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Re: Energy tracing vs. multithread?

 



You can also define functor member function which will get the value on
request. (wrap it in python if you need)

Yes, this is what I did for now (not commited). Using callbacks would be complex in that case and it would imply performance hit (impossible to use local variables defined in functor::go()).
I think I'll let storage to the user's side, using this "get" member.
Loaded scenes will always have 0 plasticDissipation.

BTW, did you test callbacks yet? I noticed many "cerr<<" in the code, which is not usual in clean Vaclav's code. ;-)

Bruno



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