Package ec.breed

Class RepeatPipeline

All Implemented Interfaces:
Prototype, Setup, SteadyStateBSourceForm, RandomChoiceChooserD, Serializable, Cloneable

public class RepeatPipeline extends BreedingPipeline
RepeatPipeline is a BreedingPipeline which, after prepareToProduce() is called, produces a single individual from its single source, then repeatedly clones that child to fulfill requests to produce().

Number of Sources
1

Default Base
breed.repeat

See Also:
  • Field Details

  • Constructor Details

    • RepeatPipeline

      public RepeatPipeline()
  • Method Details

    • defaultBase

      public Parameter defaultBase()
      Description copied from interface: Prototype
      Returns the default base for this prototype. This should generally be implemented by building off of the static base() method on the DefaultsForm object for the prototype's package. This should be callable during setup(...).
    • numSources

      public int numSources()
      Description copied from class: BreedingPipeline
      Returns the number of sources to this pipeline. Called during BreedingPipeline's setup. Be sure to return a value > 0, or DYNAMIC_SOURCES which indicates that setup should check the parameter file for the parameter "num-sources" to make its determination.
      Specified by:
      numSources in class BreedingPipeline
    • setup

      public void setup(EvolutionState state, Parameter base)
      Description copied from class: BreedingSource
      Sets up the BreedingPipeline. You can use state.output.error here because the top-level caller promises to call exitIfErrors() after calling setup. Note that probability might get modified again by an external source if it doesn't normalize right.

      The most common modification is to normalize it with some other set of probabilities, then set all of them up in increasing summation; this allows the use of the fast static BreedingSource-picking utility method, BreedingSource.pickRandom(...). In order to use this method, for example, if four breeding source probabilities are {0.3, 0.2, 0.1, 0.4}, then they should get normalized and summed by the outside owners as: {0.3, 0.5, 0.6, 1.0}.

      Specified by:
      setup in interface Prototype
      Specified by:
      setup in interface Setup
      Overrides:
      setup in class BreedingPipeline
      See Also:
    • prepareToProduce

      public void prepareToProduce(EvolutionState state, int subpopulation, int thread)
      Description copied from class: BreedingSource
      Called before produce(...), usually once a generation, or maybe only once if you're doing steady-state evolution, to let the breeding source "warm up" prior to producing. Individuals should be produced from old individuals in positions [start...start+length] in the subpopulation only. May be called again to reset the BreedingSource for a whole 'nuther subpopulation.
      Overrides:
      prepareToProduce in class BreedingPipeline
    • produce

      public int produce(int min, int max, int subpopulation, ArrayList<Individual> inds, EvolutionState state, int thread, HashMap<String,Object> misc)
      Description copied from class: BreedingSource
      Produces n individuals from the given subpopulation and puts them into inds[start...start+n-1], where n = Min(Max(q,min),max), where q is the "typical" number of individuals the BreedingSource produces in one shot, and returns n. max must be >= min, and min must be >= 1. For example, crossover might typically produce two individuals, tournament selection might typically produce a single individual, etc.
      Specified by:
      produce in class BreedingSource