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Saturday, June 5, 2010

SUPER COMPUTER

SUPER COMPUTER

                                                                       super computer


                        A supercomputer is a computer that is at the frontline of current processing capacity, particularly speed of calculation. Supercomputers were introduced in the 1960s and were designed primarily by Seymour Cray at Control Data Corporation (CDC), which led the market into the 1970s until Cray left to form his own company, Cray Research. He then took over the supercomputer market with his new designs, holding the top spot in supercomputing for five years (1985–1990). In the 1980s a large number of smaller competitors entered the market, in parallel to the creation of the minicomputer market a decade earlier, but many of these disappeared in the mid-1990s "supercomputer market crash"

Today, supercomputers are typically one-of-a-kind custom designs produced by "traditional" companies such as Cray, IBM and Hewlett-Packard, who had purchased many of the 1980s companies to gain their experience. As of May 2010, the Cray Jaguar is the fastest supercomputer in the world.

                    The term supercomputer itself is rather fluid, and today's supercomputer tends to become tomorrow's ordinary computer. CDC's early machines were simply very fast scalar processors, some ten times the speed of the fastest machines offered by other companies. In the 1970s most supercomputers were dedicated to running a vector processor, and many of the newer players developed their own such processors at a lower price to enter the market. The early and mid-1980s saw machines with a modest number of vector processors working in parallel to become the standard. Typical numbers of processors were in the range of four to sixteen. In the later 1980s and 1990s, attention turned from vector processors to massive parallel processing systems with thousands of "ordinary" CPUs, some being off the shelf units and others being custom designs. Today, parallel designs are based on "off the shelf" server-class microprocessors, such as the PowerPC, Opteron, or Xeon, and most modern supercomputers are now highly-tuned computer clusters using commodity processors combined with custom interconnects .

                         Supercomputers are used for highly calculation-intensive tasks such as problems involving quantum physics, weather forecasting, climate research, molecular modeling (computing the structures and properties of chemical compounds, biological macromolecules, polymers, and crystals), physical simulations (such as simulation of airplanes in wind tunnels, simulation of the detonation of nuclear weapons, and research into nuclear fusion). A particular class of problems, known as Grand Challenge problems, are problems whose full solution requires semi-infinite computing resources.

                       Relevant here is the distinction between capability computing and capacity computing, as defined by Graham et al. Capability computing is typically thought of as using the maximum computing power to solve a large problem in the shortest amount of time. Often a capability system is able to solve a problem of a size or complexity that no other computer can. Capacity computing in contrast is typically thought of as using efficient cost-effective computing power to solve somewhat large problems or many small problems or to prepare for a run on a capability system.

                                                               structure of super computer

             Supercomputer a state-of-the-art, extremely powerful computer capable of manipulating massive amounts of data in a relatively short time. Supercomputers are very expensive and are employed for specialized scientific and engineering applications that must handle very large databases or do a great amount of computation, among them meteorology, animated graphics, fluid dynamic calculations, nuclear energy research and weapon simulation, and petroleum exploration. There are two approaches to the design of supercomputers. One, called massively parallel processing (MPP), is to chain together thousands of commercially available microprocessors utilizing parallel processing techniques. A variant of this, called a Beowulf cluster, or cluster computing, employs large numbers of personal computers interconnected by a local area network and running programs written for parallel processing. The other approach, called vector processing, is to develop specialized hardware to solve complex calculations. This technique was employed in the Earth Simulator, a Japanese supercomputer introduced in 2002 that utilizes 640 nodes composed of 5104 specialized processors to execute 35.6 trillion mathematical operations per second; it is used to analyze earthquake and weather patterns and climate change, including global warming. Currently the fastest supercomputer is the Blue Gene/L, completed at Lawrence Livermore National Laboratory in 2005 and upgraded in 2007; it utilizes 212,992 processors to execute potentially as many 596 trillion mathematical operations per second. The computer is used to do nuclear weapons safety and reliability analyses. A prototype of Blue Gene/L demonstrated in 2003 was air-cooled, as opposed to many high-performance machines that use water and refrigeration, and used no more power than the average home. In 2003 scientists at Virginia Tech assembled a relatively low-cost supercomputer using 1,100 dual-processor Apple Macintoshes; it was ranked at the time as the third fastest machine in the world.

ENTERTAINMENT INDUSTRY


ENTERTAINMENT AS AN INDUSTRY

               In the United States alone—is responsible each year for $150 billion in expenditures and some 120 billion hours of consumed time (Vogel 1998, p. xvii). Entertainment as an economic sector consists of diverse products and services including motion pictures, television, music, broadcasting, print media, toys, gaming, gambling, sports, and fine arts.

ECONOMIC DEVELOPMENT AND THE DEMAND FOR LEISURE

                     Leisure time has been a determining factor in the development of recreation and entertainment as an industry. Entertainment has grown as an industry in step with increased income and time available for leisure and recreation. Economic development, often quantified in terms of productivity or output per person-hour, has enabled goods and services to be produced with fewer labor inputs. The growth of the entertainment industries has been directly related to the development of a modern economy and rising economic productivity, though precise estimation of the demand for leisure is a thorny task (Owen 1971). An important issue in the development of entertainment as an industry is the rising productivity of workers, and in particular the ways in which technical progress has increased worker productivity. Progress in technology, in addition to creating the demand for entertainment products and services, has also led to the creation of much of the dominant forms of contemporary entertainment.

INDUSTRY OVERVIEW

                    Substantial production in the creative industries takes place within the U.S. economy and creative products are a major U.S. export. Motion pictures, home video and television programming, music and sound recordings, books, video games, and software are collectively one of the largest and fastest-growing economic sectors, responsible for about 6 percent of total U.S. gross domestic product per annum (Motion Picture Association of America 2006a). Multinational entertainment/media conglomerates such as Vivendi, Sony, and AOL/Time Warner are increasingly becoming dominant in this sector, with operations that permit substantial economies across the line of entertainment products. The process often begins with a literary work of fiction, which is then made into a movie exhibited in cinemas and later on syndicated and network television domestically and abroad, and finally released on home video. Characters and other elements from the movie can be developed into a line of toys cross-promoted with fast food, and further developed into a video game or board game, and perhaps even featured in a line of clothing.

                   In the motion-picture industry, the sector of entertainment with the highest profile, domestic (U.S. and Canadian) box-office receipts accounted for about $9 billion, while worldwide box-office revenue was over $23 billion for 2005 (Motion Picture Association of America 2006b). The international market now yields more revenue than the North American market and it is also the source of revenue growth for the motion-picture industry, though success in the international market is largely conditional on success in the North American market. The dominance of Hollywood films in worldwide box-office revenue gives rise to claims of cultural imperialism, though major Hollywood studios in fact design films for distribution in the worldwide market even though the films are screened in North America first. While international box-office revenues have been rising, the major sources of new revenues for the motion-picture …