On Tue, 23 Jun 2015 08:54:03 +0000
Anders Logg <[email protected]> wrote:

> Yes exactly, that's the point, but it would get rid of a few lines of
> code and look simpler. Users who want to write more lines of code are
> free to do this:
> 
> BoundingBoxTree tree;
> tree.build(mesh);
> const std::size_t cell_index =
> tree.compute_first_entity_collision(x); // this may fail and give a
> non-context related error message Cell cell(mesh, cell_index);
> function.eval(values, x, cell);
> 
> Compare with:
> 
> AutoCell cell; // we don't even need to supply the mesh here
> function.eval(values, x, cell);

Ok, I'm just saying that this is equivalent to

BoundingBoxTree tree(mesh);
function.eval(values, x, tree);

while not introducing new class. But if it creates some benefit that
AutoCell inherits from Cell, then why not...

Jan

> 
> --
> Anders
> 
> 
> tis 23 juni 2015 kl 10:48 skrev Jan Blechta
> <[email protected]>:
> 
> > On Tue, 23 Jun 2015 08:42:49 +0000
> > Anders Logg <[email protected]> wrote:
> >
> > > How about something like this:
> > >
> > > 1. Require additional Cell& cell argument to Function::eval
> > >
> > > 2. Add new class AutoCell handling this for users who don't want
> > > to explicitly work with a BoundingBoxTree
> > >
> > > class AutoCell : public Cell
> > > {
> > > public:
> > >     AutoCell(Mesh &mesh);
> > >     BoundingBoxTree tree;
> > > }
> > >
> > > AutoCell cell(mesh);
> > > function.eval(values, x, cell);
> > >
> > > 3. If the mesh moves, a user can do something like:
> > >
> > > cell.invalidate()
> >
> > This is semantically equivalent to passing bounding box. AutoCell
> > would be just a wrapper for BoundingBoxTree, not doing anything new.
> >
> > Jan
> >
> > >
> > > --
> > > Anders
> > >
> > >
> > >
> > > tis 23 juni 2015 kl 10:30 skrev Garth N. Wells <[email protected]>:
> > >
> > > > On 22 June 2015 at 18:00, Anders Logg <[email protected]>
> > > > wrote:
> > > > > The challenge in moving the bounding box tree outside of the
> > > > > mesh is
> > > > that it
> > > > > has always been part of the mesh (it replaced an earlier data
> > > > > structure
> > > > that
> > > > > was there) so a user expects to be able to do
> > > > >
> > > > > v = Function(V)
> > > > > print v(x)
> > > > >
> > > >
> > > > This is fine for Expressions, but for a Function I don't think
> > > > it's bad for the interface to make obvious to the user that
> > > > they are performing a potentially expensive operation. If the
> > > > user was required to pass the cell, all would be fine. It would
> > > > also fix the issues with Function evaluations in parallel.
> > > >
> > > > > without needing to instantiate some cryptic BoundingBoxTree
> > > > > data
> > > > structure.
> > > > > Furthermore, a user expects that on subsequent calls v(x) is
> > > > > fast since
> > > > the
> > > > > tree has already been built.
> > > > >
> > > > > I don't see a way around automatic handling of building the
> > > > > search tree.
> > > > Are
> > > > > there some clever suggestions?
> > > > >
> > > >
> > > > We have a fundamental problem/flaw that MeshGeometery is mutable
> > > > and a Mesh owns a bounding box object. One of the two needs to
> > > > give.
> > > >
> > > > Garth
> > > >
> > > >
> > > > > Handling this for PointSource and MultiMesh is unproblematic.
> > > > > (But for MultiMesh, I would rather want to move it myself.)
> > > > >
> > > > > --
> > > > > Anders
> > > > >
> > > > >
> > > > > mån 22 juni 2015 kl 17:54 skrev Marco Morandini <
> > > > [email protected]>:
> > > > >>
> > > > >> >>> Besides, the mesh bounding_box_tree used to find the
> > > > >> >>> colliding mesh entity is cached. I fear this could be a
> > > > >> >>> source of "strange" results, because its use is here
> > > > >> >>> completely transparent to the user, who may be unaware of
> > > > >> >>> the need to update it.
> > > > >> >>>
> > > > >> >>
> > > > >> >> I really don't like magical caching. How about having
> > > > >> >>
> > > > >> >> PointSource::apply(GenericVector& b, Cell& c, double
> > > > >> >> magnitude);
> > > > >> >>
> > > > >> >> The user is responsible for finding the cell, and thereby
> > > > >> >> also responsible for handling meshes that move, etc.
> > > > >>  >>
> > > > >> >> PointSource::apply(...) presently uses
> > > > >> >> Mesh::bounding_box_tree(), which I would like to get rid
> > > > >> >> of from Mesh since mesh geometry is mutable. If the
> > > > >> >> search tools are not cached, the user takes
> > > > >> >> responsibility for managing the bounding boxes.
> > > > >> >
> > > > >> > For the record, this issue is filed as
> > > > >> > https://bitbucket.org/fenics-project/dolfin/issue/89
> > > > >> >
> > > > >>
> > > > >> Right now Mesh::bounding_box_tree() is used by
> > > > >>
> > > > >> void PointSource::apply(GenericVector& b)
> > > > >> void Function::eval(Array<double>& values, const
> > > > >> Array<double>& x) const
> > > > >>
> > > > >> and
> > > > >>
> > > > >> MultiMesh ( + MultiMeshDirichletBC )
> > > > >>
> > > > >> It would be pretty easy to change PointSource and Function.
> > > > >> But I think that, for MultiMesh, I should move the bboxes
> > > > >> there, and leave MultiMesh::build() unchanged.
> > > > >>
> > > > >> I can go this route if there is consensus.
> > > > >>
> > > > >> Marco
> > > > >>
> > > > >>
> > > > >>
> > > > >> _______________________________________________
> > > > >> fenics mailing list
> > > > >> [email protected]
> > > > >> http://fenicsproject.org/mailman/listinfo/fenics
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> > > >
> >
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> >

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