Rootbeer GPU Compiler Lets Almost Any Java Code Run On the GPU
An anonymous reader writes "Today the source code to the Rootbeer GPU Compiler was released as open source on github. This work allows for a developer to use almost any Java code on the GPU. It is free, open source and highly tested. Rootbeer is the most full featured translator to convert Java Bytecode to CUDA. It allows arbitrary graphs of objects to be serialized to the GPU and the GPU kernel to be written in Java." Rootbeer is the work of Syracuse University instructor Phil Pratt-Szeliga.
Maybe now the x264 developers will add GPU support and we'll finally have a solution for video encoding that uses the processor and GPUs in parallel. Here's to hoping... :\
#fuckbeta #iamslashdot #dicemustdie
"Thinking is hard work, which is why so few people do it." - Henry Ford
Taking guns away from the 99% gives the 1% 100% of the power.
This is simply not true for code written by a professional and competent Java developer (note: part of my consulting gig means I code Java on a professional basis).
If you write only to the public APIs then Java truly is Write-Once-Run-Anywhere (although some bad Java developers use internal functionality that can change between Java versions - I'm guessing that perhaps these folks are used to coding to the Undocumented APIs of Win32 that you used to have to use to get things done). In Java you shouldn't do this. IIRC, Sun created around ten thousand unit tests to ensure Java worked correctly on each platform (wonderful, they did all the porting and port testing effort so Java developers don't have to).
Aside from my professional coding (where Java written on a Mac works flawlessly when deployed to Linux and Windows servers) in my spare time I'm working on modern jet air combat simulator in Java. The same Java+JoGL code works flawlessly on Mac, Linux and Windows. Any differences are in capabilities/performance of individual graphics cards (AMD/ATI vs NVidia).
This article about being able to write Java for the GPU is very interesting, since writing shaders via OpenGL is a little bit of a PITA (there is an impedance mismatch between the conventions of Java, OpenGL and GLSL - it would be fabulous to just write in Java [akin to how I can do this on the Web using Google Web Toolkit]).
So I don't think your statement is really true - except for buggy software written by developers who have bad simple-platform habits.
It's CUDA only, meaning it does not support any open standards. Call me when when I can target OpenCL.
---- GENERATION 26: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
He'll make far more money welding than most IT guys will. And he'll get a great pension, as long as he joins a welders union (which he probably will, unless you are way out in the boonies).
This is simply not true for code written by a professional and competent Java developer (note: part of my consulting gig means I code Java on a professional basis).
If you write only to the public APIs then Java truly is Write-Once-Run-Anywhere (although some bad Java developers use internal functionality that can change between Java versions - I'm guessing that perhaps these folks are used to coding to the Undocumented APIs of Win32 that you used to have to use to get things done). In Java you shouldn't do this. IIRC, Sun created around ten thousand unit tests to ensure Java worked correctly on each platform (wonderful, they did all the porting and port testing effort so Java developers don't have to).
Aside from my professional coding (where Java written on a Mac works flawlessly when deployed to Linux and Windows servers) in my spare time I'm working on modern jet air combat simulator in Java. The same Java+JoGL code works flawlessly on Mac, Linux and Windows. Any differences are in capabilities/performance of individual graphics cards (AMD/ATI vs NVidia).
This article about being able to write Java for the GPU is very interesting, since writing shaders via OpenGL is a little bit of a PITA (there is an impedance mismatch between the conventions of Java, OpenGL and GLSL - it would be fabulous to just write in Java [akin to how I can do this on the Web using Google Web Toolkit]).
So I don't think your statement is really true - except for buggy software written by developers who have bad simple-platform habits.
I would tend to disagree. Why? Because companies like cisco, ibm, etc. all only certify certain versions of java for use in their applications. The cisco apps are cross platform but do NOT play well with different versions of java. I'm not a java expert (I'm a C#/RoR guy) but if fortune 500 companies can't get it right, can you really say that java is cross version compatible?
yeah, you can even automate it..
now, I wonder if this gpu project could be used to run http://www.ode4j.org/ ..(ode for java is a port of a c/c++ physics lib to java, mostly automated conversion. it actually works pretty nicely.)
world was created 5 seconds before this post as it is.
Being a former certified welder, and now a programmer I can tell you that:
a. I was a GREAT welder. Certified in everything save underwater stuff... I got about $13/hr
b. I'm not a very good programmer. I just started, don't know many languages and am always bugging my coworkers with noob questions. Now I'm salaried at $60k/yr
So, I'm not sure how much you think welders get paid. But it's not much. I'm sure there are a few (like the under water guys and the skyscraper guys) but the vast majority of us sitting in machine shops with no aircon, welding liftgates on the back of semis are not making a fortune. Welding was much more rewarding though. I got REAL things done back then. Now I constantly make changes to the same pieces of software and various managers requests. Half the time undoing whatever it was I did last week.
I'm in northern canada, and every welder I know makes over 100k a year. They work in mills, plants, or on the oil patch. I'm sure locale has a lot to do with it.
It's easier to fight for one's principles than to live up to them.