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Programming the cell processor : for games, graphics, and computation

— Scarpino, Matthew - Nama Orang;

In August 2006, I attended the Girvan Workshop for the Cell Broadband Engine, and it's an experience I'll never forget. For two solid days, IBM engineers explained the proces- sor's architecture, tools, and the many software libraries available for building Cell appli- cations. I was stunned, not only by the processor's extraordinary capabilities, but also by how much there was to learn: spulets and CESOF files, AltiVec and Single Instruction, Multiple Data (SIMD) math, debuggers and simulators. I did my best to comprehend it all, but most of the material flew over my head with a fierce whoosh. When Sony released the PlayStation 3, I grabbed the first console off the shelf and ran home for a more thorough investigation. It was daunting at first. Then as now, IBM's Software Development Kit provided a vast number of documents that covered three essential subjects: development tools, software libraries, and the processor itself. The docs were helpful, but there was no overlap or coordination between them. This is a serious problem because any practical Cell developer needs to understand these subjects as an integrated whole.

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Judul Seri -
No. Panggil 005.5 SCA p
Penerbit New York, Prentice Hall,
Deskripsi Fisik xv, 719 hal. ; ill.; 29 cm
Bahasa Indonesia
ISBN/ISSN 0136008860
Klasifikasi 005.5
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Tipe Media -
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