Hi all, I have been working with Jia-Hung on looking at vorticity in his GAMER simulations. He has supplied me with a dataset where the minimum vorticity (by prescription) should be at the center. After a lot of back and forth with him and with Jeff Oishi, I determined that what looks to be happening is that unless I set the number of ghost zones to 2 (instead of 1) there is a systematic offset. Can anybody think why this might be? I'm working on making this into a unit test to check its behavior in 3.0. -Matt
Hi Matt,
Which direction is the offset? This could be something I screwed up when
porting the vorticity fields to yt-3.0.
Britton
On Tue, Apr 15, 2014 at 12:37 PM, Matthew Turk
Hi all,
I have been working with Jia-Hung on looking at vorticity in his GAMER simulations. He has supplied me with a dataset where the minimum vorticity (by prescription) should be at the center.
After a lot of back and forth with him and with Jeff Oishi, I determined that what looks to be happening is that unless I set the number of ghost zones to 2 (instead of 1) there is a systematic offset.
Can anybody think why this might be?
I'm working on making this into a unit test to check its behavior in 3.0.
-Matt _______________________________________________ yt-dev mailing list yt-dev@lists.spacepope.org http://lists.spacepope.org/listinfo.cgi/yt-dev-spacepope.org
Hi Britton,
It's offset in both x and y by one zone -- and actually, the problem
is in 2.X, I should have been more clear. So I'm wondering if perhaps
there's a rounding error when computing the left/right edges of the
covering grid for the zones.
-Matt
On Tue, Apr 15, 2014 at 8:49 AM, Britton Smith
Hi Matt,
Which direction is the offset? This could be something I screwed up when porting the vorticity fields to yt-3.0.
Britton
On Tue, Apr 15, 2014 at 12:37 PM, Matthew Turk
wrote: Hi all,
I have been working with Jia-Hung on looking at vorticity in his GAMER simulations. He has supplied me with a dataset where the minimum vorticity (by prescription) should be at the center.
After a lot of back and forth with him and with Jeff Oishi, I determined that what looks to be happening is that unless I set the number of ghost zones to 2 (instead of 1) there is a systematic offset.
Can anybody think why this might be?
I'm working on making this into a unit test to check its behavior in 3.0.
-Matt _______________________________________________ yt-dev mailing list yt-dev@lists.spacepope.org http://lists.spacepope.org/listinfo.cgi/yt-dev-spacepope.org
_______________________________________________ yt-dev mailing list yt-dev@lists.spacepope.org http://lists.spacepope.org/listinfo.cgi/yt-dev-spacepope.org
participants (2)
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Britton Smith
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Matthew Turk