Index: /issm/trunk/src/c/Bamgx/objects/Triangles.cpp
===================================================================
--- /issm/trunk/src/c/Bamgx/objects/Triangles.cpp	(revision 2943)
+++ /issm/trunk/src/c/Bamgx/objects/Triangles.cpp	(revision 2944)
@@ -2628,14 +2628,14 @@
 		//initialize this
 		PreInit(inbvx);
-
-		//build background mesh flag (1 if background, else 0)
-		int  background = &BTh != this;
 		nbv=0;
 		NbVerticesOnGeomVertex=0;
 		NbVerticesOnGeomEdge=0;
 
+		//build background mesh flag (1 if background, else 0)
+		int  background=(&BTh != this);
+
 		//Compute number of vertices on geometrical vertex
 		for (i=0;i<Gh.nbv;i++){
-			if (Gh[i].Required() && Gh[i].IsThe() ) NbVerticesOnGeomVertex++;
+			if (Gh[i].Required() && Gh[i].IsThe()) NbVerticesOnGeomVertex++;
 		}
 
@@ -2701,5 +2701,7 @@
 				// a good curve (not dup)
 				if (!ei.Dup()){ 
+
 					for(int j=0;j<2;j++) {
+
 						if (!ei.Mark() && ei[j].Required()) { 
 							// warning ei.Mark() can be change in loop for(j=0;j<2;j++) 
@@ -2810,5 +2812,5 @@
 												VerticesOnGeomEdge[NbVerticesOnGeomEdge++]= VertexOnGeom(*vb,*e,abcisse);        
 
-												// to take into account the sens of the edge
+												// to take into account the direction of the edge
 												s += lstep;
 												edges[nbe].v[0]=va;
@@ -3307,12 +3309,13 @@
 		long int verbosity=2;
 		if (verbosity>2) printf("   Insert initial %i vertices\n",nbv);
-		Triangles * OldCurrentTh =CurrentTh;
-
+		Triangles* OldCurrentTh=CurrentTh;
 		CurrentTh=this;
 		SetIntCoor();
 		Int4 i;
+
+		//fill out ordre with the adresses of each vertex
 		for (i=0;i<nbv;i++) ordre[i]= &vertices[i] ;
 
-		// construction d'un ordre aleatoire 
+		//Build a random order
 		const Int4 PrimeNumber= AGoodNumberPrimeWith(nbv) ;
 		Int4 k3 = rand()%nbv ; 
@@ -3325,22 +3328,22 @@
 			}
 		}
-		// echange i et 2 dans ordre afin 
-		// que les 3 premiers ne soit pas aligne
-		Exchange( ordre[2], ordre[i]);
-
-		// on ajoute un point a l'infini pour construire le maillage
-		// afin d'avoir une definition simple des aretes frontieres
+		// exchange i et 2 in "ordre" so that
+		// the first 3 vertices are not aligned
+		Exchange(ordre[2], ordre[i]);
+
+		// We add a vertex at the infinity to build the mesh
+		// so that we have a simple definition of the boundary edges
 		nbt = 2;
 
-		// on construit un maillage trivale forme
-		// d'une arete et de 2 triangles
-		// construit avec le 2 aretes orientes et 
+		// We build a trivial mesh from one edge
+		// and 2 triangles built with the 2 oriented
+		// et
 		Vertex *  v0=ordre[0], *v1=ordre[1];
 
-		triangles[0](0) = 0; // sommet pour infini 
+		triangles[0](0) = 0; //infinite vertex
 		triangles[0](1) = v0;
 		triangles[0](2) = v1;
 
-		triangles[1](0) = 0;// sommet pour infini 
+		triangles[1](0) = 0;//infinite vertex
 		triangles[1](2) = v0;
 		triangles[1](1) = v1;
@@ -3352,6 +3355,6 @@
 		triangles[0].SetAdj2(e2, &triangles[1] ,e1);
 
-		triangles[0].det = -1;  // faux triangles
-		triangles[1].det = -1;  // faux triangles
+		triangles[0].det = -1;  //boundary triangle: det = -1
+		triangles[1].det = -1;  //boundary triangle: det = -1
 
 		triangles[0].SetTriangleContainingTheVertex();
@@ -3361,6 +3364,6 @@
 		triangles[1].link=&triangles[0];
 
-		//  nbtf = 2;
-		if (  !quadtree )  quadtree = new QuadTree(this,0);
+		//build quadtree
+		if (!quadtree)  quadtree = new QuadTree(this,0);
 		quadtree->Add(*v0);
 		quadtree->Add(*v1);
@@ -3373,5 +3376,5 @@
 
 		for (Int4 icount=2; icount<nbv; icount++) {
-			Vertex *vi  = ordre[icount];
+			Vertex *vi=ordre[icount];
 			Icoor2 dete[3];
 			Triangle *tcvi = FindTriangleContening(vi->i,dete);
@@ -3874,24 +3877,4 @@
 		triangles=0;
 		nbtx=0;
-	}
-	if ( name || inbvx) {
-		time_t timer =time(0);
-		char buf[70];     
-		strftime(buf ,70,", Date: %y/%m/%d %H:%M %Ss",localtime(&timer));
-		counter++; 
-		char countbuf[30];   
-		sprintf(countbuf,"%d",counter);
-		int lg =0 ;
-		if (&BTh != this && BTh.name)
-		 lg = strlen(BTh.name)+4;
-		identity = new char[ lg + strlen(buf) + strlen(countbuf)+ 2  + 10 + ( Gh.name ? strlen(Gh.name) + 4 : 0)];
-		identity[0]=0;
-		if (lg)
-		 strcat(strcat(strcat(identity,"B="),BTh.name),", ");
-
-		if (Gh.name)
-		 strcat(strcat(identity,"G="),Gh.name);
-		strcat(strcat(identity,";"),countbuf);
-		strcat(identity,buf);
 	} 
 
Index: /issm/trunk/src/c/Bamgx/objects/Vertex.cpp
===================================================================
--- /issm/trunk/src/c/Bamgx/objects/Vertex.cpp	(revision 2943)
+++ /issm/trunk/src/c/Bamgx/objects/Vertex.cpp	(revision 2944)
@@ -19,10 +19,9 @@
 	/*Methods*/
 	/*FUNCTION Vertex::Smoothing{{{1*/
-	Real8  Vertex::Smoothing(Triangles & Th,const Triangles & BTh,Triangle  * & tstart ,Real8 omega){
-		register Vertex * s  = this;
+	Real8  Vertex::Smoothing(Triangles &Th,const Triangles &BTh,Triangle* &tstart ,Real8 omega){
+		register Vertex* s=this;
 		Vertex &vP = *s,vPsave=vP;
-		//  if (vP.on) return 0;// Don't move boundary vertex  
-
-		register Triangle * tbegin= t , *tria = t , *ttc;
+
+		register Triangle* tbegin= t , *tria = t , *ttc;
 
 		register int k=0,kk=0,j = EdgesVertexTriangle[vint][0],jc;
@@ -31,6 +30,5 @@
 			k++; 
 
-			if (!tria->Hidden(j))
-			  {
+			if (!tria->Hidden(j)){
 				Vertex &vQ = (*tria)[VerticesOfTriangularEdge[j][0]]; 
 
@@ -39,5 +37,5 @@
 				PNew += Q+QP/Max(lQP,1e-20);
 				kk ++;
-			  }
+			}
 			ttc =  tria->TriangleAdj(j);
 			jc = NextEdge[tria->NuEdgeTriangleAdj(j)];
@@ -54,6 +52,4 @@
 		Real8 delta=Norme2_2(Xmove); 
 
-
-		// 
 		Icoor2 deta[3];
 		I2 IBTh  = BTh.toI2(PNew);
@@ -61,13 +57,11 @@
 		tstart=BTh.FindTriangleContening(IBTh,deta,tstart);  
 
-		if (tstart->det <0) 
-		  { // outside
+		if (tstart->det <0){ // outside
 			double ba,bb;
 			TriangleAdjacent edge= CloseBoundaryEdge(IBTh,tstart,ba,bb) ;
 			tstart = edge;
 			vP.m= Metric(ba,*edge.EdgeVertex(0),bb,*edge.EdgeVertex(1));
-		  }
-		else 
-		  { // inside
+		}
+		else { // inside
 			Real8   aa[3];
 			Real8 s = deta[0]+deta[1]+deta[2];
@@ -76,5 +70,5 @@
 			aa[2]=deta[2]/s;
 			vP.m = Metric(aa,(*tstart)[0],(*tstart)[1],(*tstart)[2]);
-		  }
+		}
 
 		// recompute the det of the triangle
@@ -88,6 +82,5 @@
 		int loop=1;
 		k=0;
-		while (ok) 
-		  {
+		while (ok){
 			ok =0;
 			do {
@@ -95,6 +88,5 @@
 				double detold = tria->det;
 				tria->det =  bamg::det( (*tria)[0],(*tria)[1]  ,(*tria)[2]);
-				if (loop) 
-				  {
+				if (loop) {
 					Vertex *v0,*v1,*v2,*v3;
 					if (tria->det<0) ok =1;			       
@@ -109,5 +101,5 @@
 					else if ( (double)tria->det < detold/2 ) ok=1;
 
-				  }
+				}
 				tria->SetUnMarkUnSwap(0);
 				tria->SetUnMarkUnSwap(1);
@@ -120,8 +112,9 @@
 					throw ErrorException(__FUNCT__,exprintf("k>=2000"));
 				}
-			} while ( tbegin != tria); 
+			}while ( tbegin != tria); 
+
 			if (ok && loop) vP=vPsave; // no move 
 			loop=0;
-		  }
+		}
 		return delta;
 	}
