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#fsi — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #fsi, aggregated by home.social.

  1. Aviation weather for Henry Post Army Air Field (Fort Sill) airport (USA) is “KFSI 111455Z 00000KT 10SM CLR 07/M03 A3000 RMK AO2 SLP160 T00681026 53004 $” : See what it means on bigorre.org/aero/meteo/kfsi/en #henrypostarmyairfieldfortsillairport #airport #fortsill #usa #kfsi #fsi #metar #aviation #aviationweather #avgeek vl

  2. Aviation weather for Henry Post Army Air Field (Fort Sill) airport (USA) is “KFSI 091355Z 00000KT 10SM CLR 27/19 A3004 RMK AO2 SLP161 T02720190 FZRANO $” : See what it means on bigorre.org/aero/meteo/kfsi/en #fortsill #usa #henrypostarmyairfieldfortsillairport #kfsi #fsi #metar #aviation #aviationweather #avgeek #airport vl

  3. I believe our approach to “develop what we need when we need it”, which has been a staple in the development of #GPUSPH, has been a strong point. We *do* depend on a few external dependencies, but most of the code has been developed “in-house”.

    Fun fact: the only “hard dependency” for GPUSPH is NVIDIA's Thrust library, which we depend on for particle sorting (and in a few other places, but for optional features, like the segmented reductions used to collect body forces when doing #FSI i.e. #FluidStructureInteraction aka #FluidSolidInteraction).

    And this hard dependency has been a *pain*.

    We first had issues in the Maxwell architecture era, which stalled our work for months because all simulations would consistently lead to a hardware lock-up
    github.com/NVIDIA/thrust/issue
    and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
    github.com/NVIDIA/thrust/issue

    5/

  4. I believe our approach to “develop what we need when we need it”, which has been a staple in the development of #GPUSPH, has been a strong point. We *do* depend on a few external dependencies, but most of the code has been developed “in-house”.

    Fun fact: the only “hard dependency” for GPUSPH is NVIDIA's Thrust library, which we depend on for particle sorting (and in a few other places, but for optional features, like the segmented reductions used to collect body forces when doing #FSI i.e. #FluidStructureInteraction aka #FluidSolidInteraction).

    And this hard dependency has been a *pain*.

    We first had issues in the Maxwell architecture era, which stalled our work for months because all simulations would consistently lead to a hardware lock-up
    github.com/NVIDIA/thrust/issue
    and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
    github.com/NVIDIA/thrust/issue

    5/

  5. I believe our approach to “develop what we need when we need it”, which has been a staple in the development of #GPUSPH, has been a strong point. We *do* depend on a few external dependencies, but most of the code has been developed “in-house”.

    Fun fact: the only “hard dependency” for GPUSPH is NVIDIA's Thrust library, which we depend on for particle sorting (and in a few other places, but for optional features, like the segmented reductions used to collect body forces when doing #FSI i.e. #FluidStructureInteraction aka #FluidSolidInteraction).

    And this hard dependency has been a *pain*.

    We first had issues in the Maxwell architecture era, which stalled our work for months because all simulations would consistently lead to a hardware lock-up
    github.com/NVIDIA/thrust/issue
    and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
    github.com/NVIDIA/thrust/issue

    5/

  6. I believe our approach to “develop what we need when we need it”, which has been a staple in the development of #GPUSPH, has been a strong point. We *do* depend on a few external dependencies, but most of the code has been developed “in-house”.

    Fun fact: the only “hard dependency” for GPUSPH is NVIDIA's Thrust library, which we depend on for particle sorting (and in a few other places, but for optional features, like the segmented reductions used to collect body forces when doing #FSI i.e. #FluidStructureInteraction aka #FluidSolidInteraction).

    And this hard dependency has been a *pain*.

    We first had issues in the Maxwell architecture era, which stalled our work for months because all simulations would consistently lead to a hardware lock-up
    github.com/NVIDIA/thrust/issue
    and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
    github.com/NVIDIA/thrust/issue

    5/

  7. I believe our approach to “develop what we need when we need it”, which has been a staple in the development of #GPUSPH, has been a strong point. We *do* depend on a few external dependencies, but most of the code has been developed “in-house”.

    Fun fact: the only “hard dependency” for GPUSPH is NVIDIA's Thrust library, which we depend on for particle sorting (and in a few other places, but for optional features, like the segmented reductions used to collect body forces when doing #FSI i.e. #FluidStructureInteraction aka #FluidSolidInteraction).

    And this hard dependency has been a *pain*.

    We first had issues in the Maxwell architecture era, which stalled our work for months because all simulations would consistently lead to a hardware lock-up
    github.com/NVIDIA/thrust/issue
    and a few years later we had another issue —luckily one we could work around within GPUSPH this time:
    github.com/NVIDIA/thrust/issue

    5/

  8. Internet: les fournisseurs indépendants crient à l’aide

    Clients en défaut de paiement plus nombreux, mais qui consomment plus de données internet que jamais. Tarifs de revente des gros fournisseurs qualifiés de « déraisonnables », mais qui n’ont jamais baissé, en attente d’une décision de cour.

    lapresse.ca/affaires/techno/20
    #Internet #Québec #Canada #FAI #Bell #Vidéotron #Rogers #FSI #EBox #TekSavvy #B2B2C #CORC #CRTC #PolCan #PolQc

  9. Internet: les fournisseurs indépendants crient à l’aide

    Clients en défaut de paiement plus nombreux, mais qui consomment plus de données internet que jamais. Tarifs de revente des gros fournisseurs qualifiés de « déraisonnables », mais qui n’ont jamais baissé, en attente d’une décision de cour.

    lapresse.ca/affaires/techno/20
    #Internet #Québec #Canada #FAI #Bell #Vidéotron #Rogers #FSI #EBox #TekSavvy #B2B2C #CORC #CRTC #PolCan #PolQc