gridtools | Libraries and utilities to develop performance portable
kandi X-RAY | gridtools Summary
kandi X-RAY | gridtools Summary
The GridTools framework is a set of libraries and utilities to develop performance portable applications in the area of weather and climate. To achieve the goal of performance portability, the user-code is written in a generic form which is then optimized for a given architecture at compile-time. The core of GridTools is the stencil composition module which implements a DSL embedded in C++ for stencils and stencil-like patterns. Further, GridTools provides modules for halo exchanges, boundary conditions, data management and bindings to C and Fortran. GridTools is successfully used to accelerate the dynamical core of the COSMO model with improved performance on CUDA-GPUs compared to the current official version, demonstrating production quality and feature-completeness of the library for models on lat-lon grids. The GridTools-based dynamical core is shipped with COSMO v5.7 and later, see release notes COSMO v5.7. Although GridTools was developed for weather and climate applications it might be applicable for other domains with a focus on stencil-like computations. A detailed introduction can be found in the documentation.
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gridtools Key Features
gridtools Examples and Code Snippets
git clone https://github.com/GridTools/gridtools.git
cd gridtools
mkdir -p build && cd build
cmake ..
make -j8
make test
CXX=`which g++` # full path to the C++ compiler
CC=`which gcc` # full path to theC compiler
FC=`which gfortran` # full p
Community Discussions
Trending Discussions on gridtools
QUESTION
I wrote a small painting game, but it currently uses GUI buttons instead of reading key presses.
How can I make it read key presses to have the same output as what the GUI buttons currently do?
I haven't been able to get key bind events to work at all. Should I be binding them to something else, or did I just write it incorrectly?
(Sorry about the wall of code, I made it as short as I could)
...ANSWER
Answered 2017-Oct-08 at 09:31In your line moveUp.bind('',lambda: layerTile.movePlayer(self.grid,"UP"))
, you are binding the Up
key to the moveUp
widget.
In order to have the desired effect you want, you instead need to bind it to root
:
QUESTION
I'm programming a project in C# and I have two questions in regards to OOP best practices. To keep my questions simple I have simplified the code examples.
I have a class Map
which holds the information to the 2D tile map. There will be only one instance of the Map class:
ANSWER
Answered 2017-Jun-04 at 01:08I would go a) #2 and b) #1 choices.
If Map
is a Singleton make it static.
a) #2 because a getter alludes inventory is a member, a function gives you more encapsulation and in future ability to tap into inheritance and interfaces should you extend the object model. Getter's suit single value much better than nested classes. Edit: I see you're accessing the getter via iGrid in #1, it's not very obvious to caller that's how you would set inventory. IMO it would be equally acceptable solution to use a getter that exposes iGrid if it was named InventoryGrid. If you have sub-nested classes this would be a better way to go.
b) #1 because logically to avoid duplication in a scenario where 2 grid classes need the same method a base/super class is one of the best ways. You might choose each grid to implement an interface if they have implementation specific CoordsToIndex
functionality, if this is the case you could also use an abstract base method.
This function will be used by all Grids (InventoryGrid, TileGrid, etc...)
I think though that both grids will share the exact same implementation and one CoordsToIndex
base class for both InventoryGrid and TileGrid is what you want right now (at this point in your design). I'm assuming that CoordsToIndex relies on data in both grids, otherwise your idea of decoupling and putting CoordsToIndex in the Map class is a good idea.
With Helper classes keep them more for app wide stuff: Config, File, Encryption, Logging/Tracing, extension methods, etc.
Your top 2 choices for both scenarios are good, so you're on the right track. One piece of advice is that interfaces allow you to use unit test mocking so you may want to write a few unit tests to confirm you can test your oop architecture.
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Install gridtools
C++17 compiler (see also list of tested compilers)
Boost (1.65.1 or later)
CMake (3.14.5 or later)
CUDA Toolkit (11.0 or later, optional)
MPI (optional, CUDA-aware MPI for the GPU communication module gcl_gpu)
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