Who owns the bbtree necessary for Function::interpolate, and for assembly? For interpolate, we could have an optional tree argument (if not supplied it will then be built and thrown away).
For assembly, I can't think if a good solution. Sending in a bbtree to assemble() seems far-fetched? -- Anders tis 23 juni 2015 kl 15:43 skrev Garth N. Wells <[email protected]>: > 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 > >> > > > _______________________________________________ > fenics mailing list > [email protected] > http://fenicsproject.org/mailman/listinfo/fenics >
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