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[已转移到维基条目] GPUGRID页面能不能再添加一些内容

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发表于 2009-5-26 11:37:57 | 显示全部楼层

FAQ:任务包提示"aborted by the server"

http://www.gpugrid.net/forum_thread.php?id=996

FAQ: A work unit has been "aborted by the server".
FAQ:任务包提示"aborted by the server"

As a general rule, workunits are NEVER canceled when they are running so that you don't lose any credits.
在基本规则中,任务包在运行时时不能被取消掉的,以确保您不会损失任何积分。

WUs may be canceled, instead, while they are sitting in your queue, waiting to be executed. This is normal, and in fact it is a feature of the BOINC scheduler which prevents "redundant results" to be computed.
当任务包在排队等候计算时可以被取消、替换。这是正常情况,事实上,这是BOINC的特色,在计划任务上能阻止“redundant results”被计算。
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发表于 2009-5-26 11:57:58 | 显示全部楼层

FAQ:谁是GPUGRID.net的赞助商?

http://www.gpugrid.net/forum_thread.php?id=997

FAQ: Who are the sponsors of GPUGRID.net?
FAQ:谁是GPUGRID.net的赞助商?

GPUGRID.net is a fully academic project; its project members work for public research institutions such as the Universitat Pompeu Fabra, IMIM, and others (see the list below). Research grants by the European Community also provide part of the funding. The project is hosted at the Barcelona Biomedical Park, a research environment where researchers of several disciplines and institutes work closely together.
GPUGRID.net是一个纯粹的学院派项目;该项目的成员为公共研究机构工作,例如庞培•法布拉大学生物医学研究中心(Universitat Pompeu Fabra, IMIM)等等。European Community为研究项目提供了部分资金。项目服务器位于Barcelona Biomedical Park,那里聚集着一群作风严谨、知识渊博、协作紧密的科研工作者。
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发表于 2009-5-26 12:59:44 | 显示全部楼层

FAQ:CPID统计无法融合

http://www.gpugrid.net/forum_thread.php?id=87

FAQ: Stats not merging - CPID - Cross Project ID
FAQ:CPID统计无法融合

What to do when your credits for PS3GRID do not merge with the credits for your other projects on stat sites like BOINCstats.
当您的PS3GRID积分没有与您其他项目的积分一起出现在类似BOINCstats网站的时候,该怎么办呢?

The trick about CPID\'s is that hosts share these from project to project, so If Your PS3 is only attached to PS3GRID the CPID will not synchronize. When you create an account you are assigned a CPID by the project. When you attach to a project the CPID is transfered to the host. When you attach to a second project, then either this CPID gets sent to that project or the host changes and uses the CPID already on that project. Eventually this filters through all projects attached and all your hosts. It works faster if you have one hosts attached to all projects.
CPID的策略是将参与者信息在参与者的各台电脑上共享,如果您的PS3仅仅只贡献给PS3GRID项目,CPID将不会和其他项目同步。当您创建一个账户时您会从该项目获得一个分配的CPID。当您开始参与项目计算的时候,CPID将传送给您的电脑。当您参与第二个项目时,然后CPID会发送信息给您的电脑,或者发送电脑更换的信息,或者使用那个项目已有的CPID。最终这种过滤过程将是的所有项目在您所有的机器上都变得一致。

So either
以下任一方式
  • A - attach PS3 to another project and get messages no work for platform.
    A - 让PS3和另外一个项目联系,并获取“no work for platform”的信息。
  • B - attach another host to PS3GRID and get messages no work for platform.
    B - 让另一台电脑和PS3GRID联系,并获取“no work for platform”的信息。
  • C - Edit the client_state.xml file (if you know what you are doing)
    C - 编辑client_state.xml文件(如果您对您所做的事情很清楚)
See more notes below on each of these options.
从下面浏览更多信息。

We users discussed this in this thread Cross-project ID.
我们在Cross-project ID帖子中有更多讨论。

I attached my PS3 to the project I store my general preferences at to see if it synchronizes. Once it did I will suspended that project on the PS3. But I will have to watch as the CPID can change from time to time and they may get out of sync again, I think this is only if you change your email address and/or user name). This can take 24 hours or more and for it to filter back to The stat sites when they retrieve the XML stat files.
我将我的PS3参与到项目中,我储存了我的一般设置看它是否能同步。一旦它同步了我将在PS3上取消该项目。但是我必须注视CPID不时的变化,他们可能会再次变成一致,我觉得发生这种情况是因为您修改了您的email地址或者是您的用户名。这将花费24小时或者更多的时间才能将XML统计文件反馈给统计网站。

If you attach to a second project on the PS3, the project with the latest time-stamp on general preferences is going to overwrite the preferences of the other project, meaning your prefs from another project can overwrite the ones here at PS3GRID or the ones here at PS3GRID can overwrite your others. Make sure this will not affect the way your PS3 and other computers run. Best thing to do is edit the preferences on the project you normally use just before trying this so it has the latest time stamp. You only need to edit preferences on one project, they will filter back to other projects and then to your other hosts as the hosts make contact with each server.
如果您在PS3上与多个项目尝试连接,这些项目将默认调用最后一次一般配置来重写其他项目的配置,这意味着您的喜好风格将可以从一个项目覆盖到您的PS3GRID的一个项目上,或者一个在PS3GRID的项目设置风格可以覆盖到其他项目上。这些将不会影响到您的PS3使用方式和其他电脑的运行方式。您最好编辑一下您最常计算的项目的设置。您仅仅只需要修改这一个项目的设置,他们将自动反馈给其他项目,然后会在主机与每个服务器连接的时候将设置同步给其他项目。

How to edit client_state.xml found in the directory where boinc runs.
如果修改client_state.xml文件,该文件在您的BOINC运行文件夹下。

  • shut down all running boinc programs like boinc_manager and core_client or service.
    关闭所有运行的BOINC进程,例如boinc_manager、core_client、core_service等进程。
  • make a backup copy just in case.
    可能的话,可以做一个备份。
  • edit file client_state.xml
    修改client_state.xml文件
  • look for line like: <cross_project_id>ed2007abc12345de67af6ee8b3c906ad</cross_project_id>
    replace the 32 digit code with your CPID.
    You can find this under your listing on boincstats or under your account setting on any project.
    Check two or three other projects and you will see they are the same ID but the ID under your account at PS3GRID will be different, which is what you are going to change.
    寻找类似<cross_project_id>ed2007abc12345de67af6ee8b3c906ad</cross_project_id>的行,将您的CPID替换掉该行内的32位字符。您可以在您的boincstats网站或者任何一个项目的个人账户页面找到您的CPID。您可以检查两三个您参加的其他的项目,来看看CPID是否是一致的,但是在PS3GRID里面估计是不一致的,而您正准备对此进行修改。
  • save and exit
    保存并退出client_state.xml文件
  • restart boinc and this should solve the problem.
    重新启动BOINC,CPID不一致的问题就解决了。
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发表于 2009-5-26 15:06:27 | 显示全部楼层

FAQ:关于加速处理器的积分

http://www.gpugrid.net/forum_thread.php?id=219

FAQ: Accelerator processors. A note on credits
FAQ:关于加速处理器的积分



A conventional processor dedicates a relatively large fraction of its transistors to complex control logic, to maximise performance of a serial code. The Cell processor contains 8 fast Synergetic Processing Elements (SPEs) designed to maximise arithmetic throughput. Graphical processing units (GPUs) have a very large number of slower cores maximizing parallel throughput.
一个传统的处理器使用相当多的微小的晶体管来构成复杂的逻辑控制系统,擅长处理一连串的指令代码。Cell架构的处理器包含了8个快速协同处理器(SPEs),擅长进行强大的算术运算。图形处理单元(GPUs)拥有大量的慢速核心,擅长并行处理。

All this computational power comes at the cost of a programming paradigm change. An existing application would run on the Cell processor using only the PPE core without any performance benefit. Therefore, in order to obtain the maximum performance, it is necessary to use all SPEs and to adapt the code to match the underlying hardware architecture. This means addressing issues of vectorization, memory alignment and communication between main memory and local stores. On GPUs, it is now available a nice programming environment (CUDA) which helps dramatically in fully exploiting the potentiality of these devices.
所有这些计算能力在修改程序代码后都能获得。一个目前运行在Cell处理器上的应用程序仅仅只能使用PPE核心,并且无法获得优化的性能。但是,为了获得最优的性能,有必要使用所有的SPE,修改代码并使之与下面的硬件结构相匹配。这意味着矢量地址分配、内存对齐以及主存与硬盘之间的通信。目前,GPU已经有了一个良好的编程环境,能将设备潜在的性能完美地发掘出来。

HOW DO WE ASSIGN CREDITS?
我们如何分配积分?

On a standard PC, BOINC assigns credits based on the average between the floating-point and integer performance of the machine according to a set of benchmarks performed by the client, regardless of the real performance of the application on the machine.
在一台标准的PC机上,BOINC基于机器匹配的基准相应的浮点计算及整数计算的能力来分配积分,不关心应用程序在机器上的真实性能。

Credits = 0.5(million float ops/sec + million int ops/sec)/864,000 * (cpu time in seconds),
(each unit of BOINC credit, the Cobblestone, is 864,000 MIPS)
积分 = 0.5(每秒运行的浮点运算次数 + 每秒运行的整数运算次数)/86400 * (耗费的CPU时间),其中次数单位为百万,时间单位为秒;(每个任务的BOINC积分,作为基准的Cobblestones,是864000 MIPS)

where "float ops" are floating-point operations, and "int ops" are integer operations. These benchmarks on the Cell processor are of course wrong because they do not use the SPEs. The same applies for GPUs which are not considered by the benchmarks. In any case, as we said, these benchmarks are just an indication of the speed of the machine not of the speed of the application.
其中“float ops”为浮点运算,“int ops”是整数运算。这些基准不能应用于Cell处理器,因为它们不使用SPE。同样的,GPU处理器也不能参照基准。无论如何,正如我们所说的,这些基准仅仅只代表这些机器的速度,而不是这些应用程序的速度。

For instance, this machine returns the following benchmark by the BOINC client:
举例而言,某台机器能通过BOINC客户端返回如下基准测试结果:
GenuineIntel Intel(R) Core(TM)2 Duo CPU E6550 @ 2.33GHz [Family 6 Model 15 Stepping 11]
Number of CPUs 2
Measured floating point speed 2281.82 million ops/sec
Measured integer speed 6348.82 million ops/sec

The average is therefore 4343 MIPS (million instruction per second) or equivalently 18.09 Cobblestone/hour as assigned by the BOINC system automatically. So, BOINC will assign to this machine 18.09 Cobblestones each CPU hour of calculation. Note that the ratio between floating operations and integer operations is approximately 3 (=6348/2281).
一般情况下,BOINC系统自动分配4343MIPS(每秒运行××百万条指令)或18.09Cobblestones/小时。因此,BOINC将分配给这台机器每个CPU每小时的计算量为18.09 Cobblestones。您可以发现,浮点运算与整数运算的比率约为3(=6348/2281)。

The way we assign credits takes into account these facts.
我们分配积分基于以下事实。

First of all we need to measure the floating point performance of the application. We have build a performance model of our applications (CELLMD and ACEMD) by counting the number of flops manually per step. For a specific WU, we are able to compute how many total floating operations are performed in average depending on the number of atoms, number of steps and so on. For CELLMD it was also possible to verify that the estimated flops were correct within few percent from the real value (multiplication, addition, subtraction, division and reciprocal square root are counted as as a single floating-point operation). In the case of GPU, we can also use interpolating texture units instead of computing some expensive expression. In this case, as the CPU does not have anything similar, we use the number of floats of the equivalent expression. It is not easy to measure the number of integer operations, so we guess the estimated MIPS to be 2 times the number of floating-point operations (really, we reckon that it would be correct to assign up to a factor 3 times, as in the example above). Therefore,
首先,我们需要衡量应用程序浮点运算的性能。我们通过人工步进的方式对我们的应用程序(CELLMD和ACEMD)进行操作,并建立了一个性能模型。对某一个特定的WU而言,我们可以计算内核的平均性能表现是多少次浮点操作、多少个步骤等等。就CELLMD而言,它也能验证在少数有价值的操作(乘法、加法、减法、除法、开方等等能当做单一的浮点操作)中有多少操作是正确的。在GPU情况下,我们也能使用中断处理单元替代高昂的计算处理。在这种情况下,CPU不会进行任何模仿,我们使用一些等效的表达式进行浮点运算。这对测量完整的操作而言并不容易,因此我们猜测MIPS评估值是浮点操作的两倍(事实上,我们觉得在上面的范例中将一个因子分配3次是正确的)。但是,

Credits = 0.5(MFLOP per WU + approx MIPS per WU)/864,000
(MFLOP is million of floating point operations)

Finally note, that this method produces the credits for the real performance of the application, not a benchmark as the BOINC client does, so it is a bit penalized.
最后还需要注意的是,根据这种算法,对应用程序的真实性能算出的积分,并不是一个BOINC客户端给出的基准分,这有些不公平。

In molecular dynamics, speed is critical and we put all our efforts into providing the most efficient molecular dynamics codes. To give you an idea, the development of these codes took literally years of work. Read more on the performance and efficiency of our applications: ACEMD, CELLMD
在分子动力学中,速度是至关重要的,我们一直在致力于开发具有最大效能的分子动力学代码。告诉大家一个事实,这些代码的开发已经耗费了我们许多年的工作。您可以阅读更多关于我们的应用程序效能的说明:ACEMD, CELLMD
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发表于 2009-7-8 22:30:08 | 显示全部楼层
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发表于 2009-7-8 22:31:06 | 显示全部楼层
话说大仙的翻译还是有点瑕疵来着……本想改的,看着太多又退却了
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发表于 2009-7-8 23:04:03 | 显示全部楼层

回复 #36 yuan234yuan 的帖子

方便改的就尽量改吧,积少成多:)
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