AnimatLab  2
Test
AnimatSim::Robotics::PulsedLinkage Class Reference
+ Inheritance diagram for AnimatSim::Robotics::PulsedLinkage:
+ Collaboration diagram for AnimatSim::Robotics::PulsedLinkage:

Public Member Functions

virtual float * GetDataPointer (const std::string &strDataType)
 Returns a float pointer to a data item of interest in this object. More...
 
virtual void Load (CStdXml &oXml)
 
virtual void MatchOnChange (bool bVal)
 
virtual bool MatchOnChange ()
 
virtual void MatchValue (int iVal)
 
virtual int MatchValue ()
 
virtual void PulseCurrent (float fltVal)
 
virtual float PulseCurrent ()
 
virtual void PulseDuration (float fltVal)
 
virtual float PulseDuration ()
 
virtual void QueryProperties (CStdPtrArray< TypeProperty > &aryProperties)
 Queries this object for a list of properties that can be changed using SetData. More...
 
virtual void ResetSimulation ()
 Resets the simulation back to time 0. 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 void StepIO ()
 This method is called from within the IO thread. It calls StepIO for each part. More...
 
virtual void StepSimulation ()
 Step the simulation for this object. More...
 
- Public Member Functions inherited from AnimatSim::Robotics::RemoteControlLinkage
virtual float AppliedValue ()
 
virtual void AppliedValue (float fltVal)
 
virtual void Initialize ()
 Initializes this object. More...
 
virtual bool InLink ()
 Gets the inlink value. More...
 
virtual void InLink (bool bVal)
 Sets the inlink property. More...
 
virtual void ParentRemoteControl (RemoteControl *lpParent)
 
virtual RemoteControlParentRemoteControl ()
 
virtual int PropertyID ()
 
virtual void PropertyID (int iID, bool bCreateDataTypes=true)
 
virtual std::string PropertyName ()
 Gets the property name. More...
 
virtual void PropertyName (std::string strName)
 Sets the property name. More...
 
virtual void SetupIO ()
 This method is called after all connections to whatever control board have been made. It calls each parts SetupIO method. For example, We connect to a Firmata microcontroller like an Arduino, and then do a setup that could take some time. We should not attempt to setup any of the pins until after the board itself has been setup. After that we need to loop through and setup all the parts. More...
 
virtual void ShutdownIO ()
 This method is called just before the IO thread is closed down. It gives the IO objects a chance to do any required cleanup. More...
 
virtual std::string SourceDataTypeID ()
 Gets the target data type. More...
 
virtual void SourceDataTypeID (std::string strTypeID)
 Sets the target data type. More...
 
virtual std::string SourceID ()
 Gets the source ID. More...
 
virtual void SourceID (std::string strID)
 Sets the source ID. More...
 
virtual std::string TargetDataTypeID ()
 Gets the target data type. More...
 
virtual void TargetDataTypeID (std::string strTypeID)
 Sets the target data type. More...
 
virtual std::string TargetID ()
 Gets the target ID. More...
 
virtual void TargetID (std::string strID)
 Sets the target ID. 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 SimulatorGetSimulator ()
 Gets the simulator pointer. 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 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 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 VerifySystemPointers ()
 Verify that system pointers have been set correctly. More...
 
virtual void VisualSelectionModeChanged (int iNewMode)
 Visual selection mode changed. More...
 

Static Public Member Functions

static PulsedLinkageCastToDerived (AnimatBase *lpBase)
 
- Static Public Member Functions inherited from AnimatSim::Robotics::RemoteControlLinkage
static RemoteControlLinkageCastToDerived (AnimatBase *lpBase)
 

Protected Member Functions

virtual float CalculateAppliedValue (float fltData)
 
void CullPulses ()
 
void IncrementMatches ()
 
- Protected Member Functions inherited from AnimatSim::Robotics::RemoteControlLinkage
virtual void ApplyValue (float fltData)
 

Protected Attributes

boost::interprocess::interprocess_mutex m_AccessMatchesMutex
 mutex used to try and access matches variable.
 
CStdArray< float > m_aryPulses
 
bool m_bMatchOnChange
 If true then it will only performa a match check when the value has changed.
 
float m_fltMatchesReport
 Used to report up the number of matches.
 
float m_fltPulseCurrent
 The amount of current to apply for a single pulse.
 
float m_fltPulseDuration
 The duration for which a single pulse should be applied.
 
int m_iMatches
 Counts the number of matches found in StepIO to let the sim know.
 
int m_iMatchValue
 The value we are trying to match in order to apply a pulse.
 
unsigned int m_iPrevValue
 Keeps track of the previous source value for the change check.
 
- Protected Attributes inherited from AnimatSim::Robotics::RemoteControlLinkage
bool m_bInLink
 
float m_fltAppliedValue
 The total value applied during a time step.
 
int m_iPropertyID
 
int m_iTargetDataType
 integer index of the target data type
 
RemoteControlm_lpParentRemoteControl
 Pointer tho the parent remote control.
 
AnimatBasem_lpSource
 Source object we are inserting from.
 
float * m_lpSourceData
 Pointer to the source data variable.
 
AnimatBasem_lpTarget
 Target object we are inserting into.
 
float * m_lpTargetData
 Pointer to the external value of the linked target.
 
std::string m_strPropertyName
 Name of the property that will be used for the data type if required.
 
std::string m_strSourceDataTypeID
 ID of the source data type. This is only used during loading.
 
std::string m_strSourceID
 ID of the source. This is only used during loading.
 
std::string m_strTargetDataTypeID
 ID of the target data type. This is only used during loading.
 
std::string m_strTargetID
 ID of the target. This is only used during loading.
 
- 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..
 

Additional Inherited Members

- Public Attributes inherited from AnimatSim::Robotics::RemoteControlLinkage
RemoteControlData m_Data
 This is a set of data that is associated with this linkage.
 

Detailed Description

Definition at line 9 of file PulsedLinkage.h.

Member Function Documentation

float * AnimatSim::Robotics::PulsedLinkage::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::Robotics::RemoteControlLinkage.

Definition at line 93 of file PulsedLinkage.cpp.

References AnimatSim::Robotics::RemoteControlLinkage::GetDataPointer(), m_fltMatchesReport, and StdUtils::Std_CheckString().

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void AnimatSim::Robotics::PulsedLinkage::QueryProperties ( CStdPtrArray< TypeProperty > &  aryProperties)
virtual

Queries this object for a list of properties that can be changed using SetData.

The method provides a list of the properties that can be set using the SetData method. It gives the property name and the type of data that should be passed to it. Valid date types are Boolean, Float, Integer, and Xml.

Author
dcofer
Date
2/22/2011
Parameters
aryNamesArray list of the property names.
strTypesArray list of the type that is associated with the cooresponding name in the list.
Returns
Nothing.

Reimplemented from AnimatSim::Robotics::RemoteControlLinkage.

Definition at line 138 of file PulsedLinkage.cpp.

References AnimatSim::Robotics::RemoteControlLinkage::QueryProperties().

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void AnimatSim::Robotics::PulsedLinkage::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::Robotics::RemoteControlLinkage.

Definition at line 151 of file PulsedLinkage.cpp.

References m_aryPulses, m_iMatches, and AnimatSim::Robotics::RemoteControlLinkage::ResetSimulation().

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bool AnimatSim::Robotics::PulsedLinkage::SetData ( const std::string &  strDataType,
const std::string &  strValue,
bool  bThrowError = true 
)
virtual

Set a variable based on a string data type name.

This is a generic method that can be used to set any variable in an AnimatBase object by specifying the name of the variable and a string representation of that data. The GUI uses this method to set data into variables in the simulation when the user changes them in the UI. The value string can be as simple as a float or int, or as complex as an xml packet. It is the developers responsibilty to know what type of data is needed and to process it accordingly.

Author
dcofer
Date
2/22/2011
Parameters
strDataTypestring name of the data type to set.
strValueThe string value of the data. It is up to the developer to determine what this should be. For example, in most cases it is simply a float and you just have to convert it to a float and make the appropriate mutator method call. However, it can be any type of string, including an entire xml packet. It is the developers responsibility to know how to set and process the data as required.
bThrowErrortrue to throw error if there is a problem. If false then it will not return an error, just return false.
Returns
true if it succeeds, false if it fails.

Reimplemented from AnimatSim::Robotics::RemoteControlLinkage.

Definition at line 103 of file PulsedLinkage.cpp.

References AnimatSim::Robotics::RemoteControlLinkage::SetData(), StdUtils::Std_CheckString(), and StdUtils::Std_ToBool().

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void AnimatSim::Robotics::PulsedLinkage::StepIO ( )
virtual

This method is called from within the IO thread. It calls StepIO for each part.

Author
dcofer
Date
5/2/2014

Reimplemented from AnimatSim::Robotics::RemoteControlLinkage.

Definition at line 206 of file PulsedLinkage.cpp.

References AnimatSim::AnimatBase::m_bEnabled, m_bMatchOnChange, m_iMatchValue, m_iPrevValue, AnimatSim::AnimatBase::m_lpSim, AnimatSim::Robotics::RemoteControlLinkage::m_lpSourceData, AnimatSim::Simulator::Paused(), and StdUtils::Std_Sign().

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void AnimatSim::Robotics::PulsedLinkage::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::Robotics::RemoteControlLinkage.

Definition at line 221 of file PulsedLinkage.cpp.

References m_AccessMatchesMutex, m_aryPulses, AnimatSim::AnimatBase::m_bEnabled, m_fltMatchesReport, m_fltPulseDuration, m_iMatches, AnimatSim::Robotics::RemoteControlLinkage::m_lpSourceData, AnimatSim::Robotics::RemoteControlLinkage::m_lpTarget, and AnimatSim::Robotics::RemoteControlLinkage::m_lpTargetData.

Member Data Documentation

CStdArray<float> AnimatSim::Robotics::PulsedLinkage::m_aryPulses
protected

Each time a pulse happens it will add a new element to the array with the value as the pulse duration. At each time step we will loop through these to add the pulse current for each one and subtract the current step duration from the remaining value. Once the value goes below zero then that element will be removed.

Definition at line 42 of file PulsedLinkage.h.

Referenced by ResetSimulation(), and StepSimulation().


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