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Simple Matlab functions for post-simulation verification #6
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16 changes: 16 additions & 0 deletions
16
src/main/matlab/+strategies/+placement/verifyCosineLawCriticalAngleStrategy.m
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function res = verifyCosineLawCriticalAngleStrategy(chip, n1, n2, n3) | ||
import utils.squareIt; | ||
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aX = n1.x - n2.x; | ||
aY = n1.y - n2.y; | ||
bX = n3.x - n2.x; | ||
bY = n3.y - n2.y; | ||
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aDotBSquared = squareIt((aX * bX) + (aY * bY)); | ||
aSquaredBSquared = (squareIt(aX) + squareIt(aY)) * (squareIt(bX) + squareIt(bY)) | ||
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cosineSquaredTheta = aDotBSquared / aSquaredBSquared; | ||
cosineSquaredThetaCritical = squareIt(cos(chip.criticalCrossingAngle)); | ||
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res = cosineSquaredThetaCritical <= cosineSquaredTheta; | ||
end |
14 changes: 14 additions & 0 deletions
14
src/main/matlab/+strategies/+placement/verifyFiniteChipAreaRuleStrategy.m
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function res = verifyFiniteChipAreaRuleStrategy(chip, varargin) | ||
res = 1; | ||
for idx = 1:numel(varargin) | ||
node = varargin{idx}; | ||
res = res & validateNodeCoordinates(chip, node); | ||
end | ||
end | ||
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function res = validateNodeCoordinates(chip, node) | ||
res = node.x > 0.0 & ... | ||
node.y > 0.0 & ... | ||
node.x < chip.maximumChipSizeX & ... | ||
node.y < chip.maximumChipSizeY; | ||
end |
3 changes: 3 additions & 0 deletions
3
src/main/matlab/+strategies/+placement/verifyMinimumChannelLengthStrategy.m
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function res = verifyMinimumChannelLength(chip, channel) | ||
res = channel.len >= chip.minimumChannelLength; | ||
end |
5 changes: 5 additions & 0 deletions
5
src/main/matlab/+strategies/+placement/verifyPythagoreanLengthRuleStrategy.m
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function res = verifyPythagoreanLengthRuleStrategy(n1, n2, channel) | ||
import utils.squareIt; | ||
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res = squareIt(n1.x - n2.x) + squareIt(n1.y - n2.y) == channel.len; | ||
end |
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classdef Channel | ||
properties | ||
len | ||
end | ||
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methods | ||
function channel = Channel(len) | ||
channel.len = len; | ||
end | ||
end | ||
end |
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classdef Chip | ||
properties | ||
minimumNodeDistance | ||
minimumChannelLength | ||
maximumChipSizeX | ||
maximumChipSizeY | ||
criticalCrossingAngle | ||
end | ||
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end |
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classdef Node | ||
properties | ||
% x, y are assumed to be the co-ordinates of | ||
% the top-left edge of the node | ||
x | ||
y | ||
area | ||
end | ||
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methods | ||
function node = Node(x, y) | ||
node.x = x; | ||
node.y = y; | ||
node.area = 0; | ||
end | ||
end | ||
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end |
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function res = squareIt(value) | ||
res = value ^ 2; | ||
end |
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Code smell. Why is this almost trivial helper function necessary? What is the advantage over just writing
(expr)^2
when I need to square something?There was a problem hiding this comment.
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Just readability. There's cases where writing
(expr)^2
would lead end up looking like((aX * bX) + (aY * bY)) ^ 2
, where it isn't immediately clear where the power is being applied (to me at least). Having the function is easier to look at, and understand, what's happening IMO, but I'm happy to change it if there's strong opposition