Download Introduction to Parallel Computing (2nd Edition) by Ananth Grama, George Karypis, Vipin Kumar, Anshul Gupta PDF

By Ananth Grama, George Karypis, Vipin Kumar, Anshul Gupta

This e-book offers a uncomplicated, in-depth examine recommendations for the layout and research of parallel algorithms and for programming them on commercially on hand parallel structures. rules of parallel algorithms layout and assorted parallel programming types are either mentioned, with large assurance of MPI, POSIX threads, and Open MP. This moment variation comprises new chapters at the ideas of parallel programming and programming paradigms, in addition to new info on portability. For programmers eager to achieve skillability in all points of parallel programming.

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Extra resources for Introduction to Parallel Computing (2nd Edition)

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6” represents the number of cycles needed for processing before OBJ rendering at the start of the H Line. ©1999 - 2001 Nintendo of America Inc. N. AGB-06-0001-002B4 AGB Programming Manual Rendering Functions The “Number of Rendering Cycles” and the corresponding number of OBJ displayable for a single line is expressed in the table below. OBJ H Size Number of Rendering Cycles Rotation/Scaling Normal OBJ OBJ Number of OBJ displayable on single line Rotation/Scaling Normal OBJ OBJ 8 8 26 128 47 16 16 42 76 29 32 32 74 38 16 64 128 (double the size of 64) 64 138 19 8 X 266 X 4 If the number for non-displayed (outside of the screen) OBJ in the OAM is lower than that for displayed OBJ, the bigger the non-displayed OBJ's size is, the less efficient the rendering will be.

Modes 4 and 5 allow double buffering using two frame memories, and are thus suitable for rendering animated video. The method of controlling text BG scrolling is different from that of BG rotation/scaling and bitmap BG scrolling. ) ©1999 - 2001 Nintendo of America Inc. N. 2 VRAM Memory Map The VRAM (96 Kbyte) memory maps in the BG modes are as shown in the following figure. BG Modes 0, 1, and 2 06017FFFh OBJ Character Data 32 Kbytes 06014000h BG Mode 3 BG Modes 4 and 5 OBJ Character Data 16 Kbytes OBJ Character Data 16 Kbytes 06014000h 06010000h Frame Buffer 1 40 Kbytes BG0-BG3 Screen Data Maximum 32 Kbytes Frame Buffer 0 80 Kbytes 0600A000h and BG0-BG3 Shared Character Data Minimum 32 Kbytes Frame Buffer 0 40 Kbytes 06000000h Users can map the screen and character data areas in the 64 Kbyte BG area in BG modes 0, 1, and 2.

Registers BG0CNT and BG1CNT are exclusively for text BG control, while BG2CNT and BG3CNT also support BG rotation and scaling control. The registers used by the BG modes are as follows. BG Mode 0 1 BG0CNT BG0 BG Control Register BG1CNT BG2CNT BG1 BG2 (text) (text) BG0 BG1 BG2 (text) (text) (rotation/scaling) 2 ©1999 - 2001 Nintendo of America Inc. N. AGB-06-0001-002B4 AGB Programming Manual Rendering Functions The contents of the BG control registers are shown below. 1) Text BG Screen Control (BG0, BG1) Address 008h 00Ah Register 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 BG0CNT BG1CNT 0 Attributes Initial Value R/W 0000h 0 Priority Specification 00: 01: 10: 11: Mosaic 0: Disable 1: Enable 1st priority 2nd priority 3rd priority 4th priority Character Base Block 0-3 Color Mode 0: 16 colors x 16 palettes 1: 256 colors x 1 palette Screen Base Block 0-31 Screen Size ©1999 - 2001 Nintendo of America Inc.

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