Monthly Archives: November 2016

A Simple Discrete-Event Simulation: Part 40

Today I modified the framework to define Node components separately from Path components. This allows us to have any number of paths going into or out of any node so that any arbitrary network can be defined. In the code’s … Continue reading

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A Simple Discrete-Event Simulation: Part 39

Today I continue thinking about the details of how entities interact with each other at intersections (and in general). The upper two sections of the figure below describe various dimensions that must be considered. The top section describes a rectangular … Continue reading

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A Simple Discrete-Event Simulation: Part 38

Today I set up two Path components so they are linked in series as shown here. The hand-off worked well enough but it’s clear that more thought needs to be given to the details as entities move from one path … Continue reading

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A Simple Discrete-Event Simulation: Part 37

Today I finished putting together a basic Path component. It mostly works like a queue but it has “physical” dimensions that take time for the entities to traverse. It also draws the path, its endpoints, and any entities in their … Continue reading

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A Simple Discrete-Event Simulation: Part 36

We’ve had most of the components in place to build meaningful discrete-event simulations for a while, but it can be hard to follow what’s going on without knowing exactly what you’re looking at. To make that easier the next increment … Continue reading

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A Simple Discrete-Event Simulation: Part 35

Today I finished mods to the DisplayGroup object that allows it to be set up to hide itself a set amount of time after one or more displayed variables change. We begin with the code that now includes the requisite … Continue reading

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A Simple Discrete-Event Simulation: Part 34

The exercise of writing out requirements and mulling them over yielded the desired insights about how to proceed. Today I’ll describe the external display mechanism, which blindly redraws all of the desired values with every global redraw event and in … Continue reading

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