<br><div class="gmail_quote">On Wed, Sep 1, 2010 at 4:57 AM, Seyit Hocuk <span dir="ltr"><<a href="mailto:seyit@astro.rug.nl">seyit@astro.rug.nl</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
Thanks Anshu,<br>
<br>
What exactly did you mean by time history?<br></blockquote><div> </div><div>By time history I mean the trajectory of the particle. Once you set its block number to NONEXISTENT, that particle will no longer be output. I am not entirely sure how the post processing will behave if a particle tag disappears mid-way through a run. I can think of ways of getting around it, but you may not need them.<br>
<br></div><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
For sorting the partiles, do you mean re-tag them?<br>
<br></blockquote><div>There is a routine called Grid_sortPartilcles, it moves the particles with invalid block number to the end of the array and updates the local count of particles to those with valid block numbers.<br>
</div><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
I will try to change the blocknumber instead and see if it helps.<br>
<br>
Kind regards,<br>
Seyit<br>
<br>
<br>
<br>
Anshu Dubey wrote:<br>
<blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
One possibility if you don't need the time history is to set the particles' block number to NONEXISTENT, and then sort the particles data structure before you continue processing.<br>
<br>
On Tue, Aug 31, 2010 at 9:22 AM, Seyit Hocuk <<a href="mailto:seyit@astro.rug.nl" target="_blank">seyit@astro.rug.nl</a> <mailto:<a href="mailto:seyit@astro.rug.nl" target="_blank">seyit@astro.rug.nl</a>>> wrote:<br>
<br>
Dear Community,<br>
<br>
I have a simple question, one that we discussed before, I think.<br>
<br>
Here goes:<br>
If you have a certain amount of particles, and want to<br>
reduce/destroy some of them during simulation, what is the best<br>
approach to do this. I alwas was placing them outside the box<br>
(negative x,y,z-positions), however, this causes occasional<br>
crashes (coming from "pt_mapFromMeshWeighted" line 146), and<br>
running in debug mode already was showing this. I think that<br>
putting 0 mass is also not a good solution.<br>
<br>
Is there any other way?<br>
<br>
Kind regards,<br>
Seyit<div class="im"><br>
<br>
<br>
<br>
<br>
<br>
-- <br>
Anshu Dubey<br>
Associate Director and CS/Applications Group Leader<br>
ASC/Flash Center<br>
Fellow, Computation Institute<br>
University of Chicago and Argonne National Laboratory<br>
773 834 2999 (office)<br>
312 420 0033 (mobile)<br>
773 834 3230 (fax)<br>
</div></blockquote>
<br>
</blockquote></div><br><br clear="all"><br>-- <br>Anshu Dubey<br>Associate Director and CS/Applications Group Leader<br>ASC/Flash Center<br>Fellow, Computation Institute<br>University of Chicago and Argonne National Laboratory<br>
773 834 2999 (office)<br>312 420 0033 (mobile)<br>773 834 3230 (fax)<br>