Re: [Yade-dev] [Yade-users] Optimized collider needs testing
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 ___ Mailing list: https://launchpad.net/~yade-dev Post to : yade-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp
[Yade-dev] [Bug 850864] Re: strange facet-sphere behaviour
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: https://bugs.launchpad.net/yade/+bug/850864/+subscriptions ___ Mailing list: https://launchpad.net/~yade-dev Post to : yade-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp
Re: [Yade-dev] [Yade-users] Optimized collider needs testing
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 > > > > ___ > Mailing list: https://launchpad.net/~yade-dev > Post to : yade-dev@lists.launchpad.net > Unsubscribe : https://launchpad.net/~yade-dev > More help : https://help.launchpad.net/ListHelp > ___ Mailing list: https://launchpad.net/~yade-dev Post to : yade-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp
Re: [Yade-dev] [Yade-users] Optimized collider needs testing
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 ___ Mailing list: https://launchpad.net/~yade-dev Post to : yade-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp
[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...
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 -- lp:yade https://code.launchpad.net/~yade-dev/yade/trunk Your team Yade developers is subscribed to branch lp:yade. To unsubscribe from this branch go to https://code.launchpad.net/~yade-dev/yade/trunk/+edit-subscription === 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()); ___ Mailing list: https://launchpad.net/~yade-dev Post to : yade-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp