public void Swap(NumberContainer container) { int tempNumber = container.Number1; container.Number1 = container.Number2; container.Number2 = tempNumber;; }
public static void ExecuteContainerActions(NumberContainer container) { int[] bubbleSortResults; int[] quickSortResults; long bubbleSortDuration; long quickSortDuration; SortNumbers(container, out bubbleSortDuration, out quickSortDuration, out bubbleSortResults, out quickSortResults); PrintDataToFile(bubbleSortResults, quickSortResults, bubbleSortDuration, quickSortDuration); }
public void Test_QuickSort_CorrectOrder() { int[] testNumbers = new int[] { 5, 2, 8, 10, 1 }; int[] expectedResults = new int[] { 1, 2, 5, 8, 10 }; var testContainer = new NumberContainer() { Numbers = testNumbers }; var actualResults = testContainer.QuickSort(); //Assert.AreEqual(expectedResults, actualResults, "The result array is not equal to the expected array."); Assert.IsTrue(expectedResults.SequenceEqual(actualResults)); }
public void Test1() { var container = new NumberContainer { Number1 = 5, Number2 = 6, }; this.Swap(container); Assert.Equal(6, container.Number1); Assert.Equal(5, container.Number2); }
public void Test1() { var container = new NumberContainer { Number1 = 1, Number2 = 2, Number3 = 3 }; this.DoMultiplication(container); Assert.Equal(6, container.Result); }
public static void SortNumbers(NumberContainer container, out long bubbleSortDuration, out long quickSortDuration, out int[] bubbleSortResults, out int[] quickSortResults) { var stopwatch = new Stopwatch(); stopwatch.Start(); bubbleSortResults = container.BubbleSort(); stopwatch.Stop(); bubbleSortDuration = stopwatch.ElapsedMilliseconds; stopwatch.Reset(); stopwatch.Start(); quickSortResults = container.QuickSort(); stopwatch.Stop(); quickSortDuration = stopwatch.ElapsedMilliseconds; }
// Write a C# Sharp program to swap two numbers. // Test Data: // Input the First Number : 5 // Input the Second Number : 6 // Expected Output: // After Swapping : // First Number : 6 // Second Number : 5 static void Main(string[] args) { var container = new NumberContainer(); container.Input1(); Console.WriteLine("pre switch"); Console.WriteLine(container.Number1); Console.WriteLine(container.Number2); container.Swap(container); Console.WriteLine("post switch"); Console.WriteLine(container.Number1); Console.WriteLine(container.Number2); }
public async Task <ActionResult <NumberContainer> > PostNumberContainer([FromBody] NumberContainer container) { NumberHelper.ExecuteContainerActions(container); return(Ok(container.Numbers)); }
void FixedUpdate() { if (GameMaster.IsPaused()) { return; } if (!started) { return; } if (!startedUp) { return; } // Animate containers outerRimContainer.localRotation = Quaternion.Euler(0, 0, outerRimContainer.localEulerAngles.z + outerAnimationSpeed); innerRimContainer.localRotation = Quaternion.Euler(0, 0, innerRimContainer.localEulerAngles.z - innerAnimationSpeed); leftSideContainer.position -= leftSideContainer.up * (animationSpeed / 180); rightSideContainer.position += rightSideContainer.up * (animationSpeed / 180); transform.rotation = player.rotation; // Set each particles position foreach (Object obj in particles) { Transform particle = obj as Transform; NumberContainer numb = particle.GetComponent <NumberContainer>(); if (numb.number == 0) { // Particle is in outer rim // Calc rotation Vector2 partPos = particle.position; Vector2 tankCenter = turret.position; // It's not the same as Call Center Vector2 difference = partPos - tankCenter; float ang = Vector2.Angle(difference, player.up); Vector3 cross = Vector3.Cross(difference, player.up); if (cross.z > 0) { ang = 360 - ang; } if (ang > 180) { ang -= 360; } ang *= -1; // Test if moving into rim if (ang > (maxAngle - 5) && particle.GetComponent <SpriteRenderer>().sprite != particleTexture1) { if (ang < (maxAngle - 6 / maxRange)) { particle.GetComponent <SpriteRenderer>().sprite = particleTexture1; particle.localScale = new Vector3(1, 1, 1); } } // Test if moved to left side if (ang < -maxAngle) { numb.number = 1; particle.parent = leftSideContainer; particle.localRotation = Quaternion.Euler(0, 0, 0); Vector3 diff = leftSideContainer.position - turret.position; particle.localPosition = new Vector3(0, maxRange + diff.magnitude, 0); particle.GetComponent <SpriteRenderer>().sprite = particleTexture4; } else if (ang < -maxAngle + 3 / maxRange) { particle.GetComponent <SpriteRenderer>().sprite = particleTexture3; } else if (ang < -maxAngle + 6 / maxRange) { particle.GetComponent <SpriteRenderer>().sprite = particleTexture2; } } else if (numb.number == 1) { // Particle is on left side float height = (particle.position - turret.position).magnitude; // Test if moving into side if (height > maxRange - 1) { if (height < maxRange - 0.1) { particle.GetComponent <SpriteRenderer>().sprite = particleTexture5; } } // Test if moved to inner rim if (height < minRange) { numb.number = 2; particle.parent = innerRimContainer; float angleInContainer = -innerRimContainer.localRotation.eulerAngles.z + maxAngle + 90; particle.localPosition = new Vector3(GetX(angleInContainer, minRange), GetY(angleInContainer, minRange), 0); particle.localRotation = Quaternion.Euler(new Vector3(0, 0, angleInContainer - 90)); particle.GetComponent <SpriteRenderer>().sprite = particleTexture2; } else if (height < (minRange + 0.075)) { particle.GetComponent <SpriteRenderer>().sprite = particleTexture3; } else if (height < (minRange + 0.15)) { particle.localScale = new Vector3(1, -1, 1); particle.GetComponent <SpriteRenderer>().sprite = particleTexture4; } } else if (numb.number == 2) { // Particle is in inner rim // Calc rotation Vector2 partPos = particle.position; Vector2 tankCenter = turret.position; // It's not the same as Call Center Vector2 difference = partPos - tankCenter; float ang = Vector2.Angle(difference, player.up); Vector3 cross = Vector3.Cross(difference, player.up); if (cross.z > 0) { ang = 360 - ang; } if (ang > 180) { ang -= 360; } ang *= -1; // Test if moving into rim if (ang < (-maxAngle + 5) && particle.GetComponent <SpriteRenderer>().sprite != particleTexture1) { if (ang > (-maxAngle + (6 / minRange))) { particle.GetComponent <SpriteRenderer>().sprite = particleTexture1; particle.localScale = new Vector3(1, 1, 1); } } // Test if moved to right side if (ang > maxAngle) { numb.number = 3; particle.parent = rightSideContainer; particle.localRotation = Quaternion.Euler(0, 0, 180); Vector3 diff = rightSideContainer.position - turret.position; particle.localPosition = new Vector3(0, minRange - diff.magnitude, 0); particle.GetComponent <SpriteRenderer>().sprite = particleTexture4; } else if (ang > maxAngle - 4 / minRange) { particle.GetComponent <SpriteRenderer>().sprite = particleTexture3; } else if (ang > maxAngle - 8 / minRange && particle.GetComponent <SpriteRenderer>().sprite != particleTexture2) { particle.GetComponent <SpriteRenderer>().sprite = particleTexture2; particle.localRotation = Quaternion.Euler(new Vector3(0, 0, particle.localRotation.eulerAngles.z + 180)); } } else { // Particle is on right side float height = (particle.position - turret.position).magnitude; // Test if moving into side if (height < minRange + 1) { if (height > minRange + 0.1 && particle.GetComponent <SpriteRenderer>().sprite != particleTexture5) { particle.GetComponent <SpriteRenderer>().sprite = particleTexture5; particle.localScale = new Vector3(1, 1, 1); particle.localRotation = new Quaternion(); } } // Test if moved to outer rim if (height > maxRange) { numb.number = 0; particle.parent = outerRimContainer; float angleInContainer = -outerRimContainer.localRotation.eulerAngles.z - maxAngle + 90; particle.localPosition = new Vector3(GetX(angleInContainer, maxRange), GetY(angleInContainer, maxRange), 0); particle.localRotation = Quaternion.Euler(new Vector3(0, 0, angleInContainer - 90)); particle.localScale = new Vector3(-1, 1, 1); particle.GetComponent <SpriteRenderer>().sprite = particleTexture2; } else if (height > (maxRange - 0.075)) { particle.GetComponent <SpriteRenderer>().sprite = particleTexture3; } else if (height > (maxRange - 0.15)) { particle.localScale = new Vector3(-1, 1, 1); particle.GetComponent <SpriteRenderer>().sprite = particleTexture4; } } } }
public void DoMultiplication(NumberContainer container) { container.Result = container.Number1 * container.Number2 * container.Number3; }