>> So if we went along these lines then perhaps a callback would be needed when
>> a mesh is read to store the Node::Identifiers based on user-requested
>> *original* node numbers, but then we'd be free to do whatever to them.
> 
> I like it.
> 
> So you are saying we can basically store an arbitrary "number" on each node /
> element that won't change as long as that node lives?  In the case of reading
> in a mesh, we can store the original node number?

Not necessarily - it may return only constant-type objects to the user.  One
idea is that it would just return the address of the node wrapped in an
object that clarifies the intent.  So in that case there is no more memory
required in the underlying mesh than currently required.

There would need to be something added to the MeshInput base class (likely)
that allows the user to request some node IDs though, so that before we
prepare_for_use and contract and all that we acquire Node::Identifiers, but
that should be easy.

-Ben


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