class InitManager

from Reading in values, to validating input data, to instantiating object classes and making them a permanent part of the Brain object

Public Fields

long Seed
this is the random number gen seed,
bool Interactive
to allow the Init process to be interatcive with the user (not used)
bool IgnoreEmptyCells
flag to indicate if empty cells should be skipped over

Public Methods

InitManager()
Constructor
~InitManager()
destructor
void DoInit(ARRAYS *)
Initialize from the ARRAYS structure from the input file
void SeedAll(ARRAYS *)
go through each object to set random number seeds
void MakeRandomObjects(ARRAYS *)
Create the random number generators for multiple object types
void DoLoadInit(ARRAYS *AR)
When loading from a brain save file, only reports and stimulus need to go through the init process

Documentation

from Reading in values, to validating input data, to instantiating object classes and making them a permanent part of the Brain object. This was made into a separate class as all of these routines and data are only used during the initialization process. So that what is permament gets saved in permanent data structures and what is not needed is deleted after initialization
long Seed
this is the random number gen seed,

bool Interactive
to allow the Init process to be interatcive with the user (not used)

bool IgnoreEmptyCells
flag to indicate if empty cells should be skipped over

InitManager()
Constructor

~InitManager()
destructor

void DoInit(ARRAYS *)
Initialize from the ARRAYS structure from the input file

void SeedAll(ARRAYS *)
go through each object to set random number seeds. Objects without seeds will use the brain's seed

void MakeRandomObjects(ARRAYS *)
Create the random number generators for multiple object types

void DoLoadInit(ARRAYS *AR)
When loading from a brain save file, only reports and stimulus need to go through the init process. Everything else has gone through it already.


This class has no child classes.

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