///////////////////////////////////////////////////////////////////////////// // SINGULAR LANDIS ITERATION ROUTINE // ///////////////////////////////////////////////////////////////////////////// //This processes a singular Landis iteration. It loops through each site //followed by each species. For every iteration of the loop grow and kill //are called. Then seed availability is checked. If seed is available //and shade conditions are correct birth is called. public void singularLandisIteration(int itr, pdp ppdp) { DateTime ltime, ltimeTemp; TimeSpan ltimeDiff; using (StreamWriter fpforTimeBU = File.AppendText(fpforTimeBU_name)) { fpforTimeBU.WriteLine("\nProcessing succession at Year: {0}:", itr); if (itr % gl_sites.SuccessionTimeStep == 0) { ltime = DateTime.Now; Console.WriteLine("Start succession ... at {0}", ltime); system1.fseed(gl_param.RandSeed + itr / gl_sites.SuccessionTimeStep * 6); gl_landUnits.ReprodUpdate(itr / gl_sites.SuccessionTimeStep); //Console.WriteLine("random number: {0}", system1.frand()); succession_Landis70(ppdp, itr); //Console.WriteLine("random number: {0}", system1.frand()); ltimeTemp = DateTime.Now; ltimeDiff = ltimeTemp - ltime; Console.WriteLine("Finish succession at {0} sit took {1} seconds", DateTime.Now, ltimeDiff); fpforTimeBU.WriteLine("Processing succession: {0} seconds", ltimeDiff); fpforTimeBU.Flush(); } } system1.fseed(gl_param.RandSeed); }
public static void succession_Landis70(pdp ppdp, int itr) { gl_sites.GetMatureTree(); //increase ages for (uint i = 1; i <= snr; ++i) { for (uint j = 1; j <= snc; ++j) { ppdp.addedto_sTSLMortality(i, j, (short)gl_sites.SuccessionTimeStep); //define land unit landunit l = gl_sites.locateLanduPt(i, j); if (l != null && l.active()) { site local_site = gl_sites[i, j]; for (int k = 1; k <= specAtNum; ++k) { local_site.SpecieIndex(k).GrowTree(); } } } //Console.ReadLine(); } //seed dispersal initiateRDofSite_Landis70(); Console.WriteLine("Seed Dispersal:"); for (uint i = 1; i <= snr; ++i) { //Console.WriteLine("\n{0}%\n", 100 * i / snr); for (uint j = 1; j <= snc; ++j) { //Console.WriteLine("i = {0}, j = {1}", i, j); landunit l = gl_sites.locateLanduPt(i, j); KillTrees(i, j); if (itr == 90 && i == 193 && j == 156) { Console.WriteLine("watch: {0}:{1}", "kill trees", gl_sites[193, 156].SpecieIndex(2).getAgeVector(1)); } if (l != null && l.active()) { float local_RD = gl_sites[i, j].RD; if (local_RD < l.MaxRDArray(0)) { gl_sites.SiteDynamics(0, i, j); } else if (local_RD >= l.MaxRDArray(0) && local_RD < l.MaxRDArray(1)) { gl_sites.SiteDynamics(1, i, j); } else if (local_RD >= l.MaxRDArray(1) && local_RD <= l.MaxRDArray(2)) { gl_sites.SiteDynamics(2, i, j); } else if (local_RD > l.MaxRDArray(2) && local_RD <= l.MaxRDArray(3)) { gl_sites.SiteDynamics(3, i, j); } else { Debug.Assert(local_RD > l.MaxRDArray(3)); gl_sites.SiteDynamics(4, i, j); } } } } Console.WriteLine("end succession_Landis70 once"); }