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Coach Brooks Chat Archive
Live chat with Head Coach Rich Brooks took place Tuesday, June 15 at noon.
Brandon : Coach, first of all, thanks for taking time out to spend with some of the UK Faithful. I don't know much about a 3-4 defense, but from what I've read, it allows for more blitzes and better disguising of blitzes. Having a full year in the system, should we expect to see more blitzes to put pressures on the opposing QB's?
Rich Brooks : You may not see more blitzes but hopefully you will see blitzes that are better executed. The players have a better understanding of the zone blitz concept than they did a year ago and the execution was better in the spring than it was last fall.
mike gibson : coach.....I was unable to get my question into Mike Archer last week so I will ask you. How difficult is it for a big O-lineman to move Lamar Mills out of the way not being able to get under his pads, what did he weigh coming out of spring and will Bennie be on the fall roster?
Rich Brooks : Lamar's height plays to an advantage at the nose position because it gives him excellent leverage on the offensive line. His biggest asset, however, is his quickness and explosion. He is in a position that receives quite a few double teams and when that happens it should free up one of our linebackers. He weighed about 275 at the completion of spring. Bennie is currently still ineligible.
Herman: Gravelswitch : Coach, You obviously arrived a bit too late to start a good off season workout program last year. It was frustrating to watch the offensive line get pushed around last season. They were supposed to be a strong point. Are the players buying into the off season workout. Did they buy into it as much last year??? What can we expect from the OL this year. It all starts up front.
Rich Brooks : We had major improvement in our offseason conditioning from the end of fall to the start of spring practice this last year. We need to see that same kind of improvement this summer as far as strength, speed and explosion is concerned. Our offensive line is one of our most improved units in spring practice but is still one of the biggest question marks going into fall. We only have seven returning scholarship players on the OL with the addition of four freshmen scholarship players that will compete this fall. It will add to the depth and competition. We have several walk-ons that are in the two-deep and are pushing for starting positions. I expect our line to play well as a unit this fall.
kyle travis : what do you think about your recruiting class coming in this year
Rich Brooks : I think we were able to add size and speed to our roster that will make us more competitive in the future against the SEC opponents that we play.
J.K. : Hey Coach, how much production do you expect out of our backfield on the offensive side of the ball? Thanks for answering my question. Go Cats
Rich Brooks : I expect all of our backs to be better than they were a year ago. Arliss Beach, Draak Davis, Alexis Bwenge and Rock Johnson all have experience and were improved in the spring. With the coordination with the OL, I expect our running game to be better than it was a year ago.
BigBlue#1 : What do you think is the biggest strength of this team this year?
Rich Brooks : The experience that we return on defense, plus the added depth of the defensive units, is probably our biggest strength.
Blake Hopkins : Besides Boyd who do you think the most vital offensive player will be?
Rich Brooks : Every player on offense is vital as we have to execute well as a unit for any individual to produce good numbers. Keenan Burton is a big play receiver and Glenn Holt had an outstanding spring as well but we must get protection and execution by the rest of the players before we can be productive.
Georgia Wildcat : What are some of the reasons you chose to run this type of offense instead of the offense that was very successful for you at Oregon in the 90's?
Rich Brooks : This offense is very similar to the offense that I ran at Oregon in the 90's. We use more shotgun here than we did at Oregon. We also ran some option at Oregon to keep the defense honest.
GregUKgrad : I was concerned when I read a comment from Coach Hudson saying that he would prefer a run to pass ratio of 40:25. Do you really feel that we can be successful with that ratio with the current player's on our roster?
Rich Brooks : The run to pass ratio is largely dependent on our ability to block our opponent. Sometimes we will run more than we will throw and other times we will throw more than we will run. I would like to be able to run the ball more than 50% of the time. That would mean that we are able to do what we want when we want it. If you can run the ball on someone, it's a lot easier to throw it.
GregUKgrad : I am concerned about possible injuries to the QB's running an offense that gives the defense so many opportunities to hit them.What our some of the reasons you chose to run this system instead of a West Coast or other type of system? Best Wishes...Go Cats....
Rich Brooks : An active athletic QB can give defenses more problems than a straight drop-back system can. Many quarterbacks get injured in the pocket as well. If you look at the successful quarterbacks currently in the NFL, many of them are mobile and can pull down the ball and run it to break down the defense. We just need to concentrate on conditioning and strength preparation for not only the quarterback, but everyone for injury prevention.
Jason Davis : Hello Coach Brooks. Just wanted to say you did a great job coming in to UK. My question is have the players adjusted well to the new offensive scheme now or are there still questions and concerns going into the Louisville game? Are there any key players that will make the offensive scheme run smoother this season than last in the hopes of improving from a 4-8 season with a near upset of Florida and a great epic battle against Arkansas?
Rich Brooks : I believe our players are more comfortable in what we are doing, not only offensively, but also defensively. After a year together as players and coaches, I would expect us to be a smoother operating offense than we were a year ago. There is a definite advantage to staff continuity without either assistant or head coaching changes. Unfortunately, a year ago, I was part of ongoing coaching changes that had happened here at UK in the past 5-6 years. It is my hope that staff continuity will also bring more upsets, not only this year but in years to come.
Jason Davis : How important is having the fans behind you in SEC play?
Rich Brooks : It's important to have the fans behind you in every game. Our home crowds have been large for SEC games and I would like Commonwealth Stadium to be a difficult for an opponent to be successful. A loud, boisterous group of fans will certainly help that.
roach : hows are offense going to be an is shane going to play or play baseball for the twins
Rich Brooks : Shane is going to concentrate strictly on football through the end of next season and then he will make a decision on where his future will lead him. I believe our offense will be more productive than it was a year ago.
Kyle Travis : I was just wondering how is juco wide reciever scott mitchell doing
Rich Brooks : Scott is recovering from shoulder surgery and will be healthy when we start fall camp. He has brought competition and some deep threat to the receiving position. His size will be an asset in playing in this league.
bigbluemist : Coach-I am gald your here and expect big things from the Cats going forward. Recruiting is the key to success, but after that what do you and your staff need to do to get UK winning on a consistent basis? Thanks and good luck on the up coming season.
Rich Brooks : We must teach our players that when games are on the line in the fourth quarter, that we WILL win them and not fall back to some of the disasters that have happened in recent years. The attitude is a critical change that needs to take place in our program. I want our players to expect to win in every game.
Blake Hopkins : Who do you think losing last year as a senior was the most devestating to the team motivation wise?
Rich Brooks : Obviously when you lose two players like Derek Abney and Jared Lorenzen, you have to replace a tremendous amount of production. These two players are some of the best that have ever played at Kentucky and the SEC statistically. So we have to make sure that we're able to replace the passing, scoring and returning ability that we are losing.
Ron"Mosey"Mohr : Coach has the team been working hard on conditioning this summer?
Rich Brooks : We started our summer conditioning a week ago and the players are indeed working really hard and I expect them to continue that until we report on August 9.
robert wolf : are you going to use shane boyd strictly as a qb this time? Also,is the situation you came into here different than the one you had at Oregon? Best wishes for a good season.
Rich Brooks : We definitely will only work Shane at quarterback this year. I feel our program is much further along than the program I took over at Oregon years ago.
ukathletics.com : Coach Brooks is sorry he can't get to all the questions submitted. We thank him for his time. And we thank all the coaches for spending time answering your questions of the past couple months. They enjoyed talking to the fans. We'll see you all in Commonwealth next fall.
Rich Brooks : I hope we have as many fans in Cardinal Stadium that we can get and that the fans will support these players that have been working so hard this fall on the field. Go Cats!


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Doctor Ed Watson, too much time counting
Sheep and always laughing on his feet
when they come now look alive Her
joyous loving prayerful light don't need no
gunnas or wannabes all our needs wear She
in a string of mouth words truth aim arched
arrow and briefly drawn lines strung
in the heart and a living head cut off sent
to Elizabeth I, spiked on London Bridge,
the body dumped beneath an oak, the final
FitzGerald killed by a kern O'Kelly
mercenary for coign from a Clan Moriarty
Castledrum. No churchyard here FitzGerald
sings, buried where our forebears are, no
single cross nor standing stone all we who
living die in love & Glenagenty somewhere
near, not with the horseman that pass us by,
but from a loving arc all cheer bejewled
the spirit speaking us in no lapidary phrase
no marble script
we can't be sure of the exact spot,
only twice a year the grass is cut.
Saturday, March 04, 2017
That Is No County For Aarghl Demmuns
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- Multiple Domains – Single Website
This will enable all of your domains to slingshot towards one website. Login to your Zone Edit account after you've signed up. Now, in the new domain platform, write down your domain name and click on "Add Zone". After that, you'll find two Name Servers IPs and hosts.
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First, store all of your different websites under different folders in your shared hosting panel. Create a new folder and store the other websites' files.
Now, follow the above steps until you reach the step where you need to redirect all of your domains. Click on ZoneEdit's Edit Zone. Now, click on Web Forward and type in the distinctive destination of each of your destination URLs.
You can add as many websites as you want but you've to check on the usage limit of your shared web hosting account. Also, ZoneEdit only allow 5 domains to be added to a single free account.


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Dead British III - Photos
Brits in LA Annual Halloween Party - sponsored by The PikeyLA , Beltran Brito LLP, Volkswagen Santa Monica, HSBC Bank USA, photography by Kerstin Alm photobooth by Barebox Dress code: come as a Dead Brit or something Dead British !
Post by Brits in LA.
Post by Brits in LA.


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In this enormously entertaining novel, His Royal Highness Prince Albert Edward, Prince of Wales (affectionately known to friends and family as "Bertie") is in Paris enjoying a respite from his royal duties when he receives news of a shocking murder. It seems the future son-in-law of one of Bertie's dearest friends has been shot at the Moulin Rouge cabaret - yet despite hundreds of witnesses, no one saw a thing. Fancying himself something of an amateur detective, Bertie sets out to solve the mystery, with assistance from none other than internationally renowned actress (and, Bertie hopes, his future paramour) Sarah Bernhardt. Their investigation takes the pair from the heights of Parisian society to the squalor of the city's slums, pitting them against Paris's legendary chief of police and uncovering more than one scandal along the way. With wit and charm as abundant as the portly prince's famous waistline, Bertie and the Crime of Passion is a must-read for discerning mystery fans. (KG)
|Read more about the good folks behind this book on our blog, The Bluestocking Salon!


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Daily Archives: August 2, 2013
Ace Combat goes free to play with PS3 exclusive Ace Combat Infinity
Ace Combat will be returning later this year as a free-to-play release for PS3. The Project Aces-developed Ace Combat Infinity will feature a new storyline set in a campaign that takes place in the near future, which is hinted at by the enhanced tech in the new teaser. Co-op play will also be supported for up to four players, with two teams of two competing to inflict the most damage.
Wargame: AirLand Battle gets free (sizable) DLC pack, Vox Populi
Eugen Systems has released a new expansion for their recently released strategy title, Wargame: AirLand Battle, Vox Populi. The free add-on includes a number of additions; the most notable of which is Conquest mode, making a return from the original Wargame, which allows players to achieve victory by holding the most territory when battling against one another or the AI. The rest of the additions include co-op support for Campaign mode, the option to select AI equipment type and nationality, 24 new units, and 5 new maps for Destruction and Conquest modes.


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The Count: Hall of Fame Voters Snub Stats
Voting for the baseball Hall of Fame has been announced, and the only candidate to be inducted is one who wasn't a favorite of sabermetricians. Andre Dawson had a career on-base percentage of .323, yet received 420 votes, 15 more than the minimum necessary. Meanwhile, not one of the top candidates favored by those who look past wins and RBIs — Bert Blyleven, Roberto Alomar, Edgar Martinez, Barry Larkin, Tim Raines and Alan Trammell — made the cut. Still, there are signs those who prefermore sophisticated and reliable indicators of baseball excellence will eventually receive satisfaction . Blyleven, in his 13th year of eligibility, and ballot newbie Alomar each came close enough to induction to give hope for next year.


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You are here
Category Analyst
Bullet points
Category Analyst
Global Consumer Retailer
About Our Client
One of the largest Global Retails in the North East
- Passion for Delivery
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The Category Analyst works with the local and global Marketing teams, to ensure that relevant product - which will grow the category's profitability, enhance the brand, and delight our consumers - is available, promoted on-shelf, driving strong rate of sale, in our chosen distribution outlets.
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- Support the identification of shopper and retailer market research requirements which will deliver the relevant insights on an annual basis, and implementation of the plan.
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Stakeholder Management
The role requires interaction with many stakeholders around the business & externally. Main stakeholders include:
- Head of Regional Marketing
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Example Key Performance Indicators
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The Successful Applicant
Essential Job Knowledge, Skills, Education & Experience relevant to the role:
- Ability to analyse and interpret complex and multiple sources of data to identify issues, opportunities, insights and recommendations
- Ability to develop ranging and merchandising recommendations
- Ability to influence internally and externally to drive through global best practice
- Strong appreciation of retailer and shopper insights and trends
- Numerate and commercially driven with a good understanding of P&L
- Dynamic approach to problem solving - solutions orientated
- Microsoft Powerpoint & Excel to an advanced level
Essential Personal Attributes & Competencies relevant to the role:
- A self-starter by nature with a positive, resilient 'can do' attitude/bias for action.
- Excellent, proven effectiveness at stakeholder management/collaboration - a team player.
What's on Offer
Category Analyst position working for one of the largest Global Retailers
Exposure to International Markets
Work with global & regional brand teams to identify appropriate action plans.
£20,000 - £30,000
North East of England


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|Publication number
|Publication type
|Application number
|Publication date
|May 24, 2011
|Filing date
|Mar 2, 2007
|Priority date
|Dec 7, 2006
|Fee status
|Publication number
|Nathaniel G. Duca, Vlad Stamate, Thomas Flynn, Stace Peterson, Alexandre De Pereyra
|Original Assignee
|Sony Computer Entertainment Inc.
|Export Citation
|BiBTeX, EndNote, RefMan
|Patent Citations (21), Non-Patent Citations (10), Referenced by (20), Classifications (13), Legal Events (5)
|External Links: USPTO, USPTO Assignment, Espacenet
This application claims the benefit of priority of commonly-assigned U.S. Provisional Patent Application 60/869,018, to Nathaniel G. Duca, filed Dec. 7, 2006 and entitled "HEADS-UP-DISPLAY SOFTWARE DEVELOPMENT TOOL", the entire disclosures of which are incorporated herein by reference.
This application is related to computer programming and more particularly to intuitive tools for analyzing and optimizing computer software.
Computer graphics are an important part of many electronic devices and applications, such as video games. Computer graphics often requires both computer programming and artistic skills. Computer graphics is a complex process can be quite computationally intensive. The computational intensity may be measured in terms of the amount of computer processing time required to draw the objects within a computer-generated image. The amount of computer processing time can vary quite widely depending on the nature of the image. To optimize the use of available processing resources is often desirable to obtain real-time information on processor usage during computer rendering of graphical images.
It is within this context that embodiments of the invention arise.
According to an embodiment of the invention, a method for software development is disclosed. In the method a graphic display of information is presented as it is normally produced by a process implemented with computer software. An arbitrary range of objects with the graphic display is selected and one or more filters are applied to the processing of the objects in the arbitrary range. The processing of the objects is changed dynamically in response to the filters. A graph may be displayed showing utilization of computer processor resources for each object in the selected range with the one or more filters applied to the objects.
In addition, a graph may also be displayed showing utilization of computer processor resources for each object in the selected range without the one or more filters applied to processing the objects in the graph showing utilization of computer processor resources for each object in the selected range with the filtering applied to the objects. The graphic display of information and the graph may be displayed on the same screen in the form of a heads-up-display (HUD). The graph may be a bar graph having a plurality of bars, wherein each bar corresponds to a different object in the graphic display. A height of each bar may correspond to a measure of processing cost for drawing the corresponding object. Metadata associated with drawing a particular object may be displayed in the graphic display proximate the corresponding bar in the bar graph. The metadata may include a number of vertices and attributes of the particular object, time spent drawing the object, number of pixels that the object covers in the graphic display, or draw call timings. The draw call timings may include timings from different parts of a draw call pipeline such that the whole height of each bar is proportional with processor time spent to draw the particular object. Different colored parts of a bar corresponding to the particular object show processor time spent by different parts of a processor when drawing particular object. The metadata may be displayed by color coding objects in the graphic display according to different metadata.
According to another embodiment, the above method may be implemented using an apparatus for software development. The apparatus may comprise a display unit and one or more processors coupled to the display unit. The processors may be configured to execute processor executable instructions that cause the display unit to present a graphic display of information as it is normally produced by a process implemented with computer software running on the one or more processors. Additional instructions cause the apparatus to select an arbitrary range of objects within the graphic display and apply one or more filters to the processing of the objects in the arbitrary range. The instructions may cause the apparatus to change the processing of the objects dynamically in response to the filters.
According to another embodiment, a method for analysis of graphics software is disclosed. The graphics program places commands in a command buffer for a graphics processor unit (GPU). According to the method a program chunk is copied from the command buffer to a push buffer. The program chunk contains successive commands that are all of a common type. The program chunk is handled through command buffer and/or push buffer manipulation that is transparent to the graphics program. The program chunk is executed from the push buffer with the graphics processor.
The program chunk may be handled, e.g., by inserting a front command immediately before the program chunk in the push buffer, wherein the front command changes the operation of the program chunk in a way that facilitates analysis of the graphics program. A "get" may be moved to a point before a beginning of the front command in the push buffer. A back command may be inserted immediately after the program chunk. The back command may be configured to revert a configuration of the program to a configuration it would have had without the front command. A put in the push buffer may be moved to a point after an end of the back command.
Time stamps may be placed immediately before and after the program chunk. A time utilized by the graphics processor in executing the front and back commands may be determined using the time stamps and subtracting the time when computing timing of processing of the program chunk with the graphics processor. The time stamps may be used to determine a processing time on the graphics processor associated with handling of the program chunk so that the processing time can be subtracted out when computing timing of processing the program chunk with the graphics processor.
The program chunk may be executed by executing the front command, the program chunk and the back command from the push buffer with the graphics processor.
The front command and/or back command may implement a function on the program chunk. The function may facilitate analysis of the graphics program. By way of example, the function may be part of a vertex driver, shader debug driver, shader defrag disassembly driver filter or driver that asks for data that was in memory at a time of a draw call.
In some situations the function may requires information from a memory that is not yet available when the front or back command is put in the push buffer. In such a case, execution of the front command, program chunk or back command may be prevented until the information is available. The information may be imported to the function once the information becomes available. Execution of the front command, program chunk or back command may then be permitted.
In some cases, the program chunk may comprise one or more commands that set a state associated with a subsequent draw command. In such cases, the front command may modify the state from an initial value and the back command may revert the state to the initial value.
In some cases handling the program chunk may comprise applying one or more filters to the program chunk. Such filters may include a Simple Shader, a 1�1 Viewport, a Wireframe, a Register Count, a Disable Render, a Disable Blend, a Disable Alpha Test, a Reduce Geometry, a Depth Complexity, a Disable ZCULL, a 1�1 Textures and a Wait For Idle filter.
In some situations, the program chunk may be handled by saving frame data associated with a frame drawn by the GPU. Frame data may be saved e.g., by saving a set of commands associated with drawing a frame and saving an initial set of frame data for an initial draw call, and for subsequent draw calls, determining which, if any, portion of the frame data has been changed by the subsequent draw call. Those portions which have been changed by the subsequent draw call may then be saved. An initial hash function may be computed for each portion of the initial frame data. A subsequent hash function may be computed for one or more of the portions after the subsequent draw call. The initial and subsequent hash functions may then be compared to determine if a portion needs to be saved. In some cases, a given portion is saved only if it is estimated that the given portion has been used by the subsequent draw call.
In some situations, handling the program chunk may include implementing a shader debugger. The shader debugger may be implemented by inserting a shader debug sequence F(D) into the push buffer between a state chunk S and a draw call D, wherein the debug sequence includes placeholder D′ for the draw call D, a state modifier portion that modifies the state from a state defined by the state chunk S, and a revert instruction REV that reverts state to that associated with the state chunk S. The placeholder D′ may include a jump instruction JMP that causes the GPU to jump to a wait instruction that causes the GPU to wait until the draw call D has been copied to a memory location reserved for draw call D. The draw call D may be copied from the command buffer to the memory location reserved for the draw call D and either (a) copying the draw call D to the push buffer or (b) executing draw call D from the memory location with the GPU; revert command REV to revert a state and execute the draw call D again from the push buffer with the GPU. The state modifier portion may comprise a bind new shader instruction BNS, a bind surface instruction BS, a placeholder D′ for the draw call D and wherein the revert command REV is configured to undo the BNS and BS commands
According to another embodiment, a system for analysis of graphics software may comprise a central processing unit (CPU), a graphics processing (GPU) unit coupled to the CPU, a memory coupled to the GPU and CPU, the memory having therein a command buffer and a push buffer. A graphics program may be configured to run on the CPU. The graphics program places commands in the command buffer for a graphics processor unit (GPU). A graphics program analysis (HUD) program running on the CPU may include one or more instructions that implement the method for analysis software described above. The instructions may comprise one or more instructions that, when executed by the CPU, copy a program chunk from the command buffer to a push buffer and handle the program chunk through command buffer and/or push buffer manipulation that is transparent to the graphics program. The program chunk may be configured to be executed by the GPU from the push buffer.
The teachings of the present invention can be readily understood by considering the following detailed description in conjunction with the accompanying drawings, in which:
Although the following detailed description contains many specific details for the purposes of illustration, anyone of ordinary skill in the art will appreciate that many variations and alterations to the following details are within the scope of the invention. Accordingly, the exemplary embodiments of the invention described below are set forth without any loss of generality to, and without imposing limitations upon, the claimed invention.
A number of different tools have been created to assist developers in analyzing computer graphics. Some of these tools used virtual column drivers in which filters would be used to change graphics processor unit (GPU) commands in the graphics software. Unfortunately, these tools are limited in their capabilities and somewhat awkward to use in that they did not provide intuitive feedback on how performance changed when the filters were applied. For example, MS PIX from Microsoft allows a user to pick a draw call (i.e., an object) within a computer graphic image and see information regarding the state of the processor that executes the draw call within a frame. Unfortunately, this application does not look at the structure of the frame. NVIDIA PERFHUD, by contrast provides a tool in the form of a heads-up-display (HUD) that is overlaid on a screen showing the frame being drawn. This application allows a user to obtain some information about the use of processing resources, e.g., by allowing the user to turn off all rendering for everything past a selected point and compare the processing usage with and without the rendering turned off Another tool, known as gDEBugger, provides a similar capability, but does not allow a user to select an object or range of objects within the frame and analyzer the processor usage for these objects.
In a software development method according to an embodiment of the present invention, a graphic display of information is presented as it is normally produced by a process implemented with computer software. An arbitrary range of objects within the graphic display is selected and a graph is displayed showing utilization of computer processor resources for each object in the selected range. One or more software filters and/or drivers may be applied to the processing of the objects in the selected range. A graph may be displayed showing utilization of computer processor resources for each object in the selected range with the filters and/or drivers applied to the objects.
By way of example, an implementation of such a method as a software tool may be used to find graphics bugs and bottlenecks in graphic-intensive software applications such as video games. The tool may be distributed as a drop-in replacement graphics driver for a graphics API such DirectX� from Microsoft Corporation of Redmond, Wash. or open APIs such as OpenGL�ES, OpenGL� or related APIs for implementations of games running on a video game console. The user interface for the tool may be drawn on-top of the game as a "Heads-Up Display". Measurements and data may be updated immediately in response to user movements in the game. Such a tool may be implemented without major application changes to existing software development tools. DirectX� is a registered trademark of Microsoft Cooperation of Redmond, Wash. OpenGL� is a registered trademark of Silicon Graphics Cooperation of Mountain View, Calif.
By way of example, and without loss of generality, the graphic display and the graph may be displayed on the same screen, e.g., in the form of a heads-up-display (HUD), e.g., as shown in
It is noted that the graph in the HUD may display additional information. For example, the HUD may include other graphs that illustrate video and system memory allocation as filters and/or drivers are applied to different ranges of objects. The memory allocation information used to generate such a graph may be obtained, e.g., using malloc hooks. The memory allocation graph may be color coded to show allocation of memory for different drawing calls. In addition, the HUD may display aggregate information related to generation of the image shown on the screen. By way of example and without limitation, the HUD may display the time required to set up the state of the system to produce the frame and the total time spent drawing the objects in the frame. Examples of these values are shown just above the bar graph in
In embodiments of the present invention, the HUD may be configured in many different ways to make it more intuitive and easy to use. For example, the HUD could color code objects in the image according to their processing cost. Furthermore, the bar graph 102 may include metadata to show what each bar represents. Such metadata may include, but is not limited to, the number of vertices and attributes of the object, time spent drawing the object, number of pixels that the object covers on the screen, and draw call timings. The draw call timings may be timings from different parts of the draw call pipeline such that the whole height of each bar is proportional with the time spent by a graphics processing chip to draw that specific object, but different colored parts of that bar show the time spent by different parts of the RSX when drawing that object. In addition, the objects in the frame may be color coded according to different metadata.
The HUD may provide different types of information to help a developer speed up a game under development. For example, as shown in the screen shot of
A scene is rendered by submitting draw calls with same attributes to a graphics processing chip, such as the RSX "Reality Synthesizer" graphics processing unit from NVIDIA Corporation of Santa Clara, Calif. Details of the RSX are described, e.g., at the Wikipedia entry for RSX "Realty Synthesizer" Graphics Processing Unit, the disclosures of which are incorporated herein by reference. The RSX Graphics processing unit is a graphics chip design co-developed by NVIDIA and Sony for the PlayStation 3 computer console. As illustrated in
For example, in the screen shot of
It is noted that the individual bar graphs may be divided up to show different information, for example one portion 506 of each column in the bar graph 504 may show the part of the processor time dedicated to system setup for a draw call and another portion 508 (indicated, e.g., by a different color) may be indicate that portion of the processor time dedicated to the draw call itself. In additional embodiments of the invention such a color coding scheme may be used to further break down the processing time within the draw call, e.g., indicating time spent on rendering pixels, texturing, and the like. In addition the bar graph 502 may be configured to facilitate comparing the computational cost of drawing selected objects with and without applying the filter. For example, as shown in
By way of example, and without loss of generality, objects may be selected and filters may be applied to selected draw commands in software, e.g., using so-called "when" expressions. For example, to select objects 15-25 and drop the textures from these objects, an expression of the type "drop textures when object=15-25". The use of when expressions in the context of graphics software debugging is discussed, e.g., by N. Duca in "A Relational Debugging Engine for the Graphics Pipeline", in ACM Transactions on Graphics (TOG) Volume 24, Issue 3 (July 2005), Proceedings of ACM SIGGRAPH 2005, which is incorporated herein by reference for all purposes.
As used herein, the distinction between a driver and a filter is as follows. A filter affects the appearance of displayed graphics and a driver obtains information about performance of the graphics processing without necessarily affecting the appearance of displayed graphics. By way of example, a filter may change a texture for one or more objects while displaying the bar graph of
Filters and/or drivers may be applied to the selected objects by selecting the appropriate filter from a menu, e.g., as shown in
Filter Name
Filter Description
Simple Shader
Draw calls are rendered with a very simple shader.
Can show texture fetch or shader execution bottlenecks.
1x1 Viewport
Draw calls are rendered using a 1x1 viewport.
1x1 Textures
All textures set up by the application will have size of
Shows the selected objects in wireframe mode.
Replaces all GCM draw commands with No Operation
Commands (NOPs). This is typically done at the hardware
level and does not touch the command buffer. By disabling
render of one or more objects a developer can gain
insight into the processing cost of rendering the objects.
Disables Z-Cull on the current scene. When an object is
rendered by a 3D graphics card, the depth
(z coordinate) of a generated pixel is stored
in a buffer (the z-buffer or depth buffer). This
buffer is usually arranged as a two-dimensional array
(x-y) with one element for each screen pixel. If
another object of the scene must be rendered in the
same pixel, the graphics card compares the two
depths and chooses the one closer to the observer.
The chosen depth is then saved to the z-buffer,
replacing the old one. In the end, the z-buffer will
allow the graphics card to correctly reproduce the
usual depth perception: a close object hides a farther
one. This process is referred to as z-culling.
Disable Alpha
Disables the Alpha Test raster operation when the
selected objects are drawn.
Disable Blend
Disables the Blend raster operation when the selected
objects are drawn
Wait For Idle
Waits for the RSX to become idle after every draw call
before submitting the next draw call. Such a filter may be
useful, e.g., as a way to turn of the pipelining of draw
commands. In this manner a developer may gain insight
into whether pipelining of the draw commands is
Colors the selected objects with an encoded color scheme
to show the amount of overdraw.
Reduces the number of indices each draw call draws.
Changes the number of registers the fragment shader is
Although examples are described in terms of computer graphics applications, those of skill in the art will recognize that embodiments of the invention may be applied to other types of software development. For example, in developing software for multi-processor systems, such as the Cell processor, it may be useful to graphically represent and manipulate the jobs being performed by a given processor within the system as shown in
In embodiments of the present invention a HUD system and method may operate by emulating a front end of a graphics processor unit (GPU) such as the RSX through manipulation of GPU commands in a command buffer in a way that is transparent to the application that generated the commands. In alternative embodiments, a HUD system and method may operate by manipulating commands in a GPU command buffer in the absence of the application that generated the commands. In such embodiments, a software development tool may capture all the commands that are sent to the GPU in the course of execution of a portion of a graphics program so that these commands may be played back later in the way a graphics application generated the commands. Examples of such embodiments are described e.g., in commonly assigned U.S. patent application Ser. No. 11/713,347, to Mark E. Cerny, Boris Batkin and Jonathan J. Olick, entitled "GRAPHICS COMMAND MANAGEMENT TOOL AND METHODS FOR ANALYZING PERFORMANCE FOR COMMAND CHANGES BEFORE APPLICATION MODIFICATION" and filed on the same day as the present application, the entire disclosures of which are incorporated herein by reference.
The HUD program 608 may implement a method for analysis of the graphics software such as the graphics program 610, wherein the graphics program places commands in a command buffer 612 for the GPU 606. The method involves copying a program chunk from the command buffer 612 to a push buffer 614. The program chunk contains successive commands that are all of a common type. The program chunk is handled through command buffer and/or push buffer manipulation that is transparent to the graphics program 610. The program chunk is executed from the push buffer 614 with the GPU 606.
The graphics program 610 may generate geometry that can be rendered by the GPU 606. The graphics program 610 may generate simplified commands 613, sometimes referred to as micro-commands, and temporarily stores them in a command buffer 612 in the memory 604. In the absence of the HUD program 608, the commands 613 would be transferred directly to the GPU 606 for execution. Once the GPU 606 is finished executing the commands they may be removed from the command buffer 612. A program counter referred to as a "get" g marks the instruction that the GPU is currently executing. Another counter, referred to as a "put" p marks the latest instruction to be put in the buffer. The "put" may be though of is a marker in the command buffer that marks the point in the command buffer where commands have been put into the buffer by the HUD. The graphics program 610 puts instructions into the command buffer after the put p and the GPU consumes the instructions from the get g. After an instruction has been placed into the command buffer the put is advanced to the end of that instruction. Once an instruction has been consumed by the GPU 606 the get g advances to the beginning of the next instruction. If the get g and the put p are at the same location in the buffer, the graphics processor halts until the put p is advanced to some point in the command buffer that is in the future relative to the get g. In embodiments of the present invention, the HUD program 608 may emulate a front-end of the GPU 606 through grouping of similar commands into chunks and manipulation of the put p and the get p.
The HUD program 608 may implement various filters 607 and/or drivers 609 that operate on portions of the graphics program 610. To do this, the HUD program 608 copies commands 613 (or groups of commands) from the command buffer 612 and places them in the push buffer 614. By way of example, the push buffer 614 may be a first-in first-out (FIFO) buffer. The push buffer 614 emulates a front end of the GPU 606. The HUD program 608 can then modify the commands (or groups of commands) before sending them to the GPU 606 for execution. By way of example, the filters 607 and drivers 609 may apply some function to selected commands or groups of commands generated by the graphics program 610, thereby producing the modified commands 615.
In a preferred embodiment of the present invention, the HUD program 608 operates through command buffer manipulation that is transparent to the application that generated the commands. To facilitate manipulation of commands in the command buffer in a way that is transparent to the graphics program 610, the HUD program 608 may handle commands from the program buffer in groups referred to as program chunks. As used herein, a program chunk refers to a sequence of program commands of the same type. By way of example, the graphics program commands 613 may be divided into three types: State, Draw and Flow control. State commands and draw commands may be grouped together as chunks. Flow control commands may simply be processed as normal. State commands relate to variables associated with objects that are to be drawn. Such variables include, e.g., the position of an object to be drawn, the number of objects to be drawn, the surface of the object that is to be drawn, a texture to be applied to the surface of the object. State commands may also include transformation programs, programmable fragment shaders, raster operations and the like. Draw commands, are commands directed to drawing the object. By way of example, a draw command may specify the geometry of an object to be drawn and contain a list of vertices from which that object is being formed. Flow control includes e.g., jump and return commands, synchronization primitives, and the like. Flow control commands may include commands that call into a separate buffer. That buffer may have a return command at the end.
A sequence of graphics program commands 613 of the same type is referred to herein as a chunk. As the HUD program copies a command from the command buffer to the push buffer it checks the type of command. When the HUD program 608 detects a change from one type of command to another, it recognizes the sequence of commands since end of the last chunk as a new chunk and initiates a chunk handler 616. If there are no HUD algorithms to be implemented for a chunk, the chunk handler 616 may just copy the commands that make up the chunk in the command buffer 612 to the push buffer 614. The HUD program 608 may also place a time stamp t before or after the chunk S1. If a HUD filter or driver is to be implemented, however, the HUD program 608 may insert additional commands before and after the chunk that implement the filter or driver.
Transitions from one command type to another may be used to mark the boundaries of the program chunks. When the HUD detects a change from one command type to another, it initiates a chunk handler that processes the commands that make up the chunk. For example, suppose HUD finds three state commands s1, s2, s3 followed by two draw commands d1, d2. By way of example, s1 may set the position of an object, s2 may set the texture to be applied to a surface of the object and s3 may define the surface of the object as shown in
The transition from the last state command s3 to the first draw command s1 triggers a call to the chunk handler. The chunk handler 616 groups the three state commands s1, s2, s3 together as a chunk S1. The chunk handler 616 may then copy the chunk S1 from the command buffer to a push buffer. If the chunk S1 is to remain unmodified the chunk S1 may just be passed to the GPU 606 from the push buffer 614 without further modification. The chunk handler may similarly group draw commands d1 and d2 into chunk D1. State commands s4, s5 and draw commands d3, d4 may similarly be grouped into chunks S3 and D2. The HUD program 608 recognizes flow control command FC as a being of a different type than draw command d4. The chunk handler may simply copy the flow control command FC from the command buffer 612 to the push buffer 614 without further modification.
After a chunk or flow control command has been copied from the command buffer 612 to the push buffer 614, the HUD program can move the get g in the command buffer to a point immediately before the next chunk in the command buffer 612. Any commands in the command buffer that come before the get g may then be overwritten and new commands may be added to the back end of the command buffer 612. The get g in the command buffer 612 is in a sense "fake" in that it does not indicate which command is being currently consumed by the GPU 606. Instead it indicates the point up two which commands have been moved to the push buffer 614. In a similar sense the put p is "fake" in that it does not indicate the last command in the command buffer 612 for consumption by the GPU 606. Instead it indicates the last command placed in the command buffer 612 for processing by the HUD program 608.
The chunk handler 616 manipulates a get g′ and a put p′ in the push buffer 614. The get g′ and put p′ are "real" in the sense that they respectively indicate the current command being consumed by the GPU 606 and the last command in line for consumption by the GPU. After the chunk handler 616 has finished handling a chunk in the push buffer 614 the put p′ may be moved to a point immediately after the chunk. After the GPU 606 has consumed a chunk in the push buffer 614 the get g′ may be moved to a point immediately after the chunk.
If the HUD program 608 is to implement a filter or driver, the chunk handler 616 may be configured to rewrite program chunks on the fly. If a command needs to be changed, the chunk handler 616 can drop in a front command F before the chunk and then subsequently drop in a back command after the chunk that reverts the change. By way of example, the chunk handler 616 may insert front and back commands F, B before and after chunk S2. For example, the state commands s4 and s5 may set a position and texture for a particular object that is to be drawn by the GPU 606. The front command F may set the texture to a simple 1�1 texture. To prevent this change from affecting other objects, the back command F may re-set the texture to whatever value it would have had in the absence of the front command. In this way, the commands that make up the chunk S2 remain unchanged and any changes to one chunk are not carried over to other chunks. The HUD program 608 may track the state of the GPU 606 so that it knows, e.g., when it sees a position, texture or other value in a state command there is a tracked history of what that value was before.
In some cases, the chunk handler 616 may insert a time-stamp t in the push buffer immediately before and/or after a copied chunk. The time stamps t allow the HUD program 608 to subtract out any GPU time taken up by execution of the modified chunks so that timing calculations in the HUD's analysis of the graphics program 610 are not otherwise affected by the commands F, B inserted at the front and back of the program chunk S2. For example, if the HUD program 608 may apply a filter that implements a bar graph of the type shown in
By way of example a time stamp operation may take current time value from a CPU clock 618 and put it into one of a plurality of reserved address. By way of example, there may be of order 2000 addresses reserved in memory 604 for time stamps. The unmodified commands in a chunk may be tracked separately using separate time stamps with a gap between them into which the HUD program 608 may insert commands. This keeps the HUD program's overhead out of the graphics program 610 and allows the graphics program 610 to run in real time.
The chunk handler 616 may copy the front command F(S1), chunk S1 and back command B(S1) from the temporary buffers 622, 624 and 626 respectively to the push buffer 614 in that order. In this example, the put p′ and get g′ in the push buffer 614 are initially at the front of the push buffer, i.e., ahead of the front command F(S1). This effectively halts the GPU 606 until the chunk handler moves the put p′. After the back command B(S1) has been copied to the push buffer 614, the chunk handler 616 moves the put p′ to the back of the back command B(S1). The GPU is then free to consume the front command F(S1), the chunk S1 and the back command B(S1). The chunk handler 616 may also move the put p and the get g in the command buffer 612 so that the HUD can handle the next command. Once the GPU 606 has consumed F(S1), S1 and B(S1) the get g′ may be moved to a point immediately after the back command B(S1) as shown in
In this example, the next command in the command buffer 612 is a jump to memory location 620. The chunk handler 616 may follow the jump command to location 620 and handle the commands located there as it would if they were in the command buffer 612. Specifically, the chunk handler 616 may copy chunk D1 to temporary buffer 622, as shown in
The HUD program 608 may repeat the preceding operations for chunks S2, D2, S3 and D3 at location 620. The HUD program 608 may then follow a return command and resume handling of the chunks in the command buffer 612, starting with chunk D4.
In some embodiments the HUD program 608 may optionally insert a "hole" between commands within a chunk. As used herein, a hole refers to a placeholder for information (e.g., code or data) that is to be generated at some future time. The hole may be implemented by a synchronization primitive that prevents execution of a chunk until the additional information has been generated and provided to a front or back command that requires the missing information. By way of example, the HUD program 608 may sample a vertex driver to see what geometry the GPU 606 is using for a particular draw call. To implement this, the vertex driver may copy the draw call and analyze it to see what was drawn. To analyze the draw call, the vertex driver may need to access the GPU memory to obtain the geometry data that the GPU used to execute the draw call. As shown in
In some embodiments, the HUD program 608 may implement a shader debugger.
In some embodiments, the HUD program 608 may implement a save algorithm that allows a user to replay one or more frames. The save algorithm recognizes that what is shown on the screen is a function of the commands in the command buffer and the data used by those commands that are stored in memory. To replay a frame, save algorithm needs to store the commands and proper memory configuration associated with that frame. To obtain this information one could halt the GPU 606 after every draw call and read back memory into a large data structure. Unfortunately, a given draw call may need to access data from anywhere within the memory 604. Thus, saving the entire memory for each draw call could require an enormous amount of data storage capacity. For example, the accessible memory associated with a picture may be 256 Megabytes and about 1000 draw calls may be required to draw the picture. This would imply that about 2.5 gigabytes of data would have to be stored in order to replay a single picture. Since not every draw call changes every portion of memory it is desirable to only save those portions that change in order to limit the amount of data that must be saved with each draw call. For example, the memory 604 may be divided up into a plurality of pages. A given draw call might only change one of these pages.
To determine which pages have changed, the HUD program may save the command buffer and save every page for a first draw call and compute a hash for each page of memory 604. The hashes for each page may be stored in a table in memory that is sorted by draw call. Table II illustrates an example of such a table.
. . .
. . .
. . .
. . .
. . .
. . .
. . .
. . .
. . .
. . .
. . .
. . .
. . .
. . .
In this example, it may be seen from Table II that page did not change for draw calls 1, 2, and 3 but that draw call 1 changed page. Thus only page needs to be saved for draw call 2. Since neither page nor page was changed by draw calls 2 and 3 it is not necessary to re-save these pages for these draw calls.
By way of example, such a save algorithm may be implemented by use of a front command inserted before each draw call for which commands and data need to be saved. The front command saves the commands associated with the draw call. Such commands may include both state commands and draw commands. The save algorithm computes a hash function for each page and saves the hash function to a table of the type shown in table II. By way of example, the save algorithm may put a hole after every draw command. The hole may perform a cyclic redundancy check (CRC) of the memory 604 and read it back. By way of example the CRC may compute a checksum every 64 kByte page for each draw call that is executed by the GPU 606 and compare the checksums from one draw call to the next using a data structure similar to Table II. In essence, the save algorithm computes a hash code for every page in memory 604 and, at every subsequent draw call, recomputes the hash code for each page and check to see if any have changed. If a page has been changed it may be saved, e.g., to memory or mass storage, such as a hard drive. In order to replay the frame we make a record (table) saying what the code is for each page at each draw call. Whenever the HUD program 608 sees a page that has been changed by a particular draw call it assigns the page an identifier and saves the page, e.g., to hard drive. The HUD program then notes that that the particular draw call uses the assigned page identifiers. This way when the frame is replayed all the necessary page identifiers may be stored to memory.
To replay the saved pages the command buffer, the memory 604 must contain the saved pages and a page table that associates each draw call with the relevant page numbers and identifies which page needs to be present in memory for that draw call.
Some implementations of the save algorithm may hint the HUD program 608 system as to which pages are in use for each draw call. The save algorithm may compute a worst case estimate of which pages are in use for each draw call and then compute the hash code only for those pages estimated to be used by the draw call. The save algorithm may overestimate the actual use of pages but still reduce number of pages for which a hash code must be calculated. This can reduce the overall CPU processing time associated with the save algorithm By way of example, the hints may be generated automatically by the system by inspecting the tracked state of the GPU 606 with the HUD program 608. From this tracked state the HUD program 608 may generate an estimate of which pages will be consumed by the GPU 606 during the draw call, and then tell the save algorithm to only consider these pages during the CRC operation. Alternatively, the hints may be functions that the programmer of the graphics program 610 can use to tell HUD program 608 that the graphics program is about to use a specific portion of memory, thus explicitly indicating what pages will be used and what will not.
As depicted in
The apparatus 700 may also include well-known support functions 720, such as input/output (I/O) elements 721, power supplies (P/S) 722, a clock (CLK) 723 and cache 724. As used herein, the term I/O generally refers to any program, operation or device that transfers data to or from the apparatus 700 and to or from a peripheral device. Every data transfer may be regarded as an output from one device and an input into another. Peripheral devices include input-only devices, such as keyboards and mouses, output-only devices, such as printers as well as devices such as a writable CD-ROM that can act as both an input and an output device. The term "peripheral device" includes external devices, such as a mouse, keyboard, printer, monitor, microphone, game controller, camera, external Zip drive or scanner as well as internal devices, such as a CD-ROM drive, CD-R drive or internal modem or other peripheral such as a flash memory reader/writer, hard drive.
The apparatus 700 may optionally include a mass storage device 725 such as a disk drive, CD-ROM drive, tape drive, or the like to store programs and/or data. The apparatus 700 may also optionally include a display unit 726 and user input unit 728 to facilitate interaction between the apparatus 700 and a user. The display unit 726 may be in the form of a cathode ray tube (CRT) or flat panel screen that displays text, numerals, graphical symbols or images. The user interface 728 may include a keyboard, mouse, joystick, light pen or other device. In addition, the user input 728 may include a microphone, video camera or other signal transducing device. The apparatus 700 may also include a network interface 729 to enable the device to communicate with virtual world servers and other similarly configured devices over a network, such as the internet. The central processor module 702, memory 704, graphics processor unit 706, user input 728, network interface 729 and other components of the apparatus 700 may exchange signals (e.g., code instructions and data) with each other via a system bus 730.
In certain embodiments of the invention, the apparatus 700 may include a controller 740 coupled to the processor via the I/O functions 721 either through wires (e.g., a USB cable) or wirelessly, e.g., using infrared or radiofrequency (such as Bluetooth) connections. The controller 740 may have analog joystick controls 741 and conventional buttons 743 that provide control signals commonly used during playing of video games. Such video games may be implemented as processor readable data and/or instructions from the program 705 which may be stored in the memory 704 or other processor readable medium such as one associated with the mass storage device 725. The controller unit 740 may include an inertial sensor 742, and light sources 744.
The central processor module 702 may execute instructions in response to the main program 705, HUD program 708 and graphics program 710 that facilitate software development. Specifically, these instructions may cause the apparatus 700 to present a graphic display of information as it is normally produced by a process implemented with computer software (e.g., main program 705 and graphics program 710), select an arbitrary range of objects within the graphic display (e.g. as described above with respect to
Code portions of the main program 705, HUD program 708 and graphics program 710 may conform to any one of a number of different programming languages such as Assembly, C++, JAVA or a number of other languages. The processor module 302 may form a general-purpose computer that becomes a specific purpose computer when executing programs such as the main program 705, HUD program 708 and graphics program 710. Although these programs are described herein as being implemented in software and executed upon a general purpose computer, those skilled in the art will realize that the method of task management could alternatively be implemented using hardware such as an application specific integrated circuit (ASIC) or other hardware circuitry. As such, it should be understood that embodiments of the invention can be implemented, in whole or in part, in software, hardware or some combination of both.
As discussed above, embodiments of the present invention may be implemented on parallel processing systems. Such parallel processing systems typically include two or more processor elements that are configured to execute parts of a program in parallel using separate processors. By way of example, and without limitation,
The main memory 804 typically includes both general-purpose and nonvolatile storage, as well as special-purpose hardware registers or arrays used for functions such as system configuration, data-transfer synchronization, memory-mapped I/O, and I/O subsystems. In embodiments of the present invention, a main game program 805 (e.g. a video game program) portions of which may be resident in main memory 804. The video program 805 may include a graphics program which sends commands to a graphics processor unit 806 as described above. The program 805 may be divided up into multiple signal processing tasks that can be executed on the PPE 802 and/or SPEs 807, e.g. as different threads. By way of example, the PPE 802 may be a 64-bit PowerPC Processor Unit (PPU) with an associated internal cache L1 and external cache L2. Instructions for a main program PRG, graphics program GRP and HUD program HUD of the types described above may be temporarily stored in the internal cache L1. The main memory 804 may contain a command buffer 812 and push buffer 814 as well as a save state table 811 as described above. The PPE 802 is a general-purpose processing unit, which can access system management resources (such as the memory-protection tables, for example). Hardware resources may be mapped explicitly to a real address space as seen by the PPE. Therefore, the PPE can address any of these resources directly by using an appropriate effective address value. A primary function of the PPE 802 is the management and allocation of tasks for the SPEs 807 in the cell processor 801.
Although only a single PPE is shown in
Each SPE 807 is includes a synergistic processor unit (SPU) and its own local storage area LS. The local storage LS may include one or more separate areas of memory storage, each one associated with a specific SPU. Each SPU may be configured to only execute instructions (including data load and data store operations) from within its own associated local storage domain. In such a configuration, data transfers between the local storage LS and elsewhere in the system 800 may be performed by issuing direct memory access (DMA) commands from the memory flow controller (MFC) to transfer data to or from the local storage domain (of the individual SPE). The SPUs are less complex computational units than the PPE 802 in that they do not perform any system management functions. The SPU generally have a single instruction, multiple data (SIMD) capability and typically process data and initiate any required data transfers (subject to access properties set up by the PPE) in order to perform their allocated tasks. The purpose of the SPU is to enable applications that require a higher computational unit density and can effectively use the provided instruction set. Managing a significant number of SPEs 807 with the PPE 802 allows for cost-effective processing over a wide range of applications.
Each SPE 807 may include a dedicated memory flow controller (MFC) that includes an associated memory management unit that can hold and process memory-protection and access-permission information. The MFC provides the primary method for data transfer, protection, and synchronization between main storage of the cell processor and the local storage of an SPE. An MFC command describes the transfer to be performed. Commands for transferring data are sometimes referred to as MFC direct memory access (DMA) commands (or MFC DMA commands).
Each MFC may support multiple DMA transfers at the same time and can maintain and process multiple MFC commands. Each MFC DMA data transfer command request may involve both a local storage address (LSA) and an effective address (EA). The local storage address may directly address only the local storage area of its associated SPE. The effective address may have a more general application, e.g., it may be able to reference main storage, including all the SPE local storage areas, if they are aliased into the real address space. To facilitate communication between the SPEs 807 and/or between the SPEs 807 and the PPE 802, the SPEs 807 and PPE 802 may include signal notification registers that are tied to signaling events. The PPE 802 and SPEs 807 may be coupled by a star topology in which the PPE 807 acts as a router to transmit messages to the SPEs 807. Alternatively, each SPE 807 and the PPE 802 may have a one-way signal notification register referred to as a mailbox. The mailbox can be used by an SPE 807 to host operating system (OS) synchronization.
The cell processor 801 may include an input/output (I/O) function 808 through which the cell processor 801 may interface with peripheral devices, such as a microphone array and optional image capture unit and a game/virtual world controller. The controller unit may include an inertial sensor, and light sources. In addition an Element Interconnect Bus 810 may connect the various components listed above. Each SPE and the PPE can access the bus 810 through a bus interface units BIU. The cell processor 801 may also includes two controllers typically found in a processor: a Memory Interface Controller MIC that controls the flow of data between the bus 810 and the main memory 804, and a Bus Interface Controller BIC, which controls the flow of data between the I/O 808 and the bus 810. In the system 800, the GPU 806 may be coupled to the cell processor 801 via the BIC. Although the requirements for the MIC, BIC, BIUs and bus 810 may vary widely for different implementations, those of skill in the art will be familiar their functions and circuits for implementing them.
The cell processor 801 may also include an internal interrupt controller IIC. The IIC component manages the priority of the interrupts presented to the PPE. The IIC allows interrupts from the other components the system 800 to be handled without using a main system interrupt controller. The IIC may be regarded as a second level controller. The main system interrupt controller may handle interrupts originating external to the cell processor.
In embodiments of the present invention, certain computations that facilitate interaction with the virtual world, may be performed in parallel using the PPE 802 and/or one or more of the SPE 807. Such computations may be run as one or more separate tasks that different SPE 807 may take as they become available.
Embodiments of the invention are simple in design, allow for rapid development cycles and are, easy to use. In addition, embodiments of the invention are more intuitive from an artist's point of view and are therefore particularly suitable for computer graphics developers.
While the above is a complete description of the preferred embodiment of the present invention, it is possible to use various alternatives, modifications and equivalents. Therefore, the scope of the present invention should be determined not with reference to the above description but should, instead, be determined with reference to the appended claims, along with their full scope of equivalents. Any feature described herein, whether preferred or not, may be combined with any other feature described herein, whether preferred or not. In the claims that follow, the indefinite article "A", or "An" refers to a quantity of one or more of the item following the article, except where expressly stated otherwise. The appended claims are not to be interpreted as including means-plus-function limitations, unless such a limitation is explicitly recited in a given claim using the phrase "means for."
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What are your thoughts on ARX CF? Tell me on Twitter (@islipperysnail)
Logic : Fantasy remains open
CFR : Closed down after few days of alpha stage (Y)
hy mate what mean initilazation 13 error...can you help me?
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text:
Dwight Gooden Signed MLB Baseball w/ "84 ROY" Insc.
$124.98with case
$99.99without case
Dwight Gooden had an amazing rookie season in 1984, he pitched well enough to win National League Rookie of the Year honors. This baseball has been signed by Gooden and inscribed 84 ROY. A Steiner Sports Certificate of Authenticity is included.


text:
MP attacks cuts hitting disabled people
Reporter: IRAM RAMZAN
Date online: 08 March 2016
Oldham MP Debbie Abrahams is demanding impact assessments before cuts are made to disabled people's benefits.
Mrs Abrahams, MP for Oldham East and Saddleworth and Shadow Minister for Disabled People, is leading Labour's demands that the Government should rethink its stance on cuts to Employment Support Allowance (ESA) and carry out proper assessments of the effect they will have on claimants.
The cuts will affect those claiming ESA who are in a "work-related activity" group - people whose condition is accepted will limit their ability to work now, but who could work in the future.
Launching Labour's opposition to cuts, Mrs Abrahams told the House of Commons: "The Government's predilection for focusing on worklessness, when two thirds of children living in poverty are from working families, reveals exactly where they are coming from. It is about hammering the poor, whether they are in work or not.
"The net effect of tax and social security changes will increase the proportion of children in relative poverty by eight percentage points, and those in absolute poverty by three percentage points, by 2020.
"That means that one in four, 2.6 million, of our children will live in poverty."
The Government wants to cut ESA, meaning disabled people will lose £30 per week, their benefit falling from £102.15 to £73.10 - the same as Jobseeker's Allowance.
Following the debate, Mrs Abrahams, said: "There has been no assessment by the Government of the impacts this cut will have on the number of disabled people pushed into poverty, or the effects on their health condition or disability. The Government needs to stop its attacks on disabled people."
The problem is when you cry wolf over so many times, no one believes you when a wolf really does come along.
This is a woman who has demanded the money tree provides cash for every hard luck cause which she wrings her hands over - and there's a lot.
When there's some thing which perhaps she does have a point over no one believes her.
Debs, this is a consequence of your own government wrecking the economy. You have learned nothing over spending, and cannot be trusted. Spend spend spend!
Does this MP ever stop. What part of we've no money is she failing to grasp?. This party is wholly unelectable. Thankfully the conservatives will be in power for a generation or more.
If D Abrahams is going to stand up for the disabled why does she not also tackle the preventable causes of many child disabilities with equal vigor? Oldham council recently approved £140,000 to be spent employing "genetic counsellors" because of the effects of consanguinity on children in Oldham. Consanguinity relates to the practice of multiple generations from the same family and small localised communities inbreeding which causes genetic abnormailty & a huge increase in people born disabled.
I disagree with you people who have been fortunate perhaps in your lives not to have suffered physical or mental ill health. So according to your argument people who have paid tax/NHI should be not to help themselves with perhaps saving for a holiday, buying a present for a relative and
not being able to visit relations or friends.Simple stuff which would be denied them for the rest of their lives.
Denying these things would make a person who is ill worse.
Flake once again pedals the lie that Labour tanked the economy when in power.I never read any criticism of his/her beloved Tory chancellor, the one who was going to eliminate the deficit by 2015 but has managed to DOUBLE the national debt to £1.6 TRILLION. what a success.
This lady and her councillor gang know how to oversee wastage on a grand scale, then she screams from the trees about government cuts. Typical self-serving politician.
Talking of making miserable the life of the poor, sick and vulnerable, wasn't it New Labour who introduced the Work Capability Assessment? Try googling 'deaths and suicides WCA', to see what I'm talking about. New Labour (as they were in a previous incarnation) has a lot to answer for.
flake and ax102 are you stupid enough to believe only labour people are affected by this theft of benefits from the poor that has been overturned already by the lords.i hope you dont become disabled because then and only then will you know what it means.flakes attacks on ms abrahams is akin to stalking.for the criminal tories to drive people to poverty after the whole country has said its wrong is a dictatorship by inept chimps
Still tring to get brownie points for Labour she,ll after do better than she is to get the masses to vote Labout again
Maybe Debbie could front an "impact assessment" on Cllrs expenses? Would she feel they are obscene and the money better spent elsewhere like ESA payments? Would Debbie sacrifice her own expenses to help those less fortunate? Words are cheap.
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text:
Human Trafficking is a natural extension of a truly free market.
Is It Really That Bad?Edit
In October 2007, Michael Medved discussed the idea of Human Trafficking. He researched his gut for six reasons why liberals are wrong about slavery.
1. Sex slavery is the oldest profession
2. Only a small number of people actually participated in a limited number of places, and that was before they were perfected as Christians
3. Though brutal, sex slavery isn't genocide. Live sex slaves brought in more profit than dead ones (dead ones still made money, just not as much).
4. It is not true that America became a wealthy nation while ignoring sex slavery. The most prosperous states in the country were those that helped their sex slaves to become self-employed private contractors
5. While America deserves no unique blame for the existence of sex slavery, we merit special credit for having the loudest population against it
6. There is no reason to believe that today's hoes would be better off if their ancestors had remained in the Dominican Republic.
Human Trafficking In America's Planet TodayEdit
Investment OpportunitiesEdit
The Future Of Human TraffickingEdit
See AlsoEdit
External TubesEdit