SPU 6 V 1.0
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Payment for work done by student employees is based on the premise of \"an hours pay for an hours work.\" Student employees are expected to be working each hour for which they are paid. Student employees are paid on the basis of submitting student employee timesheets to Student Payroll according to the published Payroll Schedule.
Student employees must record the hours worked each day on student timesheets, available online through the Banner Information Systems (once all paperwork is completed) at www.spu.edu. Our Online Time Entry Directions will guide them through the process. Convert hours and minutes worked to decimal time (see decimal chart). For example, if a student worked two hours and fifteen minutes, the time would be recorded as 2.25 hours.
Student paychecks are available twice per month in the Student Payroll office. Students may elect to have their paychecks directly deposited into their personal checking or savings account by completing a Direct Deposit form. Refer to the Student Payroll Schedule to determine pay dates. Paychecks are normally available after 9:00 a.m. on paydays and after 8:00 a.m. on non-payroll days. The Student Payroll Office is located on the third floor of Weter Hall.
What is direct depositDirect deposit is the fastest way to get your paycheck into your bank account. It is especially convenient for paydays that occur when you are away from campus. Your net earnings are sent electronically to the bank account(s) you specify and will be deposited into your account by 6:00 a.m. on the payday. If you elect to use more than one account, you will need to specify how to split your earnings among the accounts.
What if I want to change the account that is used for direct depositPlease notify SPU if you close your account(s), so that your direct deposit can be handled appropriately. The addition of new account(s) will require a prenote, so you may opt to receive a paper check on the payday when the prenote occurs, or you may have your funds directly deposited to your previously used account(s).
Early checks may be requested by completing a Request for Early Check form available in Student Payroll or on the web here. An early check will be processed only once per year per student employee. Student Payroll requires 24 hours to process the early check request.
If you receive a paper paycheck and it has been misplaced or destroyed, you may request to have it reissued. Please complete the Reissue of Lost Check form and deliver it to the Payroll Office. Upon receipt of the completed form, Payroll will contact the SPU bank to verify that the original check has not cleared. A stop payment will be placed on the original check and a new check will be issued. Student Payroll requires 24 hours to process the lost check request.
Student employees are students first and employees second. Therefore, they are limited to working a maximum of 20 hours per week during the academic year. Students may work up to 40 hours per week during summer, Christmas Break or Spring Break. Students, with supervisor support, may petition to be allowed to work over twenty hours per week by writing a petition letter to the student employment coordinator. The petition must clearly demonstrate extenuating circumstances regarding the necessity of working additional hours, as well as information on the student's ability to maintain satisfactory academic standing while working additional hours.
The Washington State Minimum Wage will be increased each year by the rate of inflation and shall be calculated using the consumer price index. The new minimum wage rate will take effect in January. Student Payroll will automatically increase student employees with a pay rate below the new minimum wage. Student Employment and Student Payroll will notify the campus when the minimum wage is increased and inform supervisors of the new rate.
Student employees are not eligible for pay during campus closures (snow days, etc.), unless they are required to work. If you are required to work during a closure, you will be paid for the time worked at your normal rate of pay, unless otherwise arranged by your supervisor.
Student employees are eligible for one fifteen-minute break for every four consecutive hours worked. It is not appropriate to come to work 15 minutes late or to leave 15 minutes early and count that as your break. In addition, your break should be taken outside of the work area when possible.
When working an eight-hour day, student employees are entitled to a one hour unpaid lunch break. Student staff must take a minimum of a half-hour lunch break after working for five hours. Specific schedules for breaks and meal periods should be arranged with the supervisor according to departmental needs.
Cell is a multi-core microprocessor microarchitecture that combines a general-purpose PowerPC core of modest performance with streamlined coprocessing elements[1] which greatly accelerate multimedia and vector processing applications, as well as many other forms of dedicated computation.[1]
It was developed by Sony, Toshiba, and IBM, an alliance known as \"STI\". The architectural design and first implementation were carried out at the STI Design Center in Austin, Texas over a four-year period beginning March 2001 on a budget reported by Sony as approaching US$400 million.[2] Cell is shorthand for Cell Broadband Engine Architecture, commonly abbreviated CBEA in full or Cell BE in part.
The first major commercial application of Cell was in Sony's PlayStation 3 game console, released in 2006. In May 2008, the Cell-based IBM Roadrunner supercomputer became the first TOP500 LINPACK sustained 1.0 petaflops system.[3][4] Mercury Computer Systems also developed designs based on the Cell.
The Cell architecture includes a memory coherence architecture that emphasizes power efficiency, prioritizes bandwidth over low latency, and favors peak computational throughput over simplicity of program code. For these reasons, Cell is widely regarded as a challenging environment for software development.[5] IBM provides a Linux-based development platform to help developers program for Cell chips.[6]
The STI Design Center opened in March 2001.[8] The Cell was designed over a period of four years, using enhanced versions of the design tools for the POWER4 processor. Over 400 engineers from the three companies worked together in Austin, with critical support from eleven of IBM's design centers.[8] During this period, IBM filed many patents pertaining to the Cell architecture, manufacturing process, and software environment. An early patent version of the Broadband Engine was shown to be a chip package comprising four \"Processing Elements\", which was the patent's description for what is now known as the Power Processing Element (PPE). Each Processing Element would contain 8 \"Synergistic Processing Elements\" (SPEs) on the chip. This chip package was supposed to run at a clock speed of 4 GHz and with 32 SPEs providing 32 gigaFLOPS each (FP8 quarter precision), the Broadband Engine was meant to have 1 teraFLOPS of raw computing power in theory.
The design with 4 PPEs and 32 SPEs was never realized. Instead, Sony and IBM only manufactured a design with one PPE and 8 SPEs. This smaller design, the Cell Broadband Engine or Cell/BE was fabricated using a 90 nm SOI process.[9]
In March 2007, IBM announced that the 65 nm version of Cell/BE is in production at its plant (at the time, now GlobalFoundries') in East Fishkill, New York,[9][10] with Bandai Namco Entertainment using the Cell/BE processor for their 357 arcade board as well as the subsequent 369.
In May 2008, an Opteron- and PowerXCell 8i-based supercomputer, the IBM Roadrunner system, became the world's first system to achieve one petaFLOPS, and was the fastest computer in the world until third quarter 2009. The world's three most energy-efficient supercomputers, as represented by the Green500 list, are similarly based on the PowerXCell 8i.
On May 17, 2005, Sony Computer Entertainment confirmed some specifications of the Cell processor that would be shipping in the then-forthcoming PlayStation 3 console.[17][18][19] This Cell configuration has one PPE on the core, with eight physical SPEs in silicon.[19] In the PlayStation 3, one SPE is locked-out during the test process, a practice which helps to improve manufacturing yields, and another one is reserved for the OS, leaving 6 free SPEs to be used by games' code.[20] The target clock-frequency at introduction is 3.2 GHz.[18] The introductory design is fabricated using a 90 nm SOI process, with initial volume production slated for IBM's facility in East Fishkill, New York.[9]
The relationship between cores and threads is a common source of confusion. The PPE core is dual threaded and manifests in software as two independent threads of execution while each active SPE manifests as a single thread. In the PlayStation 3 configuration as described by Sony, the Cell processor provides nine independent threads of execution.
On June 28, 2005, IBM and Mercury Computer Systems announced a partnership agreement to build Cell-based computer systems for embedded applications such as medical imaging, industrial inspection, aerospace and defense, seismic processing, and telecommunications.[21] Mercury has since then released blades, conventional rack servers and PCI Express accelerator boards with Cell processors.[21]
In the fall of 2006, IBM released the QS20 blade module using double Cell BE processors for tremendous performance in certain applications, reaching a peak of 410 gigaFLOPS in FP8 quarter precision per module. The QS22 based on the PowerXCell 8i processor was used for the IBM Roadrunner supercomputer. Mercury and IBM uses the fully utilized Cell processor with eight active SPEs. On April 8, 2008, Fixstars Corporation released a PCI Express accelerator board based on the PowerXCell 8i processor.[22]
The Cell Broadband Engine, or Cell as it is more commonly known, is