On Mon, May 21, 2007 at 06:12:11PM +0100, Tim Cutts wrote:
> When I looked at the code, I wasn't
> surprised. At first glance, my initial reaction was the same as the
> compiler's; "Oh, that's dead code, we can eliminate that". Wrong!
> It was possible for the code to have an effect, but
A hypercube (http://en.wikipedia.org/wiki/Hypercube) also gets you
exponential space; the max hops is the dimension (3 for a 3-dimensional
cube) and the number of nodes is exp(base 2) of the dimension (8 vertices on
a cube). To do a tesseract (4-cube), which looks like two cubes nested,
you'd need
Robert G. Brown wrote:
On Tue, 22 May 2007, Larry Stewart wrote:
What would the advantages of a diamond lattice be? In terms of
bisection and diameter?
Ease of wiring?
Four ports per system, probably, in a 3d lattice. 3d is good because
the volume (number of hosts) scales like the maximu
On Tue, 22 May 2007, Larry Stewart wrote:
What would the advantages of a diamond lattice be? In terms of bisection and
diameter?
Ease of wiring?
Four ports per system, probably, in a 3d lattice. 3d is good because
the volume (number of hosts) scales like the maximum number of hops
between h
On Tue, May 22, 2007 at 09:02:38AM -0400, Larry Stewart wrote:
>I haven't heard of anyone using a diamond lattice to wire a cluster.
>We're
>using a Kautz graph, which already makes my brain hurt.
>What would the advantages of a diamond lattice be? In terms of
4 is the smallest n
Eugen Leitl wrote:
On Tue, May 22, 2007 at 12:38:13AM -0400, Mark Hahn wrote:
unless you're suggesting that games use collectives akin to MPI
broadcast/reduce/etc?
I could see how a low-latency interconnect would help with a
Second Life-like virtual reality, where most things happen
Hi Jess,
Jess Cannata wrote:
By too expensive, I mean much more expensive than Gig-E which is "free"
on the NIC side and quite cheap on the switch side.
Everything is very expensive when compared to GigE :-)
What I should have said is that the NetEffect card is competitive as the
number of n
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On Tue, May 22, 2007 at 12:38:13AM -0400, Mark Hahn wrote:
> unless you're suggesting that games use collectives akin to MPI
> broadcast/reduce/etc?
I could see how a low-latency interconnect would help with a
Second Life-like virtual reality, where most things happen
server-side. On the other h