// As stated above, the grid for this example is the square [-1,1]^2 with
// the square [-1/2,1/2]^2 as hole in it. We create the coarse grid as 4
- // times 4 cells with the middle four ones missing.
+ // times 4 cells with the middle four ones missing. To understand how
+ // exactly the mesh is going to look, it may be simplest to just look
+ // at the "Results" section of this tutorial program first. In general,
+ // if you'd like to understand more about creating meshes either from
+ // scratch by hand, as we do here, or using other techniques, you
+ // should take a look at step-49.
//
// Of course, the example has an extension to 3d, but since this function
// cannot be written in a dimension independent way we choose not to
Exercise_2_3<2>::
create_coarse_grid (Triangulation<2> &coarse_grid)
{
- // First define the space dimension, to allow those parts of the
+ // We first define the space dimension, to allow those parts of the
// function that are actually dimension independent to use this
- // variable. That makes it simpler if you later takes this as a starting
- // point to implement the 3d version.
- const unsigned int dim = 2;
-
- // Then have a list of vertices. Here, they are 24 (5 times 5, with the
+ // variable. That makes it simpler if you later take this as a starting
+ // point to implement a 3d version of this mesh. The next step is then
+ // to have a list of vertices. Here, they are 24 (5 times 5, with the
// middle one omitted). It is probably best to draw a sketch here. Note
// that we leave the number of vertices open at first, but then let the
// compiler compute this number afterwards. This reduces the possibility
// of having the dimension to large and leaving the last ones
// uninitialized.
+ const unsigned int dim = 2;
+
static const Point<2> vertices_1[]
= { Point<2> (-1., -1.),
Point<2> (-1./2, -1.),