public virtual void Setup(IEvolutionState state, IParameter paramBase) { // load our prototype var p = paramBase.Push(P_CONTEXT); var d = DefaultBase.Push(P_CONTEXT); ContextProto = (ADFContext)(state.Parameters.GetInstanceForParameterEq(p, d, typeof(ADFContext))); ContextProto.Setup(state, p); }
public virtual void SourcesAreProperForm(SteadyStateEvolutionState state) { for (var x = 0; x < Sources.Length; x++) { if (!(Sources[x] is ISteadyStateBSource)) { state.Output.Error("The following breeding source is not of ISteadyStateBSource.", MyBase.Push(P_SOURCE).Push("" + x), DefaultBase.Push(P_SOURCE).Push("" + x)); } else { ((ISteadyStateBSource)Sources[x]).SourcesAreProperForm(state); } } }
public override void Setup(IEvolutionState state, IParameter paramBase) { base.Setup(state, paramBase); // actually unnecessary (Individual.Setup() is empty) // I'm the top-level Setup, I guess var numrulesets = state.Parameters.GetInt(paramBase.Push(P_NUMRULESETS), DefaultBase.Push(P_NUMRULESETS), 1); // need at least 1 ruleset! if (numrulesets == 0) { state.Output.Fatal("RuleIndividual needs at least one RuleSet!", paramBase.Push(P_NUMRULESETS), DefaultBase.Push(P_NUMRULESETS)); } Rulesets = new RuleSet[numrulesets]; for (var x = 0; x < numrulesets; x++) { Rulesets[x] = (RuleSet)(state.Parameters.GetInstanceForParameterEq( paramBase.Push(P_RULESET).Push("" + x), DefaultBase.Push(P_RULESET), typeof(RuleSet))); Rulesets[x].Setup(state, paramBase.Push(P_RULESET).Push("" + x)); } }
public virtual void Setup(IEvolutionState state, IParameter paramBase) { var constraintName = state.Parameters.GetString(paramBase.Push(P_CONSTRAINTS), DefaultBase.Push(P_CONSTRAINTS)); if (String.IsNullOrEmpty(constraintName)) { state.Output.Fatal("No RuleSetConstraints name given", paramBase.Push(P_CONSTRAINTS), DefaultBase.Push(P_CONSTRAINTS)); } ConstraintCount = RuleSetConstraints.ConstraintsFor(constraintName, state).ConstraintCount; state.Output.ExitIfErrors(); }