On Fri, Sep 19, 2008 at 11:36:28AM +0200, Niclas Jansson wrote:
I also wonder about the following in PXMLMesh::readVertices:
const uint L = floor( (real) num_vertices / (real) num_processes);
const uint R = num_vertices % num_processes;
const uint num_local = (num_vertices + num_processes -
process_number - 1) / num_processes;
start_index = process_number * L + std::min(process_number, R);
end_index = start_index + ( num_local - 1);
I think I can guess what it does, but does it have to be this
complicated? Isn't it enough to do something like
const uint n = num_vertices / num_processors;
start_index = n*process_number;
end_index = start_index + n;
and then a fix for the last processor:
if (process_number == num_processors - 1)
end_index = num_vertices;
?
But shouldn't that give a bad load balance, for example when N is large,
R << num_processes and (end_index - start_index) >> R.
Niclas
I don't understand, but maybe I'm missing something.
Say N = 1,000,000 and num_processes = 16. Then R = 0. With my scheme
above, then there will be 62500 vertices on each processor.
If we change N to 1,000,001, then there will be 62500 on each
processor except the last which will have 62501.
If we increase N further, we will have 62502, 62503 etc until 62515 on
the last processor, and after that 62501 on each processor etc.
But maybe I'm missing something important?
--
Anders