From 8bec1506053c85d2100e1a4a6ac7b2c986a37af4 Mon Sep 17 00:00:00 2001 From: Wolfgang Bangerth Date: Thu, 12 Feb 2015 16:30:11 -0600 Subject: [PATCH] Link to another tutorial program. Minor edits. --- examples/step-14/step-14.cc | 19 ++++++++++++------- 1 file changed, 12 insertions(+), 7 deletions(-) diff --git a/examples/step-14/step-14.cc b/examples/step-14/step-14.cc index f429628e1d..42d98fbcb7 100644 --- a/examples/step-14/step-14.cc +++ b/examples/step-14/step-14.cc @@ -1371,7 +1371,12 @@ namespace Step14 // 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 @@ -1388,18 +1393,18 @@ namespace Step14 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.), -- 2.39.5