162 | | and now your code is up-to-date. Make sure you do this with the newest version of the code. From there cd into modules and create a new directory for your problem. In that directory scp the attached .data and problem.f90 for this example. From there sym link your problem directory to "Problem" and the Makefile.inc for the machine you are going to "make" your executable (i.e. astrobear code) on. Then in your astrobear directory, make your code. |
163 | | |
164 | | 2. |
| 164 | and now your code is up-to-date. Make sure you do this with the newest version of the code. From there cd into modules and create a new directory for your problem. In that directory scp the attached .data and problem.f90 for this example. From there sym link your problem directory to "Problem" and the Makefile.inc for the machine you are going to "make" your executable (i.e. astrobear code) on. Then in your astrobear directory, make your code. It should create an executable without any errors. |
| 165 | |
| 166 | 2. Now move your executable into your run directory, along with your .data files. Make an out directory and run your code on the machine you've made your executable on with |
| 167 | |
| 168 | |
| 169 | {{{ |
| 170 | mpiexec -np <number_of_processors> astrobear > astrobear.log & |
| 171 | }}} |
| 172 | |
| 173 | One can follow the astrobear.log file as your code spits out output with |
| 174 | |
| 175 | {{{ |
| 176 | tail -f astrobear.log |
| 177 | }}} |
| 178 | |
| 179 | For more explanation on how to get the astrobear code, make it and run a simulation, please visit the [https://astrobear.pas.rochester.edu/trac/wiki/UserGuide AstroBEAR UserGuide]. |
| 180 | |
| 181 | '''Visualizing output''' |
| 182 | |
| 183 | 3. Now when you cd into your out directory you should see two types of output, chombo*.hdf and Mass_along_3_*.bov. One can visualize the chombo files by slicing the 3D box with 50% along whatever axis to ensure that you have made a clump and ambient. However to observe the camera effects we will be visualizing the bov files. |
| 184 | |
| 185 | 4. Import the bov files into VisIt, and plot the pseudocolor -> mass. |
| 186 | |
| 187 | 5. In order to properly see the ambient (which fills the parameters of the box we've created our simulation in), one might want to add a darker color, say black, like we have in Images 2 and 3. One can do this by double clicking the editting the "hot color table" and adding a 6th color. Ensure that you fix the color bar for your simulation as well. |
| 188 | |
| 189 | 6. Make your movie and presto! |
| 190 | |
| 191 | '''Making it your own''' |
| 192 | |
| 193 | 7. Say you don't like the position and types of cameras you are using and want to get a different view of this clump. One can change this by editing the global.data and problem.data files. Note Image 4. |
| 194 | |
| 195 | - There are two sections to your problem.data file: ProblemData and CameraData (however you'll have multiple cameras for the number you set ncameras equal to (i.e. the number of cameras). |
| 196 | - The ProblemData section defines the parameters of the clump and ambient, number of cameras and hence CameraDatas, as well as the level of amr used for the simulation (see Image 3), in this case is 3. |
| 197 | - The CameraData section(s) are where one defines the parameters for each individual cameras which are defined above (camera position, focus, upvector, and the time at which the simulation reaches the camera). |
| 198 | - Ensure that your last camera has the same time as the final time of your simulation (see your global.data) so that you do not miss any cameras. |
| 199 | - You may want to evenly split up the camera times. You could also write a script that spits out the CameraData attributes for you (see above). |
| 200 | - Add as many cameras & CameraDatas as you like, however make sure the number of CameraDatas equals the number you have set ncameras equal to. |
| 201 | |