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Commit 2ae05147 authored by Elias Pipping's avatar Elias Pipping Committed by Elias Pipping
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[Algorit] Use default for the bisection

parent f0c38e31
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...@@ -61,12 +61,7 @@ template <class ConvexProblemTypeTEMPLATE> class MyBlockProblem { ...@@ -61,12 +61,7 @@ template <class ConvexProblemTypeTEMPLATE> class MyBlockProblem {
MyBlockProblem(Dune::ParameterTree const &parset, MyBlockProblem(Dune::ParameterTree const &parset,
ConvexProblemType const &problem) ConvexProblemType const &problem)
: parset(parset), problem(problem) { : parset(parset), problem(problem) {
bisection = Bisection(0.0, // acceptError: Stop if the search interval has bisection = Bisection();
// become smaller than this number
parset.get<double>("bisection.acceptFactor"),
parset.get<double>("bisection.requiredResidual"),
true, // fastQuadratic
0); // acceptance factor for inexact minimization
} }
std::string getOutput(bool header = false) const { std::string getOutput(bool header = false) const {
...@@ -113,7 +108,7 @@ template <class ConvexProblemTypeTEMPLATE> class MyBlockProblem { ...@@ -113,7 +108,7 @@ template <class ConvexProblemTypeTEMPLATE> class MyBlockProblem {
return 0; return 0;
int bisectionsteps = 0; int bisectionsteps = 0;
Bisection bisection(0.0, 1.0, 1e-12, true, 0); // TODO Bisection bisection;
return bisection.minimize(psi, vnorm, 0.0, bisectionsteps) / vnorm; // TODO return bisection.minimize(psi, vnorm, 0.0, bisectionsteps) / vnorm; // TODO
} }
......
...@@ -45,10 +45,6 @@ post = 0 ...@@ -45,10 +45,6 @@ post = 0
[localsolver] [localsolver]
steps = 1 steps = 1
[bisection]
acceptFactor = 1.0
requiredResidual = 1e-12
[boundary.friction] [boundary.friction]
mu0 = 0.6 mu0 = 0.6
mumin = 0.0 mumin = 0.0
......
...@@ -16,7 +16,7 @@ double state_update_dieterich_euler_bisection(double tau, double VoL, ...@@ -16,7 +16,7 @@ double state_update_dieterich_euler_bisection(double tau, double VoL,
1.0 / tau, old_state / tau, phi, start, direction); 1.0 / tau, old_state / tau, phi, start, direction);
int bisectionsteps = 0; int bisectionsteps = 0;
Bisection const bisection(0.0, 1.0, 1e-12, true, 0); // TODO Bisection const bisection;
return bisection.minimize(J, 0.0, 0.0, bisectionsteps); // TODO return bisection.minimize(J, 0.0, 0.0, bisectionsteps); // TODO
} }
......
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