public virtual object Clone() { try { var myobj = (Species)(base.MemberwiseClone()); myobj.I_Prototype = (Individual)I_Prototype.Clone(); myobj.F_Prototype = (Fitness)F_Prototype.Clone(); myobj.Pipe_Prototype = (BreedingPipeline)Pipe_Prototype.Clone(); return(myobj); } catch (Exception) { throw new ApplicationException(); } // never happens }
/// <summary> /// The default version of Setup(...) loads requested pipelines and calls Setup(...) on them and normalizes their probabilities. /// If your individual prototype might need to know special things about the species (like parameters stored in it), /// then when you override this Setup method, you'll need to set those parameters BEFORE you call super.Setup(...), /// because the Setup(...) code in Species sets up the prototype. /// </summary> /// <seealso cref="IPrototype.Setup(IEvolutionState, IParameter)" /> public virtual void Setup(IEvolutionState state, IParameter paramBase) { var def = DefaultBase; // load the breeding pipeline Pipe_Prototype = (BreedingSource)state.Parameters.GetInstanceForParameter(paramBase.Push(P_PIPE), def.Push(P_PIPE), typeof(BreedingSource)); Pipe_Prototype.Setup(state, paramBase.Push(P_PIPE)); // I promised over in BreedingSource.java that this method would get called. state.Output.ExitIfErrors(); // load our individual prototype I_Prototype = (Individual)(state.Parameters.GetInstanceForParameter(paramBase.Push(P_INDIVIDUAL), def.Push(P_INDIVIDUAL), typeof(Individual))); // set the species to me before setting up the individual, so they know who I am I_Prototype.Species = this; I_Prototype.Setup(state, paramBase.Push(P_INDIVIDUAL)); // load our fitness F_Prototype = (Fitness)state.Parameters.GetInstanceForParameter(paramBase.Push(P_FITNESS), def.Push(P_FITNESS), typeof(Fitness)); F_Prototype.Setup(state, paramBase.Push(P_FITNESS)); }