STYLE: avoid implicit cast of UList to List

This commit is contained in:
Mark Olesen
2025-04-08 11:00:11 +02:00
parent 0be19b7fae
commit 59f3c55871
119 changed files with 298 additions and 336 deletions

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@ -42,7 +42,7 @@ template<class Triangulation>
Foam::autoPtr<Foam::mapDistribute>
Foam::DistributedDelaunayMesh<Triangulation>::buildMap
(
const List<label>& toProc
const labelUList& toProc
)
{
// Determine send map
@ -431,7 +431,7 @@ void Foam::DistributedDelaunayMesh<Triangulation>::markVerticesToRefer
template<class Triangulation>
Foam::label Foam::DistributedDelaunayMesh<Triangulation>::referVertices
(
const DynamicList<label>& targetProcessor,
const labelUList& targetProcessor,
DynamicList<Vb>& parallelVertices,
PtrList<labelPairHashSet>& referralVertices,
labelPairHashSet& receivedVertices

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@ -115,7 +115,7 @@ private:
label referVertices
(
const DynamicList<label>& targetProcessor,
const labelUList& targetProcessor,
DynamicList<Vb>& parallelVertices,
PtrList<labelPairHashSet>& referralVertices,
labelPairHashSet& receivedVertices
@ -160,7 +160,7 @@ public:
// Member Functions
//- Build a mapDistribute for the supplied destination processor data
static autoPtr<mapDistribute> buildMap(const List<label>& toProc);
static autoPtr<mapDistribute> buildMap(const labelUList& toProc);
//-
bool distribute(const boundBox& bb);

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@ -47,7 +47,7 @@ namespace Foam
Foam::autoPtr<Foam::mapDistribute> Foam::backgroundMeshDecomposition::buildMap
(
const List<label>& toProc
const labelUList& toProc
)
{
// Determine send map

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@ -213,7 +213,7 @@ public:
// Member Functions
//- Build a mapDistribute for the supplied destination processor data
static autoPtr<mapDistribute> buildMap(const List<label>& toProc);
static autoPtr<mapDistribute> buildMap(const labelUList& toProc);
//- Redistribute the background mesh based on a supplied weight field,
// returning a map to use to redistribute vertices.

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@ -945,7 +945,7 @@ Foam::labelHashSet Foam::conformalVoronoiMesh::findOffsetPatchFaces
const faceList& localFaces = patch.localFaces();
const pointField& localPoints = patch.localPoints();
const labelList& fCell = patch.faceCells();
const labelUList& fCell = patch.faceCells();
forAll(localFaces, pLFI)
{

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@ -117,7 +117,7 @@ template<class Triangulation>
inline bool Foam::pointPairs<Triangulation>::addPointPair
(
const labelPair& master,
const DynamicList<labelPair>& slaves
const UList<labelPair>& slaves
)
{
for (const labelPair& slave : slaves)

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@ -130,7 +130,7 @@ public:
inline bool addPointPair
(
const labelPair& master,
const DynamicList<labelPair>& slaves
const UList<labelPair>& slaves
);
inline bool addPointPair

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@ -262,10 +262,10 @@ private:
// and write the inserted point locations to the given file.
void insertPointPairs
(
const DynamicList<point2D>& nearSurfacePoints,
const DynamicList<point2D>& surfacePoints,
const DynamicList<label>& surfaceTris,
const DynamicList<label>& surfaceHits,
const UList<point2D>& nearSurfacePoints,
const UList<point2D>& surfacePoints,
const labelUList& surfaceTris,
const labelUList& surfaceHits,
const fileName fName
);

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@ -75,10 +75,10 @@ bool Foam::CV2D::dualCellSurfaceIntersection
void Foam::CV2D::insertPointPairs
(
const DynamicList<point2D>& nearSurfacePoints,
const DynamicList<point2D>& surfacePoints,
const DynamicList<label>& surfaceTris,
const DynamicList<label>& surfaceHits,
const UList<point2D>& nearSurfacePoints,
const UList<point2D>& surfacePoints,
const labelUList& surfaceTris,
const labelUList& surfaceHits,
const fileName fName
)
{

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@ -80,10 +80,10 @@ void Foam::shortEdgeFilter2D::updateEdgeRegionMap
label region = -1;
const DynamicList<label>& startPtRegions =
const labelUList& startPtRegions =
boundaryPtRegions[surfPtToBoundaryPt[meshPoints[e.first()]]];
const DynamicList<label>& endPtRegions =
const labelUList& endPtRegions =
boundaryPtRegions[surfPtToBoundaryPt[meshPoints[e.second()]]];
if (startPtRegions.size() > 1 && endPtRegions.size() > 1)
@ -363,9 +363,9 @@ void Foam::shortEdgeFilter2D::filter()
&& !flagDegenerateFace
)
{
const DynamicList<label>& startVertexRegions =
const labelUList& startVertexRegions =
boundaryPointRegions[meshPoints[startVertex]];
const DynamicList<label>& endVertexRegions =
const labelUList& endVertexRegions =
boundaryPointRegions[meshPoints[endVertex]];
if (startVertexRegions.size() && endVertexRegions.size())