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@ -22,40 +22,87 @@ License
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along with OpenFOAM; if not, write to the Free Software Foundation,
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Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Default strategy:
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Strat=b
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{
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job=t,
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map=t,
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poli=S,
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sep=
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(
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m
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From scotch forum:
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By: Francois PELLEGRINI RE: Graph mapping 'strategy' string [ reply ]
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2008-08-22 10:09 Strategy handling in Scotch is a bit tricky. In order
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not to be confused, you must have a clear view of how they are built.
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Here are some rules:
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1- Strategies are made up of "methods" which are combined by means of
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"operators".
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2- A method is of the form "m{param=value,param=value,...}", where "m"
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is a single character (this is your first error: "f" is a method name,
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not a parameter name).
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3- There exist different sort of strategies : bipartitioning strategies,
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mapping strategies, ordering strategies, which cannot be mixed. For
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instance, you cannot build a bipartitioning strategy and feed it to a
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mapping method (this is your second error).
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To use the "mapCompute" routine, you must create a mapping strategy, not
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a bipartitioning one, and so use stratGraphMap() and not
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stratGraphBipart(). Your mapping strategy should however be based on the
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"recursive bipartitioning" method ("b"). For instance, a simple (and
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hence not very efficient) mapping strategy can be :
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"b{sep=f}"
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which computes mappings with the recursive bipartitioning method "b",
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this latter using the Fiduccia-Mattheyses method "f" to compute its
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separators.
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If you want an exact partition (see your previous post), try
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"b{sep=fx}".
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However, these strategies are not the most efficient, as they do not
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make use of the multi-level framework.
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To use the multi-level framework, try for instance:
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"b{sep=m{vert=100,low=h,asc=f}x}"
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The current default mapping strategy in Scotch can be seen by using the
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"-vs" option of program gmap. It is, to date:
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b
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{
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job=t,
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map=t,
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poli=S,
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sep=
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(
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m
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{
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asc=b
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{
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asc=b
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{
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bnd=d{pass=40,dif=1,rem=1}f{move=80,pass=-1,bal=0.005},
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org=f{move=80,pass=-1,bal=0.005},width=3
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},
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low=h{pass=10}f{move=80,pass=-1,bal=0.0005},
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type=h,
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vert=80,
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rat=0.8
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}
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| m
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bnd=d{pass=40,dif=1,rem=1}f{move=80,pass=-1,bal=0.005},
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org=f{move=80,pass=-1,bal=0.005},
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width=3
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},
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low=h{pass=10}f{move=80,pass=-1,bal=0.0005},
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type=h,
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vert=80,
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rat=0.8
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}
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| m
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{
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asc=b
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{
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asc=b
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{
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bnd=d{pass=40,dif=1,rem=1}f{move=80,pass=-1,bal=0.005},
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org=f{move=80,pass=-1,bal=0.005},
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width=3},
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low=h{pass=10}f{move=80,pass=-1,bal=0.0005},
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type=h,
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vert=80,
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rat=0.8
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}
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)
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}
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bnd=d{pass=40,dif=1,rem=1}f{move=80,pass=-1,bal=0.005},
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org=f{move=80,pass=-1,bal=0.005},
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width=3
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},
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low=h{pass=10}f{move=80,pass=-1,bal=0.0005},
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type=h,
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vert=80,
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rat=0.8
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}
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)
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}
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\*---------------------------------------------------------------------------*/
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#include "scotchDecomp.H"
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