GPU Tridiagonal Solver (CUDA) : Non base 2 tridiagonal system [closed] - cuda

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Is there any working tridiagonal solver for non base 2 matrix (for example matrix as such: 500X500)?
The algorithm at https://code.google.com/p/tridiagonalsolvers/source/browse/#svn%2Ftrunk%2Ftridiagonalsolvers deals only with base 2.
Is there any difficultly in implementing such solver for non base 2 matrices?

The cuSparse library can sovle tridiagonal systems of arbitrary length.
The two functions you want to look at are:
cusparsegtsv(): http://docs.nvidia.com/cuda/cusparse/#cusparse-lt-t-gt-gtsv
cusparsegtsv_nopivot(): http://docs.nvidia.com/cuda/cusparse/#cusparse-lt-t-gt-gtsv_nopivot
There is also a batched tridiagonal solver.
You'll get best performance when the matrix side-length is a power-of-two, but you may not lose a lot of performance for non power-of-two matrices, especially if they're slightly below a power of two.

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Is there any usable GPU based constraint solver? CUDA, OpenCL? [closed]

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I am looking for a usable GPU based constraint solver for solving constrained timetables for schools. The constraint problem is course timetabling.
http://docs.jboss.org/drools/release/latestFinal/optaplanner-docs/html_single/#curriculumCourse
JaCoP is another constraint solver https://github.com/radsz/jacop
I am not aware of such already available solver.
But:
Satisfiability solvers can be used to solve timetable problems as discussed in this dissertation.
The CUD#SAT project demonstrates how to solve SAT problems using NVIDIA CUDA architecture.
It might be instructive to use the search facility of hpgu.org. It is fully devoted to such projects.

Generating tests with opensource framework like Limesurvey [closed]

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I have a certain number of questions, from which I would like to generate a certain number of tests, but each test only has x of the total n questions (so not all the questions in one test).
Basically I'm looking for a test preparation framework for multiple choice questions.
I discovered Limesurvey as an opensource framework which might be useful for this requirement. Could I do above tasks easily with Limesurvey (how?), or should I consider another solution (which one)?
Thanks
With LimeSurvey, you can use different method. The best i use is :
Put all the question in the same Randomization group name : http://manual.limesurvey.org/QS:Random_group
Add a short text question (code is DONE) at start and hide it : http://manual.limesurvey.org/QS:Hidden
At each question, put the relevance equation to DONE!="done"
AT the Xth question, put an Equation question with {DONE="done"}
Then :
All question in the Randomization group name are shuffled
The question after the Eqation question aren't showned.
You have X question inside Yours questions.
You have another system here : http://manual.limesurvey.org/Workarounds:_Survey_behaviour#Version_2.0_And_Newer
:)

benchmarking results between Titan and GTX690 [closed]

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I came across this benchmark comparison ( http://compubench.com/compare.jsp?config_0=14470292&config_1=18133965 ) between GTX-Titan and Tesla K40c, and the results seems very odd.Can someone please explain any possible reason behind this. How much would Tesla differ in performance if only single precision operations are being performed?
I'd opt for the Titan because it has more up-to-date instruction set capabilities. The GK110 ASIC that it is based on has SM 3.5 capability (e.g. read-through-texture, funnel shift) and also supports dynamic parallelism.
Maxwell is coming soon, but it will support more capabilities, not fewer, so you should use the GK110 as a baseline.

Which Canvas library to choose? Fabric, Kinetic, paper [closed]

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I'm currently about to begin work on a project and I'm wondering which library is the best to use.
The project is to create a simulation of a particular scenario. It's main requirements are:
Animation on various parts / objects
User input for some variable, including the constructor parameters of some objects.
Collision detection
Flood algorithm.
Images will be required and the 'pattern' aspect of fabric would be perfect for a couple of objects
I'm attempting to model the Macondo well disaster.
I recently discovered Fabric js and was excited, very excited at the prospect of being able to use objects. I then looked a bit harder and found many other libraries that are available.
I'd like to ask what the benefits of using Fabric js are over those of the alternative libraries. From what I've described, would Fabric be able to cater to all the requirements and would an alternative framework be a better solution?
Thanks for any help.

Where can I download Source Code Of "OpenGL"? [closed]

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Where can I download Source Code Of "OpenGL" ?
If you want to see how a rasterizer (the thing that displays polygons on the screen) is done in software, follow Eric's suggestion and check out mesa3d or google "rasterizer".
If you want to see how a rasterizer is done on hardware, I'm afraid the only thing you can have access to is a photo of a GPU die.
If you want to see how a 3D engine is done, take a look at Ogre, Irrlicht or any other.
If you want to know what happens under the hood when you call glDrawArray on a geForce, you can't. The drivers are proprietary. They more or less forward the call to the graphic card, but it's such a simplification... for instance, a typical DirectX call takes more than 10000 cpu instructions.