Abstract2DEnvironment

Models a bidimensional environment.

Parameters

<T>

concentration type

<P>

Inheritors

Properties

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val globalReactions: ListSet<GlobalReaction<T>>
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val nodes: ListSet<Node<T>>
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open var simulation: Simulation<T, P>

Functions

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abstract fun addGlobalReaction(reaction: GlobalReaction<T>)
open fun addGlobalReaction(reaction: GlobalReaction<T>)
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abstract fun addLayer(molecule: Molecule, layer: Layer<T, P>)

Add a Layer to the Environment.

fun addLayer(molecule: Molecule, layer: Layer<T, P>)
Add a Layer to the Environment.
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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.

fun addNode(node: Node<T>, p: P): Boolean
This method allows to add a new node to this environment in a specific position.
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abstract fun addTerminator(terminator: TerminationPredicate<T, P>)

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

open fun addTerminator(terminator: TerminationPredicate<T, P>)
Adds to the simulation a predicate that determines whether a simulation should be terminated.
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fun forEach(action: Consumer<in Node<T>>)
open fun forEach(p: Consumer<in T>)
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The number of dimensions of this environment.
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abstract fun getDistanceBetweenNodes(n1: Node<T>, n2: Node<T>): Double

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

Measures the distance between two nodes (n1, n2) in the environment.
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abstract fun getGlobalReactions(): NonExistentClass
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abstract fun getIncarnation(): Incarnation<T, P>

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

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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.

fun getLayer(molecule: Molecule): Layer<T, P>
Get the Layer associate to the given molecule.
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abstract fun getLayers(): NonExistentClass

Return all the Layers in this Environment.

fun getLayers(): ListSet<Layer<T, P>>
Return all the Layers in this Environment.
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abstract fun getLinkingRule(): LinkingRule<T, P>

Returns the current LinkingRule.

Returns the current LinkingRule.
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abstract fun getNeighborhood(node: Node<T>): Neighborhood<T>

Given a node, this method returns its neighborhood.

Given a node, this method returns its neighborhood.
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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).

fun getNodeByID(id: Int): Node<T>
Allows to access a Node in this Environment known its id.
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abstract fun getNodeCount(): Int

Returns the number of Nodes currently in the Environment.

Returns the number of Nodes currently in the Environment.
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abstract fun getNodes(): NonExistentClass

Returns all the Nodes that exist in current Environment.

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abstract fun getNodesWithinRange(node: Node<T>, range: Double): NonExistentClass

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.

fun getNodesWithinRange(position: P, range: Double): ListSet<Node<T>>
Given a position this method returns a list of all the surroundings nodes within the given range.
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.
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This method allows to know which are the smallest coordinates represented.
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abstract fun getPosition(node: Node<T>): P

Calculates the position of a node.

fun getPosition(node: Node<T>): P
Calculates the position of a node.
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abstract fun getSimulation(): Simulation<T, P>

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

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abstract fun getSimulationOrNull(): Simulation<T, P>

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

Return the current Simulation, if present, or null otherwise.
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The size of the environment as an array of length getDimensions().
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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.

Override this method if units measuring distance do not match with units used for coordinates.
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abstract fun isTerminated(): Boolean

Return true if all the terminators are true.

Return true if all the terminators are true.
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abstract fun iterator(): Iterator<T>
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abstract fun makePosition(coordinates: Array<Number>): P

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

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open fun moveNodeToPosition(node: Node<T>, newpos: P)
Subclasses may override this method if they want to change the way a node moves towards some absolute position.
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fun <R> Iterable<R>.randomElement(randomGenerator: <Error class: unknown class>): R

Returns a random element of the Iterable using the provided randomGenerator.

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abstract fun removeGlobalReaction(reaction: GlobalReaction<T>)

Remove a GlobalReaction from the Environment.

Remove a GlobalReaction from the Environment.
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abstract fun removeNode(node: Node<T>)

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

fun removeNode(node: Node<T>)
This method allows to remove a node.
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abstract fun setLinkingRule(<set-?>: LinkingRule<T, P>)

Returns the current LinkingRule.

Returns the current LinkingRule.
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abstract fun setSimulation(<set-?>: Simulation<T, P>)

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

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fun <R> Iterable<R>.shuffled(randomGenerator: <Error class: unknown class>): Iterable<R>

Fisher–Yates shuffle algorithm using a RandomGenerator. More information on Wikipedia.

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fun <T, P : Position<out P>, TS : Any> Environment<T, P>.toEnvironmentSurrogate(toConcentrationSurrogate: (T) -> TS): EnvironmentSurrogate<TS, PositionSurrogate>

A function that maps an Environment to its surrogate class (EnvironmentSurrogate). Use the toSuitablePositionSurrogate strategy for PositionSurrogate mapping.

fun <T, P : Position<out P>, TS : Any, PS : PositionSurrogate> Environment<T, P>.toEnvironmentSurrogate(toConcentrationSurrogate: (T) -> TS, toPositionSurrogate: (P) -> PS): EnvironmentSurrogate<TS, PS>

A function that maps an Environment to its surrogate class (EnvironmentSurrogate).

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open fun toString(): String
Not used internally.