private void UpdateActivity(int activityId, ActivityMode activityMode) { if (activityMode == ActivityMode.Public) { var view = _viewManager.Get <ICollection <ActivityView> >(); if (view != null) // if null, could signify that ApplicationStarted build is not yet complete. { Rwlock.EnterWriteLock(); try { var entity = _entities.Query <Activity>().SingleOrDefault(a => a.RevisionId == activityId); if ((entity != null) && (entity.Mode == ActivityMode.Public) && (entity.EditSourceId == null)) { var existingActivityView = view.SingleOrDefault(a => a.Id == entity.RevisionId); if (existingActivityView != null) { view.Remove(existingActivityView); } view.Add(new ActivityView(entity)); _viewManager.Set <ICollection <ActivityView> >(view); } } finally { Rwlock.ExitWriteLock(); Debug.WriteLine(DateTime.Now + " ActivityView update activity complete with " + view.Count + " activities."); } } } }
/// <summary> /// Constructs a new PInterpolatingActivity that will interpolate between two states /// in the order specified by the mode, starting at the given start time and looping /// the given number of iterations. /// </summary> /// <param name="duration">The length of one loop of the activity.</param> /// <param name="stepInterval"> /// The minimum number of milliseconds that this activity should delay between steps. /// </param> /// <param name="startTime"> /// The time (relative to <c>PUtil.CurrentTimeMillis()</c>) that /// this activity should start. /// </param> /// <param name="loopCount"> /// The number of times the activity should reschedule itself. /// </param> /// <param name="mode"> /// The mode defines how the activity interpolates between states. /// </param> public PInterpolatingActivity(long duration, long stepInterval, long startTime, int loopCount, ActivityMode mode) : base(duration, stepInterval, startTime) { this.loopCount = loopCount; this.mode = mode; slowInSlowOut = true; firstLoop = true; }
/// <summary> /// Constructs a new PTransformActivity that animate between the source and destination /// matrices in the order specified by the mode, looping the given number of iterations. /// </summary> /// <param name="duration">The length of one loop of the activity.</param> /// <param name="stepInterval"> /// The minimum number of milliseconds that this activity should delay between steps. /// </param> /// <param name="loopCount"> /// The number of times the activity should reschedule itself. /// </param> /// <param name="mode"> /// Defines how the activity interpolates between states. /// </param> /// <param name="aTarget"> /// The object that the activity will be applied to and where the source /// state will be taken from. /// </param> /// <param name="aDestination">The destination matrix.</param> public PTransformActivity(long duration, long stepInterval, int loopCount, ActivityMode mode, Target aTarget, PMatrix aDestination) : base(duration, stepInterval, loopCount, mode) { source = new float[6]; destination = new float[6]; target = aTarget; if (aDestination != null) { destination = aDestination.MatrixReference.Elements; } }
/// <summary> /// Constructs a new PTransformActivity that animate between the source and destination /// matrices in the order specified by the mode, looping the given number of iterations. /// </summary> /// <param name="duration">The length of one loop of the activity.</param> /// <param name="stepInterval"> /// The minimum number of milliseconds that this activity should delay between steps. /// </param> /// <param name="loopCount"> /// The number of times the activity should reschedule itself. /// </param> /// <param name="mode"> /// Defines how the activity interpolates between states. /// </param> /// <param name="aTarget"> /// The object that the activity will be applied to and where the source /// state will be taken from. /// </param> /// <param name="aDestination">The destination matrix.</param> public PTransformActivity(long duration, long stepInterval, int loopCount, ActivityMode mode, Target aTarget, Matrix aDestination) : base(duration, stepInterval, loopCount, mode) { source = new float[6]; destination = new float[6]; target = aTarget; if (aDestination != null) { destination = MatrixExtensions.GetElements(aDestination); } }
/// <summary> /// Checks to see if an activity has already been set before in this run. If so, it sets the activity to ShowHelp /// and outputs an error to the user /// </summary> /// <param name="activityMode">Requested mode to run.</param> /// <returns>Either the requested mode or the ShowHelp mode, if an activity was already set.</returns> private static ActivityMode TrySetActivity(ActivityMode activityMode) { if (_isActivityAlreadySet) { DisplayErrors(new[] { ResourceStrings.MultipleSwitches }); return(ActivityMode.ShowHelp); } _isActivityAlreadySet = true; return(activityMode); }
public Task<GetActivitiesResponse> GetActivities(MembershipType membershipType, long membershipId, long characterId, ActivityMode mode, int? count = null, int? page = null, bool? definitions = null) { var model = new { membershipType, membershipId, characterId, mode, count, page, definitions }; return Request<GetActivitiesResponse>(model); }
internal static IQueryable<Activity> WithMode(this IQueryable<Activity> queryable, ActivityMode mode) { var modeText = mode.AsSentenceFragment(); return queryable.Where( a => modeText.Equals(a.ModeText, StringComparison.OrdinalIgnoreCase) ); }
/// <summary> /// Constructs a new PPathActivity that will interpolate between multiple states in the /// order specified by the mode, transitioning from state to state as specified by the /// given knot values and looping the given number of iterations. /// </summary> /// <param name="duration">The length of the activity.</param> /// <param name="stepInterval"> /// The minimum number of milliseconds that this activity should delay between steps. /// </param> /// <param name="loopCount"> /// The number of times the activity should reschedule itself. /// </param> /// <param name="mode"> /// The mode defines how the activity interpolates between states. /// </param> /// <param name="knots"> /// An array of values between 0 and 1 that indicate when the state transitions should /// occur. /// </param> public PPathActivity(long duration, long stepInterval, int loopCount, ActivityMode mode, float[] knots) : base(duration, stepInterval, loopCount, mode) { Knots = knots; }
internal static IQueryable <Activity> WithMode(this IQueryable <Activity> queryable, ActivityMode mode) { var modeText = mode.AsSentenceFragment(); return(queryable.Where( a => modeText.Equals(a.ModeText, StringComparison.OrdinalIgnoreCase) )); }
/// <summary> /// Constructs a new PColorActivity that animate between the source and destination /// colors in the order specified by the mode, looping the given number of iterations. /// </summary> /// <param name="duration">The length of one loop of the activity.</param> /// <param name="stepInterval"> /// The minimum number of milliseconds that this activity should delay between steps. /// </param> /// <param name="loopCount"> /// The number of times the activity should reschedule itself. /// </param> /// <param name="mode"> /// Defines how the activity interpolates between states. /// </param> /// <param name="aTarget"> /// The object that the activity will be applied to and where the source state /// will be taken from. /// </param> /// <param name="aDestination">The destination color state.</param> public PColorActivity(long duration, long stepInterval, int loopCount, ActivityMode mode, Target aTarget, Color aDestination) : base(duration, stepInterval, loopCount, mode) { target = aTarget; destination = aDestination; }
public HttpResponseMessage PutMove(int workCopyActivityId, int originalActivityId, ActivityMode mode) { if (workCopyActivityId == 0 || originalActivityId == 0) return Request.CreateResponse(HttpStatusCode.BadRequest); var command = new ReplaceActivity(User, workCopyActivityId, originalActivityId) { Mode = mode, }; _replaceActivity.Handle(command); return Request.CreateResponse(HttpStatusCode.OK); }
/// <summary> /// Constructs a new PPositionPathActivity that will move the target through the given /// positions in the order specified by the mode, transitioning from position to position /// as specified by the given knot values and looping the given number of iterations. /// </summary> /// <param name="duration">The length of the activity.</param> /// <param name="stepInterval"> /// The minimum number of milliseconds that this activity should delay between steps. /// </param> /// <param name="loopCount"> /// The number of times the activity should reschedule itself. /// </param> /// <param name="mode"> /// The mode defines how the activity interpolates between states. /// </param> /// <param name="aTarget">The object that the activity will be applied to.</param> /// <param name="knots"> /// An array of values between 0 and 1 that indicate when the position UsefulThings.WinForms.Transitions should /// occur. /// </param> /// <param name="positions"> /// The sequence of points that this activity animates through. /// </param> public PPositionPathActivity(long duration, long stepInterval, int loopCount, ActivityMode mode, Target aTarget, float[] knots, PointF[] positions) : base(duration, stepInterval, loopCount, mode, knots) { target = aTarget; this.positions = positions; }
/// <summary> /// Constructs a new PPathActivity that will interpolate between multiple states in the /// order specified by the mode, transitioning from state to state as specified by the /// given knot values and looping the given number of iterations. /// </summary> /// <param name="duration">The length of the activity.</param> /// <param name="stepInterval"> /// The minimum number of milliseconds that this activity should delay between steps. /// </param> /// <param name="loopCount"> /// The number of times the activity should reschedule itself. /// </param> /// <param name="mode"> /// The mode defines how the activity interpolates between states. /// </param> /// <param name="knots"> /// An array of values between 0 and 1 that indicate when the state UsefulThings.WinForms.Transitions should /// occur. /// </param> public PPathActivity(long duration, long stepInterval, int loopCount, ActivityMode mode, float[] knots) : base(duration, stepInterval, loopCount, mode) { Knots = knots; }
/// <summary> /// Constructs a new PInterpolatingActivity that will interpolate from the source /// state to the destination state, looping the given number of iterations. /// </summary> /// <param name="duration">The length of one loop of the activity.</param> /// <param name="stepInterval"> /// The minimum number of milliseconds that this activity should delay between steps. /// </param> /// <param name="loopCount"> /// The number of times the activity should reschedule itself. /// </param> /// <param name="mode"> /// The mode defines how the activity interpolates between states. /// </param> public PInterpolatingActivity(long duration, long stepInterval, int loopCount, ActivityMode mode) : this(duration, stepInterval, PUtil.CurrentTimeMillis, loopCount, mode) {}
/// <summary> /// Constructs a new PPositionPathActivity that will move the target through the given /// positions in the order specified by the mode, transitioning from position to position /// as specified by the given knot values and looping the given number of iterations. /// </summary> /// <param name="duration">The length of the activity.</param> /// <param name="stepInterval"> /// The minimum number of milliseconds that this activity should delay between steps. /// </param> /// <param name="loopCount"> /// The number of times the activity should reschedule itself. /// </param> /// <param name="mode"> /// The mode defines how the activity interpolates between states. /// </param> /// <param name="aTarget">The object that the activity will be applied to.</param> /// <param name="knots"> /// An array of values between 0 and 1 that indicate when the position transitions should /// occur. /// </param> /// <param name="positions"> /// The sequence of points that this activity animates through. /// </param> public PPositionPathActivity(long duration, long stepInterval, int loopCount, ActivityMode mode, Target aTarget, float[] knots, PointF[] positions) : base(duration, stepInterval, loopCount, mode, knots) { target = aTarget; this.positions = positions; }
/// <summary> /// Constructs a new PInterpolatingActivity that will interpolate from the source /// state to the destination state, looping the given number of iterations. /// </summary> /// <param name="duration">The length of one loop of the activity.</param> /// <param name="stepInterval"> /// The minimum number of milliseconds that this activity should delay between steps. /// </param> /// <param name="loopCount"> /// The number of times the activity should reschedule itself. /// </param> /// <param name="mode"> /// The mode defines how the activity interpolates between states. /// </param> public PInterpolatingActivity(long duration, long stepInterval, int loopCount, ActivityMode mode) : this(duration, stepInterval, PUtil.CurrentTimeMillis, loopCount, mode) { }