Swarm User Guide
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Part I. Basic Concepts
Table of Contents
1.
Introduction
1.1.
Basic Facts About Swarm
1.2.
Swarm is a Dynamic Platform
1.3.
Prerequisites for Success with Swarm.
2.
Programming and Simulation
2.1.
What is an Object?
2.2.
The Variety of Objects
2.3.
The Advantages of Object Oriented Programming
2.3.1.
Encapsulation
2.3.2.
Inheritance
2.4.
Discrete Event Simulation
3.
Nuts and Bolts of Object-Oriented Programming
3.1.
Multilanguage support and Swarm
3.1.1.
Objective C
3.1.2.
Java
3.1.3.
Why is Swarm Written in Objective C?
3.2.
Objective C Basics
3.2.1.
The
id
Variable Type
3.2.2.
Interface File: Declaration of a Class
3.2.3.
Implementation File: Defining a Class
3.2.4.
C Functions vs. Objective C Methods
3.3.
Java Basics
3.4.
Giving Life to Classes: Instantiation
3.4.1.
Instantiation: Objective C Style
3.4.2.
Instantiation: Java Style
3.5.
A Brief Clarification: Classes and Protocols in Objective C
4.
The notion of a Swarm
4.1.
Primary and Auxiliary Agents
4.2.
The (Swarm) OOP way
4.3.
Managing Memory in Swarms
4.4.
What goes on in the
buildObjects
method?
4.5.
What goes on in the
buildActions
method?
4.6.
Merging Schedules in Swarms
5.
The Graphical User Interface
5.1.
Elements of the Swarm GUI
5.2.
GUI Probe Displays
5.3.
Using the GUI Probe Display
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About this Guide
Introduction