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WebCL
WebCL (Web Computing Language) is a JavaScript binding to OpenCL for heterogeneous parallel computing within any compatible web browser without the use of plug-ins, first announced in March 2011. It is developed on similar grounds as OpenCL and is considered as a browser version of the latter. Primarily, WebCL allows web applications to actualize speed with multi-core CPUs and GPUs. With the growing popularity of applications that need parallel processing like image editing, augmented reality applications and sophisticated gaming, it has become more important to improve the computational speed. With these background reasons, a non-profit Khronos Group designed and developed WebCL, which is a Javascript binding to OpenCL with a portable kernel programming, enabling parallel computing on web browsers, across a wide range of devices. In short, WebCL consists of two parts, one being Kernel programming, which runs on the processors (devices) and the other being JavaScript, which b ...
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OpenCL
OpenCL (Open Computing Language) is a framework for writing programs that execute across heterogeneous platforms consisting of central processing units (CPUs), graphics processing units (GPUs), digital signal processors (DSPs), field-programmable gate arrays (FPGAs) and other processors or hardware accelerators. OpenCL specifies programming languages (based on C99, C++14 and C++17) for programming these devices and application programming interfaces (APIs) to control the platform and execute programs on the compute devices. OpenCL provides a standard interface for parallel computing using task- and data-based parallelism. OpenCL is an open standard maintained by the non-profit technology consortium Khronos Group. Conformant implementations are available from Altera, AMD, ARM, Creative, IBM, Imagination, Intel, Nvidia, Qualcomm, Samsung, Vivante, Xilinx, and ZiiLABS. Overview OpenCL views a computing system as consisting of a number of ''compute devices'', which migh ...
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Khronos Group
The Khronos Group, Inc. is an open, non-profit, member-driven consortium of 170 organizations developing, publishing and maintaining royalty-free interoperability standards for 3D graphics, virtual reality, augmented reality, parallel computation, vision acceleration and machine learning. The open standards and associated conformance tests enable software applications and middleware to effectively harness authoring and accelerated playback of dynamic media across a wide variety of platforms and devices. The group is based in Beaverton, Oregon. History The Khronos Group was founded in 2000 by companies including 3Dlabs, ATI, Discreet, Evans & Sutherland, Intel, SGI, and Sun Microsystems. Promoter members include AMD, Apple, Arm, Epic Games, Google, Huawei, Nokia, Imagination, intel, NVIDIA, Qualcomm, Samsung, Sony, Valve and Verisilcon. Its president is Neil Trevett. Exploratory groups Typically, Khronos first creates an exploratory group to gauge industry interest before ...
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WebGPU
WebGPU is the working name for a future web standard and JavaScript API for accelerated graphics and compute, aiming to provide "modern 3D graphics and computation capabilities". It is developed by the W3C ''GPU for the Web'' Community Group with engineers from Apple, Mozilla, Microsoft, Google, and others. Unlike WebGL, WebGPU is not a direct port of any existing native API. It is based on APIs provided by Vulkan, Metal, and Direct3D 12 and is intended to provide high performance across mobile and desktop platforms. Mobile platforms will be limited in creation of objects that will require modern graphics APIs (mentioned above). The first conceptual prototype called NXT was showcased in early 2017 by the Chromium team. The Google Chrome Development Team has named it as a "successor" to the WebGL/2 JavaScript APIs. History On June 8, 2016, Google showed "Explicit web graphics API" presentation to the WebGL working group (during the bi-annual face to face meeting). The pres ...
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Graphics Libraries
A graphics library is a program library designed to aid in rendering computer graphics to a monitor. This typically involves providing optimized versions of functions that handle common rendering tasks. This can be done purely in software and running on the CPU, common in embedded systems, or being hardware accelerated by a GPU, more common in PCs. By employing these functions, a program can assemble an image to be output to a monitor. This relieves the programmer of the task of creating and optimizing these functions, and allows them to focus on building the graphics program. Graphics libraries are mainly used in video games and simulations. The use of graphics libraries in connection with video production systems, such as Pixar RenderMan, is not covered here. Some APIs use Graphics Library (GL) in their name, notably OpenGL and WebGL. Examples * Allegro *ANGLE * Apple Macintosh QuickDraw * Cairo (graphics) * Clutter * DFPSR https://dawoodoz.com/dfpsr.html (GUI toolkit and ...
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Web Development
Web development is the work involved in developing a website for the Internet (World Wide Web) or an intranet (a private network). Web development can range from developing a simple single static page of plain text to complex web applications, electronic businesses, and social network services. A more comprehensive list of tasks to which Web development commonly refers, may include Web engineering, Web design, Web content development, client liaison, client-side/server-side scripting, Web server and network security configuration, and e-commerce development. Among Web professionals, "Web development" usually refers to the main non-design aspects of building Web sites: writing markup and coding. Web development may use content management systems (CMS) to make content changes easier and available with basic technical skills. For larger organizations and businesses, Web development teams can consist of hundreds of people (Web developers) and follow standard methods like Agil ...
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Cross-platform Software
In computing, cross-platform software (also called multi-platform software, platform-agnostic software, or platform-independent software) is computer software that is designed to work in several computing platforms. Some cross-platform software requires a separate build for each platform, but some can be directly run on any platform without special preparation, being written in an interpreted language or compiled to portable bytecode for which the interpreters or run-time packages are common or standard components of all supported platforms. For example, a cross-platform application may run on Microsoft Windows, Linux, and macOS. Cross-platform software may run on many platforms, or as few as two. Some frameworks for cross-platform development are Codename One, Kivy, Qt, Flutter, NativeScript, Xamarin, Phonegap, Ionic, and React Native. Platforms ''Platform'' can refer to the type of processor (CPU) or other hardware on which an operating system (OS) or application runs, t ...
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Application Programming Interfaces
An application programming interface (API) is a way for two or more computer programs to communicate with each other. It is a type of software interface, offering a service to other pieces of software. A document or standard that describes how to build or use such a connection or interface is called an ''API specification''. A computer system that meets this standard is said to ''implement'' or ''expose'' an API. The term API may refer either to the specification or to the implementation. In contrast to a user interface, which connects a computer to a person, an application programming interface connects computers or pieces of software to each other. It is not intended to be used directly by a person (the end user) other than a computer programmer who is incorporating it into the software. An API is often made up of different parts which act as tools or services that are available to the programmer. A program or a programmer that uses one of these parts is said to ''call'' that ...
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GPGPU
General-purpose computing on graphics processing units (GPGPU, or less often GPGP) is the use of a graphics processing unit (GPU), which typically handles computation only for computer graphics, to perform computation in applications traditionally handled by the central processing unit (CPU). The use of multiple video cards in one computer, or large numbers of graphics chips, further parallelizes the already parallel nature of graphics processing. Essentially, a GPGPU pipeline is a kind of parallel processing between one or more GPUs and CPUs that analyzes data as if it were in image or other graphic form. While GPUs operate at lower frequencies, they typically have many times the number of cores. Thus, GPUs can process far more pictures and graphical data per second than a traditional CPU. Migrating data into graphical form and then using the GPU to scan and analyze it can create a large speedup. GPGPU pipelines were developed at the beginning of the 21st century for graphic ...
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OpenGL
OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and released it on June 30, 1992; applications use it extensively in the fields of computer-aided design (CAD), virtual reality, scientific visualization, information visualization, flight simulation, and video games. Since 2006, OpenGL has been managed by the non-profit technology consortium Khronos Group. Design The OpenGL specification describes an abstract API for drawing 2D and 3D graphics. Although it is possible for the API to be implemented entirely in software, it is designed to be implemented mostly or entirely in hardware. The API is defined as a set of functions which may be called by the client program, alongside a set of named intege ...
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HTML5
HTML5 is a markup language used for structuring and presenting content on the World Wide Web. It is the fifth and final major HTML version that is a World Wide Web Consortium (W3C) recommendation. The current specification is known as the HTML Living Standard. It is maintained by the Web Hypertext Application Technology Working Group (WHATWG), a consortium of the major browser vendors (Apple, Google, Mozilla, and Microsoft). HTML5 was first released in a public-facing form on 22 January 2008, with a major update and "W3C Recommendation" status in October 2014. Its goals were to improve the language with support for the latest multimedia and other new features; to keep the language both easily readable by humans and consistently understood by computers and devices such as web browsers, parsers, etc., without XHTML's rigidity; and to remain backward-compatible with older software. HTML5 is intended to subsume not only HTML 4 but also XHTML 1 and DOM Level 2 HTML. HTML5 ...
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Loop Unrolling
Loop unrolling, also known as loop unwinding, is a loop transformation technique that attempts to optimize a program's execution speed at the expense of its binary size, which is an approach known as space–time tradeoff. The transformation can be undertaken manually by the programmer or by an optimizing compiler. On modern processors, loop unrolling is often counterproductive, as the increased code size can cause more cache misses; ''cf.'' Duff's device. The goal of loop unwinding is to increase a program's speed by reducing or eliminating instructions that control the loop, such as pointer arithmetic and "end of loop" tests on each iteration; reducing branch penalties; as well as hiding latencies, including the delay in reading data from memory. To eliminate this computational overhead, loops can be re-written as a repeated sequence of similar independent statements. Loop unrolling is also part of certain formal verification techniques, in particular bounded model checking. ...
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Data Dependency
A data dependency in computer science is a situation in which a program statement (instruction) refers to the data of a preceding statement. In compiler theory, the technique used to discover data dependencies among statements (or instructions) is called dependence analysis. There are three types of dependencies: data, name, and control. Data dependencies Assuming statement S_1 and S_2, S_2 depends on S_1 if: :\left (S_1) \cap O(S_2)\right\cup \left (S_1) \cap I(S_2)\right\cup \left (S_1) \cap O(S_2)\right\neq \varnothing where: * I(S_i) is the set of memory locations read by * O(S_j) is the set of memory locations written by and * there is a feasible run-time execution path from S_1 to This Condition is called Bernstein Condition, named by A. J. Bernstein. Three cases exist: * Anti-dependence: I(S_1) \cap O(S_2) \neq \varnothing, S_1 \rightarrow S_2 and S_1 reads something before S_2 overwrites it * Flow (data) dependence: O(S_1) \cap I(S_2) \neq \varnothing, S_1 \right ...
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