AnimatLab  2
Test
AnimatSim::Behavior::NeuralModule Class Referenceabstract

Neural module. More...

#include <NeuralModule.h>

+ Inheritance diagram for AnimatSim::Behavior::NeuralModule:
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Public Member Functions

 NeuralModule ()
 Default constructor. More...
 
virtual ~NeuralModule ()
 Destructor. More...
 
virtual void AddExternalSynapse (AnimatSim::Link *lpSynapse)
 
virtual void AddExternalSynapse (std::string strXml, bool bDoNotInit)
 Adds a synapse using an xml packet. More...
 
virtual void AttachSourceAdapter (Adapter *lpAdapter)
 Attaches a source adapter. More...
 
virtual void AttachTargetAdapter (Adapter *lpAdapter)
 Attaches a target adapter. More...
 
virtual IStdClassFactoryClassFactory ()
 Gets the class factory. More...
 
virtual void ClassFactory (IStdClassFactory *lpFactory)
 
virtual int FindExternalSynapseListPos (std::string strID, bool bThrowError=true)
 Searches for a synapse with the specified ID and returns its position in the list. More...
 
virtual float * GetDataPointer (const std::string &strDataType)
 Returns a float pointer to a data item of interest in this object. More...
 
OrganismGetOrganism ()
 Gets the organism. More...
 
SimulatorGetSimulator ()
 Gets the simulator. More...
 
virtual void Initialize ()
 Initializes this object. More...
 
virtual std::string ModuleName ()=0
 Gets the module name. More...
 
virtual bool NeedToStep (bool bIncrement)
 Tells whether this NeuralModule needs to call StepSimulation. More...
 
virtual void RemoveExternalSynapse (std::string strID, bool bThrowError=true)
 Removes the synapse by the GUID ID. More...
 
virtual void RemoveSourceAdapter (Adapter *lpAdapter)
 Removes a source adapter. More...
 
virtual void RemoveTargetAdapter (Adapter *lpAdapter)
 Removes a target adapter. More...
 
virtual void ResetSimulation ()
 Resets the simulation back to time 0. More...
 
virtual void ResetStepCounter ()
 
virtual void SetSystemPointers (Simulator *lpSim, Structure *lpStructure, NeuralModule *lpModule, Node *lpNode, bool bVerify)
 Sets the system pointers. More...
 
virtual void StepAdapters ()
 Step adapters. More...
 
virtual void StepSimulation ()
 Step the simulation for this object. More...
 
virtual float TimeStep ()
 Gets the time step for this moudle in time units. More...
 
virtual void TimeStep (float fltVal)
 Sets the Time step for this moudle in time units. More...
 
virtual short TimeStepInterval ()
 Gets the time step interval. More...
 
virtual void TimeStepInterval (short iVal)
 Sets ime step interval. More...
 
virtual void VerifySystemPointers ()
 Verify that system pointers have been set correctly. More...
 
- Public Member Functions inherited from AnimatSim::AnimatBase
 AnimatBase ()
 Constructs an AnimatBase object. More...
 
virtual ~AnimatBase ()
 Destroys the AnimatBase object.. More...
 
virtual bool AddItem (const std::string &strItemType, const std::string &strXml, bool bThrowError=true, bool bDoNotInit=false)
 Adds a new object to this parent. More...
 
virtual void AfterResetSimulation ()
 Called after a simulation reset for some objects. More...
 
virtual long CalculateSnapshotByteSize ()
 Calculates the snapshot byte size. More...
 
virtual void Copy (CStdSerialize *lpSource)
 
virtual void Enabled (bool bVal)
 Tells whether this item is enabled or not. This is not actually used for all objects, only specific ones. I am putting it in the base class though to prevent numerous duplications. More...
 
virtual bool Enabled ()
 Tells whether this item is enabled or not. This is not actually used for all objects, only specific ones. I am putting it in the base class though to prevent numerous duplications. More...
 
virtual NeuralModuleGetNeuralModule ()
 Gets the neural module. More...
 
virtual NodeGetNode ()
 Gets the node. More...
 
virtual StructureGetStructure ()
 Gets the structure for this node. More...
 
virtual bool HasProperty (const std::string &strName)
 Queries this object if it has a property with the given name. More...
 
virtual std::string ID ()
 Gets the unique GUID ID of this object. More...
 
virtual void ID (std::string strValue)
 Sets the unique GUID ID of the object. More...
 
virtual void Kill (bool bState=true)
 Kills. More...
 
virtual void Load (StdUtils::CStdXml &oXml)
 Loads the item using an XML data packet. More...
 
virtual void LoadKeyFrameSnapshot (byte *aryBytes, long &lIndex)
 Loads a key frame snapshot. More...
 
virtual std::string Name ()
 Gets the name of this object. More...
 
virtual void Name (std::string strValue)
 Sets the name of the object. Blank is acceptable. More...
 
virtual AnimatPropertyType PropertyType (const std::string &strName)
 
virtual void QueryProperties (CStdPtrArray< TypeProperty > &aryProperties)
 Queries this object for a list of properties that can be changed using SetData. More...
 
virtual void ReInitialize ()
 Re-initialize this object. More...
 
virtual bool RemoveItem (const std::string &strItemType, const std::string &strID, bool bThrowError=true)
 Removes a child item from this parent. More...
 
virtual void Reset ()
 Resets this object. More...
 
virtual void RigidBodyAdded (std::string strID)
 
virtual void RigidBodyRemoved (std::string strID)
 
virtual void SaveKeyFrameSnapshot (byte *aryBytes, long &lIndex)
 Saves a key frame snapshot. More...
 
virtual bool Selected ()
 Tells if this items is selected or not. More...
 
virtual void Selected (bool bValue, bool bSelectMultiple)
 Selects this object. More...
 
virtual bool SetData (const std::string &strDataType, const std::string &strValue, bool bThrowError=true)
 Set a variable based on a string data type name. More...
 
virtual bool SetData (const std::string &strDataType, const float fltValue, bool bThrowError=true)
 Set a variable based on a string data type name. More...
 
virtual bool SetData (const std::string &strDataType, const long lValue, bool bThrowError=true)
 Set a variable based on a string data type name. More...
 
virtual void SetSystemPointers (Simulator *lpSim, Structure *lpStructure, NeuralModule *lpModule, Node *lpNode, bool bVerify)
 Sets the system pointers. More...
 
virtual void SimPausing ()
 Called just before the simulation pauses. More...
 
virtual void SimStarting ()
 Called just before the simulation starts. More...
 
virtual void SimStopping ()
 Called just before the simulation stops. More...
 
virtual void TimeStepModified ()
 Notification method that the time step modified has been modified. Objects should recalculate any slice times as needed. More...
 
virtual std::string Type ()
 returns the string type name of this object. More...
 
virtual void Type (std::string strValue)
 Sets the class type for this object. More...
 
virtual void VisualSelectionModeChanged (int iNewMode)
 Visual selection mode changed. More...
 

Static Public Member Functions

static NeuralModuleCastToDerived (AnimatBase *lpBase)
 

Protected Member Functions

virtual int FindAdapterListIndex (CStdArray< Adapter * > aryAdapters, std::string strID, bool bThrowError=true)
 
virtual AnimatSim::LinkLoadExternalSynapse (CStdXml &oXml)
 Loads an external synapse. More...
 
virtual void LoadExternalSynapses (CStdXml &oXml)
 Loads external synapses. More...
 

Protected Attributes

CStdPtrArray< AnimatSim::Linkm_aryExternalSynapses
 An array of external synapses connected to nodes within this module.
 
CStdArray< Adapter * > m_arySourceAdapters
 An array of source adapters for this module.
 
CStdArray< Adapter * > m_aryTargetAdapters
 An array of target adapters for this module.
 
float m_fltTimeStep
 The DT time step for this neural module in seconds.
 
short m_iTargetAdapterCount
 Number of target adapters.
 
short m_iTimeStepCount
 Count variable that keeps track of how many slices have occured since the last StepSimulation.
 
short m_iTimeStepInterval
 
IStdClassFactorym_lpClassFactory
 The pointer to the class factory for this module.
 
Organism * m_lpOrganism
 The pointer to the organism.
 
std::string m_strNeuralNetworkFile
 The string neural network file name.
 
std::string m_strProjectPath
 Full pathname of the string project file for this module.
 
- Protected Attributes inherited from AnimatSim::AnimatBase
bool m_bEnabled
 Tells if this item is enabled or not. If it is not enabled then it is not run.
 
bool m_bSelected
 Tells whether the object is selected or not.
 
AnimatSim::Behavior::NeuralModulem_lpModule
 The pointer to this items parentNeuralModule. If this is not relevant for this object then this is NULL.
 
Nodem_lpNode
 The pointer to this items parent Node. If this is not relevant for this object then this is NULL.
 
Simulatorm_lpSim
 The pointer to a Simulation.
 
AnimatSim::Environment::Structurem_lpStructure
 The pointer to this items parent Structure. If this is not relevant for this object then this is NULL.
 
std::string m_strID
 The unique Id for this object.
 
std::string m_strName
 The name for this object.
 
std::string m_strType
 The type for this object. Examples are Box, Plane, Neuron, etc..
 

Detailed Description

Neural module.

An organism is a structure with a nervous system (NervousSystem). The nervous system contains one or more neural modules. A neural module performs the processing for a given neural model library (firing rate, integrate and fire, etc.). Each neural module can operate with an independent time step. Elements in one module can interact with elements in an another by using adapters to connect them. The module has a list of target adapters. At each time step of the module it calls StepSimulation to add an external value to the target node in another module.

Author
dcofer
Date
2/24/2011

Definition at line 29 of file NeuralModule.h.

Constructor & Destructor Documentation

AnimatSim::Behavior::NeuralModule::NeuralModule ( )

Default constructor.

Author
dcofer
Date
2/24/2011

Definition at line 64 of file NeuralModule.cpp.

References m_fltTimeStep, m_iTargetAdapterCount, m_iTimeStepCount, m_iTimeStepInterval, m_lpClassFactory, m_lpOrganism, and AnimatSim::AnimatBase::m_lpSim.

AnimatSim::Behavior::NeuralModule::~NeuralModule ( )
virtual

Destructor.

This deletes the class factory when destroyed.

Author
dcofer
Date
2/24/2011

Definition at line 85 of file NeuralModule.cpp.

References m_arySourceAdapters, m_aryTargetAdapters, m_lpClassFactory, and StdUtils::Std_TraceMsg().

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Member Function Documentation

void AnimatSim::Behavior::NeuralModule::AddExternalSynapse ( std::string  strXml,
bool  bDoNotInit 
)
virtual

Adds a synapse using an xml packet.

Author
dcofer
Date
3/29/2011
Parameters
strXmlThe xml of the synapse to add.

Definition at line 326 of file NeuralModule.cpp.

References StdUtils::CStdXml::Deserialize(), StdUtils::CStdXml::FindChildElement(), StdUtils::CStdXml::FindElement(), AnimatSim::AnimatBase::Initialize(), and LoadExternalSynapse().

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virtual void AnimatSim::Behavior::NeuralModule::AttachSourceAdapter ( Adapter *  lpAdapter)
virtual

Attaches a source adapter.

This adds the specified adapter to this module. It can then process the adapters during a step of the simulation.

Author
dcofer
Date
3/18/2011
Parameters
[in,out]lpAdapterPointer to an adapter.
virtual void AnimatSim::Behavior::NeuralModule::AttachTargetAdapter ( Adapter *  lpAdapter)
virtual

Attaches a target adapter.

This adds the specified adapter to this module. It can then process the adapters during a step of the simulation.

Author
dcofer
Date
3/18/2011
Parameters
[in,out]lpAdapterPointer to an adapter.
IStdClassFactory * AnimatSim::Behavior::NeuralModule::ClassFactory ( )
virtual

Gets the class factory.

Author
dcofer
Date
2/24/2011
Returns
null if it fails, else.

Definition at line 110 of file NeuralModule.cpp.

References m_lpClassFactory.

int AnimatSim::Behavior::NeuralModule::FindExternalSynapseListPos ( std::string  strID,
bool  bThrowError = true 
)
virtual

Searches for a synapse with the specified ID and returns its position in the list.

Author
dcofer
Date
3/29/2011
Parameters
strIDGUID ID of the synapse to find.
bThrowErrortrue to throw error if no synapse is found.
Returns
The found synapse list position.

Definition at line 364 of file NeuralModule.cpp.

References AnimatSim::AnimatBase::ID(), m_aryExternalSynapses, StdUtils::Std_ToUpper(), and StdUtils::Std_Trim().

Referenced by RemoveExternalSynapse().

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float * AnimatSim::Behavior::NeuralModule::GetDataPointer ( const std::string &  strDataType)
virtual

Returns a float pointer to a data item of interest in this object.

This is a generic method used to get a pointer to data variable of interest. It is used by a variety of systems in the simulation. The most prominent are the data charting and stimulus classes. Within this method we associate a variable with a string name. By passing in the name of the data type we are interested in we can recieve back a float pointer to that data type. We can use that to read or set the data item in other classes. For example, the data charting system gets the pointer and then each time it needs to log a data point it reads the value into an array.

Author
dcofer
Date
2/22/2011
Parameters
strDataTypename of the data item for which we are looking.
Returns
float pointer of the data item. If not found then it throws an exception.
Exceptions
IfDataType is not found.

Reimplemented from AnimatSim::AnimatBase.

Reimplemented in AnimatSim::Behavior::ThreadedModule.

Definition at line 476 of file NeuralModule.cpp.

References AnimatSim::AnimatBase::GetDataPointer(), m_fltTimeStep, and StdUtils::Std_CheckString().

Referenced by AnimatSim::Behavior::ThreadedModule::GetDataPointer().

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Organism * AnimatSim::Behavior::NeuralModule::GetOrganism ( )

Gets the organism.

Author
dcofer
Date
2/24/2011
Returns
returns the organism.

Definition at line 144 of file NeuralModule.cpp.

References m_lpOrganism.

Simulator * AnimatSim::Behavior::NeuralModule::GetSimulator ( )
virtual

Gets the simulator.

Author
dcofer
Date
2/24/2011
Returns
returns the simulator.

Reimplemented from AnimatSim::AnimatBase.

Definition at line 132 of file NeuralModule.cpp.

References AnimatSim::AnimatBase::m_lpSim.

Referenced by IntegrateFireSim::IntegrateFireNeuralModule::LoadInternal(), and IntegrateFireSim::IntegrateFireNeuralModule::RemoveSynapseType().

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void AnimatSim::Behavior::NeuralModule::Initialize ( )
virtual

Initializes this object.

After an object is loaded in it must be initialized before it can be used. This allows the object to retrieve any pointers or setup memory that it will need during execution. Each object is responsible for initializing any of its child objects, so you simply need to call this method on the containing class to init all child objects. It also calls VerifySystemPointers to make sure that the system pointers have been setup correctly.

Author
dcofer
Date
3/1/2011

Reimplemented from AnimatSim::AnimatBase.

Reimplemented in IntegrateFireSim::IntegrateFireNeuralModule, AnimatCarlSim::CsNeuralModule, FiringRateSim::FiringRateModule, and AnimatSim::Behavior::PhysicsNeuralModule.

Definition at line 226 of file NeuralModule.cpp.

References m_aryExternalSynapses, m_fltTimeStep, and TimeStep().

Referenced by AnimatSim::Behavior::NervousSystem::AddNeuralModule(), AnimatSim::Behavior::PhysicsNeuralModule::Initialize(), and AnimatSim::Behavior::NervousSystem::Initialize().

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AnimatSim::Link * AnimatSim::Behavior::NeuralModule::LoadExternalSynapse ( CStdXml oXml)
protectedvirtual

Loads an external synapse.

Author
dcofer
Date
3/29/2011
Parameters
[in,out]oXmlThe xml to load.
Returns
Pointer to the created synapse.

Definition at line 419 of file NeuralModule.cpp.

References AnimatSim::Simulator::CreateObject(), StdUtils::CStdXml::GetChildString(), StdUtils::CStdXml::IntoElem(), AnimatSim::AnimatBase::Load(), AnimatSim::AnimatBase::m_lpSim, AnimatSim::AnimatBase::m_lpStructure, StdUtils::CStdXml::OutOfElem(), and AnimatSim::Link::SetSystemPointers().

Referenced by AddExternalSynapse(), and LoadExternalSynapses().

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void AnimatSim::Behavior::NeuralModule::LoadExternalSynapses ( CStdXml oXml)
protectedvirtual

Loads external synapses.

Author
dcofer
Date
10/15/2014
Parameters
[in,out]oXmlThe xml to load.
Returns
Pointer to the created synapse.

Definition at line 389 of file NeuralModule.cpp.

References StdUtils::CStdXml::FindChildByIndex(), StdUtils::CStdXml::FindChildElement(), StdUtils::CStdXml::IntoChildElement(), LoadExternalSynapse(), StdUtils::CStdXml::NumberOfChildren(), and StdUtils::CStdXml::OutOfElem().

Referenced by FiringRateSim::FiringRateModule::LoadNetworkXml().

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virtual std::string AnimatSim::Behavior::NeuralModule::ModuleName ( )
pure virtual

Gets the module name.

Author
dcofer
Date
3/18/2011
Returns
Module name.

Implemented in IntegrateFireSim::IntegrateFireNeuralModule, AnimatCarlSim::CsNeuralModule, FiringRateSim::FiringRateModule, and AnimatSim::Behavior::PhysicsNeuralModule.

Referenced by AnimatSim::Behavior::NervousSystem::AddNeuralModule().

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bool AnimatSim::Behavior::NeuralModule::NeedToStep ( bool  bIncrement)
virtual

Tells whether this NeuralModule needs to call StepSimulation.

This is determined by the m_iTimeStepInterval. We only step on some whole number interval of the physics time step.

Author
dcofer
Date
3/18/2011
Returns
true if it succeeds, false if it fails.

Definition at line 250 of file NeuralModule.cpp.

References m_iTimeStepCount, and m_iTimeStepInterval.

void AnimatSim::Behavior::NeuralModule::RemoveExternalSynapse ( std::string  strID,
bool  bThrowError = true 
)
virtual

Removes the synapse by the GUID ID.

Author
dcofer
Date
3/29/2011
Parameters
strIDGUID ID for the synapse to remove.
bThrowErrortrue to throw error if synaspe not found.

Definition at line 347 of file NeuralModule.cpp.

References FindExternalSynapseListPos(), and m_aryExternalSynapses.

Referenced by IntegrateFireSim::IntegrateFireNeuralModule::RemoveItem().

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virtual void AnimatSim::Behavior::NeuralModule::RemoveSourceAdapter ( Adapter *  lpAdapter)
virtual

Removes a source adapter.

This removes the specified adapter from this module.

Author
dcofer
Date
3/18/2011
Parameters
[in,out]lpAdapterPointer to an adapter.
virtual void AnimatSim::Behavior::NeuralModule::RemoveTargetAdapter ( Adapter *  lpAdapter)
virtual

Removes a target adapter.

This removes the specified adapter from this module.

Author
dcofer
Date
3/18/2011
Parameters
[in,out]lpAdapterPointer to an adapter.
void AnimatSim::Behavior::NeuralModule::ResetSimulation ( )
virtual

Resets the simulation back to time 0.

This method calls the ResetSimulation method on all subitems in order to reset the simulation back to the beginning.

Author
dcofer
Date
3/1/2011

Reimplemented from AnimatSim::AnimatBase.

Reimplemented in IntegrateFireSim::IntegrateFireNeuralModule, AnimatCarlSim::CsNeuralModule, FiringRateSim::FiringRateModule, and AnimatSim::Behavior::PhysicsNeuralModule.

Definition at line 486 of file NeuralModule.cpp.

References m_aryExternalSynapses.

Referenced by AnimatSim::Behavior::NervousSystem::ResetSimulation().

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virtual void AnimatSim::Behavior::NeuralModule::SetSystemPointers ( Simulator lpSim,
Structure *  lpStructure,
NeuralModule lpModule,
Node lpNode,
bool  bVerify 
)
virtual

Sets the system pointers.

There are a number of system pointers that are needed for use in the objects. The primariy one being a pointer to the simulation object itself so that you can get global parameters like the scale units and so on. However, each object may need other types of pointers as well, for example neurons need to have a pointer to their parent structure/organism, and to the NeuralModule they reside within. So different types of objects will need different sets of system pointers. We call this method to set the pointers just after creation and before Load is called. We then call VerifySystemPointers here, during Load and during Initialize in order to ensure that the correct pointers have been set for each type of objects. These pointers can then be safely used throughout the rest of the system.

Author
dcofer
Date
3/2/2011
Parameters
[in,out]lpSimThe pointer to a simulation.
[in,out]lpStructureThe pointer to the parent structure.
[in,out]lpModuleThe pointer to the parent module module.
[in,out]lpNodeThe pointer to the parent node.
bVerifytrue to call VerifySystemPointers.

Referenced by AnimatSim::Behavior::NervousSystem::LoadNeuralModule().

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void AnimatSim::Behavior::NeuralModule::StepAdapters ( )
virtual

Step adapters.

Author
dcofer
Date
2/25/2012

Definition at line 500 of file NeuralModule.cpp.

References AnimatSim::AnimatBase::Enabled(), m_aryTargetAdapters, and m_iTargetAdapterCount.

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void AnimatSim::Behavior::NeuralModule::StepSimulation ( )
virtual

Step the simulation for this object.

This is called on an object each time it is stepped in the simulation. this is where its simulation code is processed. However, StepSimulation is not necessarily called every single time that the simulation as a whole is stepped. A good example of this is that neural modules can have different integration time steps. So a firing rate module may have a DT of 0.5 ms, while an integrate and fire model may have one of 0.1 ms. So the firing rate module would only get its StepSimulation method called every 5th time that the other module was called. This is all handed in the StepSimulation method of the Simulator and NervousSystem.

Author
dcofer
Date
3/1/2011

Reimplemented from AnimatSim::AnimatBase.

Reimplemented in IntegrateFireSim::IntegrateFireNeuralModule, AnimatCarlSim::CsNeuralModule, and FiringRateSim::FiringRateModule.

Definition at line 493 of file NeuralModule.cpp.

References m_aryExternalSynapses.

void AnimatSim::Behavior::NeuralModule::TimeStep ( float  fltVal)
virtual

Sets the Time step for this moudle in time units.

This method calculates the required m_iTimeStepInterval.

Author
dcofer
Date
3/18/2011
Parameters
fltValThe flt value.

Reimplemented in IntegrateFireSim::IntegrateFireNeuralModule, and AnimatSim::Behavior::PhysicsNeuralModule.

Definition at line 203 of file NeuralModule.cpp.

References m_fltTimeStep, m_iTimeStepInterval, AnimatSim::AnimatBase::m_lpSim, StdUtils::Std_IsAboveMin(), AnimatSim::Simulator::TimeStep(), and TimeStepInterval().

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short AnimatSim::Behavior::NeuralModule::TimeStepInterval ( )
virtual

Gets the time step interval.

The m_iTimeStepInterval is the number of time slices between that this module must wait before stepping again.

Author
dcofer
Date
2/24/2011
Returns
.

Definition at line 159 of file NeuralModule.cpp.

References m_iTimeStepInterval.

Referenced by TimeStep().

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void AnimatSim::Behavior::NeuralModule::TimeStepInterval ( short  iVal)
virtual

Sets ime step interval.

Author
dcofer
Date
2/24/2011
Parameters
iValNew time step interval.
Exceptions
newvalue must be greater than zero.

Definition at line 174 of file NeuralModule.cpp.

References m_iTimeStepInterval, and StdUtils::Std_IsAboveMin().

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void AnimatSim::Behavior::NeuralModule::VerifySystemPointers ( )
virtual

Verify that system pointers have been set correctly.

The system pointers should be set just after an object is created. However, if for some reason it was not then this could cause read/write memory access errors later on because we would be using NULL pointers. This method is called during SetSystemPointers, Load, and Initialize to verify that the pointers for that type of object have been set correctly. We are calling three different places to ensure that it is checked before use. For example, if you are doing a Load call then you want to check it before attempting the load, but there may be an object that does not Load, but only does Initialize. So we need to check it there as well.

Author
dcofer
Date
3/4/2011

Reimplemented from AnimatSim::AnimatBase.

Definition at line 464 of file NeuralModule.cpp.

References m_lpOrganism, AnimatSim::AnimatBase::m_lpStructure, AnimatSim::AnimatBase::m_strName, and AnimatSim::AnimatBase::VerifySystemPointers().

Referenced by IntegrateFireSim::IntegrateFireNeuralModule::LoadInternal().

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Member Data Documentation

short AnimatSim::Behavior::NeuralModule::m_iTimeStepInterval
protected

Zero-based integer index of the time step interval. This is the number of time slices between that this module must wait before stepping again.

Definition at line 37 of file NeuralModule.h.

Referenced by NeedToStep(), NeuralModule(), TimeStep(), and TimeStepInterval().


The documentation for this class was generated from the following files: