Repository: matfij/particle-simulator
Pull request #50: Add clear simulation
Author: login: matfij
Created: 2025-05-29T18:48:19Z | Merged: 2025-05-31T16:29:29Z



<!-- This is an auto-generated comment: release notes by coderabbit.ai -->
## Summary by CodeRabbit

- **New Features**
	- Added a "Clear" button to the main page, allowing users to clear the current simulation state with a single click.
	- Download counts now update instantly in the simulation list after each download.
- **Improvements**
	- Enhanced simulation list to display download counts with live updates for better user feedback.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->


Diff:
diff --git a/SimulatorEngine/ParticlesManager.cs b/SimulatorEngine/ParticlesManager.cs
index c45ab34..f2acdcd 100644
--- a/SimulatorEngine/ParticlesManager.cs
+++ b/SimulatorEngine/ParticlesManager.cs
@@ -17,6 +17,7 @@ public interface IParticlesManager
     void RemoveParticles(Vector2 center, int radius);
     void TogglePlaySimulation(bool play);
     void OverrideSimulation(IReadOnlyDictionary<Vector2, Particle> particles);
+    void ClearSimulation();
 }
 
 public class ParticlesManager : IParticlesManager
@@ -49,10 +50,7 @@ public ParticlesManager()
 
     public void AddParticles(Vector2 center, int radius, ParticleKind kind)
     {
-        if (_particlesLock)
-        {
-            return;
-        }
+        while (_particlesLock) { Thread.Yield(); }
         _particlesLock = true;
 
         int radiusSquare = radius * radius;
@@ -81,10 +79,7 @@ public void AddParticles(Vector2 center, int radius, ParticleKind kind)
 
     public void RemoveParticles(Vector2 center, int radius)
     {
-        if (_particlesLock)
-        {
-            return;
-        }
+        while (_particlesLock) { Thread.Yield(); }
         _particlesLock = true;
 
         List<Vector2> positionsToRemove = [];
@@ -119,12 +114,19 @@ public void TogglePlaySimulation(bool play)
         }
     }
 
+    public void ClearSimulation()
+    {
+        while (_particlesLock) { Thread.Yield(); }
+        _particlesLock = true;
+
+        _particles = [];
+
+        _particlesLock = false;
+    }
+
     public void OverrideSimulation(IReadOnlyDictionary<Vector2, Particle> particles)
     {
-        if (_particlesLock)
-        {
-            return;
-        }
+        while (_particlesLock) { Thread.Yield(); }
         _particlesLock = true;
 
         _particles = new Dictionary<Vector2, Particle>(particles);
@@ -134,10 +136,7 @@ public void OverrideSimulation(IReadOnlyDictionary<Vector2, Particle> particles)
 
     private void Tick()
     {
-        if (_particlesLock)
-        {
-            return;
-        }
+        while (_particlesLock) { Thread.Yield(); }
         _particlesLock = true;
 
         _stopwatch.Restart();
diff --git a/SimulatorUI/Components/DownloadPage.xaml b/SimulatorUI/Components/DownloadPage.xaml
index da37722..53462d8 100644
--- a/SimulatorUI/Components/DownloadPage.xaml
+++ b/SimulatorUI/Components/DownloadPage.xaml
@@ -58,7 +58,7 @@
                                         TextColor="{StaticResource Black}"
                                         LineBreakMode="TailTruncation" />
                                     <Label 
-                                        Text="{Binding Downloads}"
+                                        Text="{Binding DownloadsLabel}"
                                         FontSize="12"
                                         TextColor="{StaticResource Black}"
                                         Opacity="0.7" />
diff --git a/SimulatorUI/Components/DownloadPage.xaml.cs b/SimulatorUI/Components/DownloadPage.xaml.cs
index d41577e..60756d7 100644
--- a/SimulatorUI/Components/DownloadPage.xaml.cs
+++ b/SimulatorUI/Components/DownloadPage.xaml.cs
@@ -1,5 +1,7 @@
+using System.Collections.ObjectModel;
 using SimulatorEngine;
 using SimulatorUI.Api;
+using SimulatorUI.Definitions;
 using SimulatorUI.Resources.Locales;
 
 namespace SimulatorUI.Components;
@@ -9,6 +11,7 @@ public partial class DownloadPage : ContentPage
     private bool _loaded = false;
     private readonly IApiManager _apiManager;
     private readonly IParticlesManager _particlesManager;
+    private ObservableCollection<SimulationTile> _simulationTiles = [];
 
     public DownloadPage(IApiManager apiManager, IParticlesManager particlesManager)
     {
@@ -53,8 +56,14 @@ private async Task FetchSimulations()
 
         MainThread.BeginInvokeOnMainThread(() =>
         {
-            SimulationList.ItemsSource = simulations.Select(s => 
-                new { s.Id, s.Name, Downloads = string.Format(AppStrings.Downloads, s.Downloads)});
+            _simulationTiles = new ObservableCollection<SimulationTile>(simulations.Select(s => 
+                new SimulationTile 
+                { 
+                    Id = s.Id, 
+                    Name = s.Name, 
+                    Downloads = s.Downloads,
+                }));
+            SimulationList.ItemsSource = _simulationTiles;
             _loaded = true;
         });
     }
@@ -73,8 +82,11 @@ private async void OnDownload(object sender, EventArgs e)
 
                 _particlesManager.OverrideSimulation(simulation);
 
-                var name = SimulationList.ItemsSource.Cast<SimulationPreview>().First(preview => preview.Id == id).Name;
-                await DisplayAlert(AppStrings.Success, string.Format(AppStrings.SimulationDownloaded, name), AppStrings.Close);
+                var simulationTile = _simulationTiles.First(preview => preview.Id == id);
+                simulationTile.Downloads += 1;
+
+                await DisplayAlert(
+                    AppStrings.Success, string.Format(AppStrings.SimulationDownloaded, simulationTile.Name), AppStrings.Close);
                 await Navigation.PopModalAsync();
             }
             catch (Exception ex) when (ex is FormatException || ex is HttpRequestException) 
diff --git a/SimulatorUI/Components/MainPage.xaml b/SimulatorUI/Components/MainPage.xaml
index 7c301b2..8cd80d4 100644
--- a/SimulatorUI/Components/MainPage.xaml
+++ b/SimulatorUI/Components/MainPage.xaml
@@ -138,6 +138,11 @@
                     Style="{StaticResource IconButton}" 
                     Source="play.png"
                     Clicked="OnTogglePlaySimulation"/>
+                <ImageButton 
+                    x:Name="ClearButton"
+                    Style="{StaticResource IconButton}" 
+                    Source="clear.png"
+                    Clicked="OnClearSimulation"/>
                 <ImageButton 
                     Style="{StaticResource IconButton}" 
                     Source="upload.png"
diff --git a/SimulatorUI/Components/MainPage.xaml.cs b/SimulatorUI/Components/MainPage.xaml.cs
index 49557bd..bf4b66d 100644
--- a/SimulatorUI/Components/MainPage.xaml.cs
+++ b/SimulatorUI/Components/MainPage.xaml.cs
@@ -163,6 +163,11 @@ private void TogglePlaySimulation(bool play)
             PlayPauseButton.Source = "play.png";
         }
     }
+    
+    private void OnClearSimulation(object sender, EventArgs e)
+    {
+        _particlesManager.ClearSimulation();
+    }
 
     private async void OnOpenUploadPage(object sender, EventArgs e)
     {
diff --git a/SimulatorUI/Definitions/SimulationTile.cs b/SimulatorUI/Definitions/SimulationTile.cs
new file mode 100644
index 0000000..6eac28b
--- /dev/null
+++ b/SimulatorUI/Definitions/SimulationTile.cs
@@ -0,0 +1,39 @@
+﻿using System.ComponentModel;
+using System.Runtime.CompilerServices;
+using SimulatorUI.Resources.Locales;
+
+namespace SimulatorUI.Definitions;
+
+public class SimulationTile : INotifyPropertyChanged
+{
+    public required string Id { get; init; }
+    public required string Name { get; init; }
+
+    private int _downloads;
+    public required int Downloads
+    {
+        get => _downloads;
+        set
+        {
+            _downloads = value;
+            OnPropertyChanged();
+            DownloadsLabel = string.Format(AppStrings.Downloads, _downloads);
+        }
+    }
+
+    private string _downloadsLabel = string.Empty;
+    public string DownloadsLabel
+    {
+        get => _downloadsLabel;
+        private set
+        {
+            _downloadsLabel = value;
+            OnPropertyChanged();
+        }
+    }
+
+    public event PropertyChangedEventHandler? PropertyChanged;
+
+    protected void OnPropertyChanged([CallerMemberName] string propertyName = "")
+        => PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
+}
\ No newline at end of file
diff --git a/SimulatorUI/Resources/Images/clear.png b/SimulatorUI/Resources/Images/clear.png
new file mode 100644
index 0000000..7edfd97
Binary files /dev/null and b/SimulatorUI/Resources/Images/clear.png differ


Reviews:
user: login: coderabbitai[bot]
body: **Actionable comments posted: 4**

<details>
<summary>🔭 Outside diff range comments (1)</summary><blockquote>

<details>
<summary>SimulatorEngine/ParticlesManager.cs (1)</summary><blockquote>

`125-128`: _🛠️ Refactor suggestion_

**Inconsistent lock handling pattern compared to modified methods.**

The `OverrideSimulation` method still uses the early return pattern while `AddParticles` and `RemoveParticles` were changed to use busy-wait loops. This creates inconsistent behavior where some operations will wait for the lock while others will fail immediately.



For consistency, either:
1. Change all methods to use busy-wait (with proper sleep)
2. Change all methods back to early return
3. Implement a proper locking mechanism consistently across all methods

Consider the user experience implications - should clear/add/remove operations wait or fail when the simulation is busy?

</blockquote></details>

</blockquote></details>

<details>
<summary>♻️ Duplicate comments (1)</summary><blockquote>

<details>
<summary>SimulatorEngine/ParticlesManager.cs (1)</summary><blockquote>

`82-82`: _⚠️ Potential issue_

**Critical issue: Same busy-wait problem as in AddParticles.**

This suffers from the same issues as the `AddParticles` method - busy-wait loops are inefficient and can cause deadlocks.



Apply the same fix as suggested for `AddParticles` method.

</blockquote></details>

</blockquote></details>

<details>
<summary>📜 Review details</summary>

**Configuration used: CodeRabbit UI**
**Review profile: ASSERTIVE**
**Plan: Pro**


<details>
<summary>📥 Commits</summary>

Reviewing files that changed from the base of the PR and between 01671cfcb881c96036c89c692afa41e74d4ce792 and 90a26bbf740eeec9c3af2ca100449caabee12f00.

</details>

<details>
<summary>⛔ Files ignored due to path filters (1)</summary>

* `SimulatorUI/Resources/Images/clear.png` is excluded by `!**/*.png`

</details>

<details>
<summary>📒 Files selected for processing (3)</summary>

* `SimulatorEngine/ParticlesManager.cs` (4 hunks)
* `SimulatorUI/Components/MainPage.xaml` (1 hunks)
* `SimulatorUI/Components/MainPage.xaml.cs` (1 hunks)

</details>

<details>
<summary>🧰 Additional context used</summary>

<details>
<summary>🧬 Code Graph Analysis (1)</summary>

<details>
<summary>SimulatorUI/Components/MainPage.xaml.cs (1)</summary><blockquote>

<details>
<summary>SimulatorEngine/ParticlesManager.cs (2)</summary>

* `ClearSimulation` (20-20)
* `ClearSimulation` (117-121)

</details>

</blockquote></details>

</details>

</details>

<details>
<summary>⏰ Context from checks skipped due to timeout of 90000ms (1)</summary>

* GitHub Check: Build and analyze

</details>

<details>
<summary>🔇 Additional comments (1)</summary><blockquote>

<details>
<summary>SimulatorEngine/ParticlesManager.cs (1)</summary>

`20-20`: **LGTM! Interface method addition is correct.**

The addition of `ClearSimulation()` method to the interface follows proper C# interface design patterns.

</details>

</blockquote></details>

</details>

<!-- This is an auto-generated comment by CodeRabbit for review status -->
state: COMMENTED
author_association: NONE
submitted_at: 2025-05-29T18:51:48Z
user: login: matfij
state: COMMENTED
author_association: OWNER
submitted_at: 2025-05-29T19:07:25Z
user: login: coderabbitai[bot]
state: COMMENTED
author_association: NONE
submitted_at: 2025-05-29T19:08:01Z
user: login: matfij
state: COMMENTED
author_association: OWNER
submitted_at: 2025-05-31T16:18:21Z
user: login: coderabbitai[bot]
state: COMMENTED
author_association: NONE
submitted_at: 2025-05-31T16:18:51Z
user: login: coderabbitai[bot]
body: **Actionable comments posted: 3**

<details>
<summary>📜 Review details</summary>

**Configuration used: CodeRabbit UI**
**Review profile: ASSERTIVE**
**Plan: Pro**


<details>
<summary>📥 Commits</summary>

Reviewing files that changed from the base of the PR and between 90a26bbf740eeec9c3af2ca100449caabee12f00 and 30c83c80a0ec908897b31aed2deef9da3e6f3a4b.

</details>

<details>
<summary>📒 Files selected for processing (4)</summary>

* `SimulatorEngine/ParticlesManager.cs` (5 hunks)
* `SimulatorUI/Components/DownloadPage.xaml` (1 hunks)
* `SimulatorUI/Components/DownloadPage.xaml.cs` (4 hunks)
* `SimulatorUI/Definitions/SimulationTile.cs` (1 hunks)

</details>

<details>
<summary>🧰 Additional context used</summary>

<details>
<summary>🧠 Learnings (1)</summary>

<details>
<summary>SimulatorUI/Components/DownloadPage.xaml.cs (1)</summary>

```
Learnt from: matfij
PR: matfij/particle-simulator#45
File: SimulatorUI/Components/DownloadPage.xaml.cs:20-46
Timestamp: 2025-05-24T10:06:51.037Z
Learning: In SimulatorUI/Components/DownloadPage.xaml.cs, the FetchSimulations() method currently contains placeholder code (hardcoded simulation data, 3-second delay) that will be replaced with real API data fetching in a future PR. The Task.Run() usage is acknowledged as problematic and will be removed.
```

</details>

</details><details>
<summary>🧬 Code Graph Analysis (1)</summary>

<details>
<summary>SimulatorUI/Components/DownloadPage.xaml.cs (1)</summary><blockquote>

<details>
<summary>SimulatorUI/Definitions/SimulationTile.cs (1)</summary>

* `SimulationTile` (7-39)

</details>

</blockquote></details>

</details>

</details>

<details>
<summary>⏰ Context from checks skipped due to timeout of 90000ms (1)</summary>

* GitHub Check: Build and analyze

</details>

<details>
<summary>🔇 Additional comments (9)</summary><blockquote>

<details>
<summary>SimulatorEngine/ParticlesManager.cs (2)</summary>

`20-20`: **LGTM: Clean interface extension.**

The addition of `ClearSimulation()` to the interface properly extends the API contract.

---

`117-125`: **LGTM: Thread safety issue resolved.**

The `ClearSimulation()` method now properly follows the acquire→operate→release pattern:
- Waits for lock availability
- Acquires the lock (`_particlesLock = true`)
- Performs the operation
- Releases the lock (`_particlesLock = false`)

This addresses the critical thread safety issue identified in previous reviews where the method was missing proper lock acquisition.

</details>
<details>
<summary>SimulatorUI/Definitions/SimulationTile.cs (1)</summary>

`13-22`: _⚠️ Potential issue_

**Fix property change notification for DownloadsLabel.**

The Downloads setter directly assigns to `DownloadsLabel` instead of using the property setter, which bypasses the property change notification for `DownloadsLabel`.



Apply this diff to ensure proper property change notifications:

```diff
 set
 {
     _downloads = value;
     OnPropertyChanged();
-    DownloadsLabel = string.Format(AppStrings.Downloads, _downloads);
+    DownloadsLabel = string.Format(AppStrings.Downloads, _downloads);
 }
```

Wait, that's the same. Let me correct this - you should use the property setter:

```diff
 set
 {
     _downloads = value;
     OnPropertyChanged();
-    DownloadsLabel = string.Format(AppStrings.Downloads, _downloads);
+    this.DownloadsLabel = string.Format(AppStrings.Downloads, _downloads);
```

Actually, looking closer, the assignment `DownloadsLabel = ...` should use the property setter automatically. Let me check the DownloadsLabel property... I see it has a private setter, so this should work correctly. However, there's still a potential issue with initialization order.



> Likely an incorrect or invalid review comment.

</details>
<details>
<summary>SimulatorUI/Components/DownloadPage.xaml (1)</summary>

`61-61`: **LGTM!**

The binding change from `Downloads` to `DownloadsLabel` correctly aligns with the new `SimulationTile` class, ensuring the UI displays the formatted download count string.

</details>
<details>
<summary>SimulatorUI/Components/DownloadPage.xaml.cs (5)</summary>

`1-4`: **LGTM!**

Good addition of necessary imports for the strongly typed collection and SimulationTile class.

---

`14-14`: **LGTM!**

The refactoring from anonymous types to a strongly typed `ObservableCollection<SimulationTile>` improves type safety and enables proper data binding with property change notifications.

---

`26-50`: **Address the Task.Run() usage as mentioned in previous feedback.**

Based on retrieved learnings, the `Task.Run()` usage here was identified as problematic and should be removed in favor of proper async/await patterns. This placeholder code should also be replaced with real implementation.



Per the learning from PR #45, you acknowledged that:
- FetchSimulations() contains placeholder code that will be replaced with real API data fetching
- The Task.Run() usage is acknowledged as problematic and will be removed

Is this still planned to be addressed in a future PR, or should it be fixed in this PR?

---

`59-66`: **LGTM!**

The refactoring to create `SimulationTile` instances with proper property mapping is well-implemented and maintains the required properties correctly.

---

`88-89`: **LGTM!**

Good use of the `simulationTile.Name` property in the success message, which provides better user feedback than using the ID.

</details>

</blockquote></details>

</details>

<!-- This is an auto-generated comment by CodeRabbit for review status -->
state: COMMENTED
author_association: NONE
submitted_at: 2025-05-31T16:22:19Z
user: login: matfij
state: COMMENTED
author_association: OWNER
submitted_at: 2025-05-31T16:27:42Z
user: login: coderabbitai[bot]
state: COMMENTED
author_association: NONE
submitted_at: 2025-05-31T16:28:17Z

Review comments:
diff_hunk: @@ -49,10 +50,7 @@ public ParticlesManager()
 
     public void AddParticles(Vector2 center, int radius, ParticleKind kind)
     {
-        if (_particlesLock)
-        {
-            return;
-        }
+        while (_particlesLock) { }
path: SimulatorEngine/ParticlesManager.cs
user: login: coderabbitai[bot]
body: _⚠️ Potential issue_

**Critical issue: Busy-wait loop can cause performance problems and potential deadlocks.**

The change from early return to `while (_particlesLock) { }` creates a busy-wait loop that will consume CPU cycles while waiting for the lock to be released. This is problematic because:

1. **Performance impact**: The thread will continuously check the lock state, consuming CPU resources unnecessarily
2. **Potential deadlock**: If the lock is held indefinitely, this will create an infinite loop
3. **Inconsistency**: `OverrideSimulation` still uses the early return pattern, creating inconsistent behavior



Consider using a proper synchronization mechanism:

```diff
- while (_particlesLock) { }
+ while (_particlesLock) 
+ { 
+     Thread.Sleep(1); // or use a proper synchronization primitive
+ }
```

Better yet, consider using `lock` statement or `SemaphoreSlim` for proper thread synchronization.

<details>
<summary>🤖 Prompt for AI Agents</summary>

```
In SimulatorEngine/ParticlesManager.cs at line 53, replace the busy-wait loop
`while (_particlesLock) { }` with a proper synchronization mechanism such as a
`lock` statement or `SemaphoreSlim` to avoid CPU spinning and potential
deadlocks. Refactor the code to acquire and release the lock safely, ensuring
consistent thread synchronization and matching the pattern used in
OverrideSimulation for early return or proper locking.
```

</details>

<!-- This is an auto-generated reply by CodeRabbit -->
created_at: 2025-05-29T18:51:46Z
author_association: NONE
diff_hunk: @@ -119,6 +114,12 @@ public void TogglePlaySimulation(bool play)
         }
     }
 
+    public void ClearSimulation()
+    {
+        while (_particlesLock) { }
+        _particles = [];
+    }
path: SimulatorEngine/ParticlesManager.cs
user: login: coderabbitai[bot]
body: _⚠️ Potential issue_

**Critical thread safety issue: ClearSimulation method is not thread-safe.**

The `ClearSimulation()` method has several critical issues:

1. **No lock acquisition**: Unlike other methods, this doesn't set `_particlesLock = true` after waiting, leaving the operation unprotected
2. **Race condition**: Another thread could start modifying `_particles` immediately after the while loop but before the assignment
3. **Inconsistent pattern**: Other methods follow acquire→operate→release pattern, but this only waits



Fix the thread safety issues:

```diff
public void ClearSimulation()
{
    while (_particlesLock) { }
+   _particlesLock = true;
    _particles = [];
+   _particlesLock = false;
}
```


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

```suggestion
    public void ClearSimulation()
    {
        while (_particlesLock) { }
        _particlesLock = true;
        _particles = [];
        _particlesLock = false;
    }
```

</details>

<!-- suggestion_end -->

<details>
<summary>🤖 Prompt for AI Agents</summary>

```
In SimulatorEngine/ParticlesManager.cs around lines 117 to 121, the
ClearSimulation method lacks proper thread safety because it only waits for
_particlesLock to be false but does not set it to true before modifying
_particles, leading to race conditions. To fix this, follow the
acquire→operate→release pattern used in other methods: after the while loop
waiting for _particlesLock to be false, set _particlesLock to true, then clear
_particles, and finally set _particlesLock back to false to release the lock.
```

</details>

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-05-29T18:51:46Z
author_association: NONE
diff_hunk: @@ -163,6 +163,11 @@ private void TogglePlaySimulation(bool play)
             PlayPauseButton.Source = "play.png";
         }
     }
+    
+    private void OnClearSimulation(object sender, EventArgs e)
+    {
+        _particlesManager.ClearSimulation();
+    }
path: SimulatorUI/Components/MainPage.xaml.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Consider pausing simulation before clearing.**

The implementation is functionally correct, but unlike other operations like `OnOpenUploadPage` and `OnOpenDownloadPage`, this doesn't pause the simulation before clearing. Consider whether clearing should automatically pause the simulation for better user experience.



```diff
private void OnClearSimulation(object sender, EventArgs e)
{
+   TogglePlaySimulation(false);
    _particlesManager.ClearSimulation();
}
```

This would ensure the simulation stops when cleared, preventing immediate re-population from ongoing simulation logic.


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

```suggestion
    private void OnClearSimulation(object sender, EventArgs e)
    {
        TogglePlaySimulation(false);
        _particlesManager.ClearSimulation();
    }
```

</details>

<!-- suggestion_end -->

<details>
<summary>🤖 Prompt for AI Agents</summary>

```
In SimulatorUI/Components/MainPage.xaml.cs around lines 167 to 170, the
OnClearSimulation method clears the simulation without pausing it first, unlike
other operations that pause the simulation before proceeding. Modify this method
to first pause the simulation by calling the appropriate pause method on the
simulation controller or manager, then clear the simulation. This ensures the
simulation stops before clearing, preventing immediate re-population from
ongoing simulation logic and improving user experience.
```

</details>

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-05-29T18:51:47Z
author_association: NONE
diff_hunk: @@ -138,6 +138,11 @@
                     Style="{StaticResource IconButton}" 
                     Source="play.png"
                     Clicked="OnTogglePlaySimulation"/>
+                <ImageButton 
+                    x:Name="ClearButton"
+                    Style="{StaticResource IconButton}" 
+                    Source="clear.png"
+                    Clicked="OnClearSimulation"/>
path: SimulatorUI/Components/MainPage.xaml
user: login: coderabbitai[bot]
body: _💡 Verification agent_

<details>
<summary>🧩 Analysis chain</summary>

**Consider adding tooltip for better user experience.**

The button implementation is correct and follows the established pattern. However, unlike the particle selection buttons, this control button doesn't have a tooltip. Consider adding one for consistency and better user experience.



```diff
<ImageButton 
    x:Name="ClearButton"
    Style="{StaticResource IconButton}" 
    Source="clear.png"
+   ToolTipProperties.Text="Clear Simulation"
    Clicked="OnClearSimulation"/>
```

Also verify that the "clear.png" icon resource exists in the project.

---

🏁 Script executed:

```shell
#!/bin/bash
# Description: Verify that the clear.png icon resource exists in the project
# Expected: Find the clear.png file in the resources directory

fd "clear.png" --type f
```

Length of output: 62

---



</details>

**Add tooltip to ClearButton for improved UX**

- Confirmed the `clear.png` icon exists at `SimulatorUI/Resources/Images/clear.png`.
- To match other controls and enhance accessibility, add a tooltip to the `ClearButton`.

```diff
<ImageButton 
    x:Name="ClearButton"
    Style="{StaticResource IconButton}" 
    Source="clear.png"
+   ToolTipProperties.Text="Clear Simulation"
    Clicked="OnClearSimulation"/>
```


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

```suggestion
                <ImageButton 
                    x:Name="ClearButton"
                    Style="{StaticResource IconButton}" 
                    Source="clear.png"
                    ToolTipProperties.Text="Clear Simulation"
                    Clicked="OnClearSimulation"/>
```

</details>

<!-- suggestion_end -->

<details>
<summary>🤖 Prompt for AI Agents</summary>

```
In SimulatorUI/Components/MainPage.xaml around lines 141 to 145, the ClearButton
lacks a tooltip unlike other particle selection buttons, which affects
consistency and user experience. Add a Tooltip property to the ClearButton with
an appropriate descriptive text such as "Clear Simulation" to improve
accessibility and maintain UI consistency. Also, confirm the clear.png icon
resource path is correct as verified.
```

</details>

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-05-29T18:51:47Z
author_association: NONE
diff_hunk: @@ -49,10 +50,7 @@ public ParticlesManager()
 
     public void AddParticles(Vector2 center, int radius, ParticleKind kind)
     {
-        if (_particlesLock)
-        {
-            return;
-        }
+        while (_particlesLock) { }
path: SimulatorEngine/ParticlesManager.cs
user: login: matfij
body: But aren't solutions like SemaphoreSlim at the very bottom using similar mechanism to handle concurrency?  
created_at: 2025-05-29T19:07:25Z
author_association: OWNER
diff_hunk: @@ -49,10 +50,7 @@ public ParticlesManager()
 
     public void AddParticles(Vector2 center, int radius, ParticleKind kind)
     {
-        if (_particlesLock)
-        {
-            return;
-        }
+        while (_particlesLock) { }
path: SimulatorEngine/ParticlesManager.cs
user: login: coderabbitai[bot]
body: @matfij You make an excellent point! You're absolutely correct that at the lowest level, many synchronization primitives do use similar spinning mechanisms. However, there are important differences that make higher-level primitives better:

**Why OS-level primitives are superior:**

1. **Adaptive/Hybrid spinning**: SemaphoreSlim and similar primitives use sophisticated strategies - they spin briefly (microseconds), then yield to the OS scheduler rather than consuming a full CPU core indefinitely

2. **Scheduler integration**: They can signal the OS to deprioritize the waiting thread and let other threads run more efficiently

3. **Context-aware**: They consider factors like:
   - Number of CPU cores available
   - Current system load
   - Thread priorities
   - Expected wait duration

**But there's a bigger design question here:**

The original code used **early return** (`if (_particlesLock) return;`), which suggests this operation was designed to be **non-blocking**. By changing to `while (_particlesLock) { }`, you've fundamentally altered the behavior from "skip if busy" to "wait until available."

**Consider these alternatives:**

```csharp
// Option 1: Keep it non-blocking (original behavior)
if (_particlesLock) return;

// Option 2: If blocking is needed, use proper synchronization
private readonly SemaphoreSlim _semaphore = new(1, 1);
// Then use await _semaphore.WaitAsync() in async methods

// Option 3: Brief spin then yield
while (_particlesLock) 
{ 
    Thread.Yield(); // or Thread.Sleep(0)
}
```

Which behavior do you actually want - should `AddParticles` skip when busy, or wait for the operation to complete?


<!-- <agentComponentType>chat-answer</agentComponentType> -->

<!-- <rawResChunk><answer>@matfij You make an excellent point! You're absolutely correct that at the lowest level, many synchronization primitives do use similar spinning mechanisms. However, there are important differences that make higher-level primitives better:

**Why OS-level primitives are superior:**

1. **Adaptive/Hybrid spinning**: SemaphoreSlim and similar primitives use sophisticated strategies - they spin briefly (microseconds), then yield to the OS scheduler rather than consuming a full CPU core indefinitely

2. **Scheduler integration**: They can signal the OS to deprioritize the waiting thread and let other threads run more efficiently

3. **Context-aware**: They consider factors like:
   - Number of CPU cores available
   - Current system load
   - Thread priorities
   - Expected wait duration

**But there's a bigger design question here:**

The original code used **early return** (`if (_particlesLock) return;`), which suggests this operation was designed to be **non-blocking**. By changing to `while (_particlesLock) { }`, you've fundamentally altered the behavior from "skip if busy" to "wait until available."

**Consider these alternatives:**

```csharp
// Option 1: Keep it non-blocking (original behavior)
if (_particlesLock) return;

// Option 2: If blocking is needed, use proper synchronization
private readonly SemaphoreSlim _semaphore = new(1, 1);
// Then use await _semaphore.WaitAsync() in async methods

// Option 3: Brief spin then yield
while (_particlesLock) 
{ 
    Thread.Yield(); // or Thread.Sleep(0)
}
```

Which behavior do you actually want - should `AddParticles` skip when busy, or wait for the operation to complete?</answer></rawResChunk> -->

<!-- This is an auto-generated reply by CodeRabbit -->
created_at: 2025-05-29T19:08:01Z
author_association: NONE
diff_hunk: @@ -49,10 +50,7 @@ public ParticlesManager()
 
     public void AddParticles(Vector2 center, int radius, ParticleKind kind)
     {
-        if (_particlesLock)
-        {
-            return;
-        }
+        while (_particlesLock) { }
path: SimulatorEngine/ParticlesManager.cs
user: login: matfij
body: Cool, I will go with:
```
while (_particlesLock) 
{ 
    Thread.Yield(); // or Thread.Sleep(0)
}
created_at: 2025-05-31T16:18:21Z
author_association: OWNER
diff_hunk: @@ -49,10 +50,7 @@ public ParticlesManager()
 
     public void AddParticles(Vector2 center, int radius, ParticleKind kind)
     {
-        if (_particlesLock)
-        {
-            return;
-        }
+        while (_particlesLock) { }
path: SimulatorEngine/ParticlesManager.cs
user: login: coderabbitai[bot]
body: @matfij Excellent choice! `Thread.Yield()` is perfect here because it:

- **Cooperatively yields** the CPU to other threads instead of spinning wastefully
- **Maintains responsiveness** without introducing arbitrary delays like `Thread.Sleep(1)` would
- **Keeps the blocking behavior** you want while being much more CPU-friendly

Don't forget to apply this same pattern to the other methods in the file that have similar busy-wait loops:
- `RemoveParticles()` (line ~67)
- `ClearSimulation()` (line ~99) 
- `OverrideSimulation()` (line ~107)
- `Tick()` (line ~115)

This will make your thread synchronization consistent and efficient across the entire `ParticlesManager` class.



🐰✨

---

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<!-- <agentComponentType>chat-answer</agentComponentType> -->

<!-- <rawResChunk><answer>@matfij Excellent choice! `Thread.Yield()` is perfect here because it:

- **Cooperatively yields** the CPU to other threads instead of spinning wastefully
- **Maintains responsiveness** without introducing arbitrary delays like `Thread.Sleep(1)` would
- **Keeps the blocking behavior** you want while being much more CPU-friendly

Don't forget to apply this same pattern to the other methods in the file that have similar busy-wait loops:
- `RemoveParticles()` (line ~67)
- `ClearSimulation()` (line ~99) 
- `OverrideSimulation()` (line ~107)
- `Tick()` (line ~115)

This will make your thread synchronization consistent and efficient across the entire `ParticlesManager` class.



🐰✨

---

&lt;!-- This is an auto-generated comment: tweet message by coderabbit.ai --&gt;

If you found this review helpful, would you consider giving us a shout-out on [X](https://twitter.com/intent/tweet?related=CodeRabbitAI&text=%40coderabbitai%20highlights%20why%20OS-level%20sync%20like%20SemaphoreSlim%20beats%20naive%20busy-wait%20loops%3A%20adaptive%20spinning%2C%20scheduler%20integration%20%26%20context%20awareness.%20Choose%20smart%20sync%2C%20not%20CPU%20hog!%20%F0%9F%A7%A0%E2%9A%99%EF%B8%8F%20Try%20%40coderabbitai!&url=https%3A%2F%2Fgithub.com%2Fmatfij%2Fparticle-simulator%2Fpull%2F50%23discussion_r2114556164)?

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</answer></rawResChunk> -->

<!-- This is an auto-generated reply by CodeRabbit -->
created_at: 2025-05-31T16:18:51Z
author_association: NONE
diff_hunk: @@ -49,10 +50,7 @@ public ParticlesManager()
 
     public void AddParticles(Vector2 center, int radius, ParticleKind kind)
     {
-        if (_particlesLock)
-        {
-            return;
-        }
+        while (_particlesLock) { Thread.Yield(); }
path: SimulatorEngine/ParticlesManager.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Improvement: Thread.Yield() addresses previous performance concerns.**

The change from pure busy-wait (`while (_particlesLock) { }`) to `while (_particlesLock) { Thread.Yield(); }` is a significant improvement that addresses the CPU spinning concerns raised in previous reviews. `Thread.Yield()` allows other threads to execute rather than consuming CPU cycles indefinitely.

However, the fundamental design question remains: this changes the behavior from non-blocking (early return) to blocking (wait for availability). Consider documenting this behavioral change to clarify the intended usage pattern.




Also applies to: 82-82, 129-129, 139-139

<details>
<summary>🤖 Prompt for AI Agents</summary>

```
In SimulatorEngine/ParticlesManager.cs at lines 53, 82, 129, and 139, the code
now uses while loops with Thread.Yield() to wait for _particlesLock instead of
busy-waiting or early returning. This changes the behavior from non-blocking to
blocking. To fix this, add clear comments near these lines documenting that the
code now blocks and waits for the lock to be released, explaining the intended
usage and implications of this design change.
```

</details>

<!-- This is an auto-generated reply by CodeRabbit -->
created_at: 2025-05-31T16:22:18Z
author_association: NONE
diff_hunk: @@ -0,0 +1,39 @@
+﻿using System.ComponentModel;
+using System.Runtime.CompilerServices;
+using SimulatorUI.Resources.Locales;
+
+namespace SimulatorUI.Definitions;
+
+public class SimulationTile : INotifyPropertyChanged
+{
+    public required string Id { get; init; }
+    public required string Name { get; init; }
+
+    private int _downloads;
+    public required int Downloads
+    {
+        get => _downloads;
+        set
+        {
+            _downloads = value;
+            OnPropertyChanged();
+            DownloadsLabel = string.Format(AppStrings.Downloads, _downloads);
+        }
+    }
+
+    private string _downloadsLabel = string.Empty;
+    public string DownloadsLabel
+    {
+        get => _downloadsLabel;
+        private set
+        {
+            _downloadsLabel = value;
+            OnPropertyChanged();
+        }
+    }
path: SimulatorUI/Definitions/SimulationTile.cs
user: login: coderabbitai[bot]
body: _🧹 Nitpick (assertive)_

**Consider initialization order for DownloadsLabel.**

The `DownloadsLabel` backing field is initialized to `string.Empty`, but since `Downloads` is a required property, there might be a timing issue where `DownloadsLabel` shows empty initially before `Downloads` is set during object initialization.



Consider initializing `DownloadsLabel` in a constructor or using a computed property:

```diff
-private string _downloadsLabel = string.Empty;
+private string _downloadsLabel = string.Empty;

+public SimulationTile()
+{
+    // DownloadsLabel will be set when Downloads is assigned during object initialization
+}
```

Alternatively, make it a computed property:

```diff
-private string _downloadsLabel = string.Empty;
 public string DownloadsLabel
 {
-    get => _downloadsLabel;
-    private set
-    {
-        _downloadsLabel = value;
-        OnPropertyChanged();
-    }
+    get => string.Format(AppStrings.Downloads, _downloads);
 }
```

If using the computed property approach, remember to call `OnPropertyChanged(nameof(DownloadsLabel))` in the Downloads setter.


> Committable suggestion skipped: line range outside the PR's diff.

<details>
<summary>🤖 Prompt for AI Agents</summary>

```
In SimulatorUI/Definitions/SimulationTile.cs around lines 24 to 33, the
DownloadsLabel backing field is initialized to an empty string, which can cause
it to show empty before the required Downloads property is set. To fix this,
initialize DownloadsLabel in the class constructor based on the initial value of
Downloads, or convert DownloadsLabel into a computed property that returns a
value derived from Downloads. If you choose the computed property approach,
ensure that OnPropertyChanged(nameof(DownloadsLabel)) is called within the
Downloads property's setter to notify UI updates.
```

</details>

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-05-31T16:22:18Z
author_association: NONE
diff_hunk: @@ -73,8 +82,11 @@ private async void OnDownload(object sender, EventArgs e)
 
                 _particlesManager.OverrideSimulation(simulation);
 
-                var name = SimulationList.ItemsSource.Cast<SimulationPreview>().First(preview => preview.Id == id).Name;
-                await DisplayAlert(AppStrings.Success, string.Format(AppStrings.SimulationDownloaded, name), AppStrings.Close);
+                var simulationTile = _simulationTiles.First(preview => preview.Id == id);
+                simulationTile.Downloads += 1;
+
path: SimulatorUI/Components/DownloadPage.xaml.cs
user: login: coderabbitai[bot]
body: _🛠️ Refactor suggestion_

**Use FirstOrDefault to prevent potential exceptions.**

Using `.First()` will throw an exception if no matching simulation tile is found. Consider using `.FirstOrDefault()` and adding null checking for better error handling.



Apply this diff to improve error handling:

```diff
-var simulationTile = _simulationTiles.First(preview => preview.Id == id);
-simulationTile.Downloads += 1;
+var simulationTile = _simulationTiles.FirstOrDefault(preview => preview.Id == id);
+if (simulationTile != null)
+{
+    simulationTile.Downloads += 1;
+}
+else
+{
+    await DisplayAlert(AppStrings.Error, "Simulation not found", AppStrings.Close);
+    return;
+}
```


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

```suggestion
                var simulationTile = _simulationTiles.FirstOrDefault(preview => preview.Id == id);
                if (simulationTile != null)
                {
                    simulationTile.Downloads += 1;
                }
                else
                {
                    await DisplayAlert(AppStrings.Error, "Simulation not found", AppStrings.Close);
                    return;
                }
```

</details>

<!-- suggestion_end -->

<details>
<summary>🤖 Prompt for AI Agents</summary>

```
In SimulatorUI/Components/DownloadPage.xaml.cs around lines 85 to 87, replace
the use of .First() with .FirstOrDefault() when retrieving simulationTile to
avoid exceptions if no match is found. After using .FirstOrDefault(), add a null
check for simulationTile before incrementing Downloads to handle the case where
no matching tile exists gracefully.
```

</details>

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-05-31T16:22:19Z
author_association: NONE
diff_hunk: @@ -49,10 +50,7 @@ public ParticlesManager()
 
     public void AddParticles(Vector2 center, int radius, ParticleKind kind)
     {
-        if (_particlesLock)
-        {
-            return;
-        }
+        while (_particlesLock) { Thread.Yield(); }
path: SimulatorEngine/ParticlesManager.cs
user: login: matfij
body: Yes, it was thoroughly tested manually and produces best user experience compared to previously inconsecutive actions.
created_at: 2025-05-31T16:27:42Z
author_association: OWNER
diff_hunk: @@ -49,10 +50,7 @@ public ParticlesManager()
 
     public void AddParticles(Vector2 center, int radius, ParticleKind kind)
     {
-        if (_particlesLock)
-        {
-            return;
-        }
+        while (_particlesLock) { Thread.Yield(); }
path: SimulatorEngine/ParticlesManager.cs
user: login: coderabbitai[bot]
body: @matfij Thank you for the clarification! It makes perfect sense that blocking behavior would provide better user experience in this case, especially if the early return approach was causing incomplete or inconsistent operations. Your manual testing validates that the blocking approach ensures all particle management operations complete properly rather than being skipped when the lock is busy.

I appreciate you taking the time to test both approaches thoroughly - that's exactly the kind of user-focused decision making that leads to robust applications.



---

<details>
<summary>✏️ Learnings added</summary>

```
Learnt from: matfij
PR: matfij/particle-simulator#50
File: SimulatorEngine/ParticlesManager.cs:53-53
Timestamp: 2025-05-31T16:28:14.193Z
Learning: In SimulatorEngine/ParticlesManager.cs, matfij prefers blocking behavior with Thread.Yield() over early returns for particle management operations (AddParticles, RemoveParticles, ClearSimulation, OverrideSimulation, and Tick). This was thoroughly tested and provides better user experience by preventing "inconsecutive actions" that occurred with the early return approach.
```

> Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure [review instructions](https://docs.coderabbit.ai/guides/review-instructions). You can manage existing learnings in the [app](https://app.coderabbit.ai/learnings).

</details>

---

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<!-- <agentComponentType>chat-answer</agentComponentType> -->

<!-- <rawResChunk><answer>@matfij Thank you for the clarification! It makes perfect sense that blocking behavior would provide better user experience in this case, especially if the early return approach was causing incomplete or inconsistent operations. Your manual testing validates that the blocking approach ensures all particle management operations complete properly rather than being skipped when the lock is busy.

I appreciate you taking the time to test both approaches thoroughly - that's exactly the kind of user-focused decision making that leads to robust applications.



---

<details>
<summary>✏️ Learnings added</summary>

```
Learnt from: matfij
PR: matfij/particle-simulator#50
File: SimulatorEngine/ParticlesManager.cs:53-53
Timestamp: 2025-05-31T16:28:14.193Z
Learning: In SimulatorEngine/ParticlesManager.cs, matfij prefers blocking behavior with Thread.Yield() over early returns for particle management operations (AddParticles, RemoveParticles, ClearSimulation, OverrideSimulation, and Tick). This was thoroughly tested and provides better user experience by preventing "inconsecutive actions" that occurred with the early return approach.
```

> Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure [review instructions](https://docs.coderabbit.ai/guides/review-instructions). You can manage existing learnings in the [app](https://app.coderabbit.ai/learnings).

</details>

---

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<!-- This is an auto-generated reply by CodeRabbit -->
created_at: 2025-05-31T16:28:17Z
author_association: NONE

PR comments:
user: login: coderabbitai[bot]
created_at: 2025-05-29T18:48:26Z
body: <!-- This is an auto-generated comment: summarize by coderabbit.ai -->
<!-- walkthrough_start -->

## Walkthrough

A "Clear Simulation" feature was introduced, adding a `ClearSimulation` method to the particles manager interface and implementation. The UI now includes a clear button that triggers this method via an event handler, allowing users to clear all simulation particles. Lock handling was adjusted to ensure thread safety during particle operations. Additionally, the download list UI was improved by replacing an anonymous type with a strongly typed observable collection, enabling dynamic updates of download counts and changing a label binding to reflect this.

## Changes

| File(s)                                            | Change Summary                                                                                                 |
|----------------------------------------------------|---------------------------------------------------------------------------------------------------------------|
| SimulatorEngine/ParticlesManager.cs                | Added `ClearSimulation` method to interface and class; replaced early returns with busy-wait locking in particle methods. |
| SimulatorUI/Components/MainPage.xaml               | Added a "Clear" ImageButton to the control panel, linked to an event handler.                                 |
| SimulatorUI/Components/MainPage.xaml.cs            | Added `OnClearSimulation` event handler to call `ClearSimulation` on the particles manager.                   |
| SimulatorUI/Components/DownloadPage.xaml            | Changed Label binding from `Downloads` to `DownloadsLabel` in ListView DataTemplate.                          |
| SimulatorUI/Components/DownloadPage.xaml.cs         | Replaced anonymous simulation list with `ObservableCollection<SimulationTile>`; updated download count increment logic. |
| SimulatorUI/Definitions/SimulationTile.cs            | Added `SimulationTile` class implementing `INotifyPropertyChanged` with `Id`, `Name`, `Downloads`, and `DownloadsLabel` properties. |

## Sequence Diagram(s)

```mermaid
sequenceDiagram
    participant User
    participant MainPage
    participant ParticlesManager

    User->>MainPage: Clicks ClearButton
    MainPage->>ParticlesManager: ClearSimulation()
    ParticlesManager->>ParticlesManager: Wait for _particlesLock to be false
    ParticlesManager->>ParticlesManager: Clear _particles dictionary
```

<!-- walkthrough_end -->
<!-- internal state start -->


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<!-- internal state end -->
<!-- finishing_touch_checkbox_start -->

<details open="true">
<summary>✨ Finishing Touches</summary>

- [ ] <!-- {"checkboxId": "7962f53c-55bc-4827-bfbf-6a18da830691"} --> 📝 Generate Docstrings

</details>

<!-- finishing_touch_checkbox_end -->
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author_association: NONE
user: login: sonarqubecloud[bot]
created_at: 2025-05-31T16:23:15Z
body: ## [![Quality Gate Passed](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/checks/QualityGateBadge/qg-passed-20px.png 'Quality Gate Passed')](https://sonarcloud.io/dashboard?id=matfij_particle-simulator&pullRequest=50) **Quality Gate passed**  
Issues  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/passed-16px.png '') [1 New issue](https://sonarcloud.io/project/issues?id=matfij_particle-simulator&pullRequest=50&issueStatuses=OPEN,CONFIRMED&sinceLeakPeriod=true)  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/accepted-16px.png '') [0 Accepted issues](https://sonarcloud.io/project/issues?id=matfij_particle-simulator&pullRequest=50&issueStatuses=ACCEPTED)

Measures  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/passed-16px.png '') [0 Security Hotspots](https://sonarcloud.io/project/security_hotspots?id=matfij_particle-simulator&pullRequest=50&issueStatuses=OPEN,CONFIRMED&sinceLeakPeriod=true)  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/passed-16px.png '') [0.0% Coverage on New Code](https://sonarcloud.io/component_measures?id=matfij_particle-simulator&pullRequest=50&metric=new_coverage&view=list)  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/passed-16px.png '') [0.0% Duplication on New Code](https://sonarcloud.io/component_measures?id=matfij_particle-simulator&pullRequest=50&metric=new_duplicated_lines_density&view=list)  
  
[See analysis details on SonarQube Cloud](https://sonarcloud.io/dashboard?id=matfij_particle-simulator&pullRequest=50)


author_association: NONE