void proc_Exited(object sender, EventArgs e) { if (this.InvokeRequired) { end en = new end(End); this.Invoke(en); } else { End(); } }
public value2(string su, string st, string en, string em, string name) { subject = su; Start = new start(); Start.DateTime = st; Start.TimeZone = "UTC"; End = new end(); End.DateTime = en; End.TimeZone = "UTC"; Attendees = new atendee(); Attendees.adress = em; Attendees.name = name; }
public void finishGame(end typeofEnd) { if (typeofEnd == end.Loose) { GetComponent <goToScene>().goTo(3); } else if (typeofEnd == end.Win) { PlayerPrefs.SetInt("missilesLaunched", player.missilesLaunched); PlayerPrefs.SetFloat("timeTaken", Time.time - player.startTime); GetComponent <goToScene>().goTo(2); } }
public string Post(end End) { Connection conn = new Connection(); MySqlConnection myConn = conn.GetConnection(); //string time=DateTime.Now.ToShortDateString(); string s = string.Format("update sick_leave set terminate_time='{0}' where sickleave_ID='{1}'", End.terminate_time, End.sickleave_ID); MySqlCommand command = new MySqlCommand(s, myConn); int i = command.ExecuteNonQuery(); conn.Close(); if (i != 0) { return("success"); } return("fail"); }
// Start is called before the first frame update private void Awake() { Player = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); loser = GameObject.FindGameObjectWithTag("END").GetComponent <end>(); anim = GetComponent <Animator>(); }
static string decompile(Chunk chunk) { if (chunk != file.Main) { write("; Function " + chunk.Name); write(".func"); indent = indent + 1; } else write("; Main code"); write(".name \"" + chunk.Name + "\""); write(".options " + chunk.UpvalueCount + " " + chunk.ArgumentCount + " " + chunk.Vararg + " " + chunk.MaxStackSize); write("; Above contains: Upvalue count, Argument count, Vararg flag, Max Stack Size"); write""; if chunk.Constants.Count > 0 then write("; Constants") for i = 1, chunk.Constants.Count do local c = chunk.Constants[i - 1] if c.Type == "Nil" then write(".const nil") elseif c.Type == "Bool" then write(".const " .. (c.Value and "true" or "false")) elseif c.Type == "Number" then write(".const " .. c.Value) elseif c.Type == "String" then local v = "" for i = 1, c.Value:len() do local ch = string.byte(c.Value, i) -- other chars with values > 31 are '"' (34), '\' (92) and > 126 if ch < 32 or ch == 34 or ch == 92 or ch > 126 then if ch >= 7 and ch <= 13 then ch = string.sub("abtnvfr", ch - 6, ch - 6) elseif ch == 34 or ch == 92 then ch = string.char(ch) end v = v .. "\\" .. ch else-- 32 <= v <= 126 (NOT 255) v = v .. string.char(ch) end end write(".const \"" .. v .. "\"") end end end if chunk.Locals.Count > 0 then write("; Locals") for i = 1, chunk.Locals.Count do write(".local " .. chunk.Locals[i - 1].Name) end end if chunk.Upvalues.Count > 0 then write("; Upvalues") for i = 1, chunk.Upvalues.Count do write(".upval " .. chunk.Upvalues[i - 1].Name) end end write("; Instructions") for i = 1, chunk.Instructions.Count do local instr = chunk.Instructions[i - 1] if instr.OpcodeType == "ABC" then write(instr.Opcode:lower() .. " " .. instr.A .. " " .. instr.B .. " " .. instr.C) elseif instr.OpcodeType == "ABx" then write(instr.Opcode:lower() .. " " .. instr.A .. " " .. instr.Bx) elseif instr.OpcodeType == "AsBx" then write(instr.Opcode:lower() .. " " .. instr.A .. " " .. instr.sBx) end end if chunk.Protos.Count > 0 then write("; Protos") write"" for i = 1, chunk.Protos.Count do decompile(chunk.Protos[i - 1]) end end if chunk ~= file.Main then indent = indent - 1 write(".end") end }
/// <summary> /// Este Metodo executa o movimento de End. /// </summary> /// <returns>Return TRUE se o movimento ocorreu</returns> public bool Do() { Structs.BasicStructs.Point r1; Structs.BasicStructs.Point r2; if (GCPS.chain.selectNode == 0) { //r1 = Members.monomero.r[Members.monomero.selectNode]; //r2 = Members.monomero.r[Members.monomero.selectNode + 1]; //copia dos dados do monomero para movimento r1 = new Structs.BasicStructs.Point() { x = GCPS.chain.r[GCPS.chain.selectNode].x, y = GCPS.chain.r[GCPS.chain.selectNode].y, z = GCPS.chain.r[GCPS.chain.selectNode].z }; r1.e = new List <TypeE>(); r1.e.AddRange(GCPS.chain.r[GCPS.chain.selectNode].e); //copia dos dados do monomero para movimento r2 = new Structs.BasicStructs.Point() { x = GCPS.chain.r[GCPS.chain.selectNode + 1].x, y = GCPS.chain.r[GCPS.chain.selectNode + 1].y, z = GCPS.chain.r[GCPS.chain.selectNode + 1].z }; r2.e = new List <TypeE>(); r2.e.AddRange(GCPS.chain.r[GCPS.chain.selectNode + 1].e); } else { //r1 = Members.monomero.r[Members.monomero.selectNode]; //r2 = Members.monomero.r[Members.monomero.selectNode - 1]; //copia dos dados do monomero para movimento r1 = new Structs.BasicStructs.Point() { x = GCPS.chain.r[GCPS.chain.selectNode].x, y = GCPS.chain.r[GCPS.chain.selectNode].y, z = GCPS.chain.r[GCPS.chain.selectNode].z }; r1.e = new List <TypeE>(); r1.e.AddRange(GCPS.chain.r[GCPS.chain.selectNode].e); //copia dos dados do monomero para movimento r2 = new Structs.BasicStructs.Point() { x = GCPS.chain.r[GCPS.chain.selectNode - 1].x, y = GCPS.chain.r[GCPS.chain.selectNode - 1].y, z = GCPS.chain.r[GCPS.chain.selectNode - 1].z }; r2.e = new List <TypeE>(); r2.e.AddRange(GCPS.chain.r[GCPS.chain.selectNode - 1].e); } //Vetor p, como sendo a difereça entre os vetores posuicao do residuo "2" e do residuo "1", isto é: p=r1-r1 Structs.BasicStructs.Point p = new Structs.BasicStructs.Point() { x = r2.x - r1.x, y = r2.y - r1.y, z = r2.z - r1.z }; //Definicao dos dois vetores v e w Structs.BasicStructs.Point v; Structs.BasicStructs.Point w; //cria as 3 possibilidades para v e w if (p.x != 0) { v = new Structs.BasicStructs.Point() { x = 0, y = p.x, z = 0 }; w = new Structs.BasicStructs.Point() { x = 0, y = 0, z = p.x }; } else if (p.y != 0) { v = new Structs.BasicStructs.Point() { x = 0, y = 0, z = p.y }; w = new Structs.BasicStructs.Point() { x = p.y, y = 0, z = 0 }; } else //if (p.z != 0) { v = new Structs.BasicStructs.Point() { x = p.z, y = 0, z = 0 }; w = new Structs.BasicStructs.Point() { x = 0, y = p.z, z = 0 }; } //Sorteio do movimento para 4 possibilidades (de 0 à 3) Randomic.Random(); int i = (int)(Randomic.randu * 4); end type = end.none; switch (i) { case 0: //Primeira possibilidade: r1=r2+vi r1.x = r2.x + v.x; r1.y = r2.y + v.y; r1.z = r2.z + v.z; type = end.one; break; case 1: //Segunda possibilidade: r1=r2-vi r1.x = r2.x - v.x; r1.y = r2.y - v.y; r1.z = r2.z - v.z; type = end.two; break; case 2: //Terceira possibilidade: r1=r2+wi r1.x = r2.x + w.x; r1.y = r2.y + w.y; r1.z = r2.z + w.z; type = end.three; break; case 3: //Quarta possibilidade: r1=r2-wi r1.x = r2.x - w.x; r1.y = r2.y - w.y; r1.z = r2.z - w.z; type = end.four; break; default: new GridProteinFolding.Middle.Helpers.LoggingHelpers.Log().Exception(new System.Exception("Error ends.."), Types.ErrorLevel.Warning); break; } //GICO.WriteLine("{0} {1} {2}", r1.x, r1.y, r1.z); //Verifica a aceitação do movimento if (TryMove(ref r1)) // && TryMovePeerDPP(ref pointSorted, (Structs.Point)Members.monomero.r[neighborNode])) { GCPS.tempChain.r[GCPS.chain.selectNode] = r1; GCPS.tempChain.contMoves.endsAccept++; switch (type) { case end.one: GCPS.tempChain.contMoves.moveSetEnd.endAccept_1++; break; case end.two: GCPS.tempChain.contMoves.moveSetEnd.endAccept_2++; break; case end.three: GCPS.tempChain.contMoves.moveSetEnd.endAccept_3++; break; case end.four: GCPS.tempChain.contMoves.moveSetEnd.endAccept_4++; break; } GCPS.tempChain.typeOfLattice = BasicEnums.Lattices.End; return(true); } else { GCPS.chain.contMoves.endsReject++; switch (type) { case end.one: GCPS.chain.contMoves.moveSetEnd.endReject_1++; break; case end.two: GCPS.chain.contMoves.moveSetEnd.endReject_2++; break; case end.three: GCPS.chain.contMoves.moveSetEnd.endReject_3++; break; case end.four: GCPS.chain.contMoves.moveSetEnd.endReject_4++; break; } return(false); } }
=> PolygonSetContainsPoints0(polygons, start, end, epsilon);