or
more controlling constructor: How many Stokes per flux Block? How many spatial dimensions per position? How many total components to allocate for?
copy constructor
destructor
operator=
get pointer to the Block
get pointer to the whichCC'th component's position
Get a pointer into the Position Block for the next free
clean component.
get pointer to the Block
get pointer to the whichCC'th component's flux
Get a pointer into the Flux Block for the next free
clean component.
How many polarizations?
How many dimentions?
How many components have been filled into the list?
How many components have been allocated for this list?
We have free space for how many more components?
Make the list bigger or smaller
add a Component; if not enough space, resize the storage blocks
to 2*maxComp()+1
Sort components to be organized by tile number.
If the position and Flux blocks have free space at the end, it gets cut off.
ok() is called to check for an internally consistent state
by most everything, often behind the scenes; sometimes,
the internal state is in flux
after a partial operation, and ok() fails; to turn off ok() checking,
set itsSuspendOKCheck = True and remember to reset it to False
when the state-changing operation is complete.
turn ON error checking vua "ok()"
Int * pixelPosition(const uInt whichCC)
Int * freePositionPtr()
const Int * freePositionPtr() const
Float * fluxPtr()
const Float * fluxPtr() const
Float * pixelFlux(const uInt whichCC)
Float * freeFluxPtr()
const Float * freeFluxPtr() const
uInt nPol() const
uInt nDim() const
uInt nComp() const
uInt & nComp()
uInt maxComp() const
uInt freeComp() const
void resize(const uInt nComp)
void addComp(const Block<Float> & flux, const Block<Int> & position)
void tiledSort(const IPosition & tileShape)
Bool ok() const
void suspendOKCheck()
turn OFF error checking via "ok()"
void reactivateOKCheck()