Implementing new elements

Introduction

In Muscade, the broad view is taken that anything that contributes to the Lagrangian is an element. This is a broader definition of "elements", compared to classical finite element formulations, in which an element is an element of a partition of a domain over which differential equations are to be solved. This more general definition of "elements" includes a variety of types:

  • Physical element (or finite element), discretizing differential equations over a part of the domain
  • Known external loads on the boundary (non-essential boundary conditions)
  • Known external loads in the domain
  • Constrained dofs (essential boundary conditions)
  • Holonomic equality and inequality constraints (contact)
  • Optimisation constraints (e.g. stresses shal not exceed some limit at any point within part of the domain)
  • Response measurements (surprisal on $X$-dofs)
  • Unknown external loads (surprisal on $U$-dofs)
  • Observed damage (surprisal on $A$-dofs)
  • Cost of unfavorable response (cost on $X$-dofs)
  • Cost of actuators (cost on $U$-dofs)
  • Cost of building a system (cost on $A$-dofs)

Because "everything" is an element in Muscade, app developers can express a wide range of ideas through Muscade's element API.

No internal variables

In classical finite element formulations, plastic strain is implemented by letting an element have plastic strain and a hardening parameter as an internal variable at each quadrature point of the element. Internal variables are not degrees of freedom. Instead, they are a memory of the converged state of the element at the previous load or time step, used to affect the residual computed at the present time step. Internal variables are also used when modeling friction and damage processes.

Muscade does not allow elements to have internal variables. The reason is that problem involing dofs of class U are not causal: our estimation of the state of a system a step i also depends on on measurements taken at steps j with j>i. Hence "sweep" procedures, that is, procedures that solve a problem one load or time step at a time, are not applicable to such problems. Solvers must hence solve for all dofs and steps at once. When using Newton-Raphson iterations to solve problems of this class, internal variables make the Hessian matrix full: the value of a stress at a given stress depends (through the internal variable) on the strain at all preceeding steps. Or more formaly: Internal variables transforms the problem from differential to integral. A full matrix quickly leads to impossibly heavy computations.

To model phenomena usualy treated using internal variable, it is necessary in Muscade to make the "internal" variable into a degree of freedom, and describe the equation of evolution of this degree of freedom. See examples/DecayAnalysis.jl for an example of implementation.

Warning

Because the equations of evolution involves first order time derivative, one can not use a static solver in combination with such elements.

Sign convention in elements

Starting with matrix methods in structural analysis, the traditional convention is that in an equation of the form

\[K \cdot ΔX = R\\ X \leftarrow X + ΔX\]

$K$ is (typicaly) symmetric positive definite, $ΔX$ are incremental nodal displacements, and $R$ are external loads applied to the structure (a positive load tends to induce a positive displacement). As a consequence, when an element is implemented within this convention, the element must return its stiffness $K$ and its "internal reaction forces" $R_i$: a bar that is elongated reacts by pulling its ends inwards. The forces are "el-on-nod" (element on node). Muscade uses the same convention for the description of models.

However, the implementation of elements in Muscade uses another convention. This is because Muscade optimizes a Lagrangian, relative to a set of variables here collectively denoted as $Z$. A Newton step for seeking to make $L(Z)$ stationary is naturaly written as

\[G = \frac{\partial L}{\partial Z}\\ H = \frac{\partial G}{\partial Z}\\ H \cdot ΔZ = G\\ Z \leftarrow Z - ΔX\]

Note the minus sign on the last lign. As a consequence of this minus sign, in Muscade, an element returns $R_e=-R_i$, and $K$ is computed (by automatic differentiation, invisible to the element developer) as

\[K = \frac{\partial R_e}{\partial X}\]

This implies that $R_e$ are the "external forces": to elongate a bar one must pull its ends outwards. The forces are "nod-on-el" (node on element). This has one implication that may be surprising: an element that for example implements an (external) point load $F$ must return $R_e = -F$, note the minus sign, so that the user of the element will interpret $F$ as a classic external load. The same applies to elements that connect unknown external loads $U$ to the equilibrium equations. Such an element must return $R_e = -U$. Further, elements that return a Lagrangian (see below) must return $L = Q + \Lambda \cdot R_e$, note the plus sign.

API

The implementation of a element requires

Each element must implement either Muscade.lagrangian or Muscade.residual, depending on what is more natural: a beam element will implement Muscade.residual (element reaction forces as a function of nodal displacements), while an element representing a strain sensor will implement Muscade.lagrangian (log-of the probability density of the strain, given an uncertain measurement).

Here is a template of the code that may or must be supplied:

struct MyElement <: AbstractElement
    ...
end
Muscade.doflist(     ::Type{MyElement})  = 
        (inod = (...), 
         class= (...), 
         field= (...) )

function MyElement(nod::Vector{Node};...) 
    ...
    return eleobj
end
Muscade.nosecondorder(::Type{<:MyElement}) = Val(true)
@espy function Muscade.residual(o::MyElement,   X,U,A,t,SP,dbg) 
    ...
    return R,noFB  
end
@espy function Muscade.lagrangian(o::MyElement,  Λ,X,U,A,t,SP,dbg) 
    ...
    return L,noFB
end
function Muscade.allocate_drawing(axis,o::AbstractVector{MyElement};kwargs...) 
    ...
    return mut,opt
end
function Muscade.update_drawing(axis,o::AbstractVector{MyElement},mut,opt, Λ,X,U,A,t,SP,dbg) 
    ...
    return mut
end
function Muscade.display_drawing!(axis,::Type{MyElement},obs,opt) 
    ...
end

DataType

For a new element type MyELement, the datatype is defined as

struct MyElement <: AbstractElement
    ...
end

MyElement must be declared a subtype of AbstractElement.

Constructor

The element must provide a constructor of the form

function MyElement(nod::Vector{Node};kwargs...)
    ...
    return eleobj
end

which will then call the default constructor provided by Julia.

nod can be used to access the coordinates of the nodes directly:

x = nod[inod].coord[icoord]

where inod is the element-node number and icoord the index into a vector of coordinates. coord is provided by the user when adding a Node to the Model. Muscade has no opinion about, and provides no check of, the length of coord provided by the user. In this way elements can define what coordinate system (how many coordinates, and their interpretation) is to be used. Coordinate systems can even differ from one node to the next. See also the helper function coord to get all node coordinates.

kwargs... is any number of named arguments, typicaly defining the material properties of the element.

The user does not call the above-defined constructor directly. Instead, an element is added to the model by a call of the form

e1 = addelement!(model,MyElement,nodid,kwargs...)

See addelement!.

Method for Muscade.doflist

The element must provide a method of the form

function Muscade.doflist(::Type{MyElement})
    return (inod =(...),
            class=(...),
            field=(...))
end

The syntax ::Type{MyElement} is because Muscade.doflist will be called by Muscade with a DataType (the type MyElement), not with an object of type MyELement . The function name must begin with Muscade. to make it possible to overload a function defined in the module Muscade.

The return value of the function is a NamedTuple with the fields inod, class and field.

  • inod is a NTuple of Int64: for each dof, its element-node number.
  • class is a NTuple of Symbol: for each dof, its class (must be :X, :U or :A).
  • field is a NTuple of Symbol: for each dof, its field.

Importantly, Muscade.doflist does not mention dofs of class : if the element implements Muscade.lagrangian, there is automaticaly a one-to-one correspondance between $Λ$-dofs and $X$-dofs.

For example (using Julia's syntax for one-liner functions):

Muscade.doflist( ::Type{Turbine}) = (inod =(1   ,1   ,2        ,2        ),
                                     class=(:X  ,:X  ,:A       ,:A       ),
                                     field=(:tx1,:tx2,:Δseadrag,:Δskydrag))

See Muscade.doflist.

Muscade.lagrangian or Muscade.residual

An element must implement at least one of Muscade.lagrangian or Muscade.residual.

Method for Muscade.lagrangian

Elements that implement a contribution to a target function must implement Muscade.lagrangian.

@espy function Muscade.lagrangian(o::MyElement,Λ,X,U,A,t,SP,dbg) 
    ...
    return L,noFB
end

See Muscade.lagrangian for the list of arguments and outputs.

Method for Muscade.residual

Elements that implement "physics" will typicaly implement Muscade.residual (they could implement the same using lagrangian, but the resulting code would be less performant).

The interface is mostly the same as for Muscade.lagrangian with the differences that

  • Muscade.residual returns a vector R
  • there is no argument Λ
@espy function Muscade.residual(o::MyElement,X,U,A,t,SP,dbg) 
    ...
    return R,noFB
end

See Muscade.residual for the list of arguments and outputs.

Some solvers may prefer to evaluate 2nd order derivatives of residual. However, for elements with anything but a small number of degrees of freedom, this quickly leads to intractably high compilation and/or execution times. If this is the case, then the element should implement Muscade.nosecondorder to limit differentiation to the first order only.

Automatic differentiation

The gradients and Hessians of R or L do not need to be implemented, because Muscade uses automatic differentiation. Because of this, it is important not to over-specify the inputs. For example, implementing a function header with

@espy function Muscade.lagrangian(o::MyElement,Λ::Vector{Float64},X,U,A,t,SP,dbg)
#                                                |___bad_idea___|

would cause a MethodError, because Muscade will attempt to call with a SVector instead of Vector, and a special datatype supporting automatic differentiation instead of Float64.

Extraction of element-results

The function definitions of Muscade.lagrangian and Muscade.residual must be anotated with the macro call @espy. Variables within the body of Muscade.lagrangian and Muscade.residual, which the user may want to obtain must be anotated with (by typing \sun they pressing TAB) at the place where they are calculated. An example would be

    ☼σ = E*ε

The macro will generate two versions of Muscade.lagrangian and/or Muscade.residual. One in which the anotations are taken away, which is used to solve the numerical problem. Another with additional input and output variables, and code inserted into the body of the function to extract results wanted by the user.

See Muscade.@espy for a complete guide on code anotations.

Immutables and Gauss quadrature

Muscade.residual and Muscade.lagrangian must be written in a specific style in order maximize performance and to facilitate automatic differentiation.

For performance, no allocation on the heap must occur. This implies in particular that no Arrays, and only (stack allocated) StaticArrays must be used. For example. the code a=zeros(n), creates an Array (allocated on the heap), and should be replaced with a = SVector{N}(0. for i=1:N) where N must be known at compile time to ensure type stability.

To facilitate automatic differentiation, no mutation must occur. StaticArrays are anyway not mutable.

One difficulty arises with Gauss quadrature. Typical implementations would rely on setting R to zero, then adding the contributions from quadrature points to R within a for loop over the Gauss points, which is a mutation. The pseudo code:

R .= 0
for igp = 1:ngp
    F  = ...
    Σ  = ...
    R += F ∘₁ Σ ∘₁ ∇N * dV
end

shows that R is mutated. For the extraction of results from a loop, the following pattern must be used:

@espy function Muscade.residual(x,χ)
    t = ntuple(ngp) do igp
        ☼F = ...
        ☼Σ = ...
        r  = F ∘₁ Σ ∘₁ ∇N * dV
        @named(r)
    end
    R = sum(   igp->t[igp].r,ngp)
    return R,...
end

r are the contributions to R at each quadrature point. The operation t = ntuple ... returns a datastructure t such that `t[igp].r are the contribution to the residual from the igp-th quadrature point. This is because

    t = ntuple(ngp) do igp
        expr(igp)
    end    

is equivalent to

    t = ntuple(expr for igp=1:ngp)

which returns

    t = (expr(1),expr(2),...,expr(ngp))

where the value of expr is that of its last line @named(r,a,b,c) which is a macro provided by Muscade that inserts the code (r=r,a=a,b=b,c=c).

The code

    a = ntuple(igp->t[igp].a,ngp)
    R = sum(   igp->t[igp].r,ngp)

gathers the hypothetic a of all quadrature points into a Tuple and adds together the contributions r into the residual R. Variables behaving like a might come into play if solver feedback is provided from each Gauss point.

The macro @named is peculiar in that neither Julia nor Muscade defines a macro named. Instead, it is a syntactic token identified and transformed by @espy. This has one important implication: if the loop over the Gauss points only accumulates R (or L, in Muscade.lagrangian), it would be tempting to use a simpler pattern:

@espy function Muscade.residual(x,χ)
    R = sum(1:ngp) do igp
        ☼F = ...
        ☼Σ = ...
        F ∘₁ Σ ∘₁ ∇N * dV
    end
    return R,...
end

However, result extraction from inside the loop will not work: @espy only supports "ntuple...do...@named for the purpose.

See Muscade.residual, Muscade.lagrangian.

Performance

For a given element formulation, the performance of Muscade.residual and Muscade.lagrangian can vary with a factor up to 100 between a good and a bad implementation.

Type stable code allows the compiler to know the type of every variable in a function given the type of its parameters. Code that is type unstable is significantly slower. See the page on type stability.

Allocation, and the corresponding deallocation of memory on the heap takes time. By contrast, allocation and deallocation on the stack is fast. In Julia, only immutable variables can be allocated on the stack. See the page on memory management

Automatic differentiation generaly does not affect how Muscade.residual and Muscade.lagrangian are written. There are two performance-related exceptions to this:

  1. If a complicated sub-function in Muscade.residual and Muscade.lagrangian (typicaly a material model or other closure) operates on an array (for example, the strain) that is smaller than the number of degrees of freedom of the system, computing time can be saved by computing the derivative of the output (in the example, the stress) with respect to the input to the subfunction, and then compose the derivatives.
  2. Iterative precedures are sometimes used within Muscade.residual and Muscade.lagrangian, a typical example being in plastic material formulations. There is no need to propagate automatic differentiation through all the iterations - doing so with the result of the iteration provides the same result.
  3. Elements with corotated reference system (e.g. beam elements) can use automatic differentiation to transform the residual back to the global reference system.

See the page on automatic differentiation.

Method for graphics: Muscade.allocate_drawing, Muscade.update_drawing and Muscade.display_drawing!

Template

The element can provide methods of the form

function Muscade.allocate_drawing(axis,o::AbstractVector{MyElement};kwargs...) 
    ...
    return mut,opt
end
function Muscade.update_drawing(axis,o::AbstractVector{MyElement},mut,opt, Λ,X,U,A,t,SP,dbg) 
    ...
    return mut
end
function Muscade.display_drawing!(axis,::Type{MyElement},obs,opt) 
    ...
end

Optional

Methods for all of Muscade.allocate_drawing, Muscade.update_drawing and Muscade.display_drawing! method. Alternatively, they must implement neither of these three methods: in this case, the element will be invisible if the user requests a drawing of the element.

None of Muscade's built-in elements implements methods for draw: because Muscade has no inherent interpretation of the various X dofs in these generic elements, there is no graphical representation associated to them.

Graphic engine

The element interface with Muscade.allocate_drawing, Muscade.update_drawing and Muscade.display_drawing! is taylored to GLMakie.jl, allowing to create and update graphical representation of the element. Muscade provides draw! to draw (or update a drawing of) the state of a model.

It should be quite feasible to support the creation of files for, e.g., Paraview, or the use of other graphic engines. Element developers can implement methods of Muscade.allocate_drawing, Muscade.update_drawing and Muscade.display_drawing! for the graphic system of their choice, for example using WriteVTK.jl for Paraview. It is hoped, but not tested, that draw! will be suitable for WriteVTK.jl without modification.

Graphics performance

Graphics packages typicaly create graphical objects (points, lines, patches etc.), and the construction of such objects is quite costly. Muscade.jl limits the number of graphics objects using two techniques: update and vectorisation.

Updating

GLMakie.jl, and other graphic systems allow to create a collection of graphic objects to represent a "model", and then to update the numerical values stored in the object. For this reason, an element's graphics methods are divided in three phases:

  1. Muscade.allocate_drawing: The allocation of memory to be passed to the graphical object constructors.
  2. Muscade.update_drawing: The updating of the above memory with relevant values for a State of the Model.
  3. Muscade.display_drawing!: The creation of the graphics objects, by passing the above memory.

The initial call to draw! on a Model will call the above three methods in sequence for each element type. In additional call (typicaly to create new frames of an animation), only the memory update is carried out. When using GLMakie.jl, Muscade wraps the above memory in an Observable, and this way when the memory is updated, so is the figure.

Vectorization

The element's method for Muscade.allocate_drawing, Muscade.update_drawing and Muscade.display_drawing! act on all elements of the same type, in one call. This allows to exploit that e.g. in Makie.jl multiple lines can be drawn in one call to lines! by using NaNs to "lift the pen".

Keyword arguments

When requesting a drawing of all or part of the model, the user can provide specifications (line thickness, line colors, what quantity to visualise as colored patches and so forth). The user can for example require

draw!(model;linewidth=2)

The element's Muscade.allocate_drawing method must accept an arbitrary list of keyword arguments. Keywords arguments not used by the method are automaticaly ignored. What instructions can be provided, how they are structured and what effect they will have on the graphics depends on the elements.

In order not to fail if a used keyword argument is not provided by the user, the following mechanisms can be used: The first is

function Muscade.allocate_drawing(axis,o::AbstractVector{MyElement};kwargs...) 
    # instead of width = kwargs.linewidth
    with = default{:linewidth}(kwargs,2.)
    ...
end

which can be read: if kwargs.linewidth exists, the set width to its value, otherwise, set it to 2.. The second mechanism is

function Muscade.allocate_drawing(axis,o::AbstractVector{MyElement};kwargs...) 
    defaults = (linewidth=2.,someotherkey=defaultvalue)
    opt = (default(kwargs,defaults))
    ...
end

which creates a new NamedTuple opt from kwargs. For keys in defaults not found in kwargs, use the value from defaults.

Muscade provides facilities to draw only selected element types or selected elements, so the element's Muscade.allocate_drawing method does not need to implement a switch on whether to draw.

See Muscade/test/SomeElements.jl for simple examples of implementation. See also examples/BeamElement.jl for an advanced example of implementation where there are options to create completely different drawings of the same element.

Getting element results

In many cases, drawing provides a graphical representation of element-results (see Extracting results). A pattern is that draw creates a request and calls residual or lagrangian (which ever the element implements), with an additional last input argument req (the request created using @request), and an additional last output argument out (containing the element-results).

Help functions

Muscade provides functions and constants to make it easier to comply with the API:

Element constructors can use function coord to extract the coordinates fron the Vector{Node} they get as first argument.

Muscade.residual and Muscade.lagrangian must use ∂0, ∂1 and ∂2 when extracting the zeroth, first and second time derivatives from arguments X and U. These functions ensures that a SVector of zeros is returned if for example, an element that handles accelerations is called by a static solver.

Constant noFB (which have value nothing) can be used by elements that do not have feedback to the solving procedure.

For those prefering to think in terms of Cartesian tensor algebra, rather than matrix algebra, operators , ∘₁ and ∘₂ provide the exterior product, the single dot product and the double dot product respectively.

Elements with a corotated reference system, can make use of examples/Rotations.jl that provides functionality to handle rotations in ℝ³. See examples/BeamElement.jl for an example.

Automatic differentiation within element code

Some advanced elements (in particular, elements with co-rotated element systems) can be implemented elegantly by using automatic differentiation within residual or lagrangian. These are advanced techniques, requiring a good understanding of automatic differentiation. Example of usage can be found in examples/BeamElement.jl.

Helper functions motion and motion⁻¹ allow to transform a tuple of SVectors, like the input X given to residual and lagrangian, into a an automatic differentiation structure, so that functions of ∂0(X) only can be differentiated with respect to time.

It is sometimes possible to improve performance by identifying a part of residual or lagrangian which takes a single, SVector as an input: A vector shorter than the list of dofs differentiated by the solver allow to accelerate computations, by using fast, or for more adbanced usage, revariate in combination with compose.

In examples/BeamElement.jl, in function kinematics, fast is applied to accelerate a process of differentiation to the 2nd order. In residual, revariate and compose in order to differentiate kinematics and accelerate computations by exploiting the fact that kinematic is a function of ∂0(X) only.

Testing elements

When developing a new element, it is advisable to test the constructor, and residual or lagrangian in a direct call (outside of any Muscade solver), and examine the returned outputs.

Generaly, automatic differentiation is unproblematic, but when advanced tools are used (e.g. revariate and compose), then the derivatives should be inspected. See diffed_residual and diffed_lagrangian to compute the derivatives of R and L returned by residual and lagrangian respectively.

See also Muscade.SpyAxis for testing of graphic generating functions such as Muscade.display_drawing!.