</abstract>
</eventitem>
- <eventitem date="2002-10-10" time="TBA" room="TBA"
+ <eventitem date="2002-10-10" time="5:30pm" room="MC3006"
title="UNIX 103">
<short></short>
<abstract>No abstract available yet.</abstract>
</eventitem>
- <eventitem date="2002-11-05" time="4:30 PM" room="TBA"
+ <eventitem date="2002-11-05" time="5:30 PM" room="MC 4063"
title="The Evil Side of C++">
<short>Abusing template metaprogramming in C++ for fun and profit</short>
<abstract>No abstract available yet.</abstract>
</abstract>
</eventitem>
- <eventitem date="2002-11-07" time="TBA" room="TBA"
+ <eventitem date="2002-11-07" time="5:30pm" room="MC4063"
title="The GNU General Public License">
<short>A talk by Simon Law</short>
<abstract>No abstract available yet.</abstract>
</eventitem>
- <eventitem date="2002-11-12" time="TBA" room="TBA"
- title="Memory Management">
- <short>A talk by Jim Morrison</short>
- <abstract>No abstract available yet.</abstract>
+ <eventitem date="2002-11-19" time="4:30pm" room="MC4058"
+ title="Metaprogramming GPUs">
+ <short>A talk by Michael McCool of the Computer Graphics Lab.</short>
+ <abstract>
+<p>
+Modern graphics accelerators, or "GPUs", have embedded high-performance
+programmable components in the form of vertex and fragment shading units.
+Recently, these units have evolved from 8-bit computations to floating-point,
+and other operations provide array gather, scatter, and summation.
+These capabilities make GPUs akin to array processors of the
+past, but with a difference: every PC now has one! I am interested
+in finding the best way to exploit this computational capacity for not
+only graphics but for general-purpose computation.
+</p><p>
+Current APIs permit specification of the programs for GPUs
+using an assembly-language level interface. Compilers for high-level
+shading languages are available, such as NVIDIA's Cg, and OpenGL 2.0 and
+DirectX will also include standardized shading languages. This talk will
+review these. However, compilers for these languages read in an external
+string specification, which can be inconvenient.
+</p><p>
+However, it is possible, using standard C++, to define a high-level
+shading language directly in the API. Such a language can be nearly
+indistinguishable from a special-purpose programming language, yet
+permits more direct interaction with the specification of textures
+(arrays) and parameters, simplifies implementation, and enables
+on-the-fly generation, manipulation, and specialization of shader programs.
+A shading language built into the API also permits the lifting of
+C++ host language type, modularity, and scoping constructs into the shading
+language without any additional implementation effort. Such an
+embedded language could be used to program other embedded processors
+(such as DSP chips in sound cards) or even to generate machine language
+on the fly for the host CPU.
+</p>
+ </abstract>
</eventitem>
<eventitem date="2002-11-16" time="TBA" room="TBA"
<abstract>No abstract available yet.</abstract>
</eventitem>
- <eventitem date="2002-11-22" time="TBA" room="TBA"
+ <eventitem date="2002-11-21" time="6:00pm" room="MC2066"
title="Perl 6">
<short>A talk by Simon Law</short>
<abstract>No abstract available yet.</abstract>
</eventitem>
+ <eventitem date="2002-11-21" time="4:30pm" room="MC4060"
+ title="Samba and you">
+ <short>A talk by Dan Brovkovich, Mathsoc's Computing Director</short>
+ <abstract>No abstract available yet.</abstract>
+ </eventitem>
+
<eventitem date="2002-10-26" time="1:30PM" room="MC2066"
title="GNU/Linux on HPPA">
<short>Carlos O'Donnell talks about "the last of the legacy processors to fall before the barbarian horde"</short>
</abstract>
</eventitem>
+ <eventitem date="2002-11-12" time="4:30PM" room="MC4058"
+ title="Automatic Memory Management and Garbage Collection">
+ <short>A talk by James A. Morrison</short>
+ <abstract>
+<p>
+ Do you ever wonder what java is doing while you wait? Have you ever used
+Modula-3? Do you wonder how lazily you can Mark and Sweep? Would you like to
+know how to Stop-and-Copy?
+</p><p>
+ Come out to this talk and learn these things and more. No prior knowledge of
+Garbage Collection or memory management is needed.
+</p>
+ </abstract>
+ </eventitem>
+
</eventdefs>
+