Posts Tagged Roadblock

Supercomputing’s problem isn’t power, it’s software

Posted by on Friday, 2 September, 2011

The first petaflop supercomputer, IBM's Roadrunner.

The quest to develop next-generation systems in high-performance computing has inspired technologies such as InfiniBand and parallel processing that have made their ways into data centers, but as the drive for exascale computing continues, it seems ingenuity is coming to an end. The government sees power consumption as the biggest problem and cost associated with exascale HPC (that’s a billion billion calculations per second) but Andrew Jones, writing at HPCwire, argues, that power isn’t the primary problem, programming is.

Power is a problem for exascale computing, and with current budget expectations is probably the biggest technical challenge for the hardware. Demonstrating the value of increased investment in supercomputing to funders and the public/media is probably an urgent challenge, too. But the top roadblock for achieving the hugely beneficial potential output from exascale computing is software. There are many challenges to do with the software ecosystem that will take years, lots of skilled workers, and sustained/predictable investment to solve.

I’ve seen this debate play out in the comments here at GigaOM on stories like this one, and find myself wondering if we have indeed relied on the “easy” fix of Moore’s Law to carry us forward in terms of performance. But now, as we’re reaching the end of that road in terms of manufacturing chips as well as power consumption, the hardware industry is trying to deliver new forms of silicon such as those based on memristors or some designed after the brain.

But before we talk about a wholesale shift in hardware platforms, Jones, from Numerical Algorithms Group, asks us to consider software. Parallel programming is still in its early days in terms of harnessing the massive compute available in a supercomputer, and Jones argues that figuring out solutions to just-identified problems associated with exascale computing will take large teams of experts and long-term investment.

I’d also argue that it needs to make the HPC industry attractive to the folks who are excited by solving these types of problems, but who might be currently creating startups or working for webscale companies wrestling with similar problems in different areas. Perhaps bringing some of these new, software-savvy minds into the HPC space might help spark the programming innovation that Jones thinks we need.

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Soccer Goal-Detection Tech Hits Roadblock

Posted by on Friday, 25 February, 2011

Less than four weeks after reports indicated FIFA’s seriousness over implementing next-gen goal-line technology in international soccer matches, none of the 10 companies vying for the contract has passed the mandatory requirements for effectiveness.



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Flash 10.1: Full Flash for Everyone But iPhone, Actually Playable HD Vids

Posted by on Monday, 5 October, 2009

A ton of good news about Adobe Flash 10.1: Full Flash is coming to Android, BlackBerry, Symbian, WebOS and Windows Mobile. and it’ll be actually GPU accelerated, meaning you can play back YouTube in HD perfectly. But the bad news?

Nothing for the iPhone. “Still a closed device and not much progress there,” Adobe told us as they gleefully detailed that Flash was invading basically every other smartphone. Also, we gotta wait until mid-2010 for the full rollout.

But, betas for Windows Mobile and WebOS are coming this year, with Android and Symbian early next, meaning you can get your mobile Hulu on before then. BlackBerry will be a bit longer, since RIM just joined Adobe’s Open Screen project. Supposedly, Flash won’t run like total garbage on phones, either, like Flash Lite. Fingers crossed, guys!

The GPU acceleration for Flash is the real deal, for sure, though—I watched a Star Trek trailer on YouTube HD on an Nvidia Ion-powered HP Mini 311 output to an external monitor, even, and it ran flawlessly. Which, if you’ve ever tried to play an HD Flash clip, even on full-fledged systems it molests CPU cycles, so just working on a $400 netbook very nearly deserves applause.

Flash 10.1 has a few other tricks too with full support for multitouch, gestures and accelerometer input—meaning it’d be perfect on the iPhone, if Apple would ever let it through. And make no mistake, Apple is the roadblock there, since Adobe said engineering work has continued (10,000 years later). The fact that full Flash will be on basically every single smartphone platform also makes that pretty clear.

If you want to spin that positively (my coffee cup is half-full, after all) the iPhone is now basically the only place you can go to flee from Flash, which basically covers everything like a pulsating squid thing with icky tentacles and stuff, ceaselessly stretching out to ensnare more. There is no escape. Except the iPhone. (Which kinda makes no Flash a feature, right?)

Oh, and the new Adobe AIR—TweetDeck, the NY Times Reader and other software runs on top of it—will slightly be less abominable, gobbling less memory and acting more like a real application, with USB mass storage support, multitouch and gesture input, and p2p powers for stuff like Skype and gaming.

Bottom line, It’s a Flashy world, we just live in it.

Adobe Unveils First Full Flash Player for Mobile Devices and PCs

Close to 50 Open Screen Project Participants Support New Browser Runtime for Multiple Platforms

LOS ANGELES – Oct. 5, 2009 – Adobe Systems Incorporated (Nasdaq:ADBE) today unveiled Adobe® Flash® Player 10.1 software for smartphones, smartbooks, netbooks, PCs and other Internet-connected devices, allowing content created using the Adobe Flash Platform to reach users wherever they are. A public developer beta of the browser-based runtime is expected to be available for Windows® Mobile, Palm® webOS and desktop operating systems including Windows, Macintosh and Linux later this year. Public betas for Google® Android™ and Symbian® OS are expected to be available in
early 2010.

In addition, Adobe and RIM announced a joint collaboration to bring Flash Player to Blackberry® smartphones, and Google joined close to 50 other industry players in the Open Screen Project initiative.
Flash Player 10.1 is the first consistent runtime release of the Open Screen Project that enables uncompromised Web browsing of expressive applications, content and high definition (HD) videos across devices. Using the productive Web programming model of the Flash Platform, the browser-based runtime enables millions of designers and developers to reuse code and assets and reduce the cost of creating, testing and deploying content across different operating systems and browsers. Flash Player 10.1 is easily updateable across all supported platforms to ensure rapid adoption of new innovations that move the Web forward.

The browser-based runtime leverages the power of the Graphics Processing Unit (GPU) for accelerated video and graphics while conserving battery life and minimizing resource utilization. New mobile-ready features that take advantage of native device capabilities include support for multi-touch, gestures, mobile input models, accelerometer and screen orientation bringing unprecedented creative control and expressiveness to the mobile browsing experience. Flash Player 10.1 will also take advantage of media delivery with HTTP streaming, including integration of content protection powered by Adobe® Flash® Access 2.0. This effort, code-named Zeri, will be an open format based on industry standards and will
provide content publishers, distributors and partners the tools they need to utilize HTTP infrastructures for high-quality media delivery in Flash Player 10.1 and Adobe® AIR® 2.0 software.

“With Flash Player moving to new mobile platforms, users will be able to experience virtually all Flash technology based Web content and applications wherever they are,” said David Wadhwani, general manager and vice president, Platform Business Unit at Adobe. “We are excited about the broad collaboration of close to 50 industry leaders in the Open Screen Project and the ongoing collaboration with 19 out of the top 20 handset manufacturers worldwide. It will be great to see first devices ship with full Flash Player in the first half of next year.”

“We are excited to join Adobe and other industry leaders in the Open Screen Project,” said Sundar Pichai, vice president of Product Management at Google. “This initiative supports our common goal to move the Web forward as a platform and to spur innovation in the industry through technology such as Adobe Flash.”

“Adobe Flash technology provides a key experience on new Windows phones, enabling people to enjoy rich Flash based games, videos and other interactive Web content on the go,” said Stephanie Ferguson, general manager, Product Management, Microsoft Corp. “We look forward to bringing in the new capabilities of Adobe Flash Player 10.1 to the Windows phone browser when it becomes available.”

“Motorola is excited to be one of the first handset manufacturers to ship Android based devices with Flash Player support early next year,” said Christy Wyatt, vice president of software applications and ecosystem at Motorola. “As the No.1 platform for video on the Web, uncompromised browsing of Flash technology based content is essential for a rich mobile experience and something users expect from Motorola today.”

“As a longtime partner of Adobe, and more than 400 million Nokia phones shipped with existing Flash technology to date, we are excited to see Flash Player becoming a reality for mobile phones and other mobile devices,” said Purnima Kochikar, vice president, Forum Nokia. “Nokia is excited about full Flash Player coming to devices and we are committed to supporting Flash Player 10.1 on mobile devices in 2010.”

[Adobe]


PlayStation 3 Slim Review: The Same For Less

Posted by on Tuesday, 25 August, 2009

The single largest roadblock that prevents most people from picking up a PlayStation 3 is the price. Sony’s just taken that roadblock and shrunk it. You’re now $100 more likely to buy a PlayStation 3.



The Difference

The PlayStation 3 Slim is actually more similar to the current PlayStation 3 fat than you’d think. Sony has been slowly phasing out features in the PS3 for a while, dumping USB ports, dumping card readers and dumping the PlayStation 2 backward compatibility. So the step to a Slim, now, isn’t actually that steep, compared to what you’d get if you switched from a launch PS3.

What you do get with the Slim is a smaller size, a reduced power consumption rate and a lower price. The lower power usage partially comes from the 45nm manufacturing process, and provides a 34% decrease in power consumption. (It’s also 32% smaller and 36% lighter). And, the Slim adds the ability to bitstream Dolby TrueHD and DTS-HD audio, which only matters if you’re an audiophile with a modern sound system. You also get a new matte finish, which makes the console look less “premium”, but eliminates the crazy fingerprint and dust problem the original had. Overall, it’s a net gain in goodness.



The Experience

Because it’s basically the same console, the only differences you’re going to notice are audible ones. Like we said in our hands on, the disc drive in the PS3 Slim is louder than in the original PlayStation 3. Think of it like a laptop optical disc drive vs. a desktop optical disc drive. When you’re seeking around, it makes a louder grinding noise than its larger counterpart. This noise makes no difference in Blu-ray movie watching, since it’s all sequential, and is only occasionally encountered in games, especially since many game install bits and pieces to the hard drive.

Other than that, yeah, it plays the same PS3 games, and it watches the same Blu-ray movies.



The Takeaway

Think about the PlayStation 3 and the PlayStation 3 Slim like this. You have two wives (I don’t know, imagine you’re Bill Paxton). Ninety-five percent of the time, they both do pretty much the same things. One is slightly chubbier, the other is slightly svelter. The skinnier one is quieter most of the time, but can get yappy when she can’t find something. The thinner one also costs you a little less money, and…has a matted finish? This metaphor isn’t going anywhere good, but you get the point. They’re basically the same console, except now it’s thinner and cheaper.

So the only question now is whether or not you should buy a PlayStation 3 now, or wait until September for the PS3 Slim. Both options are $300, but if you want the ability to install Linux, you’ll have to get the PlayStation 3 fat. Then again, the three of you who want that probably already have a PS3.

By lowering the price and making a more economical console, Sony’s finally more or less evened the hardware landscape with Microsoft, and continued to ensure that the PS3 is still the best-value-for-your-money Blu-ray player. Now all that’s left is getting some more games on there. [Amazon]




Lighter, thinner, less power hungry


Way less fingerprinty


Matted finish and new “squarer” styling might appeal to some, repulse others


Needs a $24 stand to be stable in the vertical position


Continues the tradition of removing features (USB ports, backward compatibility, Linux support) in the PS3 to lower the price


Testing the iPhone 3GS (or why the phone gods hate product testers)

Posted by on Tuesday, 7 July, 2009

The iPhone 3GS during a talk time test. The "Watchmen" DVD is merely there to simulate a user holding the phone to their ear, thereby shutting off the screen. Music from the Zune is being played through both phone mics.

(Credit: Eric Franklin/CNET)

Last year I had a bone to pick with Apple for not including a call duration feature on the iPhone. Not a big deal to most people I’m sure; however, when it comes to testing talk time here in CNET Labs, I can’t think of a more useful feature.

With last year’s iPhone 3G, I was able to circumvent this inconvenience by tracking the phone’s “Time since last full charge” duration. This number, as you might have guessed, tells you the amount of time that’s passed since the phone was last fully charged. So, all I had to do was charge the phone fully, start the test, wait until the battery died, plug it back in, and check that number.

This worked fine last year, but with the current round of iPhone 3G and 3GS testing, I’m getting extremely varied results–so varied, in fact, that I can no longer trust this method.

No matter, though, since the latest iPhone OS 3.0 added a call duration feature. I figured I’d just set up the talk time test–which involves taping earbuds from a MP3 player to the mic of the iPhone and a landline phone, calling the landline phone, and waiting for the battery to die. Then I’d come back several hours later and have delicious results waiting for me (kind of like an iPhone-testing-results Crock-Pot).

Once again, I’m slapped back to reality as, unfortunately, the couple of times I’ve tried using the call duration feature on the 3G and 3GS I’ve had little luck. Apparently, if the phone’s battery dies in the middle of a call, the duration of that call isn’t saved on the phone.–yet another roadblock.


OLPC banned in many Ethiopia classrooms for being toylike

Posted by on Wednesday, 17 June, 2009

olpc_08_550x413
While this is more a sociological issue than a technological one, it’s still interesting. Pilot programs in Ethiopia with the OLPC XO laptop have hit a major roadblock: teachers resent the device and consider it a toy. The reasons for this are complicated, but in essence it’s the nature of the educational system there. Imagine a school here in the US where the kids are learning design, coding, and a bunch of other interesting stuff but fare poorly on the SATs. It’s a lot like that, except more so; the Ethiopian schools are very much about memorization and basic scholastic functions, while the OLPC is all about exploration and individual learning.

It’s not like the whole project has been scrapped, far from it, it just exposes the trouble of introducing something as radical as the XO laptop into a school system that isn’t prepared to handle it. Until the teachers consider exploratory learning as legitimate and are equipped to take advantage of the device, the project is doomed to failure. It’s the classic horse/water problem. So the new strategy simply has to include those considerations and work harder on the top-down learning model they have there — something proposed a long time ago but not really implemented. Here’s a talk discussing this and other things in more detail.

I wonder what the risk is of someone considering the XO-2 a toy. They’d probably be hard-pressed to categorize at all.

[via Reddit, photo credit: CNET, it's in Nigeria]