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Fix small amount of Float64
computation
#2099
Conversation
Review checklistThis checklist is meant to assist creators of PRs (to let them know what reviewers will typically look for) and reviewers (to guide them in a structured review process). Items do not need to be checked explicitly for a PR to be eligible for merging. Purpose and scope
Code quality
Documentation
Testing
Performance
Verification
Created with ❤️ by the Trixi.jl community. |
Codecov ReportAll modified and coverable lines are covered by tests ✅
Additional details and impacted files@@ Coverage Diff @@
## main #2099 +/- ##
==========================================
- Coverage 96.34% 95.42% -0.92%
==========================================
Files 470 470
Lines 37514 37599 +85
==========================================
- Hits 36142 35877 -265
- Misses 1372 1722 +350
Flags with carried forward coverage won't be shown. Click here to find out more. ☔ View full report in Codecov by Sentry. |
If there is a reasonable way to avoid |
I cannot understand why we have to avoid |
Please do not merge - I don't think it is a good way. |
This final version cannot solve my problem trixi-gpu/TrixiCUDA.jl#68 (I will think about another way) but it solves the original problem about small computation of I want to confirm these things -
Ready for review @ranocha |
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There is a huge amount of changes that seem to be unrelated to the original purpose of this PR. Please fix it.
Where do you draw the line between an acceptable amount of
I prefer the first version since |
RealT
conversion from SVector
Float64
computation
👍 |
Did you intend to close this PR? I'm asking since you have changed its title after closing it. |
Yes - it is more convenient to open a new PR and I don't like to work on my local main branch. |
Some amount of
Float64
was brought by the initial conditions - see changes.