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Re: More comments on PXMLMesh.cpp

 

Anders Logg wrote:
On Fri, Sep 26, 2008 at 11:35:38AM +0200, Niclas Jansson wrote:
Anders Logg wrote:
On Mon, Sep 22, 2008 at 06:17:49PM +0200, Anders Logg wrote:
On Mon, Sep 22, 2008 at 06:13:34PM +0200, Niclas Jansson wrote:
Anders Logg wrote:
On Mon, Sep 22, 2008 at 05:03:59PM +0200, Niclas Jansson wrote:
Anders Logg wrote:
I'm slowly working my way through PXMLMesh.cpp and I need some
assistance (from Niclas).

It all looks very good and I'm sure it works perfectly, but some work
is needed to make it possible to read/understand:

1. PXMLMesh::closeMesh really needs some commenting. It's a large
chunk of nontrivial and quite complex code so a whole lot of
commenting is needed.
I'm working on it.
ok, nice.

2. Why is the mesh editor closed in PXMLMesh::readCells and then
opened again later in PXMLMesh::closeMesh?

If we can't write to the mesh until everything is read in, then maybe
we should wait with initializing anything until closeMesh() and at
that point start editing the mesh?

It's a (ugly) workaround due to the static nature of the MeshEditor
(number of vertices must be specified a priori). It could of course be
fixed by moving the geometric partitioner inside the parser, and only
opening the editor inside closeMesh().

However the nice solution would be to make the MeshEditor more dynamic.
That would also make life easier when implementing a better refinement
algorithm (for example, the recursive longest edge bisection (Rivara)
from unicorn)
I agree it would be better to make MeshEditor dynamic. The problem is
that this is not always needed. Perhaps we should add a new class
DynamicMeshEditor that can be used when one does not know the number
of vertices and cells a priori.

It could be very simple, just storing the dynamic data in suitable STL
containers and then calling MeshEditor in close().

3. I don't understand the logic in readTriangle/readTetrahedron.
What does the following code do?

  if (!(is_local(v2) || is_local(v1) || is_local(v0)) || !is_local(v0))
    return;

  used_vertex.insert(v0);
  if (is_local(v1))
    used_vertex.insert(v1);
  if (is_local(v2))
    used_vertex.insert(v2);

  if (!(is_local(v1) && is_local(v2) && is_local(v0)))
  {
    if (!is_local(v1))
      shared_vertex.insert(v1);
    if (!is_local(v2))
      shared_vertex.insert(v2);
  }

The idea is to assign the triangle/tetrahedron to the processor who owns
  vertex v0. And, yes the logical could probably be more clearer.
ok, I see.

It seems that

  !(is_local(v2) || is_local(v1) || is_local(v0)) || !is_local(v0)

is equivalent to

  (!is_local(v2) && !is_local(v1) && !is_local(v0)) || !is_local(v0)

which is equivalent to

  !is_local(v0)

Is this correct, and is this what you have in mind?
It looks correct to me. Seems like I should refresh my logic, that was a
really simple reduction :)

Niclas
It wasn't very obvious that it could be so much simplified, but it
should help to clear up the logic.

I'll wait for you to do some more work on PXMLMesh.cpp before I
continue reading it.

If possible, I'll add DynamicMeshEditor later tonight so you can use
that to simplify PXMLMesh.cpp further.
I've added DynamicMeshEditor. Try to use this in PXMLMesh.cpp. It may
simplify it a bit.



Commenting and bug fixes in PXMLMesh.

Thanks, it looks much better! I'll make a new attempt to get through
the code (after the suggested changes below).

I couldn't use DynamicMeshEditor to get rid of the opening and closing
of the mesh editor. The problem is that each processor parse (and
receive from partitioning) vertices which are not used in the local
cells. These must be removed before the final mesh is returned, and this
is not supported by the editor.

I think the easiest solution to this problem is to move the geometric
partitioner inside the XML parser. Since it's produces rather bad
partitions I don't see why anyone would like to use it in an application.

That sounds good, especially since you now call the partitionGeom()
before the mesh is even a mesh (it has only vertices).

Can you make an attempt to do the geometric partitioning inside
PXMLMesh?

I also suggest that you don't open the mesh editor until you get to
the closemMesh() function. Just store the vertices in an Array<>
(which is the same as an std::vector). You don't call editor.addCell()
until closeMesh() so it's not really a Mesh before then anyway.

It also fits well with how you treat the cells. You already have a
cell_buffer. You could store a vertex_buffer similarly.

So it would be something like this:

1. Read vertex coordinates into a simple Array (or similar).

2. Partition the vertices.

3. Build the Mesh in closeMesh() using MeshEditor.

Would that work?


I think so. I'll try fix this and insert the geometric partitioner as soon as possible.

Niclas



--
Anders




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