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## sim.display
Class GUIState

    java.lang.Object
      sim.display.GUIState

public abstract class GUIState
extends java.lang.Object

A wrapper for SimState and Schedule which provides additional functionality for GUI objects. This wrapper extends the functionality of SimState and Schedule through encapsulation, NOT subclassing. Why? Because the general idea is that SimState, and *anything* which hangs off of it, should be serializable out to a checkpoint and not know or care about whether or not it's running under a GUI or running headless.

Displays and Controllers (such as Display2D and the Console) do not care about the SimState, and make precious few calls to the Schedule. Instead, they generally only work with you through the GUIState class.

GUIState has the same start() and finish() methods as SimState, and indeed the default forms of these methods just call start() and finish() on the underlying SimState. Additionally, GUIState has init(Controller) and quit() methods. The init(Controller) method sets up the GUIState to work in an environment controlled by the specified Controller. The quit() method is called to tell the GUIState to shut down and free any of its resources (perhaps the simulation document is being closed in the GUI, or the GUI is quitting).

GUIState also has two methods used by the Controller to specify things about it. In particular, getName() should return an intelligent name for the simulation, and getInfo() should return an HTML description of the simulation.

You can create a global inspector for your model (as opposed to the individual per-object inspectors created by various portrayals). This is done by overriding either getInspector() or getSimulationInspectedObject(). Additionally, override isInspectorVolatile() if your global inspector doesn't have to be constantly, and inefficiently, updated to reflect new model information (perhaps it's just for setting initial values etcc.)

GUIState has a wrapper step() method which in turn calls the Schedule's step(state) method. However, this wrapper provides a hook for objects such as displays to schedule themselves without using the Schedule. This hook is the scheduleImmediate(...) and scheduleImmediateRepeat(...) methods. There is also a reset() method which resets both the immediates and the underlying Schedule.

Last, GUIState has a wrapper function to make it convenient to read in a new SimState from a serialized file: readNewStateFromCheckpoint(). This function checks to see if the serialized file is valid for this simulation. To do this, it calls validSimState(), which is a hook that you should override to return TRUE if the provided state is a valid SimState for your simulation (usually this means that it's the right subclass of SimState for your purposes).

Generally speaking, if you have access to a GUIState, you should use GUIstate methods start(), finish(), step(), reset(), and readNewStateFromCheckpoint() instead of the underlying methods in the SimState and Controller. Otherwise, feel free to use the underlying methods (such as Schedule.time()).

Field Summary
`protected Steppable[]` | `after`
`protected int` | `afterSize`
`protected Steppable[]` | `before`
`protected int` | `beforeSize`
`Controller` | `controller` The controller for the GUIState.
`protected Steppable[]` | `finish`
`protected int` | `finishSize`
`protected Steppable[]` | `start`
`protected int` | `startSize`
`SimState` | `state` The underlying SimState

Constructor Summary
`protected` | `GUIState(SimState state)` You may optionally override this constructor to call `super(state)` but you should be sure to override the no-argument GUIState() constructor as stipulated.

Method Summary
`void` | `finish()` Called either at the proper or a premature end to the simulation.
`java.lang.String` | `getInfo()` Returns an HTML string which gives descriptive information about the system.
`Inspector` | `getInspector()` Returns an Inspector which allows the user to manipulate global model features, or null if no such Inspector is desired.
`java.lang.String` | `getName()` Name of the simulation.
`java.lang.Object` | `getSimulationInspectedObject()` Returns an object with various property methods (getFoo(...), isFoo(...), setFoo(...)) whose properties will be accessible by the user.
`protected Steppable[]` | `increaseSubsteps(Steppable[] substeps)` Roughly doubles the array size, retaining the existing elements
`void` | `init(Controller controller)` Called to initialize (display) windows etc.
`boolean` | `isInspectorVolatile()` Returns true if the inspector (if any) provided in getInspector() or via getSimulationInspectedObject() should be updated at each time tick (as opposed to updated only when the window needs repainting).
`void` | `load(SimState state)` Called by the Console when the user is loading in a new state from a checkpoint.
`void` | `quit()` Called by the Console when the user is quitting the SimState.
`boolean` | `readNewStateFromCheckpoint(java.io.File file)` Loads a new SimState from the provided file.
`void` | `reset(SimState state)` Empties out the schedule and resets it to a pristine state BEFORE_SIMULATION.
`protected void` | `resetQueues()` Don't call this unless you know what you're doing.
`boolean` | `scheduleAtExtreme(Steppable event, boolean atEnd)` Schedules an item to occur when the user starts or stops the simulator, or when it stops on its own accord.
`boolean` | `scheduleImmediate(boolean immediatelyAfter, Steppable event)` Schedules an item to occur (in no particular order) immediately before or immediately after the schedule is stepped on the next time step (not including blank steps).
`Stoppable` | `scheduleImmediateRepeat(boolean immediatelyAfter, Steppable event)` Schedules an item to occur (in no particular order) immediately before or immediately after all future steps the Schedule takes (not including blank steps).
`void` | `start()` Called immediately prior to starting the simulation, or in-between simulation runs.
`boolean` | `step()` Returns FALSE if nothing was stepped -- the schedule is exhausted or time has run out.
`boolean` | `validSimState(SimState state)` This method should be set to return TRUE if state can be validly used -- mostly likely all you need to check is that it's the right class for this simulation.

Methods inherited from class java.lang.Object
`clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

Field Detail

### state

    public SimState state

  The underlying SimState

### controller

    public Controller controller

  The controller for the GUIState. This field may be null if there is no controller or no controller YET

### before

    protected Steppable[] before

### beforeSize

    protected int beforeSize

### after

    protected Steppable[] after

### afterSize

    protected int afterSize

### start

    protected Steppable[] start

### startSize

    protected int startSize

### finish

    protected Steppable[] finish

### finishSize

    protected int finishSize

Constructor Detail

### GUIState

    protected GUIState(SimState state)

  You may optionally override this constructor to call `super(state)` but you should be sure to override the no-argument GUIState() constructor as stipulated.

Method Detail

### getName

    public java.lang.String getName()

  Name of the simulation. Override this to make a nicer name than "foo.bar.baz.Quux Simulation"

### getInfo

    public java.lang.String getInfo()

  Returns an HTML string which gives descriptive information about the system. Override this as you see fit.

### getInspector

    public Inspector getInspector()

  Returns an Inspector which allows the user to manipulate global model features, or null if no such Inspector is desired. The default returns an inspector which wraps around getSimulationInspectedObject(); if getSimulationInspectedObject() returns null, then getInspector() will return null also. Override this as you see fit.

### getSimulationInspectedObject

    public java.lang.Object getSimulationInspectedObject()

  Returns an object with various property methods (getFoo(...), isFoo(...), setFoo(...)) whose properties will be accessible by the user. This gives you an easy way to allow the user to set certain global properties of your model from the GUI. If null is returned (the default), then nothing will be displayed to the user. One trick you should know about your object: it should be public, as well its property methods, and if it's anonymous, it should not introduce any property methods not defined in its superclass. Otherwise Java's reflection API can't access those methods -- they're considered private.

### isInspectorVolatile

    public boolean isInspectorVolatile()

  Returns true if the inspector (if any) provided in getInspector() or via getSimulationInspectedObject() should be updated at each time tick (as opposed to updated only when the window needs repainting). This is important because constant repaints are expensive. By default, this method returns FALSE, which means that the inspector's updateInspector() method is called only when start() was called initially. You should override this to return TRUE if your inspector needs be updated on each schedule tick.

### init

    public void init(Controller controller)

  Called to initialize (display) windows etc. You can use this to set up the windows, then register them with the Controller so it can manage hiding, showing, and moving them. The default version of this method simply calls this.controller=controller;

### start

    public void start()

  Called immediately prior to starting the simulation, or in-between simulation runs. Ordinarily, you wouldn't need to override this hook.

### finish

    public void finish()

  Called either at the proper or a premature end to the simulation. If the user quits the program, this function may not be called. Ordinarily, you wouldn't need to override this hook.

### quit

    public void quit()

  Called by the Console when the user is quitting the SimState. A good place to stick stuff that you'd ordinarily put in a finalizer -- finalizers are tenuous at best. So here you'd put things like the code that closes the relevant display windows etc.

### validSimState

    public boolean validSimState(SimState state)

  This method should be set to return TRUE if state can be validly used -- mostly likely all you need to check is that it's the right class for this simulation. The default returns TRUE if state is non-null and the same class as the current state; that's often sufficient.

### load

    public void load(SimState state)

  Called by the Console when the user is loading in a new state from a checkpoint. The new state is passed in as an argument. The default version simply sets this.state to the new state. You should override this, calling super.load(state) first, to reset your portrayals etc. to reflect the new state. state.start() will NOT be called. Thus anything you handled in start() that needs to be reset to accommodate the new state should be handled here. We recommend that you call repaint() on any Display2Ds.

### readNewStateFromCheckpoint

    public boolean readNewStateFromCheckpoint(java.io.File file)
                                       throws java.io.IOException,
                                              java.lang.ClassNotFoundException,
                                              java.io.OptionalDataException,
                                              java.lang.ClassCastException,
                                              java.lang.Exception

  Loads a new SimState from the provided file. Do not call this in an unthreadsafe situation -- it doesn't check. Returns false if the state was not valid. Returns various errors if bad things occurred trying to serialize in from the checkpoint. If false is returned or an error is thrown, the old SimState is retained.

  Throws:
    `java.io.IOException`
    `java.lang.ClassNotFoundException`
    `java.io.OptionalDataException`
    `java.lang.ClassCastException`
    `java.lang.Exception`

### resetQueues

    protected void resetQueues()

  Don't call this unless you know what you're doing.

### reset

    public final void reset(SimState state)

  Empties out the schedule and resets it to a pristine state BEFORE_SIMULATION. If you're using a GUIState, you should call this version instead of Schedule's version.

### step

    public boolean step()

  Returns FALSE if nothing was stepped -- the schedule is exhausted or time has run out.

### increaseSubsteps

    protected Steppable[] increaseSubsteps(Steppable[] substeps)

  Roughly doubles the array size, retaining the existing elements

### scheduleImmediate

    public boolean scheduleImmediate(boolean immediatelyAfter,
                                     Steppable event)

  Schedules an item to occur (in no particular order) immediately before or immediately after the schedule is stepped on the next time step (not including blank steps). Pass in FALSE to indicate you want to be immediately BEFORE the next timestep; pass in TRUE if you want to be immediately AFTER the next time step (the more common situation). Returns false if the current time is AFTER_SIMULATION or if the event is null.

  Why would you use this method? Primarily to get things scheduled which aren't stored in the Schedule itself, so it can be serialized out without them.

### scheduleImmediateRepeat

    public Stoppable scheduleImmediateRepeat(boolean immediatelyAfter,
                                             Steppable event)

  Schedules an item to occur (in no particular order) immediately before or immediately after all future steps the Schedule takes (not including blank steps). Pass in FALSE to indicate you want to be immediately BEFORE the next timestep; pass in TRUE if you want to be immediately AFTER the next time step (the more common situation). Returns a Stoppable, or null if the current time is AFTER_SIMULATION or if the event is null.

  Why would you use this method? Primarily to get things scheduled which aren't stored in the Schedule itself, so it can be serialized out without them.

### scheduleAtExtreme

    public boolean scheduleAtExtreme(Steppable event,
                                     boolean atEnd)

  Schedules an item to occur when the user starts or stops the simulator, or when it stops on its own accord. If atEnd is TRUE, then the item is scheduled to occur when the finish() method is executed. If atEnd is FALSE, then the item is scheduled to occur when the start() method is executed.

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