Great - that's exactly what I needed!

Thanks John!

Derek

On Thu, Jun 12, 2008 at 3:48 PM, John Peterson <[EMAIL PROTECTED]> wrote:
> On Thu, Jun 12, 2008 at 4:33 PM, Derek Gaston <[EMAIL PROTECTED]> wrote:
>> Right - maybe I should think about these things before I say them ;-)
>>
>> So now the question is... if you were in my place and wanted to set a
>> u-bc_val type residual for boundary elements... what would you do for
>> tri's and tets?  It seems like a post-processing step is the best way
>> (so that something from an element with only a node on the boundary
>> doesn't have a chance to contribute anything).  What would that
>> post-processing step be?  Are there any facilities already in libMesh
>> that could help out?
>>
>> I mean, I can certainly loop over the local_active_elements and add
>> all the nodes on the boundaries to a std::vector<Node *> right after I
>> read the mesh... but there is a bit of a problem with adaptivity in
>> this case... and it feels hackish.  But I suppose I was hoping that
>> this is what a BoundaryMesh was... so I guess it's not all that much
>> different.
>
> BoundaryInfo::build_node_list() does what you suggest.  Given the
> current capabilities of the library, I'd say rebuilding this list
> after each assembly, and going through and modifying those entries in
> the residual vector is the way to do it.  This should also be done in
> parallel, i.e. you only set the dof indexes from these nodes which are
> on your processor.
>
> -J
>
>
>
>
>>
>> Thanks,
>> Derek
>>
>> On Thu, Jun 12, 2008 at 3:25 PM, Benjamin Kirk <[EMAIL PROTECTED]> wrote:
>>>> So how are other people doing boundary conditions with tri's and
>>>> tets?  With Dirichlet you can just use a penalty to swamp everything
>>>> out.  But with Nuemann?
>>>
>>> Neumann is not an issue because the BC is in terms of the boundary integral,
>>> so you only consider it with elements whose sides intersect the boundary.
>>> The elements who only touch the boundary through a node do not enter into
>>> the Neumann BC.
>>>
>>>
>>
>

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