private void PopulateStats() { var qex = new QueryExpression(PluginTypeStatistic.EntityName); qex.ColumnSet.AddColumns( PluginTypeStatistic.CreatedOn, PluginTypeStatistic.ModifiedOn, PluginTypeStatistic.ExecuteCount, PluginTypeStatistic.Averageexecutetimeinmilliseconds, PluginTypeStatistic.FailureCount, PluginTypeStatistic.FailurePercent, PluginTypeStatistic.CrashCount, PluginTypeStatistic.CrashPercent, PluginTypeStatistic.CrashcontributionPercent, PluginTypeStatistic.TerminatememorycontributionPercent, PluginTypeStatistic.TerminatehandlescontributionPercent, PluginTypeStatistic.TerminatecpucontributionPercent, PluginTypeStatistic.TerminateothercontributionPercent); var leplugin = qex.AddLink(PluginType.EntityName, PluginType.PrimaryKey, PluginTypeStatistic.PluginTypeId, JoinOperator.LeftOuter); leplugin.EntityAlias = PluginTypeAlias; leplugin.Columns.AddColumns(PluginType.PrimaryName); var stats = _service.RetrieveMultiple(qex); foreach (var stat in stats.Entities) { var secperday = StatsControl.GetStatTimePerDay(stat); stat["secondsperday"] = secperday; } gridPluginStats.DataSource = stats; gridPluginStats.AutoResizeColumns(); }
public Stats(Pos pos, StatsVision vision, StatsControl control, StatsBuild build, StatsExtraction extraction, StatsMilitary military) { _pos = pos; _vision = vision; _control = control; _build = build; _extraction = extraction; _military = military; }
private void displayStats() { statsButton.IsEnabled = false; journalButton.IsEnabled = true; StatsControl control = new StatsControl(); dashMainContent.Content = control; }
public PluginTraceViewer() { InitializeComponent(); var theme = new VS2015LightTheme(); dockContainer.Theme = theme; gridControl = new GridControl(this); filterControl = new FilterControl(this); statsControl = new StatsControl(this); traceControl = new TraceControl(); exceptionControl = new ExceptionControl(); }
public List <Stats> GetPosViews() { List <Stats> views = new List <Stats>(); Dictionary <Pos, StatsVision> vision = GetPosViewVision(); Dictionary <Pos, StatsControl> control = GetPosViewControl(); Dictionary <Pos, StatsBuild> build = GetPosViewBuild(); Dictionary <Pos, StatsExtraction> extraction = GetPosViewExtraction(); Dictionary <Pos, StatsMilitary> military = GetPosViewMilitary(); foreach (Pos p in _game._locations.Keys) { StatsVision v = vision.ContainsKey(p) ? vision[p] : new StatsVision(new Dictionary <Player, eVisibility>()); StatsControl c = control.ContainsKey(p) ? control[p] : new StatsControl(new Dictionary <Player, bool>()); StatsBuild b = build.ContainsKey(p) ? build[p] : new StatsBuild(new Dictionary <Player, dStructurePlacement>()); StatsExtraction e = extraction.ContainsKey(p) ? extraction[p] : new StatsExtraction(new Dictionary <Player, float>()); StatsMilitary m = military.ContainsKey(p) ? military[p] : new StatsMilitary(new Dictionary <Player, float>()); Stats view = new Stats(p, v, c, b, e, m); views.Add(view); } return(views); }
public void Setup(FlockControl.BirdState bs, int number, int numBirds, int numWalls) { this.flockControl = FindObjectOfType <FlockControl>(); this.statsControl = FindObjectOfType <StatsControl>(); this.velocity = Vector2.zero; this.force = Vector2.zero; this.transform.localScale = defaultScale * bs.size; this.speed = bs.speed; this.size = bs.size; this.mass = bs.size * bs.size; gameObject.GetComponent <Renderer>().material.color = bs.color; this.velocity = bs.velocity; this.number = number; this.lastPos = transform.position; gameObject.GetComponent <Collider2D>().enabled = true; birdDeltas = new CachedDelta[numBirds]; wallDeltas = new CachedDelta[numWalls]; countCollision = false; }
public void Start() { Application.targetFrameRate = (int)(FRAMES_PER_SECOND * SIMULATION_SPEED); Time.timeScale = SIMULATION_SPEED; Application.runInBackground = true; decisionControl.InitializeModel(NUM_BIRDS, randomizePositions); // Set the background based on room settings background.transform.position = new Vector3(ROOM_WIDTH / 2, ROOM_HEIGHT / 2, 5); Camera.main.transform.position = new Vector3(ROOM_WIDTH / 2, ROOM_HEIGHT / 2, -10); background.transform.localScale = new Vector3(ROOM_WIDTH + 5, ROOM_HEIGHT + 5, 1); background.GetComponent <Renderer>().material.color = Color.black; goal = Instantiate <GameObject>(goalPrefab); statsControl = FindObjectOfType <StatsControl>(); uiControl = FindObjectOfType <UIControl>(); // Generate birds birdControls = new BirdControl[NUM_BIRDS]; for (int i = 0; i < NUM_BIRDS; i++) { BirdControl bird = Instantiate <GameObject>(birdPrefab).GetComponent <BirdControl>(); birdControls [i] = bird; } walls = new GameObject[NUM_RANDOM_WALLS]; for (int i = 0; i < walls.Length; i++) { walls [i] = Instantiate <GameObject>(wallPrefab); } startPositions = new Vector2[NUM_BIRDS]; randomizePositions(0); resetSimulation(); }
Dictionary <Pos, StatsControl> GetPosViewControl() { Dictionary <Pos, Dictionary <Player, bool> > control = new Dictionary <Pos, Dictionary <Player, bool> >(); List <Player> players = _game._playerSystem._players; foreach (Pos p in _game._locations.Keys) { control[p] = new Dictionary <Player, bool>(); foreach (Player player in players) { control[p][player] = false; } } Player currentPlayer = _game._playerSystem._currentPlayer; foreach (Pos p in _game._locations.Keys) { HomelandsStructure structure = _game._locations[p]._structure; if (structure != null) { List <HomelandsLocation> visibleLocations = structure.GetLocationsInRadius(eRadius.Control); foreach (HomelandsLocation location in visibleLocations) { control[location._pos][structure._owner] = true; } } } Dictionary <Pos, StatsControl> controlStats = new Dictionary <Pos, StatsControl>(); foreach (Pos p in control.Keys) { controlStats[p] = new StatsControl(control[p]); } return(controlStats); }