No, it was probably Activision/Blizzard, they're bigger than EA now, and Bobby Kotick, the CEO, is a big bully.
Re:Back to the original subject...
on
Time To Dump XP?
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· Score: 1
You must be doing it wrong. I can cold boot my Windows 7 64-bit machine in 12 seconds after POST completes. Mind you, I'm also using an SSD now. Before I had an SSD, I was booting in 30 seconds.
Is it really the case that suppliers are pushing 32-bit Windows 7 in the corporate sphere? Are they also pushing old hardware trying to clear out their stocks?
Most companies that provide prebuilt computers to consumers/home users are pushing Windows 7 64-bit over the 32-bit version afaik. And looking at the Steam Hardware Survey, assuming it represents a random sampling of PC gamers, Windows 7 64-bit is over 2x more popular than Windows 7 32-bit.
They might not be migrating now, but they will be forced to pretty soon.
All new PC/laptop motherboards are dropping traditional BIOSes and switching to UEFI completely over the next three years. Windows XP does not support UEFI.
Upcoming hard drives over 2TB in size do not work on Windows XP.
All new hard drives after 2010 will use the new native 4096KB sector size which Windows XP does not support. Within a couple of years, you won't be able to buy old hard drives anymore that work on XP.
Windows XP has no TRIM support for SSDs. Solid State Drivers are becoming more and more economical (lower power consumption, cheaper prices) and offer better performances.
Windows XP does not support DHCPv6 (IPv4 address space runs out next year).
You wouldn't want to make the STL containers thread-safe by default, that would add an unnecessary degree of overhead to the generated code. It would be like making a C compiler make all C-style arrays thread-safe. Doing that would be plain stupid.
That said, the C++ standard library is getting threading facilities added to it in C++0x. Just the basics though. Atomics, threads, mutexes, conditions, and futures. But this isn't stuff you can't currently do by rolling your own code using the operating system's APIs. The C++0x threading libraries just act as a thin abstraction layer over this.
As for more advanced threading libraries, check out Intel's Threading Building Blocks or Microsoft's Parallel Patterns Library. Parallel algorithms and transformations (for-each, generate, map, reduce, etc.), task-based thread pooling and dependency graphs, different types of synchronization primitives, lockfree concurrent queues, lists, associative maps and sets, and a bunch of other useful things for high performance threading. I wouldn't be surprised if some of this stuff eventually makes it's way into Boost and the C++ standard library itself.
There's also talk of adding in software transactional memory primitives to both Intel TBB and MS's PPL now that a number of the more difficult problems have been ironed out by the academic community.
It's not hard to surpass the performance of most STL solutions. See EASTL, EA's version of STL written specifically for games requiring high performance.
http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html
And as another simple example, the associative hashtable container in TR1/C++0x standard libraries (unordered_map) uses chaining for resolving hash-table conflicts, but you could write an alternative that uses open addressing that would be faster in numerous occasions where you don't need to preserve iterator validity across hash table resizing, and the key/value object size is relatively small (no more than a few machine words each).
That said, STL overall is pretty decent, it usually has better performance than a lot of this stuff I've seen people do in C. Many C coders use hand written linked lists instead of using a data structure more suited to the task at hand, such as a balanced search tree or hash table when needing to perform a lot of searches across a data set.
A better example of complete rewrites would be iterations on game engines where vast swathes of legacy code get thrown out and are completely rewritten from scratch.
Yeah, I can totally see Apple setting things up so that they get exclusive use of the new ARM processor architectures for a year before other corporations are able to license them.
Yeah... I don't know what he's complaining about. iPhone OS uses OpenGL ES 1.1 and OpenGL ES 2.0. Of course you can't use immediate mode primitive drawing functions. In fact, you shouldn't be using them on the desktop either, if you're at all concerned about performance. Vertex buffers are the way to go.
Right, but if Midori replaces Windows, what's going to happen to PC gaming? All current popular gaming devices support native C/C++ development, including the iPhone OS and Android with the NDK.
Intel no longer supports Itanium in some of their own projects on Windows. For example, Intel Threading Building Blocks has x86 and a x86-64 support, but lacks Itanium support on Windows. It does however support Itanium on Linux.
Will this spell the death of of unmanaged programming languages like C and C++ and the respective software developers who uses those languages? How will people such as game developers, who are heavily entrenched in C++ development, migrate themselves and their game engines and code bases to this new operating system?
GTX470 and GTX480 will support OpenGL 4.0 when it ships in a couple of weeks.
AMD/ATI released their OpenGL 4.0 drivers for HD5000 series cards yesterdya.
In the AnandTech review the GTX400 is 2x-10x faster than the GTX 285 or Radeon 5870.
You were looking at GTX 480 SLI which means that it's two GTX 480s. A single GTX 480 is only marginally better than an HD5870 in the majority of benchmarks, and costs $100 more to boot. A crossfire HD5970 system would out perform a GTX 480 SLI system.
I guess you also haven't heard of Metro 2033, STALKER: Call of Prypiat, or Shattered Horizon, all of which are very demanding games. And there will be more demanding games out later this year (Rage, Deus Ex 3, Crysis 2).
I'm calling you a troll.
Microsoft isn't opposing the bridge design. They're opposing further delay on starting the bridge project. They're for the bridge redesign, not against it.
First line in the article.
Microsoft took out a full-page color ad in the Seattle Times today opposing any further “delay” on replacing the SR-520 bridge
If Windows 7 actually uses that much memory it's not scaremongering, it's memory hogging. Whether it's using it on not is a pretty fine distinction, it's still using it just because it can. If something else needs it, Windows has to decide if it wants to let go of it or not.
So are you saying Linux, BSD, Mac OS X and pretty much every other modern desktop OS other than Windows XP are also memory hogs as well? Because they also do the exact same thing and use up all of the free memory for caching, marking it as available.
Well, I've already had to correct a number of other people on a couple of other forums I frequent who misunderstood. They thought it would be possible to run compiled windows/linux x86/x86-64 executables that were originally C++, without any translation whatsoever. They thought C++ uses a virtual machine somewhat akin to the JVM or.NET, and that such executables were not native machine code. And we're not even getting into platform specific libraries. In other words, they thought it would be a complete replacement for x86 processors.
You have been mislead. Their CUDA compiler tool chain uses LLVM as the backend to compile C++ code into CUDA machine code. There is no such thing as "native C++ code," but there is "standard C++ code" which is what nVidia's marketing goons really mean.
No, he's saying that an increase in the informational entropy levels on the surface of a given holographic membrane gives rise to a corresponding increase in the thermodynamic entropy of matter represented by the bits on the membrane, which in part manifests itself as mutual gravitational attraction of the matter inside. He's also saying that space-time itself emerges from the gradient in entropy levels outside of two holographic membranes (which themselves could be encompassed inside a common membrane, it depends on your frame of reference).
So essentially, he's saying that gravity, space-time, and even strings emerge from the force acting to increase informational (and thus thermodynamic) entropy on the these arbitrary membranes/surfaces or screens as he calls them (might just be because of how the paper was translated), and whatever this new force is, it itself a fundamental force. Gravity is now incidental, it's just how we perceive a facet of this force.
These ideas could have ramifications for tying together relativity and quantum theory and for better explaining what's causing the expansion of space rather than just saying it's dark energy.
At least, that's what I understood from his paper.
No, it was probably Activision/Blizzard, they're bigger than EA now, and Bobby Kotick, the CEO, is a big bully.
You must be doing it wrong. I can cold boot my Windows 7 64-bit machine in 12 seconds after POST completes. Mind you, I'm also using an SSD now. Before I had an SSD, I was booting in 30 seconds.
Same... I hold mine out 2-3 feet.
Most companies that provide prebuilt computers to consumers/home users are pushing Windows 7 64-bit over the 32-bit version afaik. And looking at the Steam Hardware Survey, assuming it represents a random sampling of PC gamers, Windows 7 64-bit is over 2x more popular than Windows 7 32-bit.
http://store.steampowered.com/hwsurvey
They might not be migrating now, but they will be forced to pretty soon.
That said, the C++ standard library is getting threading facilities added to it in C++0x. Just the basics though. Atomics, threads, mutexes, conditions, and futures. But this isn't stuff you can't currently do by rolling your own code using the operating system's APIs. The C++0x threading libraries just act as a thin abstraction layer over this.
As for more advanced threading libraries, check out Intel's Threading Building Blocks or Microsoft's Parallel Patterns Library. Parallel algorithms and transformations (for-each, generate, map, reduce, etc.), task-based thread pooling and dependency graphs, different types of synchronization primitives, lockfree concurrent queues, lists, associative maps and sets, and a bunch of other useful things for high performance threading. I wouldn't be surprised if some of this stuff eventually makes it's way into Boost and the C++ standard library itself.
There's also talk of adding in software transactional memory primitives to both Intel TBB and MS's PPL now that a number of the more difficult problems have been ironed out by the academic community.
It's not hard to surpass the performance of most STL solutions. See EASTL, EA's version of STL written specifically for games requiring high performance. http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html And as another simple example, the associative hashtable container in TR1/C++0x standard libraries (unordered_map) uses chaining for resolving hash-table conflicts, but you could write an alternative that uses open addressing that would be faster in numerous occasions where you don't need to preserve iterator validity across hash table resizing, and the key/value object size is relatively small (no more than a few machine words each). That said, STL overall is pretty decent, it usually has better performance than a lot of this stuff I've seen people do in C. Many C coders use hand written linked lists instead of using a data structure more suited to the task at hand, such as a balanced search tree or hash table when needing to perform a lot of searches across a data set.
A better example of complete rewrites would be iterations on game engines where vast swathes of legacy code get thrown out and are completely rewritten from scratch.
Yeah, I can totally see Apple setting things up so that they get exclusive use of the new ARM processor architectures for a year before other corporations are able to license them.
Sugoi monogatari, aniki.
Yeah... I don't know what he's complaining about. iPhone OS uses OpenGL ES 1.1 and OpenGL ES 2.0. Of course you can't use immediate mode primitive drawing functions. In fact, you shouldn't be using them on the desktop either, if you're at all concerned about performance. Vertex buffers are the way to go.
Right, but if Midori replaces Windows, what's going to happen to PC gaming? All current popular gaming devices support native C/C++ development, including the iPhone OS and Android with the NDK.
Intel no longer supports Itanium in some of their own projects on Windows. For example, Intel Threading Building Blocks has x86 and a x86-64 support, but lacks Itanium support on Windows. It does however support Itanium on Linux.
Will this spell the death of of unmanaged programming languages like C and C++ and the respective software developers who uses those languages? How will people such as game developers, who are heavily entrenched in C++ development, migrate themselves and their game engines and code bases to this new operating system?
piloting an Apache in Battlefield: Bad Company 2.
GTX470 and GTX480 will support OpenGL 4.0 when it ships in a couple of weeks. AMD/ATI released their OpenGL 4.0 drivers for HD5000 series cards yesterdya.
In the AnandTech review the GTX400 is 2x-10x faster than the GTX 285 or Radeon 5870.
You were looking at GTX 480 SLI which means that it's two GTX 480s. A single GTX 480 is only marginally better than an HD5870 in the majority of benchmarks, and costs $100 more to boot. A crossfire HD5970 system would out perform a GTX 480 SLI system. I guess you also haven't heard of Metro 2033, STALKER: Call of Prypiat, or Shattered Horizon, all of which are very demanding games. And there will be more demanding games out later this year (Rage, Deus Ex 3, Crysis 2). I'm calling you a troll.
Never mind, it would appear I didn't RTFA.
First line in the article.
Microsoft took out a full-page color ad in the Seattle Times today opposing any further “delay” on replacing the SR-520 bridge
If Windows 7 actually uses that much memory it's not scaremongering, it's memory hogging. Whether it's using it on not is a pretty fine distinction, it's still using it just because it can. If something else needs it, Windows has to decide if it wants to let go of it or not.
So are you saying Linux, BSD, Mac OS X and pretty much every other modern desktop OS other than Windows XP are also memory hogs as well? Because they also do the exact same thing and use up all of the free memory for caching, marking it as available.
Well, I've already had to correct a number of other people on a couple of other forums I frequent who misunderstood. They thought it would be possible to run compiled windows/linux x86/x86-64 executables that were originally C++, without any translation whatsoever. They thought C++ uses a virtual machine somewhat akin to the JVM or .NET, and that such executables were not native machine code. And we're not even getting into platform specific libraries. In other words, they thought it would be a complete replacement for x86 processors.
You have been mislead. Their CUDA compiler tool chain uses LLVM as the backend to compile C++ code into CUDA machine code. There is no such thing as "native C++ code," but there is "standard C++ code" which is what nVidia's marketing goons really mean.
No, he's saying that an increase in the informational entropy levels on the surface of a given holographic membrane gives rise to a corresponding increase in the thermodynamic entropy of matter represented by the bits on the membrane, which in part manifests itself as mutual gravitational attraction of the matter inside. He's also saying that space-time itself emerges from the gradient in entropy levels outside of two holographic membranes (which themselves could be encompassed inside a common membrane, it depends on your frame of reference).
So essentially, he's saying that gravity, space-time, and even strings emerge from the force acting to increase informational (and thus thermodynamic) entropy on the these arbitrary membranes/surfaces or screens as he calls them (might just be because of how the paper was translated), and whatever this new force is, it itself a fundamental force. Gravity is now incidental, it's just how we perceive a facet of this force.
These ideas could have ramifications for tying together relativity and quantum theory and for better explaining what's causing the expansion of space rather than just saying it's dark energy.
At least, that's what I understood from his paper.
For reference: http://en.wikipedia.org/wiki/Holographic_principle
...is ginkgo biloba good for?
You get to burning!