Book Image

Learning Concurrency in Python

By : Elliot Forbes
Book Image

Learning Concurrency in Python

By: Elliot Forbes

Overview of this book

Python is a very high level, general purpose language that is utilized heavily in fields such as data science and research, as well as being one of the top choices for general purpose programming for programmers around the world. It features a wide number of powerful, high and low-level libraries and frameworks that complement its delightful syntax and enable Python programmers to create. This book introduces some of the most popular libraries and frameworks and goes in-depth into how you can leverage these libraries for your own high-concurrent, highly-performant Python programs. We'll cover the fundamental concepts of concurrency needed to be able to write your own concurrent and parallel software systems in Python. The book will guide you down the path to mastering Python concurrency, giving you all the necessary hardware and theoretical knowledge. We'll cover concepts such as debugging and exception handling as well as some of the most popular libraries and frameworks that allow you to create event-driven and reactive systems. By the end of the book, you'll have learned the techniques to write incredibly efficient concurrent systems that follow best practices.
Table of Contents (20 chapters)
Title Page
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface
Index

Introduction to GPUs


Graphics Processing Units, or GPUs as they are more typically shortened to, are typically marketed to and focused on the hardcore gaming market. It's typically gaming enthusiasts that expect an incredibly high-level of performance from these graphics cards in order to ensure that they have the smoothest possible experience while playing computationally expensive 3D video games.

Video games require millions upon millions of calculations per minute to be done in order for the computer to know exactly where to render 3D objects in a game. A typical scene within a game could contain anywhere from a handful of simple 3D objects to thousands of incredibly complex models. So, with each frame, we need to decide their exact relative positions, scales, rotations, and a whole multitude of other factors in order for them to be successfully rendered.

Even models that we deem to be relatively simple could be made up of hundreds or even thousands of different vertices. Look at the following...