Bar*_*ski 4 c# arrays random parallel-processing multithreading
我有一个进程在随机位置上运行大量任务,Array
并希望通过使用多线程来加快速度.
它本质上做的是随机化"阵列"中的位置,检查其近似环境的值,并在满足一些特定条件时改变随机位置值.
是否有可能运行像
Parallel.For(0, n, s => { });
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循环而不是下面显示的while代码块来优化这个函数,一个代码块怎么样呢?
我一直在考虑为所选元素使用一些"忙"属性,但这实际上使得问题可能需要更加复杂.
public void doStuffTothisArray(ref int[,,] Array, ref IGenerator randomGenerator, int loops)
{
int cc = 0;
int sw = 0;
do
{
if (doStuffOnRandomPositions(ref Array, ref randomGenerator))
sw++; //if stuff was made counter
if ((cc % (loops / 10)) == 0)
Console.Write("{0} % \t", (cc / (loops / 10)) * 10); //some loading info
cc++; //count iterations
} while (cc < loops);
Console.WriteLine("Stuff altered in {0} iterations: {1}", loops, sw);
}
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发布编辑:
划分阵列并分配工作会破坏阵列的动态,因为它需要是一个完整的系统.
这是dostuff的原型..()
public static bool doStuffOnRandomPositions(ref lattice A, ref IGenerator rr)
{
position firstPos = new position(rr.Next(0, A.n_size),rr.Next(0, A.n_size),rr.Next(0, A.n_size));
position secondPos = randomNeighbour(ref A, firstPos, ref rr);
//checks the closest 3d neighbours indexer the lattice
//Console.WriteLine("first:[{0},{1},{2}]\nsecond:[{3},{4},{5}]\n", firstPos.x, firstPos.y, firstPos.z, secondPos.x, secondPos.y, secondPos.z);
// get values at coordinates
bool first = A.latticeArray[firstPos.x, firstPos.y, firstPos.z];
bool second = A.latticeArray[secondPos.x,secondPos.y,secondPos.z];
if (first == second) //don't bother if they are equal states
return false;
// checks the energies in surroundings for an eventual spin switch
int surrBefore = surroundCheck(ref A, firstPos, first) ; // - surroundCheck(ref A, secondPos, second));
int surrAfter = surroundCheck(ref A, firstPos, !first) ; // - surroundCheck(ref A, secondPos, !second));
if (surrAfter < surrBefore) //switch spin states if lower total energy
{
A.latticeArray[firstPos.x, firstPos.y, firstPos.z] = !first;
A.latticeArray[secondPos.x, secondPos.y, secondPos.z] = !second;
return true;
}
else if ((surrAfter == surrBefore) & latticeDistribution(ref rr)) //TEMPORARY
{
A.latticeArray[firstPos.x, firstPos.y, firstPos.z] = !first; //TEMPORARY
A.latticeArray[secondPos.x, secondPos.y, secondPos.z] = !second; //TEMPORARY
return true;
}
else
return false;
} //FIX SWITCH PROBABILITIES
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在这里,晶格类应该表示包含其属性的"数组".由于我对c#方法的经验不足,示例解决方案代码非常感谢.
如果您的操作范围限定为不相交的元素范围(如1-10,25-40,100-123),则可以不对各个元素并行运行,而是在不同的范围上运行操作.如果在操作正在进行时不重新分配阵列,则不需要任何其他同步.
如果操作更改随机元素,则必须处理正确的同步,并且可能无法获得在多个线程上运行代码的任何好处.