[Dune-devel] cleanup in uggrid
Carsten Gräser
graeser at mi.fu-berlin.de
Fri Nov 28 16:53:27 CET 2014
Hi Oliver,
[...]
> +
> // we are an actual element in UG
> - UGCtype* cornerCoords[corners()];
> + // coorddim*coorddim is an upper bound for the number of vertices
> + UGCtype* cornerCoords[coorddim*coorddim];
> UG_NS<coorddim>::Corner_Coordinates(target_, cornerCoords);
>
> Please remove the extra whitespace change
this one slipped through.
> - const typename UG_NS<dimworld>::Node* vertices[elementTypes_[i]];
> + std::unique_ptr<const typename UG_NS<dimworld>::Node*[]> vertices = Std::make_unique<const typename UG_NS<dimworld>::Node*[]>(elementTypes_[i]);
> for (size_t j=0; j<elementTypes_[i]; j++)
> vertices[j] = nodePointers[isBoundaryNode[elementVertices_[idx++]]];
>
> - if (InsertElement(grid_->multigrid_->grids[0], elementTypes_[i],const_cast<typename UG_NS<dimworld>::Node**>(vertices),NULL,NULL,NULL)==NULL)
> + if (InsertElement(grid_->multigrid_->grids[0], elementTypes_[i],const_cast<typename UG_NS<dimworld>::Node**>(vertices.get()),NULL,NULL,NULL)==NULL)
> DUNE_THROW(GridError, "Inserting element into UGGrid failed!");
> }
>
>
> Why not use a std::vector here instead?
Because I wanted to stay as close as possible to the old code
(i.e. raw array). For me there's nothing wrong with a vector
here. I'll update and push the patches.
Best,
Carsten
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