예제 #1
0
        /// <summary>
        ///    freestanding Vertex with cluster Kernel
        /// </summary>
        /// <returns></returns>
        public Vertex CreateClusterVertex()
        {
            ClusterKernel k = new ClusterKernel();
            Vertex        v = new Vertex(k);

            return(v);
        }
예제 #2
0
        /// <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);
        }