Anders Logg wrote:
> On Sun, Oct 26, 2008 at 07:49:13PM +0000, Garth N. Wells wrote:
>>
>> Anders Logg wrote:
>>> On Sun, Oct 26, 2008 at 12:12:06PM +0000, Garth N. Wells wrote:
>>>> Anders Logg wrote:
>>>>> On Sun, Oct 26, 2008 at 12:50:12PM +0100, DOLFIN wrote:
>>>>>> One or more new changesets pushed to the primary dolfin repository.
>>>>>> A short summary of the last three changesets is included below.
>>>>>>
>>>>>> changeset:   5003:f2effd253de3ae72894bdecb768447b8336a5014
>>>>>> tag:         tip
>>>>>> user:        "Garth N. Wells <[EMAIL PROTECTED]>"
>>>>>> date:        Sun Oct 26 11:50:01 2008 +0000
>>>>>> files:       dolfin/ale/HarmonicSmoothing.cpp dolfin/mf/MatrixFactory.cpp
>>>>>> description:
>>>>>> DOLFIN compiles again!
>>>>> Nice!
>>>>>
>>>> We need to have a good look at const in the mesh classes. I used quite a 
>>>> bit of cont_cast to get things worker because it's always easier to 
>>>> start with something that compiles (and we can continue with the 
>>>> Function interface if it compiles). A few things:
>>> Good. I agree it's best to get it to compile, then try removing all
>>> the const_casts.
>>>
>>>> - Do we want to be able to call functions like Mesh::order on const 
>>>> meshes? I would suggest yes because it's nice to make objects like Form 
>>>>   const because they are 95% const, but it is necessary to call various 
>>>> mesh functions. We would need to use mutable where necessary in the mesh 
>>>> classes.
>>> I think the init() functions can very well be const (and use
>>> const_cast internally). 
>> Isn't this when mutable comes in handy? It avoids the const_cast inside 
>> init().
> 
> Yes, but then we would need to make MeshConnectivity mutable which is
> essentially all mesh data except for the coordinates, so then const
> has little meaning.
>

ok

>> One may say that for example the edges of a
>>> Mesh always exist, even though that may not have been computed. So,
>>> one should be able to do
>>>
>>>   const Mesh& mesh;
>>>   for (EdgeIterator edge(mesh); !edge.end(); ++edge)
>>>   {
>>>
>>>   }
>>>
>>> even if this may potentially lead to a precomputation of all edges at the
>>> start of the loop.
>>>
>>> However, I don't think it's a good idea to make Mesh::order() const,
>>> since it may potentially change the numbering of the mesh. So a user
>>> could then assemble over a mesh and as a result the mesh will have
>>> changed, even though the assemble() function promises to be const
>>> regarding the Mesh (Form).
>>>
>>> This is problematic considering we now automatically initialiaze
>>> edges, faces etc and make sure they are ordered. What I think we need
>>> to do is to check whether or not the mesh is ordered and if not so
>>> give an error message saying that the mesh has not been correctly
>>> ordered. In those cases, a user will need to do
>>>
>>>   mesh.order()
>>>
>>> and then call assemble().
>>>
>> I'm wouldn't be very happy with this solution because I it breaks the 
>> simple interface. It's not intuitive that a user should call mesh.order().
>>
>> No ideal, but what if we don't pass 'const Form' to Assemblerm but just 
>> 'Form' instead. We have a degree of control by adding only const member 
>> functions to Form with exceptions as needed.
> 
> I think one should be able to expect that the Form is not changed when
> something is assembled from it.
> 
> I've added a check in DofMap::init() instead of calling order(). Let's
> see if it causes any trouble. I think it's a good thing that we don't
> hide the reordering of the mesh. It may be very confusing to try to
> debug an application if the mesh may be silently reordered.
> 
> We could possibly use a const_cast in DofMap::init() and issue a
> warning that the mesh has been renumbered.
>

Can you remind why we need to re-order? Is it because we don't require a 
connectivity order in the input mesh?

It is rare that it's needed, I don't mind an error message if 
mesh.order() is required for only special meshes (e.g., possible those 
not created by dolfin-convert)

>>>> - We should add cont version of the various mesh iterators.
>>> Do we need that? My idea with the mesh iterators (now) was that they
>>> are always const in the sense that they can be created from a const
>>> Mesh or MeshEntity. This means that one cannot use an iterator to
>>> modify the mesh. The only place I can think of where this makes sense
>>> (except perhaps internally in TopologyComputation) is to change
>>> coordinates, and in that case we can require that one uses
>>> mesh.geometry().
>>>
>> It was in MeshSmoothing that I ran into trouble and added a const iterator.
> 
> ok, I'll take a look.
> 
>> I would be nice to prioritise what we need to do to get DOLFIN working 
>> again so we don't digress too far from this.
> 
> I agree, but would like to spend a few more hours on working out the
> constness.
> 

We'll give you a few hours ;). A few days/weeks/months/years would have 
been a problem.

Garth

> 
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