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    The main IP address: 136.243.178.132,Your server Germany,Berlin ISP:Hetzner Online AG  TLD:com CountryCode:DE

    The description :sharing tips and experience with the cell processor, performance, data design and game programming. roundup: recent sketches on concurrency, data design and performance. by mike acton on august 7, 200...

    This report updates in 16-Jul-2018

Created Date:1998-07-31
Changed Date:2016-07-30
Expires Date:2026-07-30

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Latitude: 52.524368286133
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City: Berlin
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ISP: Hetzner Online AG

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sharing tips and experience with the cell processor, performance, data design and game programming. roundup: recent sketches on concurrency, data design and performance. by mike acton on august 7, 2009 12:43 am recently i've been doing some presentations as well as just general sketches of some things i've been thinking about regarding optimization, concurrency and data design. i've been posting them on twitter to gather feedback from my pals there. a couple have caused a little controversy, but remember that all of them are given in the simple spirit of sharing ideas among peers. and don't forget it's all in good fun! intro to concurrency e.g. doubly-linked list is *not* a concurrent data structure. problem #1: increment problem problem #2: barbershop problem problem #3: hilzer's barbershop problem problem #4: insert/delete/search problem problem #5: river crossing problem problem #6: unisex bathroom problem problem #7: senate bus a quick sketch on why qsort is not a concurrent algorithm typical c++ bullshit linkers suck! part 1 three big lies by mike acton on march 14, 2008 9:44 pm this is a repost of a blog entry i wrote for the insomniac r&d site ( three big lies ). it's representative of what i believe are some of the fundamental problems in the culture of software development in general, and games in particular. there are some fundamental truths that seem to be often forgotten. for example, that the point of any program is simply to transform data from one form into another and nothing else. and as one "solution" which ignores the real core problems of development is developed and others over time are built on top of that idea, and so on, we're left with systems that are over-designed, perform poorly and simply do not accomplish what they intended to in the first place - and certainly not well. i continue to suggest that we all take a step back from what we're doing and the methods we're using to solve problems and try to remember what the real issues are. one of the things we talked about this year at gdc was what we called the "three big lies of software development." how much programmers buy into these "lies" has a pretty profound effect on the design (and performance!) of an engine, or any high-performance embedded system for that matter. continue reading three big lies . utility: match by mike acton on april 7, 2007 10:51 pm update! if fixed up all the greater-than and less-than symbols in this entry. i didn't make much sense before. i always forget to change those up in the html. i'm just sharing a little utility i use all the time called match . usage: ./match [-h] <source_file> <uniq_file> for each line in <source_file> print the index to the first matching line in <uniq_file>. [-h] print results in 32 bit hexidecimal (default is decimal) note: the max line width supported is 4095 characters. note: maximum number of lines supported is (2^32) if i have a source file of data represented as text (as i often do because it's often easier for me to read binary dumps in a text editor than a special "hex editor"), i use match to create a table of indices to unique lines (often these correspond to 128 bits since that's the size of an spu register). i commonly use it like so (given i have a file called "source_file") sort source_file | uniq > uniq_file match source_file uniq_file now i have a handy table of indices! download: match.c handy ps3 linux framebuffer utilities by mike acton on march 31, 2007 12:02 am while the documentation within sony's vsync example should be enough to get you started with writing to the framebuffer, here's a couple of handy functions to test the framebuffer settings, open the virtual terminal and get access the the frame buffer. continue reading handy ps3 linux framebuffer utilities . howto: huge tlb pages on ps3 linux by mike acton on january 30, 2007 12:23 am updated! (22 mar 07) minor edits. added notes for yellowdog linux. added source code for using huge page allocation. updated! (30 mar 07) a couple minor fixes. thanks to guénaël renault for pointing them out! updated! (15 july 07) added notes for kernel 2.6.21 guest article: understanding the tlb and minimizing misses is a critical part of high performance cell programming. unfortunately some ps3 kernels do not come with huge page support enabled. jakub kurzak and alfredo buttari step through the details of recompiling the kernel for huge page support. the availability of huge tlb pages depends on the way the linux kernel has been configured prior to compilation. the default kernel that ships with fedora core 5 (most likely with any other distribution that has binary kernel packages) doesn't include this option. so, in order to have huge tlb pages, it is necessary to reconfigure the kernel, recompile it, instruct the boot loader about the newly created kernel image. finally we will also show a way to allocate the tlb pages automatically at boot time. [mike acton] this process also works with yellowdog linux virtually unchanged. continue reading howto: huge tlb pages on ps3 linux . cross-compiling for ps3 linux by mike acton on november 29, 2006 9:22 pm now that the ps3 is out and multiple linux-based distributions are available which can be installed using open platform [playstation.com] it's time to start developing on some publically available hardware! although the ppu and spu compilers can be installed and used on the ps3 directly, i find it much more familiar and convinient to cross-compile from my desktop and just ship the resulting executables over to the target (ps3). in this article, i will detail the basic steps i used to get started building on a host pc and running on the ps3. continue reading cross-compiling for ps3 linux . atan2 on spu by mike acton on september 12, 2006 9:35 pm n 2006 march 03 on the ibm developerworks cell broadband engine architecture forum [ibm.com] an interesting question was asked: "i am trying to port an application from an older version of sdk to sdk 1.0. it uses atan2(.....) function, which is causing trouble... this code worked fine on sdk28, but now it looks like the new functions dont have this particular function defined.. i did change the makefile to include $(sdklib)/libmath.a i searched in ./sysroot/usr/spu/include/* and src/include/spu/* but couldn't find a headerfile that has it defined. can anyone please suggest if i should just change the code to not use that function or is there a way to invoke it still? thanks!" it turned out this function was not available in the sdk. the following is a branch-free implementation of atan2 vector floats for the spu. a scalar version which simply casts to vector and back is also provided. this implementation is fairly quick-and-dirty and no particular level of accuracy is gauranteed, but it should be usable for many purposes. or download the source files: cp_fatan-cbe-spu.h cp_fatan-cbe-spu.c continue reading atan2 on spu . open source and console games by mike acton on august 9, 2006 10:54 pm on august 16, 2006 i participated in a panel discussion on open source and media as part of digital hollywood's building blocks 2006 conference. here is the description of the panel [from digitalhollywood.com] the open source movement began during the dot.com rise with young companies developing great tools to deliver applications and services across multiple platforms. the consumer's appetite for new content driven experiences has expanded to include ways to view, manage, and share content across devices. with the changing landscape around the home, open source promises to power a new generation of applications running over today's high-speed networks and the systems used to create, manage, and distribute that content. come join key leaders in the global electronics, online, and media communities to discuss open source's definition, and learn how companies will create systems, infrastructure, and applications for the next generation of the consumer ent

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Domain Name: BEYOND3D.COM
Registry Domain ID: 1692689_DOMAIN_COM-VRSN
Registrar WHOIS Server: whois.networksolutions.com
Registrar URL: http://networksolutions.com
Updated Date: 2017-03-05T15:03:41Z
Creation Date: 1998-07-31T04:00:00Z
Registrar Registration Expiration Date: 2026-07-30T04:00:00Z
Registrar: NETWORK SOLUTIONS, LLC.
Registrar IANA ID: 2
Registrar Abuse Contact Email: [email protected]
Registrar Abuse Contact Phone: +1.8003337680
Reseller:
Domain Status: clientTransferProhibited https://icann.org/epp#clientTransferProhibited
Registry Registrant ID:
Registrant Name: Ryszard, Sommefeldt
Registrant Organization:
Registrant Street: 14 Chippingwood Manor
Registrant City: Aurora
Registrant State/Province: ON
Registrant Postal Code: L4G 7R4
Registrant Country: CA
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Registrant Email: [email protected]
Registry Admin ID:
Admin Name: Sommefeldt, Ryszard
Admin Organization: Beyond3D
Admin Street: 6 Hillside Close
Admin City: Abbots Langley
Admin State/Province: Hertfordshire
Admin Postal Code: WD5 0LE
Admin Country: UK
Admin Phone: 4407467149871
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Name Server: NS1.P26.DYNECT.NET
Name Server: NS2.P26.DYNECT.NET
Name Server: NS3.P26.DYNECT.NET
Name Server: NS4.P26.DYNECT.NET
DNSSEC: Unsigned
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>>> Last update of WHOIS database: 2017-07-13T06:01:02Z <<<


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