Thanks, that should simplify things a bit!

I am making a (double integral) quadrature rule that, for each element,
uses information (phi, J, etc) from the neighbors (within a physical
horizon) of that element.

I'm trying to figure out how to do this elegantly (and hopefully,
efficiently).

Specifically: I can't seem to find a way to explicitly compute, given a
physical point (and possibly a reference to the element that contains it)
the values of the shape functions etc
(at least, not without going through fe->reinit(...), which is complicated
enough that it makes me question if I have used it incorrectly)

Thanks again

On Wed, Nov 8, 2017 at 10:24 AM, John Peterson <[email protected]> wrote:

>
>
> On Wed, Nov 8, 2017 at 6:56 AM, Roy Stogner <[email protected]>
> wrote:
>
>>
>> On Tue, 7 Nov 2017, Zack Vitoh wrote:
>>
>> I want to develop a nonstandard quadrature rule and use it as in
>>> introduction_ex3.  Is there a way to do this simply,
>>>
>>
>> Yes: after you add your new files (and the corresponding entry in
>> quadrature_build.C), run a few scripts (as detailed in
>> https://github.com/libMesh/libmesh/wiki/Adding-or-removing-source-files
>> on the wiki) to put them into the build systems, and run "make" again.
>>
>> without rebuilding everything?
>>>
>>
>> Probably not, I fear.  Putting new files into the build system will
>> cause configure to re-run, configure will probably generate a new
>> libmesh_config.h, pretty much every object file depends on
>> libmesh_config.h, and so the entire tree will be rebuilt.
>>
>
> True, but it's not strictly necessary to add new quadrature code to the
> library in order to test it out in an app.
>
> Just put a class derived from libMesh::QBase in your application directory
> and construct one manually i.e. don't call the static QBase::build() method
> yet.
>
> --
> John
>
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