This source code demonstrates how game developers can work around any Z fighting issue they may find. The sample source demonstrates several techniques for working around Z fighting issues in DirectX* 9.0.
Unbounded single-producer/single-consumer queue. Internal non-reducible cache of nodes is used. Dequeue operation is always wait-free. Enqueue operation is wait-free in common case. No atomic RMW operations nor heavy memory fences are used.
Algorithms that display data parallelism with iteration independence lend themselves to loops that exhibit ‘embarrassingly parallel’ code. We look at examples to maximize the performance of such loops with minimal effort.
The sealed union is not allowed by C++ language.
In Microsoft compatibility, the namespace-scope using-declarations for class member types are no longer accepted by Intel C++ compiler.
error: an explicit template argument list is not allowed on this declaration.
The article describes a new direction in development of static code analyzers - verification of parallel programs. The article reviews several static analyzers which can claim to be called "Parallel Lint".
For years in Fortran95, I've been reading and writing files into various directories of my choice, thus keeping our data files in an orderly fashion. However, now I am shocked to find that you can't do anything like that in C++.
Problem version: Intel® C++ 10.1 & Intel® C++ 11.xEnvironment : Windows*Problem description:
This article describes a sample to use PBLAS/ScaLAPACK routines from a C program.