An event is a way to stimulate agents from a world. More...
#include <eventsource.h>
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.