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I want to use ARMCI, I try to read its documentation,
what I understand is that ARMCI is not used by developers but by a library.
This means that there can be different implementation of ARMCI as MPI do.
Can some one please suggest me some of those implemeations.
In general, I am unable to get started with ARMCI (speaking of the coding),
any help will be appreciated.
You could use ARMCI directly, but it is a low-level interface. Global Arrays (GA) is probably the most popular library based on ARMCI. GA is used by NWChem, among others.
There are multiple implementations of ARMCI. The one from Pacific Northwest can be downloaded as part of the GA package. There is also an implementation of ARMCI in new versions of MPICH2 that works over MPI one-sided operations.
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I am unable to get pass this section of the tutorial.
The goal for this assignment is to stack the crates on top of each other like the first image to emulate the second image. I've tried this multiple times and still no luck. I am unsure of what I am doing wrong. Am I missing something?
First Image
Second Image
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I would like to implement go's concurrency in C because I have seen that it increases the [performance] of go. I have not tried anything because I can't understand what to try. How can I do that?
Coroutines are not available in C natively (although they're supported in C++ starting with C++20), so you're going to rely on external libraries or you'll have to implement something yourself.
Some useful resources: an example by Simon Tatham, another small example, a C library called libaco, an interesting article with an alternative approach.
Another approach could be using an event-loop, that is the same approach used by JavaScript to implement concurrency within a single thread. One of the most used libraries is libuv and here's a small example of using libuv.
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If I want to create a game in C with SDL for example, is there a reason of why I should use a scripting language like Lua with it (since alot of commercial games uses a scripting language)? I have heard that scripting languages often are faster to write and easier to read, but what should they do? (graphics? ai? input? etc).
They should interact with the various "programming primitives" that the native code implements. That is, the native code should only do enough to allow the scripts to function within the game (although "function" can sometimes mean speed-wise).
If that sounds cyclical... it is. There's no complete way to define at the beginning of development what responsibilities the native code will have as the project progresses.
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When the Kernel needs to send output to a certain peripheral, how does it know which driver to use?
The usual way is for each driver when first loaded, typically at boot time, to poll the buses it supports and look for matches between what it is designed to support and the returned signatures (vendor and device IDs), and their classes.
This is at least the way it works for the so-called plug and play peripherals.
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its not directly programming question
but i need to implement ffmpeg functionality in my application that is commercial.
what is my restrictions when using this lib/app ?
i was confused from reading there web page .
"FFmpeg is free software and is licensed under the LGPL or GPL depending on your choice of configuration options." from the homepage.
The mini-FAQ at http://ffmpeg.org/legal.html should probably answer your questions. Do you have a specific part of it you don't understand?
http://ffmpeg.org/legal.html
That sums up all relevant information quite nicely.
I would say that if you want to incorporate FFmpeg into your commercial application, you should consult a lawyer who is familiar with the laws and regulations in your area and the area in which you wish to distribute your application.