/// <summary> /// Execute /// </summary> protected override void Execute() { base.Execute(); // Initialize the state ComplexState.Initialize(Nodes); ComplexState.Sparse |= ComplexState.SparseStates.AcShouldReorder; }
/// <summary> /// Destroys the simulation. /// </summary> protected override void Unsetup() { // Remove references for (var i = 0; i < _frequencyBehaviors.Count; i++) { _frequencyBehaviors[i].Unbind(); } _frequencyBehaviors = null; // Remove the state ComplexState.Unsetup(); ComplexState = null; // Configuration FrequencySweep = null; base.Unsetup(); }
/// <summary> /// Unsetup the simulation /// </summary> protected override void Unsetup() { // Remove references for (int i = 0; i < FrequencyBehaviors.Count; i++) { FrequencyBehaviors[i].Unsetup(); } FrequencyBehaviors = null; // Remove the state ComplexState.Destroy(); ComplexState = null; // Configuration FrequencyConfiguration = null; FrequencySweep = null; base.Unsetup(); }