protected internal ArrayList MapTemporalValue(IEnumerable <ITemporalValueItem> valueList) { ArrayList changepoints = new ArrayList(); foreach (var temporalValueItem in valueList) { ChangePointDate changePointDate = new ChangePointDate( temporalValueItem.ChangePoint.Year, temporalValueItem.ChangePoint.Month, temporalValueItem.ChangePoint.Day); ChangePoint changePoint = null; if (temporalValueItem.Type == "currency") { changePoint = string.IsNullOrEmpty(temporalValueItem.Value.ToString()) ? new ChangePoint(changePointDate, null) : new ChangePoint(changePointDate, new Oracle.Determinations.Masquerade.Lang.Double(temporalValueItem.Value.ToString())); } if (temporalValueItem.Type == "text") { changePoint = string.IsNullOrEmpty(temporalValueItem.Value.ToString()) ? new ChangePoint(changePointDate, null) : new ChangePoint(changePointDate, temporalValueItem.Value.ToString()); } if (changePoint != null) { changepoints.Add(changePoint); } } return(changepoints); }
private void Start() { ChangePoint changePoint = base.gameObject.AddComponent <ChangePoint>(); changePoint.triggerTimes = this.triggerTimes; UnityEngine.Object.Destroy(this); }
private static IEnumerable <ChangePoint> FilterChanges(IEnumerable <ChangePoint> changesFiltered, DateTime fromValue) { ChangePoint previousChange = null; int? baseDoneStateCount = null; foreach (var change in changesFiltered) { if (change.Date >= fromValue) { if (baseDoneStateCount == null) { if (previousChange == null) { baseDoneStateCount = 0; } else { baseDoneStateCount = previousChange.StateCounts[0]; } } change.StateCounts[0] -= baseDoneStateCount.Value; yield return(change); } previousChange = change; } }
public CumulativeFlowAnalysis(IEnumerable <AnalyzedIssue> stories, string[] states, DateTime?from = null) { States = states.Reverse().ToArray(); var stateIxs = States.Select((x, i) => new { i, x }).ToDictionary(x => x.x, x => x.i); List <ChangePoint> changes = new List <ChangePoint>(); int[] statesCounter = new int[States.Length]; var statusChangesGroups = stories .SelectMany(issue => issue.SimplifiedStatusChanges .Select(statusChange => new { IssueKey = issue.Key, statusChange.ChangeTime, statusChange.State }) ) .Where(x => stateIxs.ContainsKey(x.State)) .GroupBy(x => x.ChangeTime.Date) .OrderBy(x => x.Key); Dictionary <string, int> activeStates = new Dictionary <string, int>(); foreach (var statusChangeGroup in statusChangesGroups) { foreach (var statusChange in statusChangeGroup) { var currentStateIx = stateIxs[statusChange.State]; statesCounter[currentStateIx]++; if (activeStates.TryGetValue(statusChange.IssueKey, out int previousStateIx)) { statesCounter[previousStateIx]--; } activeStates[statusChange.IssueKey] = stateIxs[statusChange.State]; } var cp = new ChangePoint() { Date = statusChangeGroup.Key, StateCounts = statesCounter.ToArray() }; changes.Add(cp); } IEnumerable <ChangePoint> changesFiltered = changes; if (from != null) { changesFiltered = FilterChanges(changesFiltered, from.Value); } Changes = changesFiltered.ToArray(); }
public void RevealTile_Test() { // Arrange Board board = new Board(10); int x = 0; int y = 0; // Act ChangePoint result = board.RevealTile(x, y); int exp = -1; // Assert Assert.IsNotNull(result); Assert.IsTrue(board.Tiles[board.GetIndex(x, y)].State > exp); }
void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "ChangePoint") { ChangePoint changePoint = collision.gameObject.GetComponent <ChangePoint>(); if (changePoint.isEnd) { levelCreation.CalculateLevelTime(); Destroy(gameObject); return; } IceCreamPart newIceCream = new IceCreamPart(changePoint.buttonId); levelCreation.level.levelParts.Add(newIceCream); } }
private float computeFPR(ChangePoint cp) { return((float)cp.FP / (cp.FP + cp.TN)); }
private float computeTPR(ChangePoint cp) { return(computeRecall(cp)); }
private float computeRecall(ChangePoint p) { return((float)p.TP / (p.TP + p.FN)); }
private float computePrecision(ChangePoint p) { return((float)p.TP / (p.TP + p.FP)); }
private float computeFPR(ChangePoint cp) { return((float)cp.FP / _negatives); }
private float computeRecall(ChangePoint p) { return((float)p.TP / _positives); }