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Local Numbering #4
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You can ask for the raw index of a cell in the internal storage of the PiercedVector with the function getRawIndex(long id) of the cell's container (mypatch.getCells().getRawIndex(id)), but if you want to attach some data to your patch, please use the PiercedStorage container. This container will mimic the internal layout of the cell's storage, so you don't have to worry about the internal structure of the container.
If you are asking face neighbours in a performance-critical portion of your code you can also ask this information directly to the cells, but beware that on border faces there will be a dummy cell id set to Cell::NULL_ID (you can recognize this special id because it's negative, while all regular cell ids are equal or greater than zero):
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Thank you. I have a question traversing the octants in this way. Following your suggestions I just printed the local index for 2 processors (uniform mesh 2048 internalCount for processor)
The count for each processor seems correct but the loop does not stop in the "internal" octants that I would handle. Then 4096 - 0 Instead of the Partition seems to be correct The exceeding values what represent? Why they are in both processors with the same index? I also tried to extract their information to better understand their presence and also if the global index is the same the x,y coordinates don't mach. As example (PS. for the coordinates I just used a call to evalCellCentroid(cellId);) Can you please detail me these points to avoid possible memory problems or overwriting in my code? |
Ciao Alice, |
This issue has not seen any recent activity. I'm closing the issue, but feel free to re-open a closed issue if needed. |
Hi all,
I have three (maybe trivial questions) traversing my Voloctree in parallel, first of all:
Supposing now that I am traversing the structure Voloctree named mytree in this way:
for( auto & cell : mytree.getCells() ){
const long id = cell.getId() ;
[...]
Thank you for your help.
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