Jump to content
  • entries
    5
  • comments
    11
  • views
    1,298

About this blog

Proof It's Not Hard To Optimize Your Code

Entries in this blog

High Performance Computing: Basic Optimization Part 2

In the previous section, I decided to forego terminology and verbiage for the sake of expediency, but to continue the discussion one needs to know about the parallelism hierarchy in programming. At the highest level is process parallelism, usually the calling card of distributed computing, where multiple processes run on multiple nodes in a distributed system such as CentOS on a cluster supercomputer. This can take the form of SPMD (Single Program, Multiple Data), MPMD (Multiple...), or MPSD (Mu

patrickjp93

patrickjp93

High Performance Computing: Basic Optimization Part 1

We hear quite often these days of developers and gamers complaining games aren't optimized for graphics hardware for AMD/Nvidia or are choking at the CPU whether by terrible single threaded implementation or by bad multithreaded code. In reality it's not very difficult to optimize C++ code, and game developers should frankly be ashamed they hide behind the excuses they currently give. Here I have supplied a rudimentary program which may not appear to be very useful or worthwhile to the average r

patrickjp93

patrickjp93

Background On Parallelism and HPC

It may come as a shock to some that just over 15 years ago CPUs only had a single core, and running 2 threads on one core simultaneously was just an infant of an idea. Nowadays dual-core chips are practically ubiquitous as the minimum across the civilized world. Even so, to this day most consumer software runs using a single thread and only the oldest of instruction sets for a target platform. There are reasons for this, such as making software which can be sold to the most people with a reliabl

patrickjp93

patrickjp93

×