LuísThank you,Mark and Sean, thanks for the replies.This solves things at run time, but agents left over from previous runs are still portrayed in subsequent runs (in the little example I sent you can try hitting the stop button before it gets to setp 20 and then restart).
I imagine the updateSpatialIndex() method or something else that permanently destroys the Stoppable objects must be invoked when the run ends. I tried to do it in the GUIState class but without success. There doesn't seem to exist any way in the Scheduler class to set something to run at simulation end either. How else can I do it?
On 9 April 2013 04:19, Sean Luke <[log in to unmask]> wrote:
On Apr 8, 2013, at 10:05 PM, Mark Coletti wrote:Quick suggested improvement:
> In other words, I think I resolved your problem by adding the following to your Sim.start():
>
> schedule.scheduleRepeating(new Steppable()
> {
> public void step(SimState state)
> {
> trailSpace.updateSpatialIndex();
> }
>
> });
> }, -1, 1);
> schedule.scheduleRepeating(new Steppable()
> {
> public void step(SimState state)
> {
> trailSpace.updateSpatialIndex();
> }
>
This will cause updateSpatialIndex() to happen before anything else each timestep.
Sean