You want "auxiliary" variables.
There may be better examples but, try looking at
https://petsc.org/release/src/snes/tutorials/ex12.c.html
And search for "aux".
Mark
On Sun, Aug 28, 2022 at 12:44 PM Nicholas Arnold-Medabalimi <
narno...@umich.edu> wrote:
> Hi
>
> I'm working on a finite volume i
On Sun, Aug 28, 2022 at 12:44 PM Nicholas Arnold-Medabalimi <
narno...@umich.edu> wrote:
> Hi
>
> I'm working on a finite volume implementation using DMPlex. I was
> wondering what the best-considered way to add cell variables to the DM that
> we don't want to be part of the ksp/snes solve. As far
On Mon, 29 Aug 2022 at 14:55, Matthew Knepley wrote:
>
> On Sun, Aug 28, 2022 at 7:17 PM Matthew Knepley wrote:
>>
>> On Sun, Aug 28, 2022 at 5:36 PM Mike Michell wrote:
>>>
>>> Thank you for the reply.
>>>
>>> I think it can be more helpful for me if the attached sample code
>>> (DMInterpolati
Yes, this is exactly what I was looking for. Thank you all.
On Mon, Aug 29, 2022 at 8:02 AM Matthew Knepley wrote:
> On Sun, Aug 28, 2022 at 12:44 PM Nicholas Arnold-Medabalimi <
> narno...@umich.edu> wrote:
>
>> Hi
>>
>> I'm working on a finite volume implementation using DMPlex. I was
>> wonde
On Mon, Aug 29, 2022 at 10:22 AM Lawrence Mitchell wrote:
> On Mon, 29 Aug 2022 at 14:55, Matthew Knepley wrote:
> >
> > On Sun, Aug 28, 2022 at 7:17 PM Matthew Knepley
> wrote:
> >>
> >> On Sun, Aug 28, 2022 at 5:36 PM Mike Michell
> wrote:
> >>>
> >>> Thank you for the reply.
> >>>
> >>> I t
>
> I am not sure Injection is going to "do the right thing" when you move
> between spaces. At least my memory of the implementation
> was that it just did local interpolation, which is not right when injecting
> P0 into P1.
Ah, that could be the case. For discontinuous things I think what you
Hi,
@Matt-This is exactly what I wanted to do. Thank you for the help. Mapping
for both directions (Q0->Q1 and Q1->Q0) works well.
@Lawrence-Thank you for the comment. So far, Matt's comment fits my
purpose.
Thanks,
> >
> > I am not sure Injection is going to "do the right thing" when you move
>