static void Main(string[] args) { //Keep the GC churning away at finalization to demonstrate the case Task.Factory.StartNew(() => { while (!_end) { GC.Collect(); GC.WaitForPendingFinalizers(); } }); //Keep constructing cats until we find the desired case int catCount = 0; while (!_end) { catCount++; var cat = new Schrodinger(); while (_lifeState != 2) { Thread.Yield(); } } Console.WriteLine("{0} cats died in the making of this boundary case", catCount); Console.ReadKey(); }
// Start is called before the first frame update void Start() { GameObject canvas = GameObject.Find("GameUICanvas"); mTimer = canvas.transform.Find("Timer").GetComponent <Text>(); mLivingText = canvas.transform.Find("FurnitureRatio").transform.Find("FurnitureLiving").GetComponent <Text>(); mDeadText = canvas.transform.Find("FurnitureRatio").transform.Find("FurnitureDead").GetComponent <Text>(); mEndPanel = canvas.transform.Find("GameOverPanel").gameObject; mEndText = mEndPanel.transform.Find("GameOverText").GetComponent <Text>(); mGameTime = mStartingTime; mGameState = State.GAME; mFurniture = GameObject.FindGameObjectsWithTag("interobj"); mSchrodinger = GameObject.Find("Schrodinger").GetComponent <Schrodinger>(); mNoiseInterval = mSchrodinger.mTimeBetweenNoise; mTimeFromLastNoise = 0; }
static void Main(string[] args) { for (int i = 0; i < 10000; i++) { var s = new Schrodinger(); var val = s.Value; var s2 = new Schrodinger(); var val2 = s2.Value; var eq = s.CompareTo(s2); if (val != null) Console.WriteLine(val); if (val2 != null) Console.WriteLine(val2); Console.WriteLine(); Debug.WriteLine(i); Thread.Sleep(1000); } }