public void DoClassification() { if (SingleThreaded) { var cnt = 0; foreach (var post in Records) { Process(++cnt, post); } } else { Parallel.ForEach( GetNextPost(), () => new Classify(this), (line, state, cnt, partial) => partial.Process(cnt, line), partial => { lock (_obj) { Scores.AddRange(partial.Scores); Sad.Merge(partial.Sad); } }); } }
private static string SetMood(int totalHappiness) { string mood = string.Empty; if (totalHappiness < -5) { Angry angry = new Angry(); mood = angry.SetMood(totalHappiness); } else if (totalHappiness >= -5 && totalHappiness <= 0) { Sad sad = new Sad(); mood = sad.SetMood(totalHappiness); } else if (totalHappiness >= 1 && totalHappiness <= 15) { Happy happy = new Happy(); mood = happy.SetMood(totalHappiness); } else if (totalHappiness > 15) { JavaScript js = new JavaScript(); mood = js.SetMood(totalHappiness); } return(mood); }
private void OnSad() { if (Sad != null) { Sad.Invoke(); } }
public ClassifyArea Process(long cnt, AreaSentiExtract post) { // find areas var pt = new LatLong(post.Xloc, post.Yloc); var regions = Sad.WhatRegions(pt); var score = new LocatedAreaScore(post, regions); Scores.Add(score); return(this); }
public Classify Process(long cnt, GeoSentimentParameters post) { // find areas var pt = new LatLong(post.Xloc, post.Yloc); var regions = Sad.WhatRegions(pt); var score = new LocatedScore(post, regions); Scores.Add(score); return(this); }
public override string ToString() { string result = Timestamp.ToString(); result += ";" + Neutral.ToString(); result += ";" + Happy.ToString(); result += ";" + Sad.ToString(); result += ";" + Angry.ToString(); result += ";" + Surprised.ToString(); result += ";" + Scared.ToString(); result += ";" + Disgusted.ToString(); result += ";" + Contempt.ToString(); result += ";" + Valence.ToString(); result += ";" + Arousal.ToString(); return(result); }
private void Awake() { //For scared condition orangeDino = GameObject.FindObjectOfType <OrangeDinoBoo>(); //For angry condition greenDino = GameObject.FindObjectOfType <CubeDinoCollect>(); //For sad condition calCounter = GameObject.FindObjectOfType <CubeCaloryCounter>(); //friend bot not written yet _stateMachine = new StateMachine(); //here the Emotion States are declared and instantiated: var scared = new Scared(this /*, animator*/); var happy = new Happy(this); var sad = new Sad(this); var angry = new Angry(this); //var depressed = new Depressed(this); //here ALL the transitions are added(declared) to _transition At(happy, sad, calCounter.calories > hungerCal); At(sad, happy, calCounter.calories < hungerCal); At(angry, happy, orangeDino.booNear1); At(happy, angry, angry.timeStuck > 1f); _stateMachine.AddAnyTransition(scared, orangeDino.booNear1); At(happy, scared, scared.timeStuck > 3f); //Set the starting ( happy) state _stateMachine.SetState(happy); void At(IState to, IState from, bool condition) => _stateMachine.AddTransition(to, from, condition); }
public Classify Process(long cnt, TagPosterDetails post) { // find areas if (!post.Xloc.HasValue || !post.Yloc.HasValue) { return(this); } var pt = new LatLong(post.Xloc.Value, post.Yloc.Value); var regions = Sad.WhatRegions(pt); var res = _analyzer.PolarityScores(post.Text); var stamp = post.LocalTime; var score = new LocatedScore(res.Compound, stamp, regions); Scores.Add(score); return(this); }
public static Mood GetMood(int happinessPoints) { Mood mood = null; if (happinessPoints < -5) { mood = new Angry(); } else if (happinessPoints <= 0) { mood = new Sad(); } else if (happinessPoints <= 15) { mood = new Happy(); } else { mood = new JavaScript(); } return(mood); }
public static Mood CreateMood(int happiness) { Mood newMood = null; if (happiness < -5) { newMood = new Angry(); } else if (happiness <= 0) { newMood = new Sad(); } else if (happiness < 15) { newMood = new Happy(); } else { newMood = new JavaScript(); } return(newMood); }
static void Main(string[] args) { try { int totalpoints = 0; string a = Console.ReadLine(); string[] s = a.Split(' '); if (a.Length > 1000) { throw new Exception("The characters in the input string will be no more than: 1000"); } if (s.Length < 1 || s.Length > 100) { throw new Exception("The food count would be in the range [1…100]."); } string caseSwitch; foreach (var p in s) { caseSwitch = p; switch (caseSwitch) { case "Apple": Apple apple = new Apple(p); totalpoints += apple.Point; break; case "Cram": Cram cram = new Cram(p); totalpoints += cram.Point; break; case "HoneyCake": HoneyCake honeyCake = new HoneyCake(p); totalpoints += honeyCake.Point; break; case "Lembas": Lembas lembas = new Lembas(p); totalpoints += lembas.Point; break; case "Melon": Melon melon = new Melon(p); totalpoints += melon.Point; break; case "Mushrooms": Mushrooms mushrooms = new Mushrooms(p); totalpoints += mushrooms.Point; break; default: EverithingElse everithingElse = new EverithingElse(p); totalpoints += everithingElse.Point; break; } } if (totalpoints < -5) { Angry angry = new Angry(); Console.WriteLine(totalpoints); angry.Output(); } else if (totalpoints >= 1 && totalpoints <= 15) { Happy happy = new Happy(); Console.WriteLine(totalpoints); happy.Output(); } else if (totalpoints >= -5 && totalpoints <= 0) { Sad sad = new Sad(); Console.WriteLine(totalpoints); sad.Output(); } else if (totalpoints > 15) { JavaScript javaScript = new JavaScript(); Console.WriteLine(totalpoints); javaScript.Output(); } } catch (Exception ex) { Console.WriteLine($"{ex.Message}"); } Console.ReadKey(); }
public void TestSadPositive() { var actual = new Sad().FaceMask(); Assert.AreEqual(expected: ":-(", actual: actual); }
public void TestSadNegative() { var actual = new Sad().FaceMask(); Assert.AreNotEqual(expected: ":-)", actual: actual); }