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The first integer ICT and Jiangsu Zhongyi Group. Based in Beijing, BLX focuses on designing the 6. Loongson general- purpose and embedded processors, together with developing software tools and reference platforms. STMicroelectronics fabricates and markets Loongson chips for BLX, which is fabless. MIPS patent issues. Early implementations of the family lacked four instructions patented by MIPS Technologies to avoid legal issues. STMicroelectronics bought a MIPS license for Loongson, and thus the processor can be promoted as MIPS- based or MIPS- compatible instead of MIPS- like. It is fabricated with 0. CMOS process, has 8 KB of data cache, 8 KB of instruction cache and a 6. MFLOPS. Initially running at 5. MHz, later revisions to Godson 2. System Rescue Cd Homepage About SystemRescueCd. Description: SystemRescueCd is a Linux system rescue disk available as a bootable CD-ROM or USB stick for. Debian-based Live CD made for system administrators and users who prefer text tools. Available for x86-32bit and amd64-64bit in multiple flavours. Search the DistroWatch database for distributions using a particular package. If you are looking for a distribution with the latest kernel, select "linux" from the. We've updated the server to the latest kernels and made sure things are patched. We're rockin our way to 2017! Its hard to believe that we're going on 12 years of. E were produced that run up to 1 GHz. The Godson 2. F, released to market in early 2. GHz. Loongson 2. E. In April 2. 01. 0, Loongson 3. A was released with DDR2/3 DRAM support. Loongson 3. B. Each version can be clocked from 1. GHz to 1. 5 GHz. Loongson- 3. B has exceptional energy efficiency in terms of performance per watt - executing 1. GFLOPS using 4. 0 watts. Each CPU core has 6. KB L1 cache and 1. KB L2 cache. All the cores share a common 8 MB L3 cache, which helps to reduce the cache miss rate. Recently, ICT has launched a Loongson- 3. B- based six- core desktop solution. Technical specifications: Mini- ITX motherboard with Loongson- 3. B CPUATI RS7. 80. E (AMD 7. 80. E) southbridge with 1. MB integrated graphics. ATI SBx. 00 Azalia on- board audioup to 1. GB DDR3 memory. Intel 8. L gigabit network interface. PCI, PCIe, 4 SATA ports, USB and other peripheral interfaces. Can optionally be equipped with AMD HD6. HDD or SSD hard drive. This desktop solution uses an optimized version of Fedora 1. Kingsoft (WPS) office suite. The manufacturer states that the user experience of the desktop solution has been significantly improved over its Loongson- 3. A based predecessor. Results of a benchmark test, conducted in April 2. Their addition has the specific benefit of speeding up Intel x. CPU emulation at a cost of 5% of the total die area. The new instructions help with emulation performance, for example QEMU (the only known example). The new instructions reduce the impact of executing x. CISC- style instructions in the MIPS pipeline. With added improvements in QEMU from ICT, Loongson- 3 achieves an average of 7. The processor's main operating system is Linux, while in theory any OS with MIPS support should also work. For example, Windows CE was ported to a Loongson- based system with minimal effort. Most common open source applications (including Open. Office. org, Mozilla Firefox, Pidgin, and MPlayer) and applications written for the Java platform are supported. EMTEC announced the subnotebook would be available for sale in September in Europe, the United States, and China. EMTEC has already shown the devices in public events. With a similar design to the Mac. Book Pro. KD- 5. 0- I is the first Chinese built supercomputer to utilize domestic Chinese CPUs, with a total of more than 3. Loongson- 2. F CPUs, and nodes are interconnected by Ethernet. The size of the computer was roughly equivalent to a household refrigerator and the cost was less than RMB 8. USD 1. 20,0. 00, EUR 8. The new supercomputer is a cluster of standard blade servers with a total of over 8. Loongson processors, providing theoretical peak performance of 1 TFLOPS and reduces power consumption by 5. KD- 5. 0- I system that has similar performance. The new supercomputer is a cluster of standard blade servers with a total of over 1. Loongson processors, providing theoretical peak performance of 1 TFLOPS, and reduces power consumption by 6. KD- 6. 0 system that has similar performance. Dawning 6. 00. 0 is currently jointly developed by the Institute of Computing Technology under the Chinese Academy of Sciences and the Dawning Information Industry Company. Li Guojie, chairman of Dawning Information Industry Company and director and academician of the Institute of Computing Technology, said research and development of the Dawning 6. 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![]() ![]() When you make a gml function with the intent of turning it into an Extension, you need to make sure that the script is written in a generic manner such that it will not be dependent on any objects, variables, or constants in your project. To do this, you need to pretend that variables that live inside of your objects are not accessible to your new function. Instead of directly accessing member variables of other objects, you need to pass them into your function as arguments. This is a good practice to learn in any case. In most modern object oriented programming languages, there’s a concept of Encapsulation, which is a way of protecting the data that belongs to an object from being accessed (read or written) from the outside, providing only what access is necessary, and providing it through a properly defined interface. Game Maker lacks this concept (all variables are essentially public, and thus can be accessed at any time from anywhere in the application), so you have to employ self- discipline and write your code as though object variables were private (accessible only from within the object). If you’re new to programming this way, it may sound tricky, but it is not a hard concept to grasp. Coding a GML function for an Extension. Consider this example function: unencapsulated. In order for this function to work, there must exist objects named obj. If these do not exist in the game, it will throw an error. Now consider this function: encapsulated. Now you can pass any two values into the function. Game Maker Studio ExtensionsThis makes the function much more flexible, allowing you to re- use it. It doesn’t automatically assign the value to obj. This function is much more flexible so you can use it for other purposes. Tutorial: Building a Game Maker Extension. 2012-Apr-20. Doing this allows Game Maker’s code editor to check syntax for the function call. How to Learn GameMaker: Studio. The game object editor is a great learning tool for those new to game development. When writing code for extensions, you need to eliminate any dependencies on external objects or variables (other than the pre- defined variables that are built- into the base Game Maker framework), and pass any values needed for the function in as parameters. This ensures that the function will be useful an any Game Maker project, regardless of what its objects and variables might be named. Now that you understand Encapsulation and how to write functions that do not depend on external objects or variables, you are ready to learn how to use the Game Maker Extension Builder. We’ll build a simple extension which includes a single function. Functions that are generic enough to be useful in a variety of projects are good candidates for turning into an Extension. In this case, we’ll create a function called draw. But in many games, other objects also need a health variable, not just player. Imagine an RTS (real- time strategy) game with numerous units, each having its own health. Often, the health is displayed as a bar that hovers above the object. I call these “Health Halos.”Since the variable health is predefined in Game Maker as a global variable, we’ll need a object- scope variable that has a name that doesn’t conflict with the global health variable. So let’s use life. First I’ll demonstrate the function using an un- encapsulated function. In order for this code we’re about to write to work, any object that calls it will need to have member variables called life and maxlife. Next, we will rewrite this code so that life and maxlife values are passed in as parameters every time the function is called, which would make the code more flexible in that those variables could be named whatever you wanted and stored wherever you wanted (in the object, globally, in a data structure, etc.)Draw Event. When you draw the sprite, the health halo is drawn above the position of the object, signifying its relative state of health. Basically this is what the code will look like: draw. All we really need to do is figure out what x. Width w we could make a parameter, but probably it only makes sense to use a fairly narrow range of values for this, and 4 seems like a decent number, so let’s just make it 4. First, let’s consider how long the health halo should be. We’ll define a var for this, total. This line should be proportionate to the size of the sprite, in order to look like it belongs with the sprite. Perhaps making it equal to sprite? It’s a good starting point. So our total. So we really need to know these two lengths in order to that. These are simple calculations: life. But it also needs to be proportionate to the length of the line, so: life? As it turns out, Game Maker’s draw. So what are our x and y coordinates for the endpoints of these lines? We need to know four points: health. Since we’ll always be drawing a horizontal line, we know the y for all four points will always be the same. It needs to be a short distance from the top of the calling object’s sprite. Game Maker provides a built- in variable, bbox. We can subtract a few pixels from this and have all of our y’s: halo? Because we’ll be drawing a 4px- wide line for our health halo, and we’d like to have 4px of clearance between the top of the sprite and the health halo. But we could parameterize this, if we wanted to make the function more flexible. Optimization tip: It will save computation to perform this calculation one time and store it in a variable. There will be four y- coordinates for the four endpoints of our two lines, so storing the calculation will save us from having to re- calculate the same value three additional times. It may not seem like much, but if you have a large number of objects with health halos in the game, it can add up. This is wasteful, considering that health only changes at specific, known times (such as during a collision). We can improve performance by storing the line lengths once they are calculated, and re- calculating only when life or maxlife changes, instead of re- calculating size every step. Again, it’s such a tiny amount that it probably will not be noticeable unless there are many, many objects on the screen. But again, every little bit helps. Performance testing: To test whether it really matters or not, we can build a room and generate a large number of objects that use the health halo. To set up a good test room, create an object which has a function that generates the test object in groups of 5 or 1. Draw event, make it draw the room. Also add a Key Press event to increase and decrease room. Now you have a fully adjustable room that you can test objects with, with a dashboard that gives you a readout of the room’s performance. Run the game, set the room. See how many objects the room can handle before fps drops below room. That is the maximum number of objects that the code can handle (for your hardware). Now set the room. See how many objects the room can handle before fps starts to drop below room. If the number of objects isn’t acceptable, you may need find some way to optimize. Now that we have our function coded, let’s turn it into an Extension. Using the GM Extension Package Builder. In Game Maker, export the script to a gml file. Right- click the Scripts in the resource tree, and select export, and save it as draw. Once you have it installed and running, you’ll see a screen like this: Click the +Add GML button. Select the draw. Now the functions in this file are available to our extension. Define the function. A Game Maker Extension is basically a wrapper for the functions you imported from the . After you import the GML file, click Add Function. You create an external name for the function, which users of the extension will use, and map it to the name of the function in your imported gml. More often than not, these should be named the same in order to make things as simple as possible — I really can’t see any reason why you would ever need to name them differently from each other. You should also provide a help string, which gives the form of the function call, and will pop up in auto- complete when entering the function name in the code editor. Also, I always set the number of arguments to match the number of arguments the function actually uses. Doing this allows Game Maker’s code editor to check syntax for the function call, and if the number of parameters in the code don’t match what the function expects, it will highlight the line so you know there is a problem with the code. Add a help file and other description text. To make the Extension easier to use, it’s a good idea to provide a help document. The format required is . There are a variety of applications that can create . In your help document, you should: Describe each function and what it does. When I write a script, I like to use the following template in a block comment at the top of the function. Name: The name of the function. Description: A brief, but clear description that completely explains what the function does. Parameters: A description of each argument in the parameters list. |