FloatPressure.java
package org.djunits.value.vfloat.scalar;
import org.djunits.unit.DimensionlessUnit;
import org.djunits.unit.EnergyUnit;
import org.djunits.unit.ForceUnit;
import org.djunits.unit.PressureUnit;
/**
* Easy access methods for the Pressure FloatScalar, which is relative by definition. An example is Speed. Instead of:
*
* <pre>
* FloatScalar.Rel<PressureUnit> value = new FloatScalar.Rel<PressureUnit>(100.0, PressureUnit.SI);
* </pre>
*
* we can now write:
*
* <pre>
* FloatPressure value = new FloatPressure(100.0, PressureUnit.SI);
* </pre>
*
* The compiler will automatically recognize which units belong to which quantity, and whether the quantity type and the unit
* used are compatible.
* <p>
* Copyright (c) 2013-2018 Delft University of Technology, PO Box 5, 2600 AA, Delft, the Netherlands. All rights reserved. <br>
* BSD-style license. See <a href="http://djunits.org/docs/license.html">DJUNITS License</a>.
* <p>
* $LastChangedDate: 2018-01-28 03:17:44 +0100 (Sun, 28 Jan 2018) $, @version $Revision: 256 $, by $Author: averbraeck $,
* initial version Sep 5, 2015 <br>
* @author <a href="http://www.tbm.tudelft.nl/averbraeck">Alexander Verbraeck</a>
* @author <a href="http://www.tudelft.nl/pknoppers">Peter Knoppers</a>
*/
public class FloatPressure extends AbstractFloatScalarRel<PressureUnit, FloatPressure>
{
/** */
private static final long serialVersionUID = 20150901L;
/** constant with value zero. */
public static final FloatPressure ZERO = new FloatPressure(0.0f, PressureUnit.SI);
/** constant with value NaN. */
@SuppressWarnings("checkstyle:constantname")
public static final FloatPressure NaN = new FloatPressure(Float.NaN, PressureUnit.SI);
/** constant with value POSITIVE_INFINITY. */
public static final FloatPressure POSITIVE_INFINITY = new FloatPressure(Float.POSITIVE_INFINITY, PressureUnit.SI);
/** constant with value NEGATIVE_INFINITY. */
public static final FloatPressure NEGATIVE_INFINITY = new FloatPressure(Float.NEGATIVE_INFINITY, PressureUnit.SI);
/** constant with value MAX_VALUE. */
public static final FloatPressure POS_MAXVALUE = new FloatPressure(Float.MAX_VALUE, PressureUnit.SI);
/** constant with value -MAX_VALUE. */
public static final FloatPressure NEG_MAXVALUE = new FloatPressure(-Float.MAX_VALUE, PressureUnit.SI);
/**
* Construct FloatPressure scalar.
* @param value float value
* @param unit unit for the float value
*/
public FloatPressure(final float value, final PressureUnit unit)
{
super(value, unit);
}
/**
* Construct FloatPressure scalar.
* @param value Scalar from which to construct this instance
*/
public FloatPressure(final FloatPressure value)
{
super(value);
}
/**
* Construct FloatPressure scalar using a double value.
* @param value double value
* @param unit unit for the resulting float value
*/
public FloatPressure(final double value, final PressureUnit unit)
{
super((float) value, unit);
}
/** {@inheritDoc} */
@Override
public final FloatPressure instantiateRel(final float value, final PressureUnit unit)
{
return new FloatPressure(value, unit);
}
/**
* Construct FloatPressure scalar.
* @param value float value in SI units
* @return the new scalar with the SI value
*/
public static final FloatPressure createSI(final float value)
{
return new FloatPressure(value, PressureUnit.SI);
}
/**
* Interpolate between two values.
* @param zero the low value
* @param one the high value
* @param ratio the ratio between 0 and 1, inclusive
* @return a Scalar at the ratio between
*/
public static FloatPressure interpolate(final FloatPressure zero, final FloatPressure one, final float ratio)
{
return new FloatPressure(zero.getInUnit() * (1 - ratio) + one.getInUnit(zero.getUnit()) * ratio, zero.getUnit());
}
/**
* Return the maximum value of two relative scalars.
* @param r1 the first scalar
* @param r2 the second scalar
* @return the maximum value of two relative scalars
*/
public static FloatPressure max(final FloatPressure r1, final FloatPressure r2)
{
return (r1.gt(r2)) ? r1 : r2;
}
/**
* Return the maximum value of more than two relative scalars.
* @param r1 the first scalar
* @param r2 the second scalar
* @param rn the other scalars
* @return the maximum value of more than two relative scalars
*/
public static FloatPressure max(final FloatPressure r1, final FloatPressure r2, final FloatPressure... rn)
{
FloatPressure maxr = (r1.gt(r2)) ? r1 : r2;
for (FloatPressure r : rn)
{
if (r.gt(maxr))
{
maxr = r;
}
}
return maxr;
}
/**
* Return the minimum value of two relative scalars.
* @param r1 the first scalar
* @param r2 the second scalar
* @return the minimum value of two relative scalars
*/
public static FloatPressure min(final FloatPressure r1, final FloatPressure r2)
{
return (r1.lt(r2)) ? r1 : r2;
}
/**
* Return the minimum value of more than two relative scalars.
* @param r1 the first scalar
* @param r2 the second scalar
* @param rn the other scalars
* @return the minimum value of more than two relative scalars
*/
public static FloatPressure min(final FloatPressure r1, final FloatPressure r2, final FloatPressure... rn)
{
FloatPressure minr = (r1.lt(r2)) ? r1 : r2;
for (FloatPressure r : rn)
{
if (r.lt(minr))
{
minr = r;
}
}
return minr;
}
/**
* Calculate the division of FloatPressure and FloatPressure, which results in a FloatDimensionless scalar.
* @param v FloatPressure scalar
* @return FloatDimensionless scalar as a division of FloatPressure and FloatPressure
*/
public final FloatDimensionless divideBy(final FloatPressure v)
{
return new FloatDimensionless(this.si / v.si, DimensionlessUnit.SI);
}
/**
* Calculate the multiplication of FloatPressure and FloatArea, which results in a FloatForce scalar.
* @param v FloatPressure scalar
* @return FloatForce scalar as a multiplication of FloatPressure and FloatArea
*/
public final FloatForce multiplyBy(final FloatArea v)
{
return new FloatForce(this.si * v.si, ForceUnit.SI);
}
/**
* Calculate the multiplication of FloatPressure and FloatVolume, which results in a FloatEnergy scalar.
* @param v FloatPressure scalar
* @return FloatEnergy scalar as a multiplication of FloatPressure and FloatVolume
*/
public final FloatEnergy multiplyBy(final FloatVolume v)
{
return new FloatEnergy(this.si * v.si, EnergyUnit.SI);
}
}