The Playstation 3 for High Performance Scientific Computing
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Parallel Patterns for Adaptive Data Stream Processing
Università degli Studi di Pisa Dipartimento di Informatica Dottorato di Ricerca in Informatica Ph.D. Thesis Parallel Patterns for Adaptive Data Stream Processing Tiziano De Matteis Supervisor Supervisor Marco Danelutto Marco Vanneschi Abstract In recent years our ability to produce information has been growing steadily, driven by an ever increasing computing power, communication rates, hardware and software sensors diffusion. is data is often available in the form of continuous streams and the ability to gather and analyze it to extract insights and detect patterns is a valu- able opportunity for many businesses and scientific applications. e topic of Data Stream Processing (DaSP) is a recent and highly active research area dealing with the processing of this streaming data. e development of DaSP applications poses several challenges, from efficient algorithms for the computation to programming and runtime systems to support their execution. In this thesis two main problems will be tackled: • need for high performance: high throughput and low latency are critical re- quirements for DaSP problems. Applications necessitate taking advantage of parallel hardware and distributed systems, such as multi/manycores or cluster of multicores, in an effective way; • dynamicity: due to their long running nature (24hr/7d), DaSP applications are affected by highly variable arrival rates and changes in their workload charac- teristics. Adaptivity is a fundamental feature in this context: applications must be able to autonomously scale the used resources to accommodate dynamic requirements and workload while maintaining the desired Quality of Service (QoS) in a cost-effective manner. In the current approaches to the development of DaSP applications are still miss- ing efficient exploitation of intra-operator parallelism as well as adaptations strategies with well known properties of stability, QoS assurance and cost awareness. -
Wind Rose Data Comes in the Form >200,000 Wind Rose Images
Making Wind Speed and Direction Maps Rich Stromberg Alaska Energy Authority [email protected]/907-771-3053 6/30/2011 Wind Direction Maps 1 Wind rose data comes in the form of >200,000 wind rose images across Alaska 6/30/2011 Wind Direction Maps 2 Wind rose data is quantified in very large Excel™ spreadsheets for each region of the state • Fields: X Y X_1 Y_1 FILE FREQ1 FREQ2 FREQ3 FREQ4 FREQ5 FREQ6 FREQ7 FREQ8 FREQ9 FREQ10 FREQ11 FREQ12 FREQ13 FREQ14 FREQ15 FREQ16 SPEED1 SPEED2 SPEED3 SPEED4 SPEED5 SPEED6 SPEED7 SPEED8 SPEED9 SPEED10 SPEED11 SPEED12 SPEED13 SPEED14 SPEED15 SPEED16 POWER1 POWER2 POWER3 POWER4 POWER5 POWER6 POWER7 POWER8 POWER9 POWER10 POWER11 POWER12 POWER13 POWER14 POWER15 POWER16 WEIBC1 WEIBC2 WEIBC3 WEIBC4 WEIBC5 WEIBC6 WEIBC7 WEIBC8 WEIBC9 WEIBC10 WEIBC11 WEIBC12 WEIBC13 WEIBC14 WEIBC15 WEIBC16 WEIBK1 WEIBK2 WEIBK3 WEIBK4 WEIBK5 WEIBK6 WEIBK7 WEIBK8 WEIBK9 WEIBK10 WEIBK11 WEIBK12 WEIBK13 WEIBK14 WEIBK15 WEIBK16 6/30/2011 Wind Direction Maps 3 Data set is thinned down to wind power density • Fields: X Y • POWER1 POWER2 POWER3 POWER4 POWER5 POWER6 POWER7 POWER8 POWER9 POWER10 POWER11 POWER12 POWER13 POWER14 POWER15 POWER16 • Power1 is the wind power density coming from the north (0 degrees). Power 2 is wind power from 22.5 deg.,…Power 9 is south (180 deg.), etc… 6/30/2011 Wind Direction Maps 4 Spreadsheet calculations X Y POWER1 POWER2 POWER3 POWER4 POWER5 POWER6 POWER7 POWER8 POWER9 POWER10 POWER11 POWER12 POWER13 POWER14 POWER15 POWER16 Max Wind Dir Prim 2nd Wind Dir Sec -132.7365 54.4833 0.643 0.767 1.911 4.083 -
A Middleware for Efficient Stream Processing in CUDA
Noname manuscript No. (will be inserted by the editor) A Middleware for E±cient Stream Processing in CUDA Shinta Nakagawa ¢ Fumihiko Ino ¢ Kenichi Hagihara Received: date / Accepted: date Abstract This paper presents a middleware capable of which are expressed as kernels. On the other hand, in- out-of-order execution of kernels and data transfers for put/output data is organized as streams, namely se- e±cient stream processing in the compute uni¯ed de- quences of similar data records. Input streams are then vice architecture (CUDA). Our middleware runs on the passed through the chain of kernels in a pipelined fash- CUDA-compatible graphics processing unit (GPU). Us- ion, producing output streams. One advantage of stream ing the middleware, application developers are allowed processing is that it can exploit the parallelism inherent to easily overlap kernel computation with data trans- in the pipeline. For example, the execution of the stages fer between the main memory and the video memory. can be overlapped with each other to exploit task par- To maximize the e±ciency of this overlap, our middle- allelism. Furthermore, di®erent stream elements can be ware performs out-of-order execution of commands such simultaneously processed to exploit data parallelism. as kernel invocations and data transfers. This run-time One of the stream architecture that bene¯t from capability can be used by just replacing the original the advantages mentioned above is the graphics pro- CUDA API calls with our API calls. We have applied cessing unit (GPU), originally designed for acceleration the middleware to a practical application to understand of graphics applications. -
Anywhere, Anydevice Gaming Siddharth Singh
Anywhere, Anydevice Gaming Siddharth Singh, Soh Chor Kiong Ricky, Adrian David Cheok Human Interface Technology Laboratory Department of Electrical & Computer Engineering National University of Singapore, Singapore fg0202382,eng00673,[email protected] ABSTRACT This poster describes a multi-player networked Pong game that can be played in real-time on mobile devices and sta- tionary PCs. Through this game we intend to explore the realm of the next generation of games which, we believe, will incorporate elements of mobility, multiple connectiv- ity methods and playability on different types of devices. The system comprises the Sony-Ericsson P800 phone, a cen- tral game server, and personal computers. The client-server model has been used so that all interaction is done through the game server. The server can host multiple games at the same time. Each game has two players and a number of spectators who can view the game. The spectators can in- teract with each other using text messages. The Pong game is not the end to itself. This work is the core of an ongo- ing research project on multiple platform, multiple player mobile entertainment. Figure 1: Anywhere Gaming system Categories and Subject Descriptors H.4 [Information Systems Applications]: Miscellaneous; Corporation released the PocketStation for its highly popu- C.2.4 [Distributed Systems]: Distributed Applications; lar game console Sony Playstation [5] in 1999. PocketStation K.8.0 [General]: Games allows users to save their game data from the PlayStation and play the game on the portable PocketStation. These Keywords devices enable players to continue the same game on two Mobile gaming, cross-device gaming, network gaming different devices, and thus are a step forward towards any- where gaming. -
SIXAXIS Quadcopter George Allen, Mark Alitawi, Cory Gordinier {Geoallen, Malitawi, Cgordini}@Umich.Edu
Electrical Engineering and Computer Science EECS373 - Design of Microprocessor-Based Systems SIXAXIS Quadcopter George Allen, Mark Alitawi, Cory Gordinier {geoallen, malitawi, cgordini}@umich.edu Introduction: Quad-motor vehicle controlled with PlayStation SIXAXIS controller • Quadcopter: Rotorcraft propelled by four rotors • SIXAXIS: PS3 controller with built-in single-axis gyroscope and three-axis accelerometer, analog and digital buttons. Communicates over Bluetooth or USB. • Combined: Non-autonomous quadcopter controlled with Bluetooth radio Problem Description: Making vehicles fly is hard!! • Flight controls are very difficult to implement • Over-compensated feedback from PID controller can lead to crashing • PS3 controller solely designed for communicating with a PS3 console Proposed Solution: Open source flight controls Hardware: • Pololu MinIMU-9 v2 • Inertial Measurement Unit • Provides aircraft data for maintaining stable flight • Bosch BMP085 • Barometric pressure sensor • Provides altitude readings • ArduPilot Mega v1 • Arduino microcontroller • Programmed to manage stabilization and navigation of aircraft Software: • Supplied Code: Pololu MinIMU-9 v2 Bosch BMP085 • Ardupilot flight controls • 3 Axis Gyroscope • Barometric Pressure Sensor http://code.google.com/p/arducopter/ • 3 Axis Accelerometer • Temperature Sensor • 3 Axis Magnetometer • I2C Interface • I2C Interface • Our Code: • AP_InertialSensor_MinIMU9 • AP_Compass ArduPilot Mega • 16MHz ATMega 2560 • Altered configuration files to allow for operation • ATMega 328 with our sensors • 16 Analog Inputs (ADC on each) • 40 Digital Inputs/Outputs • 256K Flash Conclusion: Issues integrating our sensors • 8K SRAM • 4k EEPROM • Supplied ArduPilot flight controls are pre-configured to work with specific components • Difficulty in integrating our code into existing program to operate with our devices . -
Quietrock Case Study | Sony Computer Entertainment America
Studios & Entertainment Quiet® Success Story Project: ® Sony Computer Entertainment ‘Sh-h-h-h!’ PlayStation 4 game- America, LLC making in progress! Location: San Mateo, California New sound studios spearhead renovations for Sony Computer General Contractor: Entertainment America, with an acoustical assist from Magnum Drywall Magnum Drywall and PABCO® Gypsum’s QuietRock® Products: QuietRock® FLAME CURB® San Mateo, California The Sound of Silence means a lot to engineers producing video games for Sony PlayStation®4 (PS4™) enthusiasts. At Sony Computer Entertainment America LLC headquarters in San Mateo, California, producers’ tolerance for intrusive noise from beyond studio walls is zero. Only the intense action on-screen matters while creating audio effects that dramatize, punctuate and heighten the deeply immersive experience for video gamers. In these studios Sony Entertainment sound engineers make the most of that capability while keeping the PlayStation® pipeline full for weekly launches of new games. The gaming experience draws players to PS4™ and its predecessor PlayStation® consoles, and PS4™ elevates 3D excitement ever higher. It’s the world’s most powerful games console, with a Graphics Processing Unit (GPU) able to perform 1,843 teraflops*. “When sound is important, we prefer to submit QuietRock as a good solution for the architect and the owner. There’s nothing else on the market that’s comparable. I even used it in my own home movie theatre.”” – Gary Robinson, Owner Magnum Drywall what the job demands Visit www.QuietRock.com or call Call 1.800.797.8159 for more information On top of its introductory lineup in November 2013, over 180 PS4™ games are in development, including “Be the Batman”, the epic conclusion of the “Batman: Arkham Knight” trilogy, that is due out in June 2015. -
USE CASE Requirements
Ref. Ares(2017)2745733 - 31/05/2017 USE CASE Requirements Co-funded by the Horizon 2020 Framework Programme of the European Union DELIVERABLE NUMBER D2.1 DELIVERABLE TITLE USE CASE Requirements RESPONSIBLE AUTHOR CSI Piemonte OPERA: LOw Power Heterogeneous Architecture for Next Generation of SmaRt Infrastructure and Platform in Industrial and Societal Applications GRANT AGREEMENT N. 688386 PROJECT REF. NO H2020 - 688386 PROJECT ACRONYM OPERA LOw Power Heterogeneous Architecture for Next Generation of PROJECT FULL NAME SmaRt Infrastructure and Platform in Industrial and Societal Applications STARTING DATE (DUR.) 01 /12 /2015 ENDING DATE 30/11/2018 PROJECT WEBSITE www.operaproject.eu WP2 | Low Power Computing Requirements and Innovation WORKPACKAGE N. | TITLE Engineering WORKPACKAGE LEADER ISMB DELIVERABLE N. | TITLE D2.1 | USE CASE Requirements RESPONSIBLE AUTHOR Luca Scanavino – CSI Piemonte DATE OF DELIVERY M10 (CONTRACTUAL) DATE OF DELIVERY (SUBMITTED) M10 VERSION | STATUS V2.0 (update) NATURE R(Report) DISSEMINATION LEVEL PU(Public) AUTHORS (PARTNER) CSI PIEMONTE, DEPARTMENT DE L’ISERE, ISMB D2.1 | USE CASEs Requirements 1 OPERA: LOw Power Heterogeneous Architecture for Next Generation of SmaRt Infrastructure and Platform in Industrial and Societal Applications VERSION MODIFICATION(S) DATE AUTHOR(S) Luca Scanavino – CSI Jean-Christophe 0.1 All Document 12/09/2016 Maisonobe – LD38 Pietro Ruiu – ISMB Alberto Scionti - ISMB Finalization of the 1.0 15/09/2016 Giulio URLINI (ST) document Update based on the Luca Scanavino – CSI feedback -
List of Notable Handheld Game Consoles (Source
List of notable handheld game consoles (source: http://en.wikipedia.org/wiki/Handheld_game_console#List_of_notable_handheld_game_consoles) * Milton Bradley Microvision (1979) * Epoch Game Pocket Computer - (1984) - Japanese only; not a success * Nintendo Game Boy (1989) - First internationally successful handheld game console * Atari Lynx (1989) - First backlit/color screen, first hardware capable of accelerated 3d drawing * NEC TurboExpress (1990, Japan; 1991, North America) - Played huCard (TurboGrafx-16/PC Engine) games, first console/handheld intercompatibility * Sega Game Gear (1991) - Architecturally similar to Sega Master System, notable accessory firsts include a TV tuner * Watara Supervision (1992) - first handheld with TV-OUT support; although the Super Game Boy was only a compatibility layer for the preceding game boy. * Sega Mega Jet (1992) - no screen, made for Japan Air Lines (first handheld without a screen) * Mega Duck/Cougar Boy (1993) - 4 level grayscale 2,7" LCD - Stereo sound - rare, sold in Europe and Brazil * Nintendo Virtual Boy (1994) - Monochromatic (red only) 3D goggle set, only semi-portable; first 3D portable * Sega Nomad (1995) - Played normal Sega Genesis cartridges, albeit at lower resolution * Neo Geo Pocket (1996) - Unrelated to Neo Geo consoles or arcade systems save for name * Game Boy Pocket (1996) - Slimmer redesign of Game Boy * Game Boy Pocket Light (1997) - Japanese only backlit version of the Game Boy Pocket * Tiger game.com (1997) - First touch screen, first Internet support (with use of sold-separately -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Copyrighted Material
CHAPTER 1 MULTI- AND MANY-CORES, ARCHITECTURAL OVERVIEW FOR PROGRAMMERS Lasse Natvig, Alexandru Iordan, Mujahed Eleyat, Magnus Jahre and Jorn Amundsen 1.1 INTRODUCTION 1.1.1 Fundamental Techniques Parallelism hasCOPYRIGHTED been used since the early days of computing MATERIAL to enhance performance. From the first computers to the most modern sequential processors (also called uni- processors), the main concepts introduced by von Neumann [20] are still in use. How- ever, the ever-increasing demand for computing performance has pushed computer architects toward implementing different techniques of parallelism. The von Neu- mann architecture was initially a sequential machine operating on scalar data with bit-serial operations [20]. Word-parallel operations were made possible by using more complex logic that could perform binary operations in parallel on all the bits in a computer word, and it was just the start of an adventure of innovations in parallel computer architectures. Programming Multicore and Many-core Computing Systems, 3 First Edition. Edited by Sabri Pllana and Fatos Xhafa. © 2017 John Wiley & Sons, Inc. Published 2017 by John Wiley & Sons, Inc. 4 MULTI- AND MANY-CORES, ARCHITECTURAL OVERVIEW FOR PROGRAMMERS Prefetching is a 'look-ahead technique' that was introduced quite early and is a way of parallelism that is used at several levels and in different components of a computer today. Both data and instructions are very often accessed sequentially. Therefore, when accessing an element (instruction or data) at address k, an auto- matic access to address k+1 will bring the element to where it is needed before it is accessed and thus eliminates or reduces waiting time. -
14789093.Pdf
iNIS-mf—8658 THE INFLUENCE OF COLLISIONS WITH NOBLE GASES ON SPECTRAL LINES OF HYDROGEN ISOTOPES PROEFSCHRIFT TER VERKRIJGING VAN DE GRAAD VAN DOCTOR IN DE WISKUNDE EN NATUURWETENSCHAPPEN AAN DE RIJKSUNIVERSITEIT TE LEIDEN, OP GEZAG VAN DE RECTOR MAGNIFICUS DR. A.A.H. KASSENAAR, HOOGLERAAR IN DE FACULTEIT DER GENEESKUNDE, VOLGENS BESLUIT VAN HET COLLEGE VAN DEKANEN TE VERDEDIGEN OP WOENSDAG 10 NOVEMBER 1982 TE KLOKKE 14.15 UUR DOOR PETER WILLEM HERMANS GEBOREN TE ROTTERDAM IN 1952 1982 DRUKKERIJ J.H. PASMANS B.V., 's-GRAVENHAGE Promotor: Prof. dr. J.J.M. Beenakker Het onderzoek is uitgevoerd mede onder verantwoordelijkheid van wijlen prof. dr. H.F.P. Knaap Aan mijn oudeva Het 1n dit proefschrift beschreven onderzoek werd uitgevoerd als onderdeel van het programma van de werkgemeenschap voor Molecuul fysica van de Stichting voor Fundamenteel Onderzoek der Materie (FOM) en is mogelijk gemaakt door financiële steun van de Nederlandse Organisatie voor Zuiver- WetenschappeHjk Onderzoek (ZWO). CONTENTS PREFACE 9 CHAPTER I THEORY OF THE COLLISIONAL BROADENING AND SHIFT OF SPECTRAL LINES OF HYDROGEN INFINITELY DILUTED IN NOBLE GASES 11 1. Introduction 11 2. General theory 12 a. Rotational Raman 15 b. Depolarized Rayleigh 16 3. Experimental preview 16 a. Rotational Raman lines; broadening and shift 17 b. Depolarized Rayleigh line 17 CHAPTER II EXPERIMENTAL DETERMINATION OF LINE BROADENING AND SHIFT CROSS SECTIONS OF HYDROGEN-NOBLE GAS MIXTURES 21 1. Introduction 21 2. Experimental setup 22 2.1 Laser 22 2.2 Scattering cell 24 2.3 Analyzing system 27 2.4 Detection system 28 3. Measuring technique 28 3.1 Width measurement 28 3.2 Shift measurement 32 3.3 Gases 32 4. -
POWER® Processor-Based Systems
IBM® Power® Systems RAS Introduction to IBM® Power® Reliability, Availability, and Serviceability for POWER9® processor-based systems using IBM PowerVM™ With Updates covering the latest 4+ Socket Power10 processor-based systems IBM Systems Group Daniel Henderson, Irving Baysah Trademarks, Copyrights, Notices and Acknowledgements Trademarks IBM, the IBM logo, and ibm.com are trademarks or registered trademarks of International Business Machines Corporation in the United States, other countries, or both. These and other IBM trademarked terms are marked on their first occurrence in this information with the appropriate symbol (® or ™), indicating US registered or common law trademarks owned by IBM at the time this information was published. Such trademarks may also be registered or common law trademarks in other countries. A current list of IBM trademarks is available on the Web at http://www.ibm.com/legal/copytrade.shtml The following terms are trademarks of the International Business Machines Corporation in the United States, other countries, or both: Active AIX® POWER® POWER Power Power Systems Memory™ Hypervisor™ Systems™ Software™ Power® POWER POWER7 POWER8™ POWER® PowerLinux™ 7® +™ POWER® PowerHA® POWER6 ® PowerVM System System PowerVC™ POWER Power Architecture™ ® x® z® Hypervisor™ Additional Trademarks may be identified in the body of this document. Other company, product, or service names may be trademarks or service marks of others. Notices The last page of this document contains copyright information, important notices, and other information. Acknowledgements While this whitepaper has two principal authors/editors it is the culmination of the work of a number of different subject matter experts within IBM who contributed ideas, detailed technical information, and the occasional photograph and section of description.