Commit 0a2771f8 authored by adelmann's avatar adelmann 🎗
Browse files

add path of Chirtof

parent a054d2d7
......@@ -163,6 +163,7 @@ public:
// a layout object in order to use this.
ParticleBase() :
Layout(NULL),
MIN_NUM_PART_PER_CORE(0),
TotalNum(0),
LocalNum(0),
DestroyNum(0),
......@@ -172,6 +173,7 @@ public:
// constructor 2: arguments = layout to use.
ParticleBase(PLayout *layout) :
Layout(layout),
MIN_NUM_PART_PER_CORE(0),
TotalNum(0),
LocalNum(0),
DestroyNum(0),
......
......@@ -70,7 +70,6 @@ void ParticleBase<PLayout>::setup() {
LocalNum = 0;
DestroyNum = 0;
GhostNum = 0;
MIN_NUM_PART_PER_CORE = 2;
// shift ID back so that first ID retrieved is myNode
NextID = Ippl::Comm->myNode() - Ippl::Comm->getNodes();
......
......@@ -1176,7 +1176,8 @@ protected:
std::multimap<unsigned, unsigned> p2n; //<node ID, particle ID>
int particlesLeft = LocalNum;
int minParticlesPerNode = PData.getMimumNumberOfParticlesPerCore();
int particlesLeft = LocalNum;
for (unsigned int ip=0; ip<LocalNum; ++ip)
{
for (unsigned int j = 0; j < Dim; j++)
......@@ -1193,10 +1194,8 @@ protected:
if (found)
continue;
int minParticlesPerNode = PData.getMimumNumberOfParticlesPerCore();
if (particlesLeft <= minParticlesPerNode)
break; //leave atleast minimum number of particles per core
if (particlesLeft <= minParticlesPerNode)
break; //leave atleast minimum number of particles per core
typename RegionLayout<T,Dim,Mesh>::touch_range_dv touchingVN = RLayout.touch_range_rdv(pLoc);
......@@ -1305,6 +1304,7 @@ protected:
std::multimap<unsigned, unsigned> p2n; //<node ID, particle ID>
int minParticlesPerNode = PData.getMimumNumberOfParticlesPerCore();
int particlesLeft = LocalNum;
for (unsigned int ip=0; ip<LocalNum; ++ip)
{
......@@ -1325,9 +1325,8 @@ protected:
if (found)
continue;
int minParticlesPerNode = PData.getMimumNumberOfParticlesPerCore();
if (particlesLeft <= minParticlesPerNode)
continue; //leave atleast minimum number of particles per core
continue; //leave atleast minimum number of particles per core
typename RegionLayout<T,Dim,Mesh>::touch_range_dv touchingVN = RLayout.touch_range_rdv(pLoc);
......
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