Created
September 18, 2012 13:50
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Simple 2d array split method
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void GameOfLife::split() | |
{ | |
// Strategy: | |
n_x_nodes_ = n_nodes_; | |
n_y_nodes_ = 1; | |
int workload_per_node = 0; | |
int zero_node_workload = 0; | |
int n_actual_nodes = n_nodes_; | |
// Taking into account the marginal cases: | |
if (n_nodes_ > field_->size_x()) | |
{ | |
workload_per_node = (int) ( field_->size_x() / n_nodes_ ); | |
zero_node_workload = 0; | |
printf("\t\tI'm here! (1)\n"); | |
} | |
else if (n_nodes_ > 1) | |
{ | |
workload_per_node = (int) (field_->size_x() / n_nodes_) * (n_nodes_ / (n_nodes_ - 1)); | |
zero_node_workload = field_->size_x() - (n_nodes_ - 1) * workload_per_node; | |
printf("\t\tI'm here! (2)\n"); | |
} | |
else | |
{ | |
workload_per_node = 1; | |
zero_node_workload = field_->size_x(); | |
n_actual_nodes = field_->size_x() - zero_node_workload + 1; | |
printf("\t\tI'm here! (3)\n"); | |
} | |
if (workload_per_node == 0) | |
{ | |
workload_per_node = 1; | |
n_actual_nodes = field_->size_x() - zero_node_workload; | |
printf("\t\tI'm here! (4)\n"); | |
} | |
else if (zero_node_workload == 0) | |
{ | |
n_actual_nodes --; | |
printf("\t\tI'm here! (5)\n"); | |
} | |
printf("n_nodes_ = %d\nn_actual_nodes = %d\n", n_nodes_, n_actual_nodes); | |
// Filling the Game's hyper torus with 2-cell-wide boarder overlap: | |
std::map<int, Matrix *> jbuf; | |
for (int n = 0; n < n_nodes_; n ++) | |
{ | |
int workload = n == 0 ? zero_node_workload : workload_per_node; | |
// Don't forget to init the redundant nodes as well: | |
if (workload == 0) | |
{ | |
(*redundant_nodes_)[n] = true; | |
jbuf[n] = new Matrix; | |
continue; | |
} | |
jbuf[n] = new Matrix(workload + 2, field_->size_y() + 2); | |
for (int y = -1; y < field_->size_y() + 1; y ++) | |
{ | |
for (int loc_x = 0, | |
x = zero_node_workload + (n - 1) * workload - 1; | |
x < zero_node_workload + n * workload + 1; | |
loc_x ++, x ++) | |
{ | |
if (field_->get(x>=0? (x < field_->size_x()? x : 0) | |
: field_->size_x() - 1, | |
y>=0? (y < field_->size_y()? y : 0) | |
: field_->size_y() - 1) == ALIVE) | |
jbuf[n]->set(loc_x, y + 1, ALIVE); | |
else | |
jbuf[n]->set(loc_x, y + 1, DEAD); | |
} | |
} | |
(*node_x_size_)[std::pair<int, int>(n, 0)] = workload; | |
(*node_y_size_)[std::pair<int, int>(n, 0)] = field_->size_y(); | |
(*redundant_nodes_)[n] = false; | |
} | |
// Generate per-node neighbor lists and send all per-node init data: | |
for (int n = 0; n < n_nodes_; n ++) | |
{ | |
// The zero node takes the extra-work-load. | |
send_init_data(n, (n == 0 ? zero_node_workload : workload_per_node) + 2, field_->size_y() + 2, jbuf[n]->data()); | |
delete jbuf[n]; | |
} | |
} |
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This code is part of my GameOfLife project.
Please look into the final sexy implementation here:
https://github.com/WirelessWizard/GameOfLife/blob/master/src/parallel/game_of_life.cpp