#######################################################################
#
# __ ______ __________ ____
# / |/ / | / ____/ __ \/ __ \
# / /|_/ / /| |/ / / /_/ / / / /
# / / / / ___ / /___/ _, _/ /_/ /
# /_/ /_/_/ |_\____/_/ |_|\____/
#
# MACRO: MacroPatch Class Definition
# David Smith, Hector Sanchez, Sean Wu
# August 16, 2017
#
#######################################################################
#' MACRO MacroPatch Class Definition
#'
#' This is an R6 class definition for a well-mixed patch in a macrosimulation tile (\code{\link{MacroTile}}).
#'
#'
#' @docType class
#' @format An \code{\link{R6Class}} generator object
#' @keywords R6 class
#'
#' @section Fields:
#' * **Some Fields**
#' * I'm a field!: Talk about this field!
#' * I'm a field!: Talk about this field!
#' * I'm a field!: Talk about this field!
#' * I'm a field!: Talk about this field!
#' * **Some Other Fields**
#' * I'm a field!: Talk about this field!
#' * Detail 1: some details!
#' * Detail 2: some details!
#' * I'm a field!
#' @section Methods:
#' * **Constructor**
#' * new: initialize a new \code{MacroPatch} object
#' * Arguments:
#' * arg1: something.
#' * **Getters & Setters**
#' * Get a field!:
#' * **Pointers**
#' * A pointer!: it's pointers all the way down, then its a memory leak.
#'
#' @md
#' @export
MacroPatch <- R6::R6Class(classname = "MacroPatch",
portable = TRUE,
cloneable = FALSE,
lock_class = FALSE,
lock_objects = FALSE,
# public memebers
public = list(
#################################################
# Constructor
#################################################
initialize = function(){
# end constructor
},
#################################################
# Getters & Setters
#################################################
get_patchID = function(){
return(private$patchID)
},
set_patchID = function(patchID){
private$patchID = patchID
},
get_MosquitoPop = function(){
return(private$MosquitoPop)
},
set_MosquitoPop = function(MosquitoPop){
private$MosquitoPop = MosquitoPop
},
# Pointers
get_TilePointer = function(){
return(private$TilePointer)
},
set_TilePointer = function(TilePointer){
private$TilePointer = TilePointer
},
get_HumansPointer = function(){
return(private$HumansPointer)
},
set_HumansPointer = function(HumansPointer){
private$HumansPointer = HumansPointer
}
),
# private members
private = list(
patchID = NULL,
MosquitoPop = NULL,
# pointers
TilePointer = NULL, # point to the enclosing metapopulation TILE
HumansPointer = NULL # point to the HumanPop in this enclosing metapopulation TILE
)
)
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