odeint/examples/thrust/relaxation.cu
2014-03-26 08:20:33 +01:00

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/*
Copyright 2011-2012 Karsten Ahnert
Copyright 2013 Mario Mulansky
Distributed under the Boost Software License, Version 1.0.
(See accompanying file LICENSE_1_0.txt or
copy at http://www.boost.org/LICENSE_1_0.txt)
*/
/*
* Solves many relaxation equations dxdt = - a * x in parallel and for different values of a.
* The relaxation equations are completely uncoupled.
*/
#include <thrust/device_vector.h>
#include <boost/ref.hpp>
#include <boost/numeric/odeint.hpp>
#include <boost/numeric/odeint/external/thrust/thrust.hpp>
using namespace std;
using namespace boost::numeric::odeint;
// change to float if your GPU does not support doubles
typedef double value_type;
typedef thrust::device_vector< value_type > state_type;
typedef runge_kutta4< state_type , value_type , state_type , value_type > stepper_type;
struct relaxation
{
struct relaxation_functor
{
template< class T >
__host__ __device__
void operator()( T t ) const
{
// unpack the parameter we want to vary and the Lorenz variables
value_type a = thrust::get< 1 >( t );
value_type x = thrust::get< 0 >( t );
thrust::get< 2 >( t ) = -a * x;
}
};
relaxation( size_t N , const state_type &a )
: m_N( N ) , m_a( a ) { }
void operator()( const state_type &x , state_type &dxdt , value_type t ) const
{
thrust::for_each(
thrust::make_zip_iterator( thrust::make_tuple( x.begin() , m_a.begin() , dxdt.begin() ) ) ,
thrust::make_zip_iterator( thrust::make_tuple( x.end() , m_a.end() , dxdt.end() ) ) ,
relaxation_functor() );
}
size_t m_N;
const state_type &m_a;
};
const size_t N = 1024 * 1024;
const value_type dt = 0.01;
int main( int arc , char* argv[] )
{
// initialize the relaxation constants a
vector< value_type > a_host( N );
for( size_t i=0 ; i<N ; ++i ) a_host[i] = drand48();
state_type a = a_host;
// initialize the intial state x
state_type x( N );
thrust::fill( x.begin() , x.end() , 1.0 );
// integrate
relaxation relax( N , a );
integrate_const( stepper_type() , boost::ref( relax ) , x , 0.0 , 10.0 , dt );
return 0;
}