Uses of Package
ec

Packages that use ec
com.parabon.ec   
com.parabon.ec.simple   
ec   
ec.app.ant   
ec.app.ant.func   
ec.app.coevolve1   
ec.app.coevolve2   
ec.app.ecsuite   
ec.app.edge   
ec.app.edge.func   
ec.app.lawnmower   
ec.app.lawnmower.func   
ec.app.multiplexer The Koza-I Boolean-Multiplexer problem. 
ec.app.multiplexer.func   
ec.app.parity   
ec.app.parity.func   
ec.app.regression   
ec.app.regression.func   
ec.app.sum   
ec.app.twobox   
ec.app.twobox.func   
ec.breed   
ec.coevolve   
ec.de Differential Evolution Algorithms. 
ec.es   
ec.eval   
ec.exchange   
ec.gp   
ec.gp.breed   
ec.gp.build   
ec.gp.koza   
ec.multiobjective   
ec.multiobjective.spea2 Strength Pareto Evolutionary Algorithm implementation. 
ec.parsimony   
ec.pso   
ec.rule   
ec.rule.breed   
ec.select   
ec.simple   
ec.spatial   
ec.steadystate   
ec.util   
ec.vector   
ec.vector.breed   
 

Classes in ec used by com.parabon.ec
EvolutionState
          An EvolutionState object is a singleton object which holds the entire state of an evolutionary run.
Evolve
          Evolve is the main entry class for an evolutionary computation 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.
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.
 

Classes in ec used by com.parabon.ec.simple
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.
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.
 

Classes in ec used by ec
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.
 

Classes in ec used by ec.app.ant
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.
 

Classes in ec used by ec.app.ant.func
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.
 

Classes in ec used by ec.app.coevolve1
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.
 

Classes in ec used by ec.app.coevolve2
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.
 

Classes in ec used by ec.app.ecsuite
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.
 

Classes in ec used by ec.app.edge
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.
 

Classes in ec used by ec.app.edge.func
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.
 

Classes in ec used by ec.app.lawnmower
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.
 

Classes in ec used by ec.app.lawnmower.func
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.
 

Classes in ec used by ec.app.multiplexer
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.
 

Classes in ec used by ec.app.multiplexer.func
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.
 

Classes in ec used by ec.app.parity
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.
 

Classes in ec used by ec.app.parity.func
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.
 

Classes in ec used by ec.app.regression
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.
 

Classes in ec used by ec.app.regression.func
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.
 

Classes in ec used by ec.app.sum
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.
 

Classes in ec used by ec.app.twobox
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.
 

Classes in ec used by ec.app.twobox.func
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.
 

Classes in ec used by ec.breed
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.
 

Classes in ec used by ec.coevolve
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.
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.
 

Classes in ec used by ec.de
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.
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.
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.
 

Classes in ec used by ec.es
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.
 

Classes in ec used by ec.eval
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.
QueueIndividual
          Associates subpopulation number with individual in queue.
Setup
          Setup classes are classes which get set up once from user-supplied parameters prior to being used.
 

Classes in ec used by ec.exchange
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.
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.
 

Classes in ec used by ec.gp
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.
 

Classes in ec used by ec.gp.breed
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.
 

Classes in ec used by ec.gp.build
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.
 

Classes in ec used by ec.gp.koza
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.
 

Classes in ec used by ec.multiobjective
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.
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.
 

Classes in ec used by ec.multiobjective.spea2
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.
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.
 

Classes in ec used by ec.parsimony
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.
 

Classes in ec used by ec.pso
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.
Group
          Groups are used for populations and subpopulations.
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.
Subpopulation
          Subpopulation is a group which is basically an array of Individuals.
 

Classes in ec used by ec.rule
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.
 

Classes in ec used by ec.rule.breed
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.
 

Classes in ec used by ec.select
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.
 

Classes in ec used by ec.simple
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.
 

Classes in ec used by ec.spatial
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.
 

Classes in ec used by ec.steadystate
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.
QueueIndividual
          Associates subpopulation number with individual in queue.
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.
 

Classes in ec used by ec.util
EvolutionState
          An EvolutionState object is a singleton object which holds the entire state of an evolutionary run.
 

Classes in ec used by ec.vector
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.
 

Classes in ec used by ec.vector.breed
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.