Re: [Yade-dev] [Yade-users] Optimized collider needs testing

2011-09-27 Thread Klaus Thoeni
Hi Bruno,

I checked out your branch lp:~bruno-chareyre/yade/collide (without 2 at the 
end as indicated in the bzr co part of your first posting) when I tested it. I 
just saw now that there is as well a branch lp:~bruno-chareyre/yade/collide2. 
Probably that's the one to test. This explains why it was working. I will do 
the tests with this branch now.

So guys if you want to test Bruno's new implementation make sure you check out 
the right branch:
bzr checkout lp:~bruno-chareyre/yade/collide2

Cheers,
Klaus

On Tue, 27 Sep 2011 10:43:28 pm Bruno Chareyre wrote:
> There was indeed a bug with clumps (fixed), but the thing I don't
> understand is the branch did not contain the changes. Bazaar branches
> are not quite user-friendly for commits/updates...
> Klaus, you probably didn't try the good code (but then how did you spot
> the bug? I'm lost...).
> Could you send me a copy of the core/bound.hpp you downloaded, just to
> be sure?
> 
> Bruno
> 
> On 26/09/11 10:37, Bruno Chareyre wrote:
> > (moving to yade-dev)
> > 
> > No guess yet. Thanks for notifying. Which scripts gives the segfault?
> > 
> > B
> > 
> > On 26/09/11 07:43, Klaus Thoeni wrote:
> >> Hi Bruno,
> >> 
> >> I tested your implementation with my examples (dynamic problem with
> >> about 1 particles) and the computational time in
> >> InsertionSortCollider slightly improved as expected.
> >> 
> >> However, when running your branch with examples with clumps gives a
> >> Segmentation Fault. Any guess?
> >> 
> >> Klaus
> >> 
> >> On Tue, 20 Sep 2011 07:29:02 AM Bruno Chareyre wrote:
> >>> Hi all,
> >>> 
> >>> I worked on some optimizations of contact detection recently and I
> >>> would like to get feedback from you to detect possible bugs and
> >>> confirm the speedup for different applications. If everything is ok,
> >>> the changes can be part of the next release after some code cleanup
> >>> and documentation.
> >>> 
> >>> If you have a chance, could you please download and compile the branch
> >>> lp:~bruno-chareyre/yade/collide2 (bzr checkout
> >>> lp:~bruno-chareyre/yade/collide, cd yade, scons, as usual) and try this
> >>> with your own problems?
> >>> I would be gratefull if you could report differences in terms of
> >>> computation speed.
> >>> I don't expect big improvements for small quasistatic problems. The
> >>> speedup is more likely to happen on large and/or dynamic problems,
> >>> where it should range between x2 and x3, or even more in multithread.
> >>> Some results are reported here:
> >>> https://yade-dem.org/wiki/Colliders_performace#Improved_InsertionSort
> >>> 
> >>> Thanks.
> >>> 
> >>> Bruno

-- 
Dr. Klaus Thoeni - Centre for Geotechnical and Materials Modelling
Civil, Surveying and Environmental Engineering - Engineering Building EA
The University of Newcastle, Callaghan, NSW 2308, Australia
web: http://www.newcastle.edu.au/research-centre/cgmm
phone: +61 (0)2 4921 5118

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[Yade-dev] [Bug 850864] Re: strange facet-sphere behaviour

2011-09-27 Thread Anton Gladky
I think it is a bug. The script in the first message of this question [1]
shows, that spheres, which falling directly on the edges of 2 facets are having
higher velocities, than others.

One can guess, that in this very special case the edge-spheres, are interacting 
with both facets.
It should be fixed, because it is not quite correct.

[1] https://answers.launchpad.net/yade/+question/171223

** Changed in: yade
   Status: New => Confirmed

** Changed in: yade
   Importance: Undecided => Medium

-- 
You received this bug notification because you are a member of Yade
developers, which is the registrant for Yade.
https://bugs.launchpad.net/bugs/850864

Title:
  strange facet-sphere behaviour

Status in Yet Another Dynamic Engine:
  Confirmed

Bug description:
  See https://answers.launchpad.net/yade/+question/171223

  Spheres that are exactly on an edge between facets behave strangely.
  Maybe related to other (closed, but never solved) bugs in sphere-
  facet.

To manage notifications about this bug go to:
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Re: [Yade-dev] [Yade-users] Optimized collider needs testing

2011-09-27 Thread Anton Gladky
Hi Bruno,

I, probably, have read your last messages too late, but I tested your
branch this night.
Unfortunately, I did not find any big differences between trunk- and
new-collider.
If I tested wrong version, please, let me know.

Anton




On Tue, Sep 27, 2011 at 2:43 PM, Bruno Chareyre
 wrote:
> There was indeed a bug with clumps (fixed), but the thing I don't
> understand is the branch did not contain the changes. Bazaar branches
> are not quite user-friendly for commits/updates...
> Klaus, you probably didn't try the good code (but then how did you spot
> the bug? I'm lost...).
> Could you send me a copy of the core/bound.hpp you downloaded, just to
> be sure?
>
> Bruno
>
>
>
> On 26/09/11 10:37, Bruno Chareyre wrote:
>> (moving to yade-dev)
>>
>> No guess yet. Thanks for notifying. Which scripts gives the segfault?
>>
>> B
>>
>> On 26/09/11 07:43, Klaus Thoeni wrote:
>>> Hi Bruno,
>>>
>>> I tested your implementation with my examples (dynamic problem with about
>>> 1 particles) and the computational time in InsertionSortCollider 
>>> slightly
>>> improved as expected.
>>>
>>> However, when running your branch with examples with clumps gives a
>>> Segmentation Fault. Any guess?
>>>
>>> Klaus
>>>
>>> On Tue, 20 Sep 2011 07:29:02 AM Bruno Chareyre wrote:
 Hi all,

 I worked on some optimizations of contact detection recently and I would
 like to get feedback from you to detect possible bugs and confirm the
 speedup for different applications. If everything is ok, the changes can
 be part of the next release after some code cleanup and documentation.

 If you have a chance, could you please download and compile the branch
 lp:~bruno-chareyre/yade/collide2 (bzr checkout
 lp:~bruno-chareyre/yade/collide, cd yade, scons, as usual) and try this
 with your own problems?
 I would be gratefull if you could report differences in terms of
 computation speed.
 I don't expect big improvements for small quasistatic problems. The
 speedup is more likely to happen on large and/or dynamic problems, where
 it should range between x2 and x3, or even more in multithread.
 Some results are reported here:
 https://yade-dem.org/wiki/Colliders_performace#Improved_InsertionSort

 Thanks.

 Bruno
>>
>
>
> --
> ___
> Bruno Chareyre
> Associate Professor
> ENSE³ - Grenoble INP
> 11, rue des Mathématiques
> BP 46
> 38402 St Martin d'Hères, France
> Tél : +33 4 56 52 86 21
> Fax : +33 4 76 82 70 43
> 
>
>
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Re: [Yade-dev] [Yade-users] Optimized collider needs testing

2011-09-27 Thread Bruno Chareyre
There was indeed a bug with clumps (fixed), but the thing I don't
understand is the branch did not contain the changes. Bazaar branches
are not quite user-friendly for commits/updates...
Klaus, you probably didn't try the good code (but then how did you spot
the bug? I'm lost...).
Could you send me a copy of the core/bound.hpp you downloaded, just to
be sure?

Bruno



On 26/09/11 10:37, Bruno Chareyre wrote:
> (moving to yade-dev)
>
> No guess yet. Thanks for notifying. Which scripts gives the segfault?
>
> B
>
> On 26/09/11 07:43, Klaus Thoeni wrote:
>> Hi Bruno,
>>
>> I tested your implementation with my examples (dynamic problem with about 
>> 1 particles) and the computational time in InsertionSortCollider 
>> slightly 
>> improved as expected.
>>
>> However, when running your branch with examples with clumps gives a 
>> Segmentation Fault. Any guess?
>>
>> Klaus
>>
>> On Tue, 20 Sep 2011 07:29:02 AM Bruno Chareyre wrote:
>>> Hi all,
>>>
>>> I worked on some optimizations of contact detection recently and I would
>>> like to get feedback from you to detect possible bugs and confirm the
>>> speedup for different applications. If everything is ok, the changes can
>>> be part of the next release after some code cleanup and documentation.
>>>
>>> If you have a chance, could you please download and compile the branch
>>> lp:~bruno-chareyre/yade/collide2 (bzr checkout
>>> lp:~bruno-chareyre/yade/collide, cd yade, scons, as usual) and try this
>>> with your own problems?
>>> I would be gratefull if you could report differences in terms of
>>> computation speed.
>>> I don't expect big improvements for small quasistatic problems. The
>>> speedup is more likely to happen on large and/or dynamic problems, where
>>> it should range between x2 and x3, or even more in multithread.
>>> Some results are reported here:
>>> https://yade-dem.org/wiki/Colliders_performace#Improved_InsertionSort
>>>
>>> Thanks.
>>>
>>> Bruno
>


-- 
___
Bruno Chareyre
Associate Professor
ENSE³ - Grenoble INP
11, rue des Mathématiques
BP 46
38402 St Martin d'Hères, France
Tél : +33 4 56 52 86 21
Fax : +33 4 76 82 70 43



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[Yade-dev] [Branch ~yade-dev/yade/trunk] Rev 2923: - include gravity a bit differently in Newton, so that it's reflected in scene->forces and accoun...

2011-09-27 Thread noreply

revno: 2923
committer: Bruno Chareyre 
branch nick: trunk
timestamp: Tue 2011-09-27 14:30:14 +0200
message:
  - include gravity a bit differently in Newton, so that it's reflected in 
scene->forces and accounted in the unbalanced force definition.
modified:
  pkg/dem/NewtonIntegrator.cpp


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=== modified file 'pkg/dem/NewtonIntegrator.cpp'
--- pkg/dem/NewtonIntegrator.cpp	2011-09-20 10:58:18 +
+++ pkg/dem/NewtonIntegrator.cpp	2011-09-27 12:30:14 +
@@ -108,7 +108,7 @@
 			if(unlikely(!b || b->isClumpMember())) continue;
 
 			State* state=b->state.get(); const Body::id_t& id=b->getId();
-			Vector3r f=Vector3r::Zero(), m=Vector3r::Zero();
+			Vector3r f=gravity, m=Vector3r::Zero();
 			// clumps forces
 			if(b->isClump()) {
 b->shape->cast().addForceTorqueFromMembers(state,scene,f,m);
@@ -122,7 +122,7 @@
 #endif
 			}
 			//in most cases, the initial force on clumps will be zero and next line is not changing f and m, but make sure we don't miss something (e.g. user defined forces on clumps)
-			f=scene->forces.getForce(id)+gravity; m=scene->forces.getTorque(id);
+			f=scene->forces.getForce(id); m=scene->forces.getTorque(id);
 			#ifdef YADE_DEBUG
 if(isnan(f[0])||isnan(f[1])||isnan(f[2])) throw runtime_error(("NewtonIntegrator: NaN force acting on #"+lexical_cast(id)+".").c_str());
 if(isnan(m[0])||isnan(m[1])||isnan(m[2])) throw runtime_error(("NewtonIntegrator: NaN torque acting on #"+lexical_cast(id)+".").c_str());

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