//
// The second remark concerns the quadrature formula we use: we want to
// integrate over bilinear shape functions, so we know that we have to use
- // at least a Gauss2 quadrature formula. On the other hand, we want to
- // have the quadrature rule to have at least the order of the boundary
- // approximation. Since the order of Gauss-r is 2r, and the order of the
- // boundary approximation using polynomials of degree p is p+1, we know
- // that 2r@>=p+1. Since r has to be an integer and (as mentioned above)
- // has to be at least 2, this makes up for the formula above computing
- // <code>gauss_degree</code>.
+ // at least an order two Gauss quadrature formula. On the other hand, we
+ // want the quadrature rule to have at least the order of the boundary
+ // approximation. Since the order of Gauss rule with $r$ points is $2r +
+ // 1$, and the order of the boundary approximation using polynomials of
+ // degree p is p+1, we know that $2r@>=p$. Since r has to be an integer
+ // and (as mentioned above) has to be at least 2, this makes up for the
+ // formula above computing <code>gauss_degree</code>.
//
// Since the generation of the body force contributions to the right hand
// side vector was so simple, we do that all over again for the boundary
* times some factor) of each cell and take the square root.
*
* The integration is done using a quadrature formula on the face. For linear
- * trial functions (FEQ1), the QGauss2 or even the QMidpoint rule will
- * suffice. For higher order elements, it is necessary to utilize higher order
- * quadrature formulae as well.
+ * trial functions (FEQ1), QGauss (with two points) or even the QMidpoint rule
+ * will suffice. For higher order elements, it is necessary to utilize higher
+ * order quadrature formulae as well.
*
* We store the contribution of each face in a @p map, as provided by the C++
* standard library, with the iterator pointing to that face being the key