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DefiningGUIExperiment

RoiArthurB edited this page Feb 22, 2024 · 1 revision

Defining GUI Experiment

When you execute your simulation, you will often need to display some information. For each simulation, you can define some inputs, outputs and behaviors:

  • The inputs will be composed of parameters manipulated by the user for each simulation.
  • The behaviors will be used to define behavior executed at each step of the experiment.
  • The outputs will be composed of displays, monitors and inspectors. They will be defined inside the scope output. The definition of their layout can also be set with the layout statement.

A typical GUI experiment code follows this pattern:

experiment exp_name type: gui {
    [input]
    [behaviors]
    output {
        layout [layout_option]
        [display statements]
        [monitor statements]
    }
}

Types of experiments

You can define fours types of experiments (through the facet type):

Experiment attributes

Inside experiment scope, you can access to some built-in attributes which can be useful, such as minimum_cycle_duration, to force the duration of one cycle.

experiment my_experiment type: gui {
    float minimum_cycle_duration <- 2.0#minute;
}

In addition, the attribute simulations contain the list of all the simulation agents that are running in the current experiment. Whereas the attribute simulation represents a single simulation, the last element of the simulation list.

Experiment facets

Finally, in the case of a GUI experiment, the facets autorun and benchmark can be used as follows:

experiment name type: gui autorun: true benchmark: true { }

When autorun is set to true the launch of the experiment will be followed automatically by its run. When benchmark is set to true, GAMA records the number of invocations and running time of the statements and operators of the simulations launched in this experiment. The results are automatically saved in a csv file in a folder called 'benchmarks' when the experiment is closed.

Other built-ins are available, to learn more about, go to the page experiment built-in.

Defining displays layout

A layout can be added to output to specify the layout of the various displays defined below (e.g. #none, #split, #stack, #vertical or #horizontal). It will also define which elements of the interface are displayed: parameters, navigator, editors, consoles, toolbars, tray, or tabs facets (expecting a boolean value). You will find more detailed information in the statement's documentation

Defining elements of the GUI experiment

In this part, we will focus on the gui experiments. We will start with learning how to define input parameters, then we will study the outputs, such as displays, monitors and inspectors, and export files. We will finish this part with how to define user commands.

  1. What's new (Changelog)
  1. Installation and Launching
    1. Installation
    2. Launching GAMA
    3. Updating GAMA
    4. Installing Plugins
  2. Workspace, Projects and Models
    1. Navigating in the Workspace
    2. Changing Workspace
    3. Importing Models
  3. Editing Models
    1. GAML Editor (Generalities)
    2. GAML Editor Tools
    3. Validation of Models
  4. Running Experiments
    1. Launching Experiments
    2. Experiments User interface
    3. Controls of experiments
    4. Parameters view
    5. Inspectors and monitors
    6. Displays
    7. Batch Specific UI
    8. Errors View
  5. Running Headless
    1. Headless Batch
    2. Headless Server
    3. Headless Legacy
  6. Preferences
  7. Troubleshooting
  1. Introduction
    1. Start with GAML
    2. Organization of a Model
    3. Basic programming concepts in GAML
  2. Manipulate basic Species
  3. Global Species
    1. Regular Species
    2. Defining Actions and Behaviors
    3. Interaction between Agents
    4. Attaching Skills
    5. Inheritance
  4. Defining Advanced Species
    1. Grid Species
    2. Graph Species
    3. Mirror Species
    4. Multi-Level Architecture
  5. Defining GUI Experiment
    1. Defining Parameters
    2. Defining Displays Generalities
    3. Defining 3D Displays
    4. Defining Charts
    5. Defining Monitors and Inspectors
    6. Defining Export files
    7. Defining User Interaction
  6. Exploring Models
    1. Run Several Simulations
    2. Batch Experiments
    3. Exploration Methods
  7. Optimizing Model Section
    1. Runtime Concepts
    2. Optimizing Models
  8. Multi-Paradigm Modeling
    1. Control Architecture
    2. Defining Differential Equations
  1. Manipulate OSM Data
  2. Diffusion
  3. Using Database
  4. Using FIPA ACL
  5. Using BDI with BEN
  6. Using Driving Skill
  7. Manipulate dates
  8. Manipulate lights
  9. Using comodel
  10. Save and restore Simulations
  11. Using network
  12. Headless mode
  13. Using Headless
  14. Writing Unit Tests
  15. Ensure model's reproducibility
  16. Going further with extensions
    1. Calling R
    2. Using Graphical Editor
    3. Using Git from GAMA
  1. Built-in Species
  2. Built-in Skills
  3. Built-in Architecture
  4. Statements
  5. Data Type
  6. File Type
  7. Expressions
    1. Literals
    2. Units and Constants
    3. Pseudo Variables
    4. Variables And Attributes
    5. Operators [A-A]
    6. Operators [B-C]
    7. Operators [D-H]
    8. Operators [I-M]
    9. Operators [N-R]
    10. Operators [S-Z]
  8. Exhaustive list of GAMA Keywords
  1. Installing the GIT version
  2. Developing Extensions
    1. Developing Plugins
    2. Developing Skills
    3. Developing Statements
    4. Developing Operators
    5. Developing Types
    6. Developing Species
    7. Developing Control Architectures
    8. Index of annotations
  3. Introduction to GAMA Java API
    1. Architecture of GAMA
    2. IScope
  4. Using GAMA flags
  5. Creating a release of GAMA
  6. Documentation generation

  1. Predator Prey
  2. Road Traffic
  3. 3D Tutorial
  4. Incremental Model
  5. Luneray's flu
  6. BDI Agents

  1. Team
  2. Projects using GAMA
  3. Scientific References
  4. Training Sessions

Resources

  1. Videos
  2. Conferences
  3. Code Examples
  4. Pedagogical materials
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