Commit 7df6087c authored by BRAMAS Berenger's avatar BRAMAS Berenger

update news

parent 50558613
......@@ -9,7 +9,7 @@ version 1.1
1.4
-----
- Add the uniform kernel
- Add interpolation FMM based on uniform grid points
- Add the group tree and the things related to starpu
- Change the P2P (it is now done by tree functions in the abstract kernel) refer to the P2P page of the doc
- Update the P2P/M2L prototype, the position of the elements is knowns from an array position
......@@ -19,7 +19,6 @@ version 1.1
- The choice of floating point values is done by template (by passing template to all classes) and no more at configure time
- There is no more ScalFMM variables and defines but only SCALFMM (all letters in upper case)
- We start to use unique ptr (and advise to use it) in the main files
- Add interpolation FMM based on uniform grid points.
- Add blocked version of the algorithm to increase the granularity (task-based approach)
- Fix bug with Chebyschev kernel and multi RHS.
- Improvements in unit tests (works with Linux and MacOs X for intel and gcc)
......
......@@ -64,3 +64,26 @@ One can want to implement its own kernel or even its own parallelization whithou
× Tests : examples to know how to use scalfmm/put particles in the tree/iterate on the tree...
× Utils : some scripts to work with the data files.
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Concerning the 1.3 to 1.4 API update:
=====================================
For example the previous M2L interface was:
void M2L(CellClass* const FRestrict inLocal, const CellClass* inInteractions[], const int /*inSize*/, const int inLevel) {
But the new one is:
void M2L(CellClass* const FRestrict inLocal, const CellClass* inInteractions[],
const int neighborPositions[], const int inSize, const int inLevel) override {
In the previous version we were iterating by
for(int idxNeigh = 0 ; idxNeigh < 343 ; ++idxNeigh){
// if interaction exits
if(inInteractions[idxNeigh]){
inInteractions[idxNeigh]
In the new one we do it by
for(int idxExistingNeigh = 0 ; idxExistingNeigh < inSize ; ++idxExistingNeigh){
const int idxNeigh = neighborPositions[idxExistingNeigh];
inInteractions[idxExistingNeigh]
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