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search-doc: more minor improvements
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hannesbrandt committed Nov 25, 2024
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* An overview of the local and distributed search routines in p4est.
*
* ## The basic idea
* During mesh-based simulations it may be necessary to match multiple
* During mesh-based simulations it may be desired to match multiple
* user-defined queries with leaves of the forest. Next to a volume iteration
* over all leaves using \ref p4est_iterate, p4est also offers several functions
* for depth-first, top-down tree traversal of multiple points at once in
* for depth-first, top-down tree traversal of multiple query points at once in
* \ref p4est_search.h (2D) and \ref p8est_search.h (3D), which allow to
* efficiently exclude large regions from the search early on.
* \ref p4est_search_local (resp. \ref p8est_search_local in 3D) searches a set
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* of unrelated partition.
*
* ## Local search
* To search the local part of the forest \ref p4est_search_local (resp.
* To search the local part of the forest, \ref p4est_search_local (resp.
* \ref p8est_search_local in 3D) can be called on an array of user-defined query
* points. Additionally, it receives user-defined quadrant and point callbacks
* of type \ref p4est_search_local_t (resp. \ref p8est_search_local in 3D).
*
* The search runs over all local quadrants and proceeds recursively top-down.
* The search traverses over all local quadrants and proceeds recursively top-down.
* For each tree, it may start at the root of that tree, or further down at the
* root of the subtree that contains all of the tree's local quadrants.
* The quadrant callback is executed whenever a quadrant is entered and once
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* The point callback is allowed to return true for the same point and more than
* one quadrant; in this case more than one matching quadrant may be identified.
* The callback may use an efficient, over-inclusive test for ancestor quadrants,
* see e.g. \ref spheres/spheres2.c and \ref spheres/spheres3.c. Only on leaves it
* has to return exact results.
* see, for example, \ref spheres/spheres2.c and \ref spheres/spheres3.c.
* Only on leaves it has to return exact results.
*
* There are several variants of the local search, which allow to customize it
* to ones needs, e.g. by reordering or subsetting the child quadrants before
* entering the recursion using \ref p4est_search_reorder (resp.
* \ref p8est_search_reorder in 3D).
*
* ## Partition search
* To search points in the global partition of a parallel distributed forest
* To search points in the global partition of a parallel distributed forest,
* \ref p4est_search_partition (resp. \ref p8est_search_partition in 3D) can be
* called on an array of user-defined query points. Similar to the local search,
* it receives user-defined quadrant and point callbacks of type
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* \ref p8est_search_partition_gfp in 3D).
*
* ## User-defined query points
* The queries subject to the search are supplied by the user in form of an
* The queries subject to the search are supplied by the user in the form of an
* array of "points". The points can really be anything, p4est does not perform
* any interpretation. It just passes the pointer along to a user-defined
* callback function (cf. \ref p4est_search_local_t (2D),
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/** \example spheres/spheres2.c
*
* This 2D example program randomly generates parallel distributed sets of 2D
* sphere shells and refines all quadrants of a 2D forest intersecting any of the
* cells.\n
* sphere shells (annuli) and refines all quadrants of a 2D forest intersecting
* any of the cells.\n
*
* The sphere shells are entered as query objects into a partition search, which
* assigns them to all their intersecting processes. Subsequently, the processes
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