Closed dfalster closed 2 months ago
Have been thinking what to call the different types of competition and resources. Both light and water are resources, and access and uptake rates may be determined by a combination of state, traits and current environment. the key difference is the timescale over which renewal happens.
light is a resource whose dynamics are very fast -- it's constantly arriving and can't be stored up in the patch, because losses happen very quickly
stare and nitrogen(by contrast) are resource whose dynamics are very slow -- they arrive slowly and can accumulate within the soil.
Revisiting this with @rafaqz
made some necessary progress, step as we see it presently
Steps towards the latter
At first, we could implement resource extraction with some fixed rates (e.g. per leaf area), before making photosynthesis also depend on the resource level (i.e. no feedback). This will enable us to make sure the ode stepper and integration is working.
Finally, implement dependency of photosynthesis on resource level.
Next steps are to
also make sure to
Underway as part of #328
Would like to start adding competition for water and / or nitrogen. But more generally, any depleting resource.
@johnWilshire and I started to map how this could work. We need to add some extra odes to track the level of different resources (e.g. water, nitrogen) in the soil. Key implementation feature are as follows
compute_vars_phys
so this connection is very easy to implement (assuming we have the physiology sorted out)Current idea is
The other option would be to make a single environment class that catches all possible uses by strategy. For now templating seems safer.