sphere

GPU-based 3D discrete element method algorithm with optional fluid coupling
git clone git://src.adamsgaard.dk/sphere
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commit cef188661b6df4c706bda6a9c4c881e6c16f9ef1
parent 35a9742af2314b68fe8eb51056d0d996870d0bbd
Author: Anders Damsgaard <anders.damsgaard@geo.au.dk>
Date:   Thu,  5 Jun 2014 12:58:05 +0200

report components

Diffstat:
Msrc/navierstokes.cuh | 4----
1 file changed, 0 insertions(+), 4 deletions(-)

diff --git a/src/navierstokes.cuh b/src/navierstokes.cuh @@ -13,9 +13,6 @@ #include "constants.cuh" #include "debug.h" -#define REPORT_V_P_COMPONENTS -#define REPORT_FORCING_TERMS - // Arithmetic mean of two numbers __inline__ __device__ Float amean(Float a, Float b) { return (a+b)*0.5; @@ -2250,7 +2247,6 @@ __global__ void findPredNSvelocities( + porosity_term + advection_term; - printf("\n\nhello, world\n\n"); #ifdef REPORT_V_P_COMPONENTS // Report velocity components to stdout for debugging printf("[%d,%d,%d]\t"