Science United will also serve as an allocator of computing power among projects. Also, Science United will provide a simpler interface to BOINC volunteers where they will register to support scientific areas, rather than specific projects. The project will benefit thousands of scientists who use these facilities, and it will create technology that makes it easy for other HPC providers to add their own VC back ends. This project aims to solve these problems using two complementary development efforts: First, it will add BOINC-based VC conduits to two major high-performance computing providers: (a) the Texas Advanced Computing Center, a supercomputer center, and (b) nanoHUB, a web portal for nano science that provides computing capabilities.Also, a unified control interface to VC will be developed, tentatively called Science United, where donors can register. As a result, there are relatively few VC projects, and volunteers are mostly tech-savvy computer enthusiasts. For example, VC projects (such as and are operated by individual research groups, and volunteers must browse and choose from among many such projects. Until now, the adoption of VC has been limited by its structure. This type of computing (all known as high-throughput computing) is in great demand in most areas of science. VC provides "high throughput computing": handling lots of independent jobs, with performance goals based on the rate of job completion rather than completion time for individual jobs. Essentially, donors of computing time simply have to load BOINC on their computer or smartphone, and then register to donate at the BOINC web site. BOINC is the most common software framework for VC. It has been shown that VC can provide greater computing power, at lower cost, than conventional approaches such as organizational computing centers and commercial clouds. * Added support for the Raspberry Pi, see README-raspberrypi.GitHub - wyim-pgl/BOINC: NSF Award #1664022 Abstract: Volunteer computing (VC) uses donated computing time consumer devices such as home computers and smartphones to do scientific computing. * Touch devices are available for enumeration immediately after init * Fixed race conditions when handling the EGL context on pause/resume * Fixed the accelerometer axis rotation relative to the device rotation * Moved EGL initialization to native code IMPORTANT: You MUST get the updated SDLActivity.java to match C code * Flipped the accelerometer Y axis to match expected values * X11 symbols are no longer defined to avoid collisions when linking statically * Fixed missing line endpoints in the OpenGL renderer on some drivers * Fixed float audio support with the PulseAudio driver * Right mouse click is emulated by holding the Ctrl key while left clicking You are responsible for scaling mouse and drawing coordinates appropriately. * Improved support for format specifiers in SDL_snprintf()Ĭreate your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. * Fixed clearing a D3D render target larger than the window * Fixed detecting a mixture of XInput and DirectInput controllers * Fixed crash when using two XInput controllers at the same time * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred) * Added a function to get the D3D9 device for a D3D9 renderer: * Added a function to get the D3D9 adapter index for a display: * Added a hint to create the Direct3D device with support for multi-threading: * Created a static library configuration for the Visual Studio 2010 project * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE * Dramatically improved OpenGL ES 2.0 rendering performance * Added a macro to perform timestamp comparisons with SDL_GetTicks(): * Added an API to get the amount of RAM on the system: * Added an API to do optimized YV12 and IYUV texture updates: * Added an API to get common filesystem paths in SDL_filesystem.h: Special thanks to everyone who contributed to this release.
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