AleaGPU Dynamic Parallelism in F#? How? - f#

This might be a simple question, but I have not been able to find any references to this topic: How do I launch a kernel from within another kernel?. The only relevant example I came across is the post:(Does Alea GPU support dynamic parallelism?), which presents an example in C#.
Given that F# utilizes Code Quotation, I am assuming there is a direct way to perform this operation that I just cannot find.
Please advise, or point me to a relevant resource.
Any help would be greatly appreciated.
Regards.

Related

Generating a walking gait for a 6-legged robot

I'm trying to generate a walking gait for a 6-legged robot with drake. I haven't been able to find any (fully documented) examples of what I'm currently trying to do, but the classes I see in the c++ documentation lead me to believe it might be possible.
I found this paper a great "guide" for what to do.
My understanding of the steps to solving this problem are as follows:
Derive the manipulator equation for the 6-legged hexapod/make drake compute this automatically
Figure out how to add the constraints from the aforementioned paper to a mathematical program with the contact forces and control inputs as decision variables
Experiment with different cost-functions (like the one used for the fastrunner gait, also in the paper)
The classes used in this folder would be quite usefull, but I don't know how to use these in pydrake (I didn't see any bindings for them in the pydrake documentation other than staticequilibrium problem)
My questions are as follows:
Is it even possible to do this with drake?
How can you use the Manipulatorequationconstraintclass as well as the other classes in the aforementioned folder in pydrake?
Is my understanding of the problem complete, and if not what am I missing?
I realize this is probably a very scattered question, I'm very inexperienced and doubly lost ;), but any pointers in the right direction would be greatly appreciated!
Yes, it's definitely possible to use Drake for this. This LittleDog notebook example is pretty similar to what you're trying to do. Unlike the Posa reference, this example fixes the gait (foot contact sequence), but for each gait it uses optimization to solve for all of the motions.

ARCore: AR Views Differences and Clarification

What's the difference between ArSceneView, ArFragment, and ScenView? I've seen all of these being used in Google's examples for ArCore but I don't understand the difference between them and the interchanging of them in different applications. The websites for each don't provide much information and aren't helpful to a beginner. What general properties are different between these? What should be used when?
Thanks!

DirectCompute information

I've been trying to make use of the GPU as part of a project of mine. I've looked into both CUDA and OpenCL, but the lack of information showing you how to introduce these into a project is shocking. Even their dedicated forum groups are dead. So now, I'm looking into DirectCompute.
From what I can tell, it's simply a new type of shader file that makes use of HLSL. My question is this, does my program (aside from being DirectX 10 / 11 ) need its structure changed?
I mean, is it simply a case of creating the CS file, setting in the project like I would any other shader, and watch the magic happen?
Any information on this would be appreciated.
Yes CS fits into the usual DirectX programming structure. It works in a similar way to CUDA/OpenCL. Here is a good, simple example:
http://openvidia.sourceforge.net/index.php/DirectCompute
Personally I would suggest using CUDA/OpenCL rather than going the DirectCompute route if your project does not involve graphics. I think CUDA/OpenCL are better for general-purpose computing. It can be a little difficult to find documentation but these are the main aspects to GPU programming:
Setting up data on the CPU to pass to the GPU.
Understanding how many warps/threads need to be started on the GPU, how threads might need to communicate, etc.
Computing on the GPU, reading data back on the CPU
Another option is C++ AMP - please follow links from here for more info and feel free to post questions as you have them: http://blogs.msdn.com/b/nativeconcurrency/archive/2011/09/13/c-amp-in-a-nutshell.aspx
Easiest way - is to make project which uses CS with C# and SlimDX.
And here is good site with basics how to use CS from within C# code.
Later on you can move to full scale CS exploration with C++ and DirectX 11.

Development of a FIX engine

I am new in the FIX and have requirement to develop a small FIX engine to communicate trading system. As I know there are plenty of FIX engine available but here requirement is to develop it.
Could anyone provide me the reference on any open source or any good article to start it?
For C++ use quickfix
Java use QuickfixJ
For .NET use VersaFix
To refer to Fix message constructions.
Both the libraries(Quickfix) have the same nomenclature as mentioned in the FIX protocol standards. But they are little buggy here and there, but you can rectify them in your source code. I have used both of the libraries in a commercial project and say so after seeing the libraries work. But the code is quite simple and they have an online reference manual to work with.
But developing your own library will be a big task for only one developer, if you have a team it can be much easier. Remember other than parsing you have to incorporate network communications, configuration on how to run it and threading structures also.
Developing your own FIX engine is not easy, specially if you will be dealing with FIX session level details yourself. Synchronizing sequences through ResendRequest, GapFill and SequenceReset is not easy and it would be nice if you can just use a FIX engine that is already doing that for you.
Another problem with the FIX protocol is REPEATING GROUPS. It is not easy to parse them quickly as it requires recursion or alternatively a complex iterative implementation.
Moreover, most Java FIX engines produce a lot of garbage when they are parsing the message, which increases variance and latency due to GC overhead.
Lastly, an intuitive API design is crucial to accelerate FIX development. If you want a good example of a clean API, you can check CoralFIX.
Disclaimer: I am one of the developers of CoralFIX.
You certainly want to look at QuickFix.

Need help on Beginning HL7

hI
Can anyone please guide me to Creating HL7 Version 3 messages for the first time. I need to understand the design of XML based HL7v 3 message. I want to design an interface engine in Java. Have tried to find.. but cannot see anything for beginners.
Please help
HL-7 documentation has to be purchased from hl7.org. They control copyright and so legal free copies aren't available AFAIK.
If you feel thrifty and are willing to work out some of the information yourself, the HAPI project might be a good place to start. If you look at the code you can see how some of the different segments are represented.
There's a tool I've been using lately that helped me on that. It's called HL7 Soup which is a HL7 Viewer.
It's advantage over other products I used is it's easier to understand messages and its structure, which helped me learning lots about HL7.

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