Added on/off switch for forcing and accretion. Now both set to take effect in 1000 steps.
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@@ -252,11 +252,15 @@ run_simulation(void)
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#if LSINK
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const AcReal sum_mass = acReduceScal(RTYPE_MAX, VTXBUF_ACCRETION);
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accreted_mass = accreted_mass + sum_mass;
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if (i > 1000) {
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accreted_mass = accreted_mass + sum_mass;
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} else {
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accreted_mass = 0.0;
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}
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AcReal sink_mass = 0.0;
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//if (i > 1000 ) {
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sink_mass = mesh_info.real_params[AC_M_sink_init] + accreted_mass;
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//}
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//}
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printf("sink mass is: %e \n", sink_mass);
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printf("accreted mass is: %e \n", accreted_mass);
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acLoadDeviceConstant(AC_M_sink, sink_mass);
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@@ -265,7 +269,10 @@ run_simulation(void)
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#if LFORCING
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const ForcingParams forcing_params = generateForcingParams(mesh_info);
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loadForcingParamsToDevice(forcing_params);
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if (i > 1000) {
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loadForcingParamsToDevice(forcing_params);
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}
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#endif
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