| Class and Description |
|---|
| Breeder
A Breeder is a singleton object which is responsible for the breeding
process during the course of an evolutionary run.
|
| BreedingPipeline
A BreedingPipeline is a BreedingSource which provides "fresh" individuals which
can be used to fill a new population.
|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| Evaluator
An Evaluator is a singleton object which is responsible for the
evaluation process during the course of an evolutionary run.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Exchanger
The Exchanger is a singleton object whose job is to (optionally)
perform individual exchanges between subpopulations in the run,
or exchange individuals with other concurrent evolutionary run processes,
using sockets or whatever.
|
| Finisher
Finisher is a singleton object which is responsible for cleaning up a
population after a run has completed.
|
| Fitness
Fitness is a prototype which describes the fitness of an individual.
|
| Group
Groups are used for populations and subpopulations.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Initializer
The Initializer is a singleton object whose job is to initialize the
population at the beginning of the run.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Species
Species is a prototype which defines the features for a set of individuals
in the population.
|
| Statistics
Statistics and its subclasses are Cliques which generate statistics
during the run.
|
| Subpopulation
Subpopulation is a group which is basically an array of Individuals.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Statistics
Statistics and its subclasses are Cliques which generate statistics
during the run.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Statistics
Statistics and its subclasses are Cliques which generate statistics
during the run.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| BreedingPipeline
A BreedingPipeline is a BreedingSource which provides "fresh" individuals which
can be used to fill a new population.
|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| SelectionMethod
A SelectionMethod is a BreedingSource which provides direct IMMUTABLE pointers
to original individuals in an old population, not fresh mutable copies.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Statistics
Statistics and its subclasses are Cliques which generate statistics
during the run.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| BreedingPipeline
A BreedingPipeline is a BreedingSource which provides "fresh" individuals which
can be used to fill a new population.
|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| Evaluator
An Evaluator is a singleton object which is responsible for the
evaluation process during the course of an evolutionary run.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| SelectionMethod
A SelectionMethod is a BreedingSource which provides direct IMMUTABLE pointers
to original individuals in an old population, not fresh mutable copies.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Class and Description |
|---|
| Breeder
A Breeder is a singleton object which is responsible for the breeding
process during the course of an evolutionary run.
|
| Evaluator
An Evaluator is a singleton object which is responsible for the
evaluation process during the course of an evolutionary run.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Statistics
Statistics and its subclasses are Cliques which generate statistics
during the run.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Statistics
Statistics and its subclasses are Cliques which generate statistics
during the run.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| Breeder
A Breeder is a singleton object which is responsible for the breeding
process during the course of an evolutionary run.
|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| SelectionMethod
A SelectionMethod is a BreedingSource which provides direct IMMUTABLE pointers
to original individuals in an old population, not fresh mutable copies.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Fitness
Fitness is a prototype which describes the fitness of an individual.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Statistics
Statistics and its subclasses are Cliques which generate statistics
during the run.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Exchanger
The Exchanger is a singleton object whose job is to (optionally)
perform individual exchanges between subpopulations in the run,
or exchange individuals with other concurrent evolutionary run processes,
using sockets or whatever.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| SelectionMethod
A SelectionMethod is a BreedingSource which provides direct IMMUTABLE pointers
to original individuals in an old population, not fresh mutable copies.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Class and Description |
|---|
| BreedingPipeline
A BreedingPipeline is a BreedingSource which provides "fresh" individuals which
can be used to fill a new population.
|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| Clique
Clique is a class pattern marking classes which
create only a few instances, generally accessible through
some global mechanism, and every single
one of which gets its own distinct setup(...) call.
|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Initializer
The Initializer is a singleton object whose job is to initialize the
population at the beginning of the run.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Species
Species is a prototype which defines the features for a set of individuals
in the population.
|
| Class and Description |
|---|
| BreedingPipeline
A BreedingPipeline is a BreedingSource which provides "fresh" individuals which
can be used to fill a new population.
|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| Clique
Clique is a class pattern marking classes which
create only a few instances, generally accessible through
some global mechanism, and every single
one of which gets its own distinct setup(...) call.
|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Species
Species is a prototype which defines the features for a set of individuals
in the population.
|
| Class and Description |
|---|
| BreedingPipeline
A BreedingPipeline is a BreedingSource which provides "fresh" individuals which
can be used to fill a new population.
|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| BreedingPipeline
A BreedingPipeline is a BreedingSource which provides "fresh" individuals which
can be used to fill a new population.
|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Fitness
Fitness is a prototype which describes the fitness of an individual.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Statistics
Statistics and its subclasses are Cliques which generate statistics
during the run.
|
| Class and Description |
|---|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Problem
Problem is a prototype which defines the problem against which we will
evaluate individuals in a population.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Fitness
Fitness is a prototype which describes the fitness of an individual.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Statistics
Statistics and its subclasses are Cliques which generate statistics
during the run.
|
| Class and Description |
|---|
| Breeder
A Breeder is a singleton object which is responsible for the breeding
process during the course of an evolutionary run.
|
| Evaluator
An Evaluator is a singleton object which is responsible for the
evaluation process during the course of an evolutionary run.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Fitness
Fitness is a prototype which describes the fitness of an individual.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Subpopulation
Subpopulation is a group which is basically an array of Individuals.
|
| Class and Description |
|---|
| Breeder
A Breeder is a singleton object which is responsible for the breeding
process during the course of an evolutionary run.
|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| Evaluator
An Evaluator is a singleton object which is responsible for the
evaluation process during the course of an evolutionary run.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Fitness
Fitness is a prototype which describes the fitness of an individual.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| SelectionMethod
A SelectionMethod is a BreedingSource which provides direct IMMUTABLE pointers
to original individuals in an old population, not fresh mutable copies.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Class and Description |
|---|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| SelectionMethod
A SelectionMethod is a BreedingSource which provides direct IMMUTABLE pointers
to original individuals in an old population, not fresh mutable copies.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Statistics
Statistics and its subclasses are Cliques which generate statistics
during the run.
|
| Class and Description |
|---|
| Breeder
A Breeder is a singleton object which is responsible for the breeding
process during the course of an evolutionary run.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Fitness
Fitness is a prototype which describes the fitness of an individual.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Class and Description |
|---|
| Clique
Clique is a class pattern marking classes which
create only a few instances, generally accessible through
some global mechanism, and every single
one of which gets its own distinct setup(...) call.
|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Initializer
The Initializer is a singleton object whose job is to initialize the
population at the beginning of the run.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Species
Species is a prototype which defines the features for a set of individuals
in the population.
|
| Class and Description |
|---|
| BreedingPipeline
A BreedingPipeline is a BreedingSource which provides "fresh" individuals which
can be used to fill a new population.
|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| SelectionMethod
A SelectionMethod is a BreedingSource which provides direct IMMUTABLE pointers
to original individuals in an old population, not fresh mutable copies.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Class and Description |
|---|
| Breeder
A Breeder is a singleton object which is responsible for the breeding
process during the course of an evolutionary run.
|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| Evaluator
An Evaluator is a singleton object which is responsible for the
evaluation process during the course of an evolutionary run.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Exchanger
The Exchanger is a singleton object whose job is to (optionally)
perform individual exchanges between subpopulations in the run,
or exchange individuals with other concurrent evolutionary run processes,
using sockets or whatever.
|
| Finisher
Finisher is a singleton object which is responsible for cleaning up a
population after a run has completed.
|
| Fitness
Fitness is a prototype which describes the fitness of an individual.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Initializer
The Initializer is a singleton object whose job is to initialize the
population at the beginning of the run.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Statistics
Statistics and its subclasses are Cliques which generate statistics
during the run.
|
| Class and Description |
|---|
| Breeder
A Breeder is a singleton object which is responsible for the breeding
process during the course of an evolutionary run.
|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| Evaluator
An Evaluator is a singleton object which is responsible for the
evaluation process during the course of an evolutionary run.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Group
Groups are used for populations and subpopulations.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Population
A Population is the repository for all the Individuals being bred or
evaluated in the evolutionary run at a given time.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| SelectionMethod
A SelectionMethod is a BreedingSource which provides direct IMMUTABLE pointers
to original individuals in an old population, not fresh mutable copies.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Subpopulation
Subpopulation is a group which is basically an array of Individuals.
|
| Class and Description |
|---|
| Breeder
A Breeder is a singleton object which is responsible for the breeding
process during the course of an evolutionary run.
|
| BreedingPipeline
A BreedingPipeline is a BreedingSource which provides "fresh" individuals which
can be used to fill a new population.
|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| Evaluator
An Evaluator is a singleton object which is responsible for the
evaluation process during the course of an evolutionary run.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| SelectionMethod
A SelectionMethod is a BreedingSource which provides direct IMMUTABLE pointers
to original individuals in an old population, not fresh mutable copies.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Singleton
A Singleton is a class for which there will be only one instance
in the entire course of a run, and which will exist for pretty
much the entire run.
|
| Statistics
Statistics and its subclasses are Cliques which generate statistics
during the run.
|
| Class and Description |
|---|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Class and Description |
|---|
| DefaultsForm
DefaultsForm is the interface which describes how Defaults objects
should work.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
| Species
Species is a prototype which defines the features for a set of individuals
in the population.
|
| Class and Description |
|---|
| BreedingPipeline
A BreedingPipeline is a BreedingSource which provides "fresh" individuals which
can be used to fill a new population.
|
| BreedingSource
A BreedingSource is a Prototype which
provides Individuals to populate new populations based on
old ones.
|
| EvolutionState
An EvolutionState object is a singleton object which holds the entire
state of an evolutionary run.
|
| Individual
An Individual is an item in the EC population stew which is evaluated
and assigned a fitness which determines its likelihood of selection.
|
| Prototype
Prototype classes typically have one or a few prototype instances
created during the course of a run.
|
| Setup
Setup classes are classes which get set up once from user-supplied parameters
prior to being used.
|
Copyright © 2014 Evolutionary Computation Laboratory at George Mason University. All rights reserved.