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how to define the motionSolver

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Old   October 9, 2012, 20:40
Default how to define the motionSolver
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Hi everyone, right now I am running the sprayEnginefoam. In the engineGeometry input file, I select the fvMotionSolver for engineMesh for dynamic meshing,but I got the error message below. Is there anyone knowing how to define the initial value for motionSolver in the input file? Thanks.

--> FOAM FATAL IO ERROR:
keyword motionSolver is undefined in dictionary "/usr/people4/liao23/sprayEngine_runcases/biggermesh2/constant/engineGeometry"

file: /usr/people4/liao23/sprayEngine_runcases/biggermesh2/constant/engineGeometry from line 18 to line 29.

From function dictionary::lookupEntry(const word&, bool, bool) const
in file db/dictionary/dictionary.C at line 400.

FOAM exiting
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Old   October 10, 2012, 04:10
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Just plug in motionSolver in ur dictionary file. Than re-run yyour case. It will complain anyways , but also gives you a list with available motionSolvers. Than choose just one of them. OR check the source code itself.
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Old   October 10, 2012, 22:15
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Thanks for replying, but I tried the first way by:
engineMesh fvMotionSolver;
motionSolver dummy;
in engineGeometry file
and it returns:
--> FOAM FATAL IO ERROR:
cannot open file

file: /usr/people4/liao23/sprayEngine_runcases/biggermesh_0rpm/constant/dynamicMeshDict at line 0.

From function regIOobject::readStream()
in file db/regIOobject/regIOobjectRead.C at line 87.
I also read the code in fvMotionSolverEngineMesh.C but didn't figure out..I am not familiar with C++....
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Old   October 11, 2012, 04:11
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Go ahead an create your dynamicMeshDict.
Are u using 1.6-ext? If yes and u are want to use engineMesh, u can choose between the following classes, which are derived from engineMesh:

fvMotionSolverEngineMesh
layeredEngineMesh
staticEngineMesh
tetDecompositionEngineMesh


try one of these! instead of fvMotionSolver

Cheers Peter
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Old   October 11, 2012, 14:44
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acutually I am using 2.1 version and fvMotionSolverEngineMesh in 1.6 also needs to input the fvMotionSolver. But still thanks!
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