Topic: Computing (Page 10)

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πŸ”— Namecoin

πŸ”— Computing πŸ”— Computing/Software πŸ”— Numismatics πŸ”— Software πŸ”— Software/Computing πŸ”— Numismatics/Cryptocurrency πŸ”— Cryptocurrency πŸ”— Computing/Computer Security

Namecoin (Symbol: β„• or NMC) is a cryptocurrency originally forked from bitcoin software. It is based on the code of bitcoin and uses the same proof-of-work algorithm. Like bitcoin, it is limited to 21 million coins.

Namecoin can store data within its own blockchain transaction database. The original proposal for Namecoin called for Namecoin to insert data into bitcoin's blockchain directly. Anticipating scaling difficulties with this approach, a shared proof-of-work (POW) system was proposed to secure new cryptocurrencies with different use cases.

Namecoin's flagship use case is the censorship-resistant top level domain .bit, which is functionally similar to .com or .net domains but is independent of ICANN, the main governing body for domain names.

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πŸ”— Ralf Brown's Interrupt List – a comprehensive CMOS settings, port addresses

πŸ”— Computing πŸ”— Computing/Software

Ralf Brown's Interrupt List (aka RBIL, x86 Interrupt List, MS-DOS Interrupt List or INTER) is a comprehensive list of interrupts, calls, hooks, interfaces, data structures, CMOS settings, memory and port addresses, as well as processor opcodes and special function registers for x86 machines from the 1981 IBM PC up to 2000, most of it still applying to IBM PC compatibles today.

πŸ”— Anton (computer)

πŸ”— Computing

Anton is a massively parallel supercomputer designed and built by D. E. Shaw Research in New York, first running in 2008. It is a special-purpose system for molecular dynamics (MD) simulations of proteins and other biological macromolecules. An Anton machine consists of a substantial number of application-specific integrated circuits (ASICs), interconnected by a specialized high-speed, three-dimensional torus network.

Unlike earlier special-purpose systems for MD simulations, such as MDGRAPE-3 developed by RIKEN in Japan, Anton runs its computations entirely on specialized ASICs, instead of dividing the computation between specialized ASICs and general-purpose host processors.

Each Anton ASIC contains two computational subsystems. Most of the calculation of electrostatic and van der Waals forces is performed by the high-throughput interaction subsystem (HTIS). This subsystem contains 32 deeply pipelined modules running at 800Β MHz arranged much like a systolic array. The remaining calculations, including the bond forces and the fast Fourier transforms (used for long-range electrostatics), are performed by the flexible subsystem. This subsystem contains four general-purpose Tensilica cores (each with cache and scratchpad memory) and eight specialized but programmable SIMD cores called geometry cores. The flexible subsystem runs at 400Β MHz.

Anton's network is a 3D torus and thus each chip has 6 inter-node links with a total in+out bandwidth of 607.2 Gbit/s. An inter-node link is composed of two equal one-way links (one traveling in each direction), with each one-way link having 50.6 Gbit/s of bandwidth. Each one-way link is composed of 11 lanes, where a lane is a differential pair of wires signaling at 4.6 Gbit/s. The per-hop latency in Anton's network is 50Β ns. Each ASIC is also attached to its own DRAM bank, enabling large simulations.

The performance of a 512-node Anton machine is over 17,000 nanoseconds of simulated time per day for a protein-water system consisting of 23,558 atoms. In comparison, MD codes running on general-purpose parallel computers with hundreds or thousands of processor cores achieve simulation rates of up to a few hundred nanoseconds per day on the same chemical system. The first 512-node Anton machine became operational in October 2008. The multiple petaFLOP, distributed-computing project Folding@home has achieved similar aggregate ensemble simulation timescales, comparable to the total time of a single continuous simulation on Anton, specifically achieving the 1.5-millisecond range in January 2010.

The Anton supercomputer is named after Anton van Leeuwenhoek, who is often referred to as "the father of microscopy" because he built high-precision optical instruments and used them to visualize a wide variety of organisms and cell types for the first time.

The ANTON 2 machine with four 512 nodes and substantially increased speed and problem size has been described.

The National Institutes of Health have supported an ANTON for the biomedical research community at the Pittsburgh Supercomputing Center, Carnegie-Mellon University, and recently approved support of an ANTON 2 there.

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πŸ”— C Minus Minus

πŸ”— Computing πŸ”— Computer science πŸ”— Computing/Software πŸ”— Computing/Computer science

C-- (pronounced C minus minus) is a C-like programming language. Its creators, functional programming researchers Simon Peyton Jones and Norman Ramsey, designed it to be generated mainly by compilers for very high-level languages rather than written by human programmers. Unlike many other intermediate languages, its representation is plain ASCII text, not bytecode or another binary format.

There are two main branches:

  • C--, the original branch, with the final version 2.0 released in May 2005
  • Cmm, the fork actively used as the intermediate representation (IR) in the Glasgow Haskell Compiler (GHC)

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πŸ”— Fitts’s law

πŸ”— Computing πŸ”— Cognitive science πŸ”— Computing/Computer science πŸ”— Human–Computer Interaction

Fitts's law (often cited as Fitts' law) is a predictive model of human movement primarily used in human–computer interaction and ergonomics. This scientific law predicts that the time required to rapidly move to a target area is a function of the ratio between the distance to the target and the width of the target. Fitts's law is used to model the act of pointing, either by physically touching an object with a hand or finger, or virtually, by pointing to an object on a computer monitor using a pointing device.

Fitts's law has been shown to apply under a variety of conditions; with many different limbs (hands, feet, the lower lip, head-mounted sights), manipulanda (input devices), physical environments (including underwater), and user populations (young, old, special educational needs, and drugged participants).

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πŸ”— Microsoft Chrome

πŸ”— Computing πŸ”— Microsoft Windows πŸ”— Microsoft Windows/Computing

Microsoft's Chrome was the code name for a set of APIs that allowed DirectX to be easily accessed from user-space software, including HTML. Launched with some fanfare in early 1998, Chrome, and the related Chromeffects, was re-positioned several times before being canceled only a few months later in a corporate reorganization. Throughout its brief lifespan, the product was widely derided as an example of Microsoft's embrace, extend and extinguish strategy of ruining standards efforts by adding options that only ran on their platforms.

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πŸ”— AGPL License

πŸ”— Computing πŸ”— Computing/Software πŸ”— Computing/Free and open-source software

The Affero General Public License (Affero GPL and informally Affero License) is a free software license. The first version of the Affero General Public License (AGPLv1), was published by Affero, Inc. in March 2002, and based on the GNU General Public License, version 2 (GPLv2). The second version (AGPLv2) was published in November 2007, as a transitional license to allow an upgrade path from AGPLv1 to the GNU Affero General Public License (a variant of the original Affero GPL license that is compatible with GPLv3).

Both versions of the Affero GPL were designed to close a perceived application service provider (ASP) loophole in the ordinary GPL, where, by using but not distributing the software, the copyleft provisions are not triggered. Each version differs from the version of the GNU GPL on which it is based in having an added provision addressing use of software over a computer network. This provision requires that the full source code be made available to any network user of the AGPL-licensed work, typically a web application.

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πŸ”— Karatsuba Algorithm

πŸ”— Computing πŸ”— Mathematics πŸ”— Computing/Software πŸ”— Computing/Computer science

The Karatsuba algorithm is a fast multiplication algorithm. It was discovered by Anatoly Karatsuba in 1960 and published in 1962. It reduces the multiplication of two n-digit numbers to at most n log 2 ⁑ 3 β‰ˆ n 1.58 {\displaystyle n^{\log _{2}3}\approx n^{1.58}} single-digit multiplications in general (and exactly n log 2 ⁑ 3 {\displaystyle n^{\log _{2}3}} when n is a power of 2). It is therefore faster than the classical algorithm, which requires n 2 {\displaystyle n^{2}} single-digit products. For example, the Karatsuba algorithm requires 310 = 59,049 single-digit multiplications to multiply two 1024-digit numbers (n = 1024 = 210), whereas the classical algorithm requires (210)2 = 1,048,576 (a speedup of 17.75 times).

The Karatsuba algorithm was the first multiplication algorithm asymptotically faster than the quadratic "grade school" algorithm. The Toom–Cook algorithm (1963) is a faster generalization of Karatsuba's method, and the SchΓΆnhage–Strassen algorithm (1971) is even faster, for sufficiently large n.

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πŸ”— Max/MSP: A visual programming language for music and multimedia

πŸ”— Computing πŸ”— Computing/Software

Max, also known as Max/MSP/Jitter, is a visual programming language for music and multimedia developed and maintained by San Francisco-based software company Cycling '74. Over its more than thirty-year history, it has been used by composers, performers, software designers, researchers, and artists to create recordings, performances, and installations.

The Max program is modular, with most routines existing as shared libraries. An application programming interface (API) allows third-party development of new routines (named external objects). Thus, Max has a large user base of programmers unaffiliated with Cycling '74 who enhance the software with commercial and non-commercial extensions to the program. Because of this extensible design, which simultaneously represents both the program's structure and its graphical user interface (GUI), Max has been described as the lingua franca for developing interactive music performance software.

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πŸ”— Lambda Cube

πŸ”— Computing πŸ”— Mathematics

In mathematical logic and type theory, the Ξ»-cube is a framework introduced by Henk Barendregt to investigate the different dimensions in which the calculus of constructions is a generalization of the simply typed Ξ»-calculus. Each dimension of the cube corresponds to a new kind of dependency between terms and types. Here, "dependency" refers to the capacity of a term or type to bind a term or type. The respective dimensions of the Ξ»-cube correspond to:

  • y-axis ( ↑ {\displaystyle \uparrow } ): terms that can bind types, corresponding to polymorphism.
  • x-axis ( β†’ {\displaystyle \rightarrow } ): types that can bind terms, corresponding to dependent types.
  • z-axis ( β†— {\displaystyle \nearrow } ): types that can bind types, corresponding to (binding) type operators.

The different ways to combine these three dimension yield the 8 vertices of the cube, each corresponding to a different kind of typed system. The Ξ»-cube can be generalized into the concept of a pure type system.

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