private void fillSampleListRandom( string method )
        {
            Configuration conf;
            switch (method)
            {
                case "Random":
                    #region RandomSampleFilling
                    for (int i = 0; i < numberOfSample; i++)
                        samples.Add(getFreeConfiguration());
                    break;
                    #endregion
                case "AroundObstacles":
                    #region AroundObstaclesSampleFilling
                    for (int i = 0; i < numberOfSample; i++)
                    {
                        conf = getRandomConfig();
                        Agent a = new Agent(game, spriteBatch, texture, conf.X, conf.Y, conf.Width, conf.Height, conf.Rotation,"a"+i.ToString());
                        if (a.config.isOnObstacle(scenario.obstacles))
                        {
                            Vector2 randomDirection;
                            do
                            {
                                randomDirection = new Vector2((float)rand.NextDouble() * 2 - 1, (float)rand.NextDouble() * 2 - 1);
                            } while (randomDirection.X == 0 && randomDirection.Y == 0);

                            do
                            {
                                a.config.ChangePosition(randomDirection.X, randomDirection.Y);
                            } while (a.config.isOnObstacle(scenario.obstacles));

                            samples.Add(a.config);
                        }
                        else
                            samples.Add(getFreeConfiguration());    // Eğer sample boşlukta çıktıysa direk alınır.
                    }
                    break;
                    #endregion
                case "OnlyAroundObstacles":
                    #region OnlyAroundObstacles
                    for (int i = 0; i < numberOfSample; i++)
                    {
                        conf = getRandomConfig();
                        Agent a = new Agent(game, spriteBatch, texture, conf.X, conf.Y, conf.Width, conf.Height, conf.Rotation,"a"+i.ToString());
                        if (a.config.isOnObstacle(scenario.obstacles))
                        {
                            Vector2 randomDirection;
                            do
                            {

                                randomDirection = new Vector2((float)rand.NextDouble() * 2 - 1, (float)rand.NextDouble() * 2 - 1);
                            } while (randomDirection.X == 0 && randomDirection.Y == 0);

                            do
                            {
                                a.config.ChangePosition(randomDirection.X, randomDirection.Y);
                            } while (a.config.isOnObstacle(scenario.obstacles));

                            samples.Add(a.config);
                        }
                    }
                    break;
                    #endregion
                case "Special1":
                    Agent c = new Agent(game, spriteBatch, texture, 30, 60, 5, 5, 0.0f,"a1");
                    samples.Add(c.config);
                    c = new Agent(game, spriteBatch, texture, 90, 20, 5, 5, 0.0f, "a2");
                    samples.Add(c.config);
                    c = new Agent(game, spriteBatch, texture, 100, 70, 5, 5, 0.0f, "a3");
                    samples.Add(c.config);
                    c = new Agent(game, spriteBatch, texture, 90, 120, 5, 5, 0.0f, "a4");
                    samples.Add(c.config);
                    c = new Agent(game, spriteBatch, texture, 280, 320, 5, 5, 0.0f, "a5");
                    samples.Add(c.config);
                    c = new Agent(game, spriteBatch, texture, 320, 280, 5, 5, 0.0f, "a6");
                    samples.Add(c.config);
                    c = new Agent(game, spriteBatch, texture, 330, 310, 5, 5, 0.0f, "a7");
                    samples.Add(c.config);
                    c = new Agent(game, spriteBatch, texture, 320, 350, 5, 5, 0.0f, "a8");
                    samples.Add(c.config);
                    break;
            }
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            font = Content.Load<SpriteFont>("myFont");
            t = Content.Load<Texture2D>("Square");
            obstacleTexture = Content.Load<Texture2D>("randomPosition");
            scenario = new Scenario(this, spriteBatch, t, "DuzDarBogaz");
            roadmap = new Roadmap(this, graphics, spriteBatch, t, scenario, 100, 5, 20, 60);
            dijsktra = new Dijkstra(roadmap);
            agent = new Agent(this, spriteBatch, t, 0, 0, 20, 60, 0.0F, Color.Yellow,dijsktra,"deneme");

            roadmap.Enabled = true;
            agent.Enabled = true;
            this.Components.Add(agent);
            this.Components.Add(roadmap);

            // TODO: use this.Content to load your game content here
        }
        private void fillSampleListAroundObstacles()
        {
            Configuration conf;
            for (int i = 0; i < numberOfSample; i++)
            {
                conf = getRandomConfig();
                Agent a = new Agent(game, spriteBatch, texture, conf.X, conf.Y, conf.Width, conf.Height, conf.Rotation,"a"+i.ToString());
                if (a.config.isOnObstacle(scenario.obstacles))
                {
                    Vector2 randomDirection;
                    do
                    {

                        randomDirection = new Vector2((float)rand.NextDouble() * 2 - 1, (float)rand.NextDouble() * 2 - 1);
                    } while (randomDirection.X == 0 && randomDirection.Y == 0);

                    do
                    {
                        a.config.ChangePosition(randomDirection.X, randomDirection.Y);
                    } while (a.config.isOnObstacle(scenario.obstacles));

                    samples.Add(a.config);

                }
                else
                {
                    // Eğer sample boşlukta çıktıysa direk alınır.
                    //samples.Add(getFreeConfiguration());
                }
            }
        }