/// <summary> /// freestanding Vertex with cluster Kernel /// </summary> /// <returns></returns> public Vertex CreateClusterVertex() { ClusterKernel k = new ClusterKernel(); Vertex v = new Vertex(k); return(v); }
/// <summary> /// addition of a vertex /// </summary> /// <returns>Vertex added</returns> public Vertex AddClusterVertex() { // material ClusterKernel k = new ClusterKernel(); Vertex v = new Vertex(k); // holographic association v.G = this; k.V = v; // register AllVertices.Add(v); RegisterKey(v); size++; // dependent on new size: MatrixEntry(v); // this little relicis from the first recursive run. There could be a case where each vertex added would be spun up automatically. // I think this might apply if multithreading allowed vertices to operate with distributed stack capacities? //v.K.Run(); return(v); }