BenchmarkableEnvironment

An environment which provides a mean to get infos about its performances.

Parameters

<T>

Concentration type

<P>

Functions

Link copied to clipboard
abstract fun addGlobalReaction(reaction: GlobalReaction<T>)
Link copied to clipboard
abstract fun addLayer(molecule: Molecule, layer: Layer<T, P>)

Add a Layer to the Environment.

Link copied to clipboard
abstract fun addNode(node: Node<T>, position: P): Boolean

This method allows to add a new node to this environment in a specific position. The environment is responsible to call the right method of the simulation in order to ensure that the reaction is properly scheduled. The function returns true if the node is added to the environment.

Link copied to clipboard
abstract fun addTerminator(terminator: TerminationPredicate<T, P>)

Add a terminator indicating whether the simulation should be considered finished.

Link copied to clipboard
abstract fun enableBenchmark()
Call this method to tell this environment that it should record its performances.
Link copied to clipboard
open fun forEach(p: Consumer<in T>)
Link copied to clipboard
abstract fun getBenchmarkResult(): Double
Link copied to clipboard
abstract fun getDimensions(): Int

The number of dimensions of this environment.

Link copied to clipboard
abstract fun getDistanceBetweenNodes(n1: Node<T>, n2: Node<T>): Double

Measures the distance between two nodes (n1, n2) in the environment.

Link copied to clipboard
Link copied to clipboard
abstract fun getIncarnation(): Incarnation<T, P>

Return the Incarnation used to initialize the entities of this Environment, if it has been set.

Link copied to clipboard
abstract fun getLayer(molecule: Molecule): Layer<T, P>

Get the Layer associate to the given molecule. If no Layer is associated with the given molecule, return null.

Link copied to clipboard
abstract fun getLayers(): ListSet<Layer<T, P>>

Return all the Layers in this Environment.

Link copied to clipboard
abstract fun getLinkingRule(): LinkingRule<T, P>

Returns the current LinkingRule.

Link copied to clipboard
abstract fun getNeighborhood(node: Node<T>): Neighborhood<T>

Given a node, this method returns its neighborhood.

Link copied to clipboard
abstract fun getNodeByID(id: Int): Node<T>

Allows to access a Node in this Environment known its id. Depending on the implementation, this method may or not be optimized (namely, id could run in constant or linear time with the number of nodes).

Link copied to clipboard
abstract fun getNodeCount(): Int

Returns the number of Nodes currently in the Environment.

Link copied to clipboard
abstract fun getNodes(): ListSet<Node<T>>

Returns all the Nodes that exist in current Environment.

Link copied to clipboard
abstract fun getNodesWithinRange(node: Node<T>, range: Double): ListSet<Node<T>>

Given a node this method returns a list of all the surroundings nodes within the given range. Note that this method (depending on the implementation) might be not optimized, and it's consequently much better to use Environment.getNeighborhood and filter the neighborhood if you are sure that all the nodes within the range are connected to the center.

Link copied to clipboard
abstract fun getOffset(): Array<Double>

This method allows to know which are the smallest coordinates represented. Return an array of length dimensions containing the smallest coordinates for each dimension.

Link copied to clipboard
abstract fun getPosition(node: Node<T>): P

Calculates the position of a node.

Link copied to clipboard
abstract fun getSimulation(): Simulation<T, P>

Return the current Simulation, if present, or throws an IllegalStateException otherwise.

Link copied to clipboard
abstract fun getSimulationOrNull(): Simulation<T, P>

Return the current Simulation, if present, or null otherwise.

Link copied to clipboard
abstract fun getSize(): Array<Double>

The size of the environment as an array of length getDimensions(). This method must return distance measured with the same unit used by the positions. No non-euclidean distance metrics are allowed.

Link copied to clipboard

This method returns the size of the environment as an array of length .getDimensions. This method must return distance measured with the same unit used for measuring distances. It may or may not return the same result of .getSize.

Link copied to clipboard
abstract fun isTerminated(): Boolean

Return true if all the terminators are true.

Link copied to clipboard
abstract fun iterator(): Iterator<T>
Link copied to clipboard
abstract fun makePosition(coordinates: Array<Number>): P

Given the coordinates of the point, returns a Position compatible with this environment.

Link copied to clipboard
abstract fun moveNodeToPosition(node: Node<T>, position: P)

This method moves a node in the environment to some position. If node move is unsupported, it does nothing.

Link copied to clipboard
abstract fun removeGlobalReaction(reaction: GlobalReaction<T>)

Remove a GlobalReaction from the Environment.

Link copied to clipboard
abstract fun removeNode(node: Node<T>)

This method allows to remove a node. If node removal is unsupported, it does nothing.

Link copied to clipboard
abstract fun setLinkingRule(<set-?>: LinkingRule<T, P>)

Returns the current LinkingRule.

Link copied to clipboard
abstract fun setSimulation(<set-?>: Simulation<T, P>)

Return the current Simulation, if present, or throws an IllegalStateException otherwise.

Link copied to clipboard