is there space for more neighbors ? concode_field_sep float y_old concode_elem_sep boolean isSecond concode_elem_sep int cntSig concode_elem_sep float x concode_elem_sep float sqrDist concode_elem_sep int x_grid concode_elem_sep float tau concode_elem_sep float traceX[] concode_elem_sep boolean hasMoved concode_elem_sep int y_grid concode_elem_sep boolean isMouseSelected concode_elem_sep int TRACE_LEN concode_elem_sep int nNeighbor concode_elem_sep int traceIdx concode_elem_sep boolean isMostRecentlyInserted concode_elem_sep float error concode_elem_sep float utility concode_elem_sep float y concode_elem_sep int neighbor[] concode_elem_sep boolean isWinner concode_elem_sep Vector<Float> tr concode_elem_sep float traceY[] concode_elem_sep int MAX_NEIGHBORS concode_elem_sep float x_old concode_elem_sep Vector<Integer> signals concode_field_sep int numSignals concode_elem_sep void addSignal concode_elem_sep void replaceNeighbor concode_elem_sep void adapt concode_elem_sep boolean isNeighbor concode_elem_sep int removeSignal concode_elem_sep int neighbor concode_elem_sep void assignVector concode_elem_sep int numNeighbors concode_elem_sep void addVector concode_elem_sep void subtractVector concode_elem_sep Vector<Float> getTrace concode_elem_sep void deleteNeighbor concode_elem_sep void addNeighbor
boolean function ( ) { return ( MAX_NEIGHBORS != nNeighbor ) ; }