An event is a way to stimulate agents from a world. More...
#include <eventsource.h>
Inheritance diagram for april::EventSource:Public Member Functions | |
| EventSource (World *w) | |
| constructor; | |
| World * | world (void) const |
| the world where this belongs | |
| virtual bool | save (QSettings &s) const |
| save to a QSettings object | |
| virtual bool | load (QSettings &s) |
| load from a QSettings object | |
Public Member Functions inherited from april::Component | |
| Component (void) | |
| constructor; | |
| Amorph & | payload (void) |
| associated data | |
| virtual ID | identificator (void) const |
| associated ID, if any | |
| virtual Factory * | factory (void) const |
| associated factory, if any | |
Static Public Member Functions | |
| static EventSource * | fromStg (World *w, QSettings &s) |
| constructor method; creates and loads an event source from QSettings | |
Protected Member Functions | |
| virtual | ~EventSource (void) |
| destructor; | |
| virtual void | doSteps (int steps=1) |
| perform steps (called by the World) | |
Protected Member Functions inherited from april::Component | |
| virtual | ~Component (void) |
| destructor; | |
| virtual void | inserted (void) |
| the instance is informed that the parent attached it | |
Friends | |
| class | World |
| class | Director |
An event is a way to stimulate agents from a world.
Events may stimulate certain kinds of sensors. They may have a placement and a range and the intensity of the stimulation may be a function of distance from source. Events may exists that have no placement.
Events may stay alive a long time and generate activity from time to time or they may be single-shoots.
A world has EventLine's, each with an ID. An EventSource posts activity on the EventLine's that are then checked by the Sensor's. Each EventSource may post to one or more EventLine's.