- bundles frequently used 'gather/scatter' patterns more consistently.
- combineAllGather -> combineGather + broadcast
- listCombineAllGather -> listCombineGather + broadcast
- mapCombineAllGather -> mapCombineGather + broadcast
- allGatherList -> gatherList + scatterList
- reduce -> gather + broadcast (ie, allreduce)
- The allGatherList currently wraps gatherList/scatterList, but may be
replaced with a different algorithm in the future.
STYLE: PstreamCombineReduceOps.H is mostly unneeded now
- previously introduced `getOrDefault` as a dictionary _get_ method,
now complete the transition and use it everywhere instead of
`lookupOrDefault`. This avoids mixed usage of the two methods that
are identical in behaviour, makes for shorter names, and promotes
the distinction between "lookup" access (ie, return a token stream,
locate and return an entry) and "get" access (ie, the above with
conversion to concrete types such as scalar, label etc).
- makes the intent clearer and avoids the need for additional
constructor casting. Eg,
labelList(10, Zero) vs. labelList(10, 0)
scalarField(10, Zero) vs. scalarField(10, scalar(0))
vectorField(10, Zero) vs. vectorField(10, vector::zero)
- now applicable to labelLists.
Note:
in some situations it will be more efficient to use
Foam::identity() directly. Eg,
globalIndex globalCells(mesh.nCells());
...
labelList cellIds
(
identity(globalCells.localSize(), globalCells.localStart())
);
- nBoundaryFaces() is often used and is identical to
(nFaces() - nInternalFaces()).
- forward the mesh nInternalFaces() and nBoundaryFaces() to
polyBoundaryMesh as nFaces() and start() respectively,
for use when operating on a polyBoundaryMesh.
STYLE:
- use identity() function with starting offset when creating boundary maps.
labelList map
(
identity(mesh.nBoundaryFaces(), mesh.nInternalFaces())
);
vs.
labelList map(mesh.nBoundaryFaces());
forAll(map, i)
{
map[i] = mesh.nInternalFaces() + i;
}
- rationalized code dealing with extraction of name or indices from
coordinateSystems, polyBoundaryMesh, faBoundaryMesh, fvBoundaryMesh,
ZoneMesh to use internal implementations that allow direct
searching/matching without building an intermediate list of names.
- simpler and more efficient handling of patch group matching.
- The iterator for a HashSet dereferences directly to its key.
- Eg,
for (const label patchi : patchSet)
{
...
}
vs.
forAllConstIter(labelHashSet, patchSet, iter)
{
const label patchi = iter.key();
...
}
- when constructing dimensioned fields that are to be zero-initialized,
it is preferrable to use a form such as
dimensionedScalar(dims, Zero)
dimensionedVector(dims, Zero)
rather than
dimensionedScalar("0", dims, 0)
dimensionedVector("zero", dims, vector::zero)
This reduces clutter and also avoids any suggestion that the name of
the dimensioned quantity has any influence on the field's name.
An even shorter version is possible. Eg,
dimensionedScalar(dims)
but reduces the clarity of meaning.
- NB: UniformDimensionedField is an exception to these style changes
since it does use the name of the dimensioned type (instead of the
regIOobject).
- in many cases can just use lookupOrDefault("key", bool) instead of
lookupOrDefault<bool> or lookupOrDefault<Switch> since reading a
bool from an Istream uses the Switch(Istream&) anyhow
STYLE: relocated Switch string names into file-local scope
This class is largely a pre-C++11 holdover. It is now possible to
simply use move construct/assignment directly.
In a few rare cases (eg, polyMesh::resetPrimitives) it has been
replaced by an autoPtr.
The normal library system() command uses 'fork', which causes
problems on IB+OPENMPI.
STYLE: add Foam:: qualifier to system calls to make them easier to spot.
//- Disallow default shallow-copy assignment
//
// Assignment of UList<T> may need to be either shallow (copy pointer)
// or deep (copy elements) depending on context or the particular type
// of list derived from UList and it is confusing and prone to error
// for the default assignment to be either. The solution is to
// disallow default assignment and provide separate 'shallowCopy' and
// 'deepCopy' member functions.
void operator=(const UList<T>&) = delete;
//- Copy the pointer held by the given UList.
inline void shallowCopy(const UList<T>&);
//- Copy elements of the given UList.
void deepCopy(const UList<T>&);
Modification of shootRays algorithm. Rays that hit themselfs are continued
until they hit(or not) the agglomeration target. If they do the surfaces can see
each other.
faceAgglomerate:
The agglomeration now stops when the global nCoarse is reached (not per-processor)