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WDM is the driver model used since the advent of Windows 98, whereas KMDF is the driver framework Microsoft advocates and uses for Windows 2000 and beyond. In general, since more features like power management and plug and play are handled by the KMDF framework, a KMDF driver is less complicated and has less code than an equivalent WDM driver.
Common exceptions include an invalid argument (e.g. value is outside of the domain of a function), [5] an unavailable resource (like a missing file, [6] a network drive error, [7] or out-of-memory errors [8]), or that the routine has detected a normal condition that requires special handling, e.g., attention, end of file. [9]
The corresponding system routine in Windows 9x, named SHELL_SYSMODAL_Message, does not halt the system like bug checks do. Instead, it displays the infamous "blue screen of death" (BSoD) and allows the user to attempt to continue. The Windows DDK and the WinDbg documentation both have reference information about most bug checks. The WinDbg ...
CUDA 9.0–9.2 comes with these other components: CUTLASS 1.0 – custom linear algebra algorithms, NVIDIA Video Decoder was deprecated in CUDA 9.2; it is now available in NVIDIA Video Codec SDK; CUDA 10 comes with these other components: nvJPEG – Hybrid (CPU and GPU) JPEG processing; CUDA 11.0–11.8 comes with these other components: [19 ...
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Archived from the original on 2003-08-10. Note that the examples given there do not work as-is on modern Windows systems (post XP SP2) due to the changes Microsoft made to address the security issues present in the early SEH design. The examples still work on later versions of Windows if compiled with /link /safeseh:no.
CUDA code runs on both the central processing unit (CPU) and graphics processing unit (GPU). NVCC separates these two parts and sends host code (the part of code which will be run on the CPU) to a C compiler like GNU Compiler Collection (GCC) or Intel C++ Compiler (ICC) or Microsoft Visual C++ Compiler, and sends the device code (the part which will run on the GPU) to the GPU.
The implementation of exception handling in programming languages typically involves a fair amount of support from both a code generator and the runtime system accompanying a compiler. (It was the addition of exception handling to C++ that ended the useful lifetime of the original C++ compiler, Cfront. [18]) Two schemes are most common.