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can be simulated: with or without a full restitution,
with or without tangential friction, and so on.
Differences in
into account. It is also easy and sometimes proves useful to
un-"jam" or "fluidize" the configuration,
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==Implementation (how the calculations are performed)==
The state of particle jamming is achieved via simulating
a [[granular flow]].
The flow is rendered as a
[[discrete event simulation]],
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Techniques to avoid the failure have
been proposed.
== History ==
The LSA was a by-product of an attempt to find
a fair measure of [[speedup]] in [[parallel simulations]].
[[Time Warp]] parallel simulation algorithm
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P. Hontales, B. Beckman, et al., Performnce of the colliding pucks simulation of the Time Warp operating systems, Proc. 1989 SCS Multiconference, Simulation Series, SCS, Vol. 21, No. 2, pp. 3-7.
</ref>
offered
but
clear of the details that are non-essential for
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the fastest way to perform the task
on such a machine.
The LSA was created in an
attempt to produce a faster [[uniprocessor]] simulation
and hence to have a more fair assessment of the
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Later on, a parallel simulation algorithm
was also proposed, that, when run on a [[uniprocessor]],
reduces to the LSA.
<ref>
B.D. Lubachevsky, Simulating Billiards: Serially and in Parallel, Int.J. in Computer Simulation, Vol. 2 (1992), pp. 373-411.
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