Class DoubleGrid2D

java.lang.Object
sim.field.grid.AbstractGrid2D
sim.field.grid.DoubleGrid2D
All Implemented Interfaces:
Serializable, Grid2D

public class DoubleGrid2D extends AbstractGrid2D
A wrapper for 2D arrays of doubles.

This object expects that the 2D arrays are rectangular. You are encouraged to access the array directly. The object implements all of the Grid2D interface. See Grid2D for rules on how to properly implement toroidal or hexagonal grids.

The width and height of the object are provided to avoid having to say field[x].length, etc.

See Also:
  • Field Details

    • field

      public double[][] field
  • Constructor Details

    • DoubleGrid2D

      public DoubleGrid2D(int width, int height)
    • DoubleGrid2D

      public DoubleGrid2D(int width, int height, double initialValue)
    • DoubleGrid2D

      public DoubleGrid2D(DoubleGrid2D values)
    • DoubleGrid2D

      public DoubleGrid2D(double[][] values)
  • Method Details

    • getField

      public double[][] getField()
    • reshape

      public void reshape(int width, int height)
      Description copied from interface: Grid2D
      Entirely wipes the grid and reshapes it into a different sized rectangle. You should generally not call this: it's used for exotic purposes such as in Distributed MASON.
      Specified by:
      reshape in interface Grid2D
      Overrides:
      reshape in class AbstractGrid2D
    • set

      public final void set(int x, int y, double val)
      Sets location (x,y) to val
    • get

      public final double get(int x, int y)
      Returns the element at location (x,y)
    • setTo

      public final DoubleGrid2D setTo(double thisMuch)
      Sets all the locations in the grid the provided element
    • setTo

      public DoubleGrid2D setTo(double[][] field)
      Sets the grid to a copy of the provided array, which must be rectangular.
    • setTo

      public final DoubleGrid2D setTo(DoubleGrid2D values)
      Changes the dimensions of the grid to be the same as the one provided, then sets all the locations in the grid to the elements at the quivalent locations in the provided grid.
    • toArray

      public final double[] toArray()
      Flattens the grid to a one-dimensional array, storing the elements in row-major order,including duplicates and null values. Returns the grid.
    • max

      public final double max()
      Returns the maximum value stored in the grid
    • min

      public final double min()
      Returns the minimum value stored in the grid
    • mean

      public final double mean()
      Returns the mean value stored in the grid
    • upperBound

      public final DoubleGrid2D upperBound(double toNoMoreThanThisMuch)
      Thresholds the grid so that values greater to toNoMoreThanThisMuch are changed to toNoMoreThanThisMuch. Returns the modified grid.
    • lowerBound

      public final DoubleGrid2D lowerBound(double toNoLowerThanThisMuch)
      Thresholds the grid so that values smaller than toNoLowerThanThisMuch are changed to toNoLowerThanThisMuch Returns the modified grid.
    • add

      public final DoubleGrid2D add(double withThisMuch)
      Sets each value in the grid to that value added to withThisMuch Returns the modified grid.
    • add

      public final DoubleGrid2D add(IntGrid2D withThis)
      Sets the value at each location in the grid to that value added to the value at the equivalent location in the provided grid. Returns the modified grid.
    • add

      public final DoubleGrid2D add(DoubleGrid2D withThis)
      Sets the value at each location in the grid to that value added to the value at the equivalent location in the provided grid. Returns the modified grid.
    • multiply

      public final DoubleGrid2D multiply(double byThisMuch)
      Sets each value in the grid to that value multiplied byThisMuch Returns the modified grid.
    • multiply

      public final DoubleGrid2D multiply(IntGrid2D withThis)
      Sets the value at each location in the grid to that value multiplied by to the value at the equivalent location in the provided grid. Returns the modified grid.
    • multiply

      public final DoubleGrid2D multiply(DoubleGrid2D withThis)
      Sets the value at each location in the grid to that value multiplied by to the value at the equivalent location in the provided grid. Returns the modified grid.
    • floor

      public final DoubleGrid2D floor()
      Sets each value in the grid to floor(value). Returns the modified grid.
    • ceiling

      public final DoubleGrid2D ceiling()
      Sets each value in the grid to ceil(value). Returns the modified grid.
    • truncate

      public final DoubleGrid2D truncate()
      Eliminates the decimal portion of each value in the grid (rounds towards zero). Returns the modified grid.
    • rint

      public final DoubleGrid2D rint()
      Sets each value in the grid to rint(value). That is, each value is rounded to the closest integer value. If two integers are the same distance, the value is rounded to the even integer. Returns the modified grid.
    • replaceAll

      public final void replaceAll(double from, double to)
      Replace instances of one value to another.
      Parameters:
      from - any element that matches this value will be replaced
      to - with this value
    • getNeighborsMaxDistance

      public void getNeighborsMaxDistance(int x, int y, int dist, boolean toroidal, DoubleBag result, IntBag xPos, IntBag yPos)
      Deprecated.
      Gets all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y) ) invalid input: '<'= dist, This region forms a square 2*dist+1 cells across, centered at (X,Y). If dist==1, this is equivalent to the so-called "Moore Neighborhood" (the eight neighbors surrounding (X,Y)), plus (X,Y) itself. Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first.

      Then places into the result DoubleBag any Objects which fall on one of these invalid input: '<'x,y> locations, clearning it first. Note that the order and size of the result DoubleBag may not correspond to the X and Y bags. If you want all three bags to correspond (x, y, object) then use getNeighborsAndCorrespondingPositionsMaxDistance(...) Returns the result DoubleBag. null may be passed in for the various bags, though it is more efficient to pass in a 'scratch bag' for each one.

      This function may only run in two modes: toroidal or bounded. Unbounded lookup is not permitted, and so this function is deprecated: instead you should use the other version of this function which has more functionality. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0) to (width, height), that is, the width and height of the grid. if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

      The origin -- that is, the (x,y) point at the center of the neighborhood -- is always included in the results.

      This function is equivalent to: getNeighborsMaxDistance(x,y,dist,toroidal ? Grid2D.TOROIDAL : Grid2D.BOUNDED, true, result, xPos, yPos);

    • getMooreNeighbors

      public DoubleBag getMooreNeighbors(int x, int y, int dist, int mode, boolean includeOrigin, DoubleBag result, IntBag xPos, IntBag yPos)
      Gets all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y) ) invalid input: '<'= dist, This region forms a square 2*dist+1 cells across, centered at (X,Y). If dist==1, this is equivalent to the so-called "Moore Neighborhood" (the eight neighbors surrounding (X,Y)), plus (X,Y) itself. Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first.

      Then places into the result DoubleBag any Objects which fall on one of these invalid input: '<'x,y> locations, clearning it first. Note that the order and size of the result DoubleBag may not correspond to the X and Y bags. If you want all three bags to correspond (x, y, object) then use getNeighborsAndCorrespondingPositionsMaxDistance(...) Returns the result DoubleBag. null may be passed in for the various bags, though it is more efficient to pass in a 'scratch bag' for each one.

      This function may be run in one of three modes: Grid2D.BOUNDED, Grid2D.UNBOUNDED, and Grid2D.TOROIDAL. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0) to (width, height), that is, the width and height of the grid. If "unbounded", then the neighbors are not so restricted. Note that unbounded neighborhood lookup only makes sense if your grid allows locations to actually be outside this box. For example, SparseGrid2D permits this but ObjectGrid2D and DoubleGrid2D and IntGrid2D and DenseGrid2D do not. Finally if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

      You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results.

    • getNeighborsHamiltonianDistance

      public void getNeighborsHamiltonianDistance(int x, int y, int dist, boolean toroidal, DoubleBag result, IntBag xPos, IntBag yPos)
      Deprecated.
      Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) invalid input: '<'= dist. This region forms a diamond 2*dist+1 cells from point to opposite point inclusive, centered at (X,Y). If dist==1 this is equivalent to the so-called "Von-Neumann Neighborhood" (the four neighbors above, below, left, and right of (X,Y)), plus (X,Y) itself.

      Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first. Then places into the result DoubleBag any Objects which fall on one of these invalid input: '<'x,y> locations, clearning it first. Note that the order and size of the result DoubleBag may not correspond to the X and Y bags. If you want all three bags to correspond (x, y, object) then use getNeighborsAndCorrespondingPositionsHamiltonianDistance(...) Returns the result DoubleBag (constructing one if null had been passed in). null may be passed in for the various bags, though it is more efficient to pass in a 'scratch bag' for each one.

      This function may only run in two modes: toroidal or bounded. Unbounded lookup is not permitted, and so this function is deprecated: instead you should use the other version of this function which has more functionality. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0) to (width, height), that is, the width and height of the grid. if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

      The origin -- that is, the (x,y) point at the center of the neighborhood -- is always included in the results.

      This function is equivalent to: getNeighborsHamiltonianDistance(x,y,dist,toroidal ? Grid2D.TOROIDAL : Grid2D.BOUNDED, true, result, xPos, yPos);

    • getVonNeumannNeighbors

      public DoubleBag getVonNeumannNeighbors(int x, int y, int dist, int mode, boolean includeOrigin, DoubleBag result, IntBag xPos, IntBag yPos)
      Gets all neighbors of a location that satisfy abs(x-X) + abs(y-Y) invalid input: '<'= dist. This region forms a diamond 2*dist+1 cells from point to opposite point inclusive, centered at (X,Y). If dist==1 this is equivalent to the so-called "Von-Neumann Neighborhood" (the four neighbors above, below, left, and right of (X,Y)), plus (X,Y) itself.

      Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first. Then places into the result DoubleBag any Objects which fall on one of these invalid input: '<'x,y> locations, clearning it first. Note that the order and size of the result DoubleBag may not correspond to the X and Y bags. If you want all three bags to correspond (x, y, object) then use getNeighborsAndCorrespondingPositionsHamiltonianDistance(...) Returns the result DoubleBag (constructing one if null had been passed in). null may be passed in for the various bags, though it is more efficient to pass in a 'scratch bag' for each one.

      This function may be run in one of three modes: Grid2D.BOUNDED, Grid2D.UNBOUNDED, and Grid2D.TOROIDAL. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0) to (width, height), that is, the width and height of the grid. If "unbounded", then the neighbors are not so restricted. Note that unbounded neighborhood lookup only makes sense if your grid allows locations to actually be outside this box. For example, SparseGrid2D permits this but ObjectGrid2D and DoubleGrid2D and IntGrid2D and DenseGrid2D do not. Finally if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

      You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results.

    • getNeighborsHexagonalDistance

      public void getNeighborsHexagonalDistance(int x, int y, int dist, boolean toroidal, DoubleBag result, IntBag xPos, IntBag yPos)
      Deprecated.
      Gets all neighbors located within the hexagon centered at (X,Y) and 2*dist+1 cells from point to opposite point inclusive. If dist==1, this is equivalent to the six neighbors immediately surrounding (X,Y), plus (X,Y) itself.

      Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first. Then places into the result DoubleBag any Objects which fall on one of these invalid input: '<'x,y> locations, clearning it first. Note that the order and size of the result DoubleBag may not correspond to the X and Y bags. If you want all three bags to correspond (x, y, object) then use getNeighborsAndCorrespondingPositionsHamiltonianDistance(...) Returns the result DoubleBag (constructing one if null had been passed in). null may be passed in for the various bags, though it is more efficient to pass in a 'scratch bag' for each one.

      This function may only run in two modes: toroidal or bounded. Unbounded lookup is not permitted, and so this function is deprecated: instead you should use the other version of this function which has more functionality. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0) to (width, height), that is, the width and height of the grid. if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

      The origin -- that is, the (x,y) point at the center of the neighborhood -- is always included in the results.

      This function is equivalent to: getNeighborsHexagonalDistance(x,y,dist,toroidal ? Grid2D.TOROIDAL : Grid2D.BOUNDED, true, result, xPos, yPos);

    • getHexagonalNeighbors

      public DoubleBag getHexagonalNeighbors(int x, int y, int dist, int mode, boolean includeOrigin, DoubleBag result, IntBag xPos, IntBag yPos)
      Gets all neighbors located within the hexagon centered at (X,Y) and 2*dist+1 cells from point to opposite point inclusive. If dist==1, this is equivalent to the six neighbors immediately surrounding (X,Y), plus (X,Y) itself.

      Places each x and y value of these locations in the provided IntBags xPos and yPos, clearing the bags first. Then places into the result DoubleBag any Objects which fall on one of these invalid input: '<'x,y> locations, clearning it first. Note that the order and size of the result DoubleBag may not correspond to the X and Y bags. If you want all three bags to correspond (x, y, object) then use getNeighborsAndCorrespondingPositionsHamiltonianDistance(...) Returns the result DoubleBag (constructing one if null had been passed in). null may be passed in for the various bags, though it is more efficient to pass in a 'scratch bag' for each one.

      This function may be run in one of three modes: Grid2D.BOUNDED, Grid2D.UNBOUNDED, and Grid2D.TOROIDAL. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0) to (width, height), that is, the width and height of the grid. If "unbounded", then the neighbors are not so restricted. Note that unbounded neighborhood lookup only makes sense if your grid allows locations to actually be outside this box. For example, SparseGrid2D permits this but ObjectGrid2D and DoubleGrid2D and IntGrid2D and DenseGrid2D do not. Finally if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

      You can also opt to include the origin -- that is, the (x,y) point at the center of the neighborhood -- in the neighborhood results.

    • getRadialNeighbors

      public DoubleBag getRadialNeighbors(int x, int y, double dist, int mode, boolean includeOrigin, DoubleBag result, IntBag xPos, IntBag yPos)
    • getRadialNeighbors

      public DoubleBag getRadialNeighbors(int x, int y, double dist, int mode, boolean includeOrigin, int measurementRule, boolean closed, DoubleBag result, IntBag xPos, IntBag yPos)
    • getMooreNeighbors

      public DoubleBag getMooreNeighbors(int x, int y, int dist, int mode, boolean includeOrigin)
      Determines all neighbors of a location that satisfy max( abs(x-X) , abs(y-Y) ) invalid input: '<'= dist. This region forms a square 2*dist+1 cells across, centered at (X,Y). If dist==1, this is equivalent to the so-called "Moore Neighborhood" (the eight neighbors surrounding (X,Y)), plus (X,Y) itself.

      Then returns, as a Bag, any Objects which fall on one of these invalid input: '<'x,y> locations.

      This function may be run in one of three modes: Grid2D.BOUNDED, Grid2D.UNBOUNDED, and Grid2D.TOROIDAL. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0) to (width, height), that is, the width and height of the grid. If "unbounded", then the neighbors are not so restricted. Note that unbounded neighborhood lookup only makes sense if your grid allows locations to actually be outside this box. For example, SparseGrid2D permits this but ObjectGrid2D and DoubleGrid2D and IntGrid2D and DenseGrid2D do not. Finally if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

    • getVonNeumannNeighbors

      public DoubleBag getVonNeumannNeighbors(int x, int y, int dist, int mode, boolean includeOrigin)
      Determines all neighbors of a location that satisfy abs(x-X) + abs(y-Y) invalid input: '<'= dist. This region forms a diamond 2*dist+1 cells from point to opposite point inclusive, centered at (X,Y). If dist==1 this is equivalent to the so-called "Von-Neumann Neighborhood" (the four neighbors above, below, left, and right of (X,Y)), plus (X,Y) itself.

      Then returns, as a Bag, any Objects which fall on one of these invalid input: '<'x,y> locations.

      This function may be run in one of three modes: Grid2D.BOUNDED, Grid2D.UNBOUNDED, and Grid2D.TOROIDAL. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0) to (width, height), that is, the width and height of the grid. If "unbounded", then the neighbors are not so restricted. Note that unbounded neighborhood lookup only makes sense if your grid allows locations to actually be outside this box. For example, SparseGrid2D permits this but ObjectGrid2D and DoubleGrid2D and IntGrid2D and DenseGrid2D do not. Finally if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

    • getHexagonalNeighbors

      public DoubleBag getHexagonalNeighbors(int x, int y, int dist, int mode, boolean includeOrigin)
      Determines all locations located within the hexagon centered at (X,Y) and 2*dist+1 cells from point to opposite point inclusive. If dist==1, this is equivalent to the six neighboring locations immediately surrounding (X,Y), plus (X,Y) itself.

      Then returns, as a Bag, any Objects which fall on one of these invalid input: '<'x,y> locations.

      This function may be run in one of three modes: Grid2D.BOUNDED, Grid2D.UNBOUNDED, and Grid2D.TOROIDAL. If "bounded", then the neighbors are restricted to be only those which lie within the box ranging from (0,0) to (width, height), that is, the width and height of the grid. If "unbounded", then the neighbors are not so restricted. Note that unbounded neighborhood lookup only makes sense if your grid allows locations to actually be outside this box. For example, SparseGrid2D permits this but ObjectGrid2D and DoubleGrid2D and IntGrid2D and DenseGrid2D do not. Finally if "toroidal", then the environment is assumed to be toroidal, that is, wrap-around, and neighbors are computed in this fashion. Toroidal locations will not appear multiple times: specifically, if the neighborhood distance is so large that it wraps completely around the width or height of the box, neighbors will not be counted multiple times. Note that to ensure this, subclasses may need to resort to expensive duplicate removal, so it's not suggested you use so unreasonably large distances.

    • getRadialNeighbors

      public DoubleBag getRadialNeighbors(int x, int y, double dist, int mode, boolean includeOrigin)