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majosm avatar majosm commented on August 29, 2024

One thing that could complicate fixing this is that I think we currently depend on this behavior when running partitioned meshes. If we project onto a boundary, say, some of the partitions may not have any faces on that boundary and thus won't have a corresponding BoundaryAdjacencyGroup in their local mesh. We could probably work around this by adding back the mesh's boundary_tags (🙁) or by adding empty adjacency groups for the remote boundaries. Not sure if either is worth it?

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inducer avatar inducer commented on August 29, 2024

I think it makes sense to able to tell a boundary tag that was never intended to be usable (e.g. one with a typo) from one that's sensible to use but empty (such as a boundary that exists in the mesh in general but not this partition). IMO, it's a quality-of-life improvement that helps avoid unnecessary mistakes.

I agree that the current data structure doesn't do it unaided. Of the two options you describe, I think I could live with having empty adjacency groups. You?

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majosm avatar majosm commented on August 29, 2024

I agree that the current data structure doesn't do it unaided. Of the two options you describe, I think I could live with having empty adjacency groups. You?

Would that include partition boundaries? I think that would make the facial adjacency list comprehensions in the code inefficient, having to iterate over nboundaries + nproc groups (but whether it would be noticeable in practice, I'm not sure).

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inducer avatar inducer commented on August 29, 2024

If nproc counts all processors (instead of neighbors), then I think that would hurt. But I'm not sure that's required. Also, we could add (probably underscored) methods that cache the currently linear-time queries if the expense gets too high.

So I think those inefficiencies are likely avoidable.

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