From a9f6ab8a381ea1cae3e63228f95602771495677b Mon Sep 17 00:00:00 2001 From: Wolfgang Bangerth Date: Mon, 26 Sep 2016 14:38:48 -0500 Subject: [PATCH] Reindent comments. --- source/grid/tria.cc | 113 ++++++++++++++++---------------------------- 1 file changed, 41 insertions(+), 72 deletions(-) diff --git a/source/grid/tria.cc b/source/grid/tria.cc index 86e9da7cb9..5801cf9cbd 100644 --- a/source/grid/tria.cc +++ b/source/grid/tria.cc @@ -1294,18 +1294,13 @@ namespace internal struct Implementation { /** - * For a given Triangulation, update the - * number cache for lines. For 1d, we have - * to deal with the fact that lines have - * levels, whereas for higher dimensions - * they do not. + * For a given Triangulation, update the number cache for + * lines. For 1d, we have to deal with the fact that lines have + * levels, whereas for higher dimensions they do not. * - * The second argument indicates - * for how many levels the - * Triangulation has objects, - * though the highest levels need - * not contain active cells if they - * have previously all been + * The second argument indicates for how many levels the + * Triangulation has objects, though the highest levels need not + * contain active cells if they have previously all been * coarsened away. */ template @@ -1321,9 +1316,7 @@ namespace internal number_cache.n_levels = 0; if (level_objects > 0) - // find the last level - // on which there are - // used cells + // find the last level on which there are used cells for (unsigned int level=0; level 0, ExcInternalError()); /////////////////////////////////// - // update the number of lines - // on the different levels in - // the cache + // update the number of lines on the different levels in the + // cache number_cache.n_lines_level.resize (number_cache.n_levels); number_cache.n_lines = 0; number_cache.n_active_lines_level.resize (number_cache.n_levels); number_cache.n_active_lines = 0; - // for 1d, lines have levels so take - // count the objects per level and - // globally + // for 1d, lines have levels so take count the objects per + // level and globally if (dim == 1) { for (unsigned int level=0; level1, there are no - // levels for lines + // for dim>1, there are no levels for lines { line_iterator line = triangulation.begin_line (), endc = triangulation.end_line(); @@ -1400,23 +1389,17 @@ namespace internal } /** - * For a given Triangulation, update the - * number cache for quads. For 2d, we have - * to deal with the fact that quads have - * levels, whereas for higher dimensions - * they do not. + * For a given Triangulation, update the number cache for + * quads. For 2d, we have to deal with the fact that quads have + * levels, whereas for higher dimensions they do not. * - * The second argument indicates - * for how many levels the - * Triangulation has objects, - * though the highest levels need - * not contain active cells if they - * have previously all been + * The second argument indicates for how many levels the + * Triangulation has objects, though the highest levels need not + * contain active cells if they have previously all been * coarsened away. * - * At the beginning of the function, we call the - * respective function to update the number - * cache for lines. + * At the beginning of the function, we call the respective + * function to update the number cache for lines. */ template static @@ -1436,18 +1419,16 @@ namespace internal typename Triangulation::active_quad_iterator active_quad_iterator; /////////////////////////////////// - // update the number of quads - // on the different levels in - // the cache + // update the number of quads on the different levels in the + // cache number_cache.n_quads_level.resize (number_cache.n_levels); number_cache.n_quads = 0; number_cache.n_active_quads_level.resize (number_cache.n_levels); number_cache.n_active_quads = 0; - // for 2d, quads have levels so take - // count the objects per level and - // globally + // for 2d, quads have levels so take count the objects per + // level and globally if (dim == 2) { for (unsigned int level=0; level2, there are no - // levels for quads + // for dim>2, there are no levels for quads { quad_iterator quad = triangulation.begin_quad (), endc = triangulation.end_quad(); @@ -1503,23 +1482,17 @@ namespace internal } /** - * For a given Triangulation, update the - * number cache for hexes. For 3d, we have - * to deal with the fact that hexes have - * levels, whereas for higher dimensions - * they do not. + * For a given Triangulation, update the number cache for + * hexes. For 3d, we have to deal with the fact that hexes have + * levels, whereas for higher dimensions they do not. * - * The second argument indicates - * for how many levels the - * Triangulation has objects, - * though the highest levels need - * not contain active cells if they - * have previously all been + * The second argument indicates for how many levels the + * Triangulation has objects, though the highest levels need not + * contain active cells if they have previously all been * coarsened away. * - * At the end of the function, we call the - * respective function to update the number - * cache for quads, which will in turn call + * At the end of the function, we call the respective function + * to update the number cache for quads, which will in turn call * the respective function for lines. */ template @@ -1540,18 +1513,16 @@ namespace internal typename Triangulation::active_hex_iterator active_hex_iterator; /////////////////////////////////// - // update the number of hexes - // on the different levels in - // the cache + // update the number of hexes on the different levels in the + // cache number_cache.n_hexes_level.resize (number_cache.n_levels); number_cache.n_hexes = 0; number_cache.n_active_hexes_level.resize (number_cache.n_levels); number_cache.n_active_hexes = 0; - // for 3d, hexes have levels so take - // count the objects per level and - // globally + // for 3d, hexes have levels so take count the objects per + // level and globally if (dim == 3) { for (unsigned int level=0; level3, there are no - // levels for hexs + // for dim>3, there are no levels for hexs { hex_iterator hex = triangulation.begin_hex (), endc = triangulation.end_hex(); -- 2.39.5