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CrystArray3D< T > Class Template Reference

3D Vector (Blitz++ mimic) for ObjCryst++ More...

Collaboration diagram for CrystArray3D< T >:

Collaboration graph
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List of all members.

Public Member Functions

 CrystArray3D ()
 CrystArray3D (const long zSize, const long ySize, const long xSize)
 CrystArray3D (const CrystArray3D &old)
 ~CrystArray3D ()
void operator= (const CrystArray3D &old)
void reference (CrystArray3D &old)
long numElements () const
sum () const
min () const
max () const
long rows () const
long cols () const
long depth () const
T * data ()
const T * data () const
void resize (const long zSize, const long ySize, const long xSize)
void resizeAndPreserve (const long zSize, const long ySize, const long xSize)
void operator= (const T num)
void operator *= (const T num)
void operator *= (const CrystArray3D &vect)
void operator/= (const T num)
void operator+= (const T num)
void operator-= (const T num)
operator() (const long i) const
operator() (const long depth, const long row, const long col) const
T & operator() (const long i)
T & operator() (const long depth, const long row, const long col)

Private Attributes

T * mpData
long mNumElements
long mXSize
long mYSize
long mZSize
bool mIsAreference

Detailed Description

template<class T>
class CrystArray3D< T >

3D Vector (Blitz++ mimic) for ObjCryst++

The CrystVector library is not a new array computation library, despite the appearances. ObjCryst++ should used the Blitz++ array library , which yields excellent performance and simple array expressions. Unfortunately, the memory required to compile the library using gcc is far too high to be reasonable when using complex expressions and optimizing code. So until this has changed, The CrystVector and CrystMatrix library have been created, and these emulate (supposedly exactly) the Blitz++ interface (but not the smart handling of mathematical expressions, so pointers must be used). For documentation about these two libraries you should read the Blitz++ documentation. CrystVector and CrystMatrix use the same kind of storage in memory.

You can use CrystArray3D_REAL, CrystArray3D_long,etc... to declare 3D vectors. Macros ensure (well, should) ensure compatibility with Blitz++. (as of april 2001 support of blitz++ is broken).


Constructor & Destructor Documentation

template<class T>
CrystArray3D< T >::CrystArray3D  ) 
 

template<class T>
CrystArray3D< T >::CrystArray3D const long  zSize,
const long  ySize,
const long  xSize
 

template<class T>
CrystArray3D< T >::CrystArray3D const CrystArray3D< T > &  old  ) 
 

template<class T>
CrystArray3D< T >::~CrystArray3D  ) 
 


Member Function Documentation

template<class T>
long CrystArray3D< T >::cols  )  const
 

template<class T>
const T* CrystArray3D< T >::data  )  const
 

template<class T>
T* CrystArray3D< T >::data  ) 
 

template<class T>
long CrystArray3D< T >::depth  )  const
 

template<class T>
T CrystArray3D< T >::max  )  const
 

template<class T>
T CrystArray3D< T >::min  )  const
 

template<class T>
long CrystArray3D< T >::numElements  )  const
 

template<class T>
void CrystArray3D< T >::operator *= const CrystArray3D< T > &  vect  ) 
 

template<class T>
void CrystArray3D< T >::operator *= const T  num  ) 
 

template<class T>
T& CrystArray3D< T >::operator() const long  depth,
const long  row,
const long  col
 

template<class T>
T& CrystArray3D< T >::operator() const long  i  ) 
 

template<class T>
T CrystArray3D< T >::operator() const long  depth,
const long  row,
const long  col
const
 

template<class T>
T CrystArray3D< T >::operator() const long  i  )  const
 

template<class T>
void CrystArray3D< T >::operator+= const T  num  ) 
 

template<class T>
void CrystArray3D< T >::operator-= const T  num  ) 
 

template<class T>
void CrystArray3D< T >::operator/= const T  num  ) 
 

template<class T>
void CrystArray3D< T >::operator= const T  num  ) 
 

template<class T>
void CrystArray3D< T >::operator= const CrystArray3D< T > &  old  ) 
 

template<class T>
void CrystArray3D< T >::reference CrystArray3D< T > &  old  ) 
 

template<class T>
void CrystArray3D< T >::resize const long  zSize,
const long  ySize,
const long  xSize
 

template<class T>
void CrystArray3D< T >::resizeAndPreserve const long  zSize,
const long  ySize,
const long  xSize
 

template<class T>
long CrystArray3D< T >::rows  )  const
 

template<class T>
T CrystArray3D< T >::sum  )  const
 


Member Data Documentation

template<class T>
bool CrystArray3D< T >::mIsAreference [private]
 

template<class T>
long CrystArray3D< T >::mNumElements [private]
 

template<class T>
T* CrystArray3D< T >::mpData [private]
 

template<class T>
long CrystArray3D< T >::mXSize [private]
 

template<class T>
long CrystArray3D< T >::mYSize [private]
 

template<class T>
long CrystArray3D< T >::mZSize [private]
 


The documentation for this class was generated from the following file:
Generated on Tue Nov 14 15:03:29 2006 for ObjCryst++ by doxygen 1.3.6