Exemple #1
0
        //orchestrates
        public int WorkCycle(int procnum)
        {
            //not really sure if this does anything
            int    processor = (int)procnum;
            Thread tr        = Thread.CurrentThread;

            if (Environment.ProcessorCount > 1)
            {
                SetThreadAffinityMask(GetCurrentThread(),
                                      new IntPtr(1 << processor));
            }
            working = true;

            //basic input for demo
            for (int w = blockWidth / 2; w < (blockWidth / 2) + 1; w++)
            {
                for (int h = blockHeight / 2; h < (blockHeight / 2) + 1; h++)
                {
                    //activate nodes on the first layer
                    nodeCube[(w) + blockWidth * ((h) + blockHeight * (0))].Activation = 1;
                    nodeCube[(w) + blockWidth * ((h) + blockHeight * (0))].IsLoaded   = true;
                    //add them to the work queue
                    _fireQueue.Enqueue(nodeCube[(w) + blockWidth * ((h) + blockHeight * (0))]);
                }
            }

            //This does the work. Cycles through the queue.
            //For each node, add connection weight to connection child,
            //return list of lines to be rendered, add them to glmananger queue
            int counter = 0;

            using (var locked = _fireQueue.Lock())
            {
                while (locked.Count != 0)
                {
                    var workNode = locked.Dequeue();
                    //maybe add a threshold to node, and use that instead of 1
                    if (workNode.IsLoaded && workNode.Activation >= 1)
                    {
                        _glmanager.AddQueue(_workGenerator.Generate(workNode));
                        counter++;
                    }
                }
            }

            foreach (Node n in nodeCube)
            {
                foreach (RenderLine l in n.ChildrenLines)
                {
                    //weaken all connections
                    //l.strength *= .985f;
                }
            }
            working = false;
            return(counter);
        }