e Steag Build)r 23 Games & Mor e (Vault/Optio ns) Other 24 CnonnNeict go t intdenSeoD 3 Systsm 25 Play ing with a mii bo 26 Post ing to Mii ver se 27 Download able Conte nt Fhig tser 28 Mario/Donke y Kong/Link/Sa mus 29 YhKos i/ ir/xby Fo 30 Pikachu/Lui gi/Captain Fal con 31 Ness/Jig glypuff/Pea ch 32 Bows er/ Zelda/ She ik 33 Marth/ Gano ndorf/Meta Knight 34 Pit/Z ero Suit Samus/I ke 35 Crhadirza di/D dy Kgone/nKi ge D ded 36 Olimar/Lu cario/Toon L ink 37 Vlai lgrWe / ii FitTa r ie/n rLRslo a ia&n um a 38 Little Mac/ Greninja/Palut ena 39 Robin /Shu lk/Bows er J r.