The Robin Hood Tax

March 11th, 2010

I haven’t posted an opinion piece before, and I may be opening myself up to a whole world of pain by starting with this one, but this idea has been gathering momentum around the internet for a while now and I wanted to respond to it with a little more elucidation than that afforded by a tweet or a facebook flame war. For the record, I am not opposed to the Robin Hood Tax in the same way that I oppose Scientology or Jeremy Clarkson, but generally speaking it’s a good idea to be critical and to not take everything at face value.

Disclaimer : this is an opinion piece. I trust that people are capable of using Google to research the facts, though if you’re planning on using Wikipedia I should mention that this article has nothing to do with the film starring Kevin Costner or any episodes of Star Trek.

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Winter Camping

January 21st, 2010
Figured out the self timer

Last week myself and a group of friends took a winter camping trip up to the Lake District. An odd decision, it could be argued, seen as the region has recently seen both some of its worst flooding and coldest winters in recent years.  Nonethless, equipped with ice axe, crampons and a generous supply of Kendal Mint Cake we set out to climb Scafell.

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Silverlight and CUDA interop

January 15th, 2010

mandrill
Update – source code now available

Microsoft have recently released a beta of Silverlight 4, which has limited support for native interoperation using COM. Potentially, this example could be applied to any number of native interop scenarios, however for this example I have chosen to use Nvidia’s CUDA technology.

Disclaimer : This is an example of what can be done, not necessarily, and in all likelihood, an example of how it should be done.

About CUDA

Up until around 2001 PC graphics cards, though powerful, implemented a fixed function pipeline that limited use to whatever was exposed by the APIs, usually Direct3D or OpenGL. The addition of a programmable pixel pipeline led to the use of graphics cards for more general computation tasks; at first using shaders directly, followed by higher level GPU specific programming languages, such as Brook, SH, and later NVidia’s CUDA. Most of this work was, and is, documented by the GPGPU group. NVIDIA’s website shows CUDA being used in a wide variety of applications but in practice it is best employed in so called “embarassingly parallel” problems.
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