private static Figure GenerateRandomFigure(int x, int y) { int number = RandomNumber.Generate(1, 7); try { switch (number) { case 1: return(new FigureI(x, y)); case 2: return(new FigureJ(x, y)); case 3: return(new FigureL(x, y)); case 4: return(new FigureO(x, y)); case 5: return(new FigureS(x, y)); case 6: return(new FigureT(x, y)); case 7: return(new FigureZ(x, y)); default: throw new InvalidFigureException("Figure Number is out of the given range", number); } } catch (InvalidFigureException ex) { Console.WriteLine(ex.Message); } return(new FigureI(x, y)); }
public static void Main() { RandomNumber ex = new RandomNumber(); Thread.CurrentThread.Name = "Main"; ex.Generate(); }
private static void RandomNumerTest() { int num1 = 10; int num2 = 50; WriteLine($"Random Number Between {num1} and {num2} is {RandomNumber.Generate(num1, num2)}"); }
public static void PlayBoofSound() { ThreadPool.QueueUserWorkItem(ignoredState => { boofSound[RandomNumber.Generate(0, numBoofSounds)].PlaySync(); }); }
private static double Run(int[] a, int seed, bool threeway, bool builtin) { RandomNumber.Generate(a, seed); var stopwatch = default(Stopwatch); if (threeway) { stopwatch = Stopwatch.StartNew(); QuicksortThreeway(a, 0, a.Length); } else if (builtin) { stopwatch = Stopwatch.StartNew(); Array.Sort(a); } else { stopwatch = Stopwatch.StartNew(); Quicksort(a, 0, a.Length); } stopwatch.Stop(); var elapsed = stopwatch.Elapsed.TotalMilliseconds; if (IsSorted(a) == false) { throw new InvalidOperationException("Not sorted!"); } return(elapsed); }
private IEnumerator RandomNumbers(int maxAtk, int maxDef) { for (var i = 0f; i < time; i += randomTime) { atkNumber.Generate(0, maxAtk + 1); defNumber.Generate(0, maxDef + 1); yield return(new WaitForSeconds(randomTime)); } }
private static int GetNonce() { var bytes = RandomNumber.Generate(4); if (BitConverter.IsLittleEndian) { Array.Reverse(bytes); } return(BitConverter.ToInt32(bytes, 0)); }
public static void PlayWooshSound() { long time = DateTime.Now.Ticks; if (time - wooshSoundLastPlayed > wooshSoundConsecutiveDelay) { wooshSound[RandomNumber.Generate(0, numWooshSounds)].Stop(); wooshSound[RandomNumber.Generate(0, numWooshSounds)].Play(); wooshSoundLastPlayed = time; } }
public static void PlayClickSound() { long time = DateTime.Now.Ticks; if (time - clickSoundLastPlayed > clickSoundConsecutiveDelay) { clickSound[RandomNumber.Generate(0, numClickSounds)].Stop(); clickSound[RandomNumber.Generate(0, numClickSounds)].Play(); clickSoundLastPlayed = time; } }
public ActiveBlock(Board board) { this.board = board; int blockType = RandomNumber.Generate(0, Block.numTypes); SetType(blockType); rotation = RandomNumber.Generate(0, Block.numRotations); x = (Board.numSquaresX - Width()) / 2; y = 0; isNew = true; cannotBeSpawned = !SetLocation(x, y, rotation); }
public static void PlayGoodSound() { long time = DateTime.Now.Ticks; if (time - goodSoundLastPlayed > goodSoundConsecutiveDelay) { ThreadPool.QueueUserWorkItem(ignoredState => { goodSound[RandomNumber.Generate(0, numGoodSounds)].PlaySync(); }); goodSoundLastPlayed = time; } }
private void FixedUpdate() { // Destroying the current lowest section when it's fully underneath bottomDestructionPoint GameObject lastSection = (GameObject)activeSections[activeSections.Count - 1]; Bounds lastSectionBounds = lastSection.GetComponent <Renderer>().bounds; float lastSectionYTop = lastSection.transform.position.y + (lastSectionBounds.center.y - lastSectionBounds.min.y); if (lastSectionYTop <= bottomDestructionPoint) { activeSections.RemoveAt(activeSections.Count - 1); sectionMover.sections = activeSections; Destroy(lastSection); } // Spawning a new section when the current highest section is fully below topSpawningPoint GameObject firstSection = (GameObject)activeSections[0]; Bounds firstSectionBounds = firstSection.GetComponent <Renderer>().bounds; float firstSectionYTop = firstSection.transform.position.y + (firstSectionBounds.center.y - firstSectionBounds.min.y); if (firstSectionYTop <= topSpawningPoint) { GameObject newSection; if (sectionTypes.Length == 1) { newSection = sectionTypes[0]; } else { int randomSectiontypeIndex = RandomNumber.Generate(0, sectionTypes.Length - 1); newSection = sectionTypes[randomSectiontypeIndex]; sectionTypes[randomSectiontypeIndex] = sectionTypes[sectionTypes.Length - 1]; sectionTypes[sectionTypes.Length - 1] = newSection; } Bounds newSectionBounds = newSection.GetComponent <Renderer>().bounds; Vector3 newSectionPosition = new Vector3(0, firstSectionYTop + (newSectionBounds.center.y - newSectionBounds.min.y), 0); activeSections.Insert(0, Instantiate(newSection, newSectionPosition, new Quaternion(0, 0, 0, 0))); sectionMover.sections = activeSections; } }
// Randomly selects a valid section type private GameObject selectRandomSectionType() { // If there's only one section type, skip the random section type selection process and just use the only existing section type if (sectionTypes.Length == 1) { return(sectionTypes[0]); } else { /* * If no section types have already been randomly selected, any index postion from the sectionTypes array can be the one that's randomly selected. * Otherwise, any sectionType index position excluding its last index position can be the one that's randomly selected. * After the first randomly selected section type, each time a section type is randomly selected it will be swapped with the section type at the end of the sectionTypes array. * This makes randomly selecting a section type that wasn't the previously spawned section type simple to manage. * Knowing that the last section type in the selectionTypes array will be the previously used one, * we can generate a random index position in the range of 0 to the length of the selectionTypes array minus one, * therefore excluding the index position of the previously used section type from being selected. */ int randomSectiontypeIndex; if (activeSections.Count == 0) { randomSectiontypeIndex = RandomNumber.Generate(0, sectionTypes.Length); } else { randomSectiontypeIndex = RandomNumber.Generate(0, sectionTypes.Length - 1); } GameObject newSection = sectionTypes[randomSectiontypeIndex]; if (randomSectiontypeIndex != sectionTypes.Length - 1) { sectionTypes[randomSectiontypeIndex] = sectionTypes[sectionTypes.Length - 1]; sectionTypes[sectionTypes.Length - 1] = newSection; } return(newSection); } }
/// <summary> /// Represents the abstract class from which all implementations of Hash-based /// Message Authentication Code (HMAC) must derive. /// </summary> /// <param name="hashBitLength">The hash bit length.</param> public HMACSHA3(int hashBitLength = 512) : this(RandomNumber.Generate(0x80), hashBitLength) { }