On Tue, 23 Jun 2015 12:18:05 +0100
"Garth N. Wells" <[email protected]> wrote:

> On 23 June 2015 at 10:43, Martin Sandve Alnæs <[email protected]>
> wrote:
> > On 23 June 2015 at 11:00, Jan Blechta <[email protected]>
> > wrote:
> >>
> >> 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
> >
> >
> > Because it's a strange abstraction and doesn't solve any problems
> > that needs solving, but introduces new hidden pitfalls:
> >
> > AutoCell cell; // we don't even need to supply the mesh here
> > function.eval(values, x, cell); // but the mesh is secretly
> > attached here
> >
> > So now cell contains a big data structure (the tree) and a
> > reference to the mesh,
> > and the user still needs to carry the AutoCell object around to
> > avoid to gain
> > any benefits related to reuse of the tree. Why not just carry the
> > tree around?
> >
> > With Jan's example, it's much clearer how the data flows:
> >   BoundingBoxTree tree(mesh);
> >   function.eval(values, x, tree);
> > and now the user has a reusable tree in the same amount of code.
> >
> 
> I like having the user manage the tree. What about
> 
>    tree = BoundingBoxTree(mesh)
>    cell = tree.find_cell(x)
>    function.eval(values, x, cell)
> 
> This way Function::eval doesn't need to be parallel-aware. If x is not
> inside cell, Function::eval can throw and error.

Yes, but what would be the interface for other situations which may
trigger non-matching eval internally, like interpolate, assemble, ...?

Jan

> 
> Garth
> 
> 
> > Martin
> >
> >
> >> >
> >> > --
> >> > 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
> >> > > > > >>
> >> > > > > >>
> >> > > > > >>
> >> > > > > >> _______________________________________________
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> >> > > > > >> [email protected]
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> >> > > > >
> >> > >
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> >> > >
> >>
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> >
> >
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