On 23 June 2015 at 14:02, Martin Sandve Alnæs <[email protected]> wrote:
> On 23 June 2015 at 14:13, Jan Blechta <[email protected]> wrote:
>>
>> 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
>
>
>
> If the inside check can be kept outside Function::eval, I think it's
> best if Function::eval can assume that x is contained in the given
> cell to keep things efficient:
>

I think we should have an (optional) check that x is contained in the
cell. The check could be in debug mode only, or turned on/off via a
function argument.


> tree = BoundingBoxTree(mesh)
> cell = tree.find_cell(x)
> status = not cell.empty()
> if status:
>     function.eval(values, x, cell)
>
> In addition there can be a wrapper:
> status = function.eval(values, x, tree)
>
> which does:
>     cell = tree.find_cell(x)
>     status = not cell.empty()
>     if status:
>         function.eval(values, x, cell)
>     return status
>
> So if you have a tree, you can avoid recreating it,
> and if you have a cell, you can avoid searching for it.
>

I like the first, and I'm not bothered either way with the second.

Garth

> Martin
>
>
>>
>> >
>> > 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
>> > >> > > > > >>
>> > >> > > > > >>
>> > >> > > > > >>
>> > >> > > > > >> _______________________________________________
>> > >> > > > > >> fenics mailing list
>> > >> > > > > >> [email protected]
>> > >> > > > > >> http://fenicsproject.org/mailman/listinfo/fenics
>> > >> > > > > _______________________________________________
>> > >> > > > > fenics mailing list
>> > >> > > > > [email protected]
>> > >> > > > > http://fenicsproject.org/mailman/listinfo/fenics
>> > >> > > > >
>> > >> > >
>> > >> > > _______________________________________________
>> > >> > > fenics mailing list
>> > >> > > [email protected]
>> > >> > > http://fenicsproject.org/mailman/listinfo/fenics
>> > >> > >
>> > >>
>> > >> _______________________________________________
>> > >> fenics mailing list
>> > >> [email protected]
>> > >> http://fenicsproject.org/mailman/listinfo/fenics
>> > >
>> > >
>> > >
>> > > _______________________________________________
>> > > fenics mailing list
>> > > [email protected]
>> > > http://fenicsproject.org/mailman/listinfo/fenics
>> > >
>> > _______________________________________________
>> > fenics mailing list
>> > [email protected]
>> > http://fenicsproject.org/mailman/listinfo/fenics
>>
>
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