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See:
Description
Interface Summary | |
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Dancer | Dancer objects represent a dancer (real or phantom). |
Class Summary | |
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Action | The Action class represents dancer actions, such as bowing,
arm turns, and handholds. |
Call | The Call class includes 'simple calls' (like HINGE) which
take no arguments, 'complex calls' (like SQUARE THRU) which take a
numerical argument, and 'concepts' (like AS COUPLES) which take another
call or calls as arguments. |
CallDB | CallDB holds all the calls and concepts we know about. |
DancerActions | DancerActions is a bundle of
PathAndTiming objects, one for each dancer. |
DancerPath | A DancerPath is the result of evaluating a call for a specific
dancer in a formation. |
DanceState | DanceState captures all the static information about a dance
which a Predicate might need to know. |
ExactRotation | Rotations are represented as fractions, where '0' is facing north, and '1/4' is facing east. |
Formation | A Formation is a set of dancers and positions for them. |
FormationList | A list of common formations, specified with phantoms. |
FormationMapper | The FormationMapper class contains methods to disassemble
a square, given component formations (ie, get a diamond back from
a siamese diamond, breathing in), and to reassemble a square given components
(given a diamond and the various tandems and couples, put them
together, breathing out). |
FormationMapper.FormationPiece | |
FormationMatch | A successful attempt to match one or more instances of a given formation
against the current setup yields a FormationMatch
objects. |
GeneralFormationMatcher | |
PhantomDancer | An object representing a phantom dancer. |
Position | Position objects represent the position and orientation of a dancer. |
Predicate | A Predicate is a boolean test on the current formation and dance
state, or else an operator on such boolean tests. |
PredicateList | This class contains all the predicates known to the system. |
Rotation | Rotations are represented as fractions, where '0' is facing north, and '1/4' is facing east. |
Selector | A selector takes a formation and pulls out all instances of a selected sub-formation, numbering the dancers in each in a canonical order. |
SelectorList | The selector list creates selectors for various formations. |
TaggedFormation | A Formation is a set of dancers and positions for them. |
Tagger | |
Test | |
TestParser | |
TestSelectors | |
TimedAction | A TimedAction combines an Action with a timestamp
indicating notionally when that particular action should occur, although
the exact timing and duration depends on the action: some actions may
begin at the specified time, with others (for example) may be centered
on the time given. |
TimedFormation | A TimedFormation combines a Formation with a timestamp
indicating when that particular formation should be reached. |
TimedPosition | A TimedPosition combines a Position with
a timestamp indicating when that particular position
should be reached. |
Warp | A Warp denotes a time-dependent transformation of the
dancers' positions. |
Enum Summary | |
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DancerPath.PointOfRotation | In order to have a method of discussing the various motions encountered in square dance choreography, Lynette Bellini identified several points of rotation: A single dancer: the point of rotation is about the center of a single dancer, as in the call roll. |
Program | |
StandardDancer | An object representing one of the eight real dancers. |
TaggedFormation.Tag |
Exception Summary | |
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BadCallException | This exception indicates that a call was invalid. |
NoMatchException | NoMatchException is thrown when a necessary formation
can't be found in the given setup. |
This package contains the square dance choreography engine, and the basic types and interfaces required to communicate with it.
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