ISx | Scalable Integer Sort application for co-design | Database library
kandi X-RAY | ISx Summary
kandi X-RAY | ISx Summary
ISx is a new scalable integer sort application designed for co-design in the exascale era, scalable to large numbers of nodes. ISx belongs to the class of bucket sort algorithms which perform an all-to-all communication pattern. ISx is inspired by the NAS Parallel Benchmark Integer Sort and its OpenSHMEM implementation of University of Houston. ISx addresses identified shortcomings of the NPB IS. ISx is a highly modular application implemented in the OpenSHMEM parallel programming model and supports both strong and weak scaling studies. ISx uses an uniform random key distribution and guarantees load balance. ISx includes a verification stage. ISx is not a benchmark. It does not define fixed problems that can be used to rank systems. Furthermore ISx has not been optimzed for the features of any particular system. ISx has been presented at the PGAS 2015 conference. References: ISx, a Scalable Integer Sort for Co-design in the Exascale Era. Ulf Hanebutte and Jacob Hemstad. Proc. Ninth Conf. on Partitioned Global Address Space Programming Models (PGAS). Washington, DC. Sep 2015. Information about the NAS Parallel Benchmarks may be found here: The OpenSHMEM NAS Parallel Benchmarks 1.0a by the HPCTools Group University of Houston can be downloaded at STRONG SCALING (isx.strong): Total number of keys are fixed and the number of keys per PE are reduced with increasing number of PEs Invariants: Total number of keys, max key value Variable: Number of keys per PE, Bucket width. WEAK SCALING (isx.weak): The number of keys per PE is fixed and the total number of keys grow with increasing number of PEs Invariants: Number of keys per PE, max key value Variable: Total Number of Keys, Bucket width. WEAK_ISOBUCKET (isx.weak_iso): Same as WEAK except the maximum key value grows with the number of PEs to keep bucket width constant This option is provided in effort to keep the amount of time spent in the local sort per PE constant. Without this option, the local sort time reduces with growing numbers of PEs due to a shrinking histogram improving cache performance. Invariants: Number of keys per PE, bucket width Variable: Total number of keys, max key value.
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QUESTION
So I have a custom programming language, and in it I am doing some math formalization/modeling. In this instance I am doing basically this (a pseudo-javascript representation):
...ANSWER
Answered 2021-Jun-07 at 20:01Haskell leverages its type and type-class system to deal with polymorphic equality.
The relevant code is
QUESTION
I'm finding this problem hard to search about because the terms summarize, groupby, rearrange, table are just so generic.
What I'd like to do is summarize a value after grouping by exactly two factors, and put the result in a table with rows/columns as factor1/factor2. This is a special case of groupby-exactly-two with one value per cell, but I find myself wanting this pattern a lot.
Here's a toy data set where factor "isx" has two levels and factor "grp" has three levels:
...ANSWER
Answered 2021-Apr-18 at 23:47We can use pivot_wider
with values_fn
as mean
to do the reshape as well as aggregation in a single step
QUESTION
Since I am a non-English speaking person, I am not familiar with English.
The title is the content. Here is .GIF
The black line drawn by hovering over is not selected, but the gray line created when the coordinates are first created is selected.
As you can see from the code, I initially declared selection: false when initializing the code. There is no other code to manipulate the selection, so I deleted it for readability.
Here is my code
...ANSWER
Answered 2021-Apr-09 at 15:01The property you want to use is selectable
.
Try setting obj.selectable = false;
on your object.
QUESTION
I'm trying to replace java for loop with a lambda.
I have at first a class Arrs:
ANSWER
Answered 2020-Dec-15 at 11:58Well, you could just use flatMap
and filter
:
QUESTION
I am making a pacman arcade game on Java but my collisions have problems. If you see my image here my pacman sprite stands still (no x or y movement) when visiting a corner or when trying to turn back the direction it came (ie goes left but does not go right again). I understand this is because I set my xMovement to 0 and yMovement to 0 if a collision is detected (see second code block under collide()).
How would I allow the pacman sprite to move the other way (ie it comes from the left and I want it to go right) or traverse a corner if my collision() does not allow this?
Below is my draw method in the App.java class which draws the player based on the user's input. The keys wasd correspond with up, left, down, right respectively. this.direction is only used so the player does not waste a move nor go through a wall when a collision happens. *Note, I put (this.player.x_ord + 2) % 16 == 0
because my pacman image is not a 16x16 image unlike my walls which are.
ANSWER
Answered 2020-Nov-09 at 09:08I didn't analyze your code deeply but it seems to me that your main problem is that collide
method considers only 2 cases, vertical movement or horizontal movement. If you want to have movement in 4 different directions that method need to have 4 different states.
To achieve that you could create an enum representing direction. Then in detectCollision
pass appropriate Direction
into collide
. Finally, in the collide
consider 4 different directions. For example, if there is barrier on the right, xMovement
need to be non-positive. The collide
method could look like so:
QUESTION
I have deriving two separate groups from a list, error data and error free data:
...ANSWER
Answered 2020-Oct-28 at 14:00You can use Java 8 Collectors partitioningBy. So you could split your list into a map of lists and then get the two lists from there.
Short SolutionQUESTION
I'm attempting to create a MiniMax algorithm that will calculate the best move for a game of Tic Tac Toe. I have attempted to write this in multiple ways and I keep getting an infinite loop. Any idea what I'm missing here?
Here's the code that is used to traverse the game board and calculate the best move using MiniMax:
...ANSWER
Answered 2020-Jun-23 at 20:46It is better if you put the whole source code. For example inside the checkWin(boolean isX, byte[] board)
you have variables that are global, like gameBoard
, isPlayerX
. I suspect that name of the variables should be board
and isX
?
Inside the hardMove
there is a statement if ((isX && attemptScore > bestScore) || (isX && attemptScore < bestScore))
which probably needs to be if ((isX && attemptScore > bestScore) || (!isX && attemptScore < bestScore))
.
I would suggest that you restructure your program. Basically one method should be responsible only for one operation. For example checkWin
should only check if particular player is winning. hardMove
should be responsible for the recursion.
As far as I can see there is no reason for infinite loop (assuming that checkWin is not using global variables). The easisest way to debug the program is to print the board at every iteration.
QUESTION
In the following code sample, my goal is:
- Let
obj.isX
betrue
whenobj
constructed by type A - Let
obj.isX
befalse
whenobj
constructed by type B
ANSWER
Answered 2020-Apr-12 at 15:10This appears to work:
QUESTION
I'm having trouble implementing internationalization of DateFormat.
I use the below code to get the date formatted:
...ANSWER
Answered 2020-Feb-06 at 14:59Actually, I don't know about second fold, but for the first you can use smth like this:
QUESTION
I am using Intellij's Java to Kotlin converter.
When converting a function like this (in this example it is an overriding function but this also applies to non-overriding):
...ANSWER
Answered 2020-Jan-29 at 05:36- Property getter is called only by
obj.isX
, function is called only byobj.isX()
2, 3. From official Kotlin coding conventions guide:
In some cases functions with no arguments might be interchangeable with read-only properties. Although the semantics are similar, there are some stylistic conventions on when to prefer one to another.
Prefer a property over a function when the underlying algorithm:
does not throw
is cheap to calculate (or caсhed on the first run)
returns the same result over invocations if the object state hasn't changed
- Converter isn't perfect, the code it generates is meant to be refactored afterwards by the programmer. Both function and property declarations are suitable for Java methods that return
boolean
and are namedis*
- the programmer should choose the declaration that suits his design better.
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