AbstractEnvironment

abstract class AbstractEnvironment<T, P : Position<P>?> : Environment<T, P>

Very generic and basic implementation for an environment. Basically, only manages an internal set of nodes and their position.

Parameters

<T>

concentration type

<P>

Inheritors

Properties

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@get:Nonnull
open val incarnation: Incarnation<T, P>
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val nodes: ListSet<Node<T>>
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@get:Nonnull
open var simulation: Simulation<T, P>

Functions

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open fun addGlobalReaction(reaction: GlobalReaction<T>)
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fun addLayer(m: Molecule, l: Layer<T, P>)
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fun addNode(node: Node<T>, p: P): Boolean
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fun addTerminator(terminator: Predicate<Environment<T, P>>)
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fun forEach(action: Consumer<in Node<T>>)
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abstract fun getDimensions(): Int
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abstract fun getGlobalReactions(): ListSet<GlobalReaction<T>>
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abstract fun getIncarnation(): Incarnation<T, P>
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fun getLayers(): ListSet<Layer<T, P>>
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fun getNeighborhood(@Nonnull center: Node<T>): Neighborhood<T>
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fun getNodeByID(id: Int): Node<T>
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abstract fun getNodes(): ListSet<Node<T>>
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fun getNodesWithinRange(center: P, range: Double): ListSet<Node<T>>
fun getNodesWithinRange(center: Node<T>, range: Double): ListSet<Node<T>>
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abstract fun getOffset(): Array<Double>
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@Nonnull
fun getPosition(node: Node<T>): P
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abstract fun getSimulation(): Simulation<T, P>
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abstract fun getSize(): Array<Double>
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Override this method if units measuring distance do not match with units used for coordinates.
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@Nonnull
fun iterator(): Iterator<Node<T>>
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abstract fun makePosition(p: Array<Number>): P
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abstract fun moveNodeToPosition(p: Node<T>, p1: P)
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fun removeNode(@Nonnull node: Node<T>)
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abstract fun setSimulation(p: Simulation<T, P>)
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open fun toString(): String
Not used internally.