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10
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a9cbe6ea7d | ||
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a3b771f60d | ||
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e8093509d0 | ||
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7a34810145 | ||
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00bb22347f | ||
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c3dc997071 | ||
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a561b26425 | ||
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96a19a6312 | ||
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0c71e3d2c7 | ||
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5ff1281385 |
+4
-1
@@ -19,6 +19,8 @@ set(SRC_FILES
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${CMAKE_CURRENT_LIST_DIR}/src/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
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src/gamematrix.cpp
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parallel/parallel_measurements.cpp
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parallel/matrizenmultiplikation.cpp
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)
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##Tom: prev: ${CMAKE_CURRENT_LIST_DIR}/linux -> now /include
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@@ -37,7 +39,7 @@ target_include_directories(${EXECUTABLE_NAME} PRIVATE
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)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/${OS_NAME}/libgamematrix.a
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# ${CMAKE_CURRENT_LIST_DIR}/${OS_NAME}/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/${OS_NAME}/libraylib.a
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)
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if (WIN32)
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@@ -50,3 +52,4 @@ if (APPLE)
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target_link_libraries(Prog3B "-framework Cocoa")
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target_link_libraries(Prog3B "-framework OpenGL")
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endif()
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@@ -0,0 +1,74 @@
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========================================================
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Projekt: gamematrix (C++ Library)
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Rolle: Architekt
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Datei: design.txt
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Datum: 03-November
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Team: Thomas&Co
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========================================================
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# ----------------------------
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# 1. Projektstruktur / Namespace
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# ----------------------------
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Namespace: Matrix3D
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Ziel: Saubere Trennung der Bibliothek, Vermeidung von Namenskonflikten.
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Beispiel:
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namespace Matrix3D {
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// Funktionen, ggf Klasse(n)
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}
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# ----------------------------
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# 2. Datenstrukturen / Klassen
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# ----------------------------
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Listen Sie die Klassen oder Structs auf, die verwendet werden:
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| Name | Typ | Beschreibung |
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|--------|------------------------------------------|--------------|
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| Vec3 | struct Vec3 | 3D-Vektor (x, y, z) |
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| Mat4 | std::array<std::array<double,4>,4> | 4x4-Matrix (homogen) |
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| ______ | ________ | ___________________ |
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| ______ | ________ | ___________________ |
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# ----------------------------
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# 3. Operatoren / Templates
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# ----------------------------
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Welche Operatoren oder Templates sollen definiert werden?
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- Templates für unterschiedliche Datentypen? ☐ Ja ☐ Nein
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- Operatoren:
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- Mat4 * Mat4
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- Mat4 * Vec3
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# ----------------------------
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# 4. Funktionen / Schnittstellen
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# ----------------------------
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Liste der Funktionen mit Eingabe/Ausgabe und kurzer Beschreibung:
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| Funktion | Eingabe | Ausgabe | Kurzbeschreibung |
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|---------------|------------------------------------|-----------------------|----------------------------------------|
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| matmul | Mat4 A, Mat4 B | Mat4 | Matrixmultiplikation 4x4 |
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| translate | Vec3 pos | Mat4 | Verschiebungstransformation |
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| rot3D | double angle_deg, char axis | Mat4 | Rotation um Achse x/y/z |
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| identity (optional)| --- | Mat4 | Identitätsmatrix |
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| _____________ | __________________________________ | ____________________ | ______________________________ |
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# ----------------------------
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# 5. Designentscheidungen / Hinweise
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# ----------------------------
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- Rückgabe der Matrizen per Wert oder Referenz? ___________
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- Verwendung von std::array oder std::vector? ___________
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- Homogene Koordinaten für Translation / Rotation (4x4)? ☐ Ja ☐ Nein
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- Weitere Designüberlegungen: ___________________________
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# ----------------------------
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# 6. Deliverables / Milestones
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# ----------------------------
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- design.txt fertig und im Branch architect committed
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- Übergabe an Entwickler für Implementierung
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========================================================
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Hinweis:
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- Dieses Dokument dient als Grundlage für die Implementierung.
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- Alle Designentscheidungen sollen klar nachvollziehbar sein.
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========================================================
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@@ -0,0 +1,91 @@
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#include <iostream>
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#include <vector>
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#include <chrono>
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#include <omp.h>
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// Funktion erzeugt zwei Matrizen A und B der Größe n x n mit Zufallswerten
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void generateRandomMatrices(int n,
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std::vector<std::vector<double>>& A,
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std::vector<std::vector<double>>& B,
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double min_val = 0.0,
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double max_val = 10.0)
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{
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// Zufallsgenerator initialisieren
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std::srand(static_cast<unsigned int>(std::time(nullptr)));
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A.resize(n, std::vector<double>(n));
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B.resize(n, std::vector<double>(n));
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for (int i = 0; i < n; ++i)
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for (int j = 0; j < n; ++j)
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{
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double r1 = static_cast<double>(std::rand()) / RAND_MAX; // 0..1
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double r2 = static_cast<double>(std::rand()) / RAND_MAX; // 0..1
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A[i][j] = min_val + r1 * (max_val - min_val);
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B[i][j] = min_val + r2 * (max_val - min_val);
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}
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}
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std::vector<std::vector<double>> matmul_serial(
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const std::vector<std::vector<double>>& A,
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const std::vector<std::vector<double>>& B)
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{
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int n = A.size();
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int m = B[0].size();
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int p = B.size();
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std::vector<std::vector<double>> C(n, std::vector<double>(m, 0.0));
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for (int i = 0; i < n; ++i)
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for (int j = 0; j < m; ++j)
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for (int k = 0; k < p; ++k)
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C[i][j] += A[i][k] * B[k][j];
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return C;
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}
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std::vector<std::vector<double>> matmul_parallel(
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const std::vector<std::vector<double>>& A,
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const std::vector<std::vector<double>>& B)
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{
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int n = A.size();
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int m = B[0].size();
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int p = B.size();
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std::vector<std::vector<double>> C(n, std::vector<double>(m, 0.0));
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#pragma omp parallel for
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for (int i = 0; i < n; ++i)
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for (int j = 0; j < m; ++j)
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for (int k = 0; k < p; ++k)
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C[i][j] += A[i][k] * B[k][j];
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return C;
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}
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int main()
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{
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int N = 500;
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std::vector<std::vector<double>> A, B;
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generateRandomMatrices(N, A, B);
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// Serielle Version
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auto start = std::chrono::high_resolution_clock::now();
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auto C_serial = matmul_serial(A, B);
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auto end = std::chrono::high_resolution_clock::now();
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std::cout << "Serielle Laufzeit: "
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<< std::chrono::duration<double>(end - start).count()
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<< " Sekunden\n";
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// Parallele Version
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start = std::chrono::high_resolution_clock::now();
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auto C_parallel = matmul_parallel(A, B);
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end = std::chrono::high_resolution_clock::now();
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std::cout << "Parallele Laufzeit: "
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<< std::chrono::duration<double>(end - start).count()
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<< " Sekunden\n";
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return 0;
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}
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,83 @@
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#include <iostream>
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#include <fstream>
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#include <vector>
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#include <thread>
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#include <chrono>
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#include <string>
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void readFile(const std::string& filename, std::vector<int>& data) {
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std::ifstream file(filename);
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if (!file) {
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std::cerr << "Fehler: Datei '" << filename << "' konnte nicht geöffnet werden!\n";
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return;
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}
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int v;
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while (file >> v) data.push_back(v);
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}
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int countIncreasesSerial(const std::vector<int>& data) {
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if (data.size() < 2) return 0;
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int increases = 0;
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for (size_t i = 1; i < data.size(); ++i)
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if (data[i] > data[i - 1]) ++increases;
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return increases;
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}
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int countIncreasesParallel(const std::vector<int>& messungen, int numThreads = 4) {
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int totalComparisons = static_cast<int>(messungen.size()) - 1;
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if (totalComparisons <= 0) return 0;
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std::vector<int> results(numThreads, 0);
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std::vector<std::thread> threads;
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threads.reserve(numThreads);
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int base = totalComparisons / numThreads;
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int remainder = totalComparisons % numThreads;
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int idx = 1;
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for (int t = 0; t < numThreads; t++) {
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int startIdx = idx;
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int count = base + (t < remainder ? 1 : 0);
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int endIdx = idx + count - 1;
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idx = endIdx + 1;
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if (count <= 0) {
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results[t] = 0;
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continue;
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}
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threads.emplace_back([&, t, startIdx, endIdx]() {
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int localCount = 0;
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for (int i = startIdx; i <= endIdx; ++i)
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if (messungen[i] > messungen[i - 1])
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++localCount;
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results[t] = localCount;
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});
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}
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for (auto& th : threads) th.join();
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int total = 0;
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for (int r : results) total += r;
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return total;
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}
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int main() {
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std::vector<int> messungen;
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readFile("parallel/measurements.txt", messungen);
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std::cout << "Gelesene Werte: " << messungen.size() << "\n";
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auto t0 = std::chrono::steady_clock::now();
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int s = countIncreasesSerial(messungen);
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auto t1 = std::chrono::steady_clock::now();
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auto p0 = std::chrono::steady_clock::now();
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int p = countIncreasesParallel(messungen, 4);
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auto p1 = std::chrono::steady_clock::now();
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std::cout << "Seriell: " << s << " Dauer: " << std::chrono::duration<double>(t1 - t0).count() << "s\n";
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std::cout << "Parallel: " << p << " Dauer: " << std::chrono::duration<double>(p1 - p0).count() << "s\n";
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return 0;
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}
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+76
-3
@@ -1,3 +1,76 @@
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//
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// Created by kmust on 03.11.2025.
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//
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#include "gamematrix.h"
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#include <cmath>
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namespace Matrix3D {
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Mat4 identity() {
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Mat4 m{};
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for(int i = 0; i < 4; i++) {
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for(int j = 0; j < 4; j++) {
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m[i][j] = (i == j) ? 1.0 : 0.0;
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}
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}
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return m;
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}
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Mat4 matmul(const Mat4& A, const Mat4& B) {
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Mat4 R{};
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for(int i = 0; i < 4; i++) {
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for(int j = 0; j < 4; j++) {
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double sum = 0.0;
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for(int k = 0; k < 4; k++) {
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sum += A[i][k] * B[k][j];
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}
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R[i][j] = sum;
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}
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}
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return R;
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}
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Mat4 translate(const Vec3& pos) {
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Mat4 t = identity();
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t[0][3] = pos.x;
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t[1][3] = pos.y;
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t[2][3] = pos.z;
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return t;
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}
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Mat4 rot3D(double angle_deg, char axis) {
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Mat4 r = identity();
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double rad = angle_deg * M_PI / 180.0;
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double c = std::cos(rad);
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double s = std::sin(rad);
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switch(axis) {
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case 'x': case 'X':
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r[1][1] = c; r[1][2] = -s;
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r[2][1] = s; r[2][2] = c;
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break;
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case 'y': case 'Y':
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r[0][0] = c; r[0][2] = s;
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r[2][0] = -s; r[2][2] = c;
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break;
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case 'z': case 'Z':
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r[0][0] = c; r[0][1] = -s;
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r[1][0] = s; r[1][1] = c;
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break;
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}
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return r;
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}
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Vec3 operator*(const Mat4& M, const Vec3& v) {
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Vec3 out;
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out.x = M[0][0]*v.x + M[0][1]*v.y + M[0][2]*v.z + M[0][3];
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out.y = M[1][0]*v.x + M[1][1]*v.y + M[1][2]*v.z + M[1][3];
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out.z = M[2][0]*v.x + M[2][1]*v.y + M[2][2]*v.z + M[2][3];
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return out;
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}
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Mat4 operator*(const Mat4& A, const Mat4& B) {
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return matmul(A, B);
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}
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}
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@@ -1,4 +1,5 @@
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#include "gamecube.h"
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#include "gamematrix.h"
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#include <algorithm>
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#include <ctime>
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Reference in New Issue
Block a user