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Geometry template and barrel extension #35
Geometry template and barrel extension #35
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With the added suffix, Otherwise LGTM. |
Thanks, this was addressed in the last commit. |
From my side this PR is ready. The tests (and fixes, if needed) on the GPU part can also be done in another PR when the temporary fix on the initializer list for nvcc is merged. |
@rovere might also want to send a review of this PR before merging |
Hi @vvolkl @tmadlener , |
Hi @vvolkl @tmadlener |
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Generic Comment
- move the header files to
include/clue
and #include "clue/...", to separate things a little bit more in common insallations or views - Otherwise also mostly minor comments, nothing blocking, I think.
Thanks!
Hi @andresailer, with regards to the suggestion here below (and other similar ones):
We were in an ongoing discussion with @vvolkl about introducing kalos/clue in the key4hep stack so that we could have taken the entire library instead of copy-paste. I would keep this library independent from DD4hep geometry, for example. This is still under discussion and I hope it will be implemented soon. |
Hi @andresailer , if I am not mistaken, I have resolved all comments. |
First attempt to template, still with Segm Fault Extend template to Cupla, still with Segm Fault Fix memory allocation, it runs correctly now Total number of layers defined in LTConstants now Template also the GPU part
Correct parameters for CLICdet Include CLD geometry Add template class for CLD
Change x input in CLUE for barrel Separate barrel from endcap Run correctly EE+ and EE- Consistency checks on x and y added
Include phi search in barrel tile CLD and generic layer updated
Update clicRec config file after PR#91 in k4MarlinWrapper Change name to make it more clear Update recipes and config files
Include phi search in barrel tile for GPU code Small fix
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This PR aims to address the following open issues:
BEGINRELEASENOTES
ENDRELEASENOTES
Still to do to finalize this PR:
TILE
and insertconstants_type_t
to access to the variables in theTILE_CONST
Macro folder also to be cleaned up and make accessible to other developers-> keep it for a later PRDevelopments on GPU:
@vvolkl