[Dune] Storing entity iterators
Christian Engwer
christian.engwer at uni-muenster.de
Wed Mar 11 11:30:03 CET 2015
Hi Marco, hi Steffen,
> You should not store entity iterators, that can be very expensive. With the copyable entities, you can simply store entities. But in your use case, you should probably
> use an EntitySeed. An EntitySeed is a compact representation of an entity, from which the Grid can reconstruct the entity without iterating over the grid. It works like this:
this is only partially true. It depends on your requirements. You have
tradeoff...
- EntityPointers (or in future entities) are heavy objects, but storing
them is performance optimal, as you don't have to recreate them
- EntitySeeds store only the minimal data, but this requires
recomputions to obtain the full entity.
Ciao
Christian
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