> Now, look at my weird results (60 seconds of simulation): > > OMP_NUM_THREADS 3D on 3D off > 1 5375 5498 (1 core at 100%) > 2 6340 6582 (2 cores at 95%) > 3 6977 7040 (3 cores at 95%) > 4 6624 6939 (4 cores at 100%) > 5 6240 6970 (5 cores at 95%) > 8 1267 3491 (8 cores at 100%) > 12 6018 5806 (8 cores at 45%) Nothing surprising, that is just the way it works. CPU percentages are approximate; sometimes the kernel can show 100% load and it is slower than 20% loaded CPU and so on; it probably has some internal cause, but it doesn't reflect computation speed. The number with 3d on are not very interesting, that depends on the graphics card etc and I don't think any serious simulation is run with the 3d view. > You said that with little amount of bodies the speedup is not > visible. I am confirming this ;) Later I'll see how it works with > thousands of bodies. That was already tested many times. I am attaching a figure for 10k particles (Xeon cluster). > On boost ML one guy recommended tbb::concurrent_vector and > intel's thread building blocks library is in debian. But adding > another library to our dependencies isn't something to be done > hastily. Just things that we can keep in mind. That would not solve nothing. We have no "problem" with the body container, but with interactions (not stored in a vector) and it could be solved by saving Interaction, InteractionGeometry and InteractionPhysics as shared_ptr's to guarantee that they will not disappear while rendered. But, what's the use of that effort? Just for the rendering? > BTW, I see that getProgress() lack of naming convention. Apparently > that was me ;) So how is it now in the whole rest of the code? Do we > have getVal(); setVal(val) now? ? There is no unified convention on that, except of making data members where they have to be accessed even just for reading :-D
Cheers, v.
openmp-scaling.pdf
Description: Adobe PDF document
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