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High precision Real.


Hi, the code for high precision is complete and passes all the tests.

I am writing documentation for this now, I will mention there:
- about VTK ↔ double compatibility
- about GLViewer ↔ double compatibility
- how to build and run high precision code

I have separated most of this work in to several "topic" merge
requests, so that you can check each of them separately. The general
idea is that "if you don't use high-precision then the old behavior
remains". Meaning that I avoid modifying existing code, only add some
sort of redirection and conversion layer that vanishes (is optimized
away) completely when HP is not used.

There are some changes still not extracted into separate merge
requests from !366. I will continue working on this and writing documentation.

These are ready for you to review:

* The last remaining double to Real changes.

* Print time spent on each of the --checks
  (a very short one, that's because I needed to make Lubrication tests faster in !366)

* Ensure that VTK is compatibile with Real.

* OpenGL Real compatibility

* Another step towards enabling high precision Real

* Enable vectorization

They can be merged to master in any order. If any rebase conflicts
arise I will solve them quickly. Maybe !362 and !365 should be merged last,
because I tested rebasing it on each of the previous ones.

please tell me what you think.

best regards

Janek Kozicki, PhD. DSc. Arch. Assoc. Prof.
Gdańsk University of Technology
Faculty of Applied Physics and Mathematics
Department of Theoretical Physics and Quantum Information
http://pg.edu.pl/jkozicki (click English flag on top right)

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