コード例 #1
1
ファイル: BoostItem.cs プロジェクト: Cestt/Swarmpositorio
	/// <summary>
	/// Constructor basico sin lista de unidades a las que afecta <see cref="BoostItem"/> class.
	/// </summary>
	/// <param name="listOfBoosts">Lista de mejoras a las que llama.</param>
	/// <param name="_timeBoost">Tiempo de duracion de las mejoras.</param>
	/// <param name="_manager">Gestor de las mejoras</param>
	public BoostItem(Boost[] listOfBoosts,float _timeBoost, BoostManager _manager){
		units = null;
		boosts = listOfBoosts;
		timeBoost = _timeBoost;
		manager = _manager;
		active = true;
	//	Invoke("RemoveBoost",timeBoost);
	}
コード例 #2
0
ファイル: BoostItem.cs プロジェクト: Cestt/Swarmpositorio
	/// <summary>
	/// Initializes a new instance of the <see cref="BoostItem"/> class.
	/// </summary>
	/// <param name="listOfBoosts">Lista de mejoras a las que llama.</param>
	/// <param name="_timeBoost">Tiempo de duracion de las mejoras.</param>
	/// <param name="_units">Unidades a las que afecta</param>
	/// <param name="_manager">Gestor de las mejoras.</param>
	public BoostItem(Boost[] listOfBoosts,float _timeBoost, List<Unit> _units, BoostManager _manager){
		boosts = listOfBoosts;
		timeBoost = _timeBoost;
		units = _units;
		manager = _manager;
		active = true;
		for (int i=0; units != null && i < units.Count; i++){
			foreach(Boost boost in boosts)
				boost.Apply(units[i]);
		}
//		Invoke("RemoveBoost",timeBoost);
	}
コード例 #3
0
        public void ConstructorTest()
        {
            double[][] inputs =
            {
                new double[] { 10, 42 },
                new double[] { 162, 96 },
                new double[] { 125, 20 },
                new double[] { 96, 6 },
                new double[] { 2, 73 },
                new double[] { 52, 51 },
                new double[] { 71, 49 },
            };

            int[] outputs = 
            {
                -1, -1, +1, +1, -1, -1, +1
            };


            var classifier = new Boost<DecisionStump>();

            var teacher = new AdaBoost<DecisionStump>(classifier)
            {
                Creation = (weights) =>
                {
                    var stump = new DecisionStump(2);
                    stump.Learn(inputs, outputs, weights);
                    return stump;
                },

                Iterations = 5,
                Tolerance = 1e-3
            };


            double error = teacher.Run(inputs, outputs);

            Assert.AreEqual(0, error);

            Assert.AreEqual(5, classifier.Models.Count);
            Assert.AreEqual(0.16684734250395147, classifier.Models[0].Weight);
            Assert.AreEqual(0.22329026900109736, classifier.Models[1].Weight);
            Assert.AreEqual(0.28350372170582383, classifier.Models[2].Weight);
            Assert.AreEqual(0.16684734250395139, classifier.Models[3].Weight);
            Assert.AreEqual(0.15951132428517592, classifier.Models[4].Weight);

            int[] actual = new int[outputs.Length];
            for (int i = 0; i < actual.Length; i++)
                actual[i] = classifier.Compute(inputs[i]);

            for (int i = 0; i < actual.Length; i++)
                Assert.AreEqual(outputs[i], actual[i]);
        }
コード例 #4
0
ファイル: BoostManager.cs プロジェクト: Cestt/Swarmpositorio
	/// <summary>
	/// Añade un boost nuevo que se debe gestionar
	/// </summary>
	/// <returns>Devuelve el boost generado.</returns>
	/// <param name="boosts">Lista de mejoras que va a aplicar el boost</param>
	/// <param name="timeBoost">Duracion del boost.</param>
	/// <param name="units">Unidades afectadas por el boost</param>
	/// <param name="type">Tipo de boost que se va a generar</param>
	public BoostItem AddBoost(Boost[] boosts,float timeBoost ,List<Unit> units, Skill.typesSkill type){
		if (type == Skill.typesSkill.Boost){
			//Debug.Log ("Nuevo boost: tiempo: " + timeBoost);
			BoostItem boostItem =  new BoostItem(boosts,timeBoost, units, this);
			boostsEnabled.Add(boostItem);
			return boostItem;
		}
		return null;
		/*En caso de que sea de tipo Area Estatica
         boostsEnabled.Add(new BoostAreaDynamic(boosts, this, pos <---- comoo sacamos la posiciiiiiiooon ));
         */
	}
コード例 #5
0
ファイル: GuiLayerInitializer.cs プロジェクト: Shahabz/crm
 public void AddMagnit(Boost boostPrefab)
 {
     GlobalOptions.GetMissionEmmitters().NotifyMagnitCollected(1);
     boostNotifierController.AddBoostNotifier(boostPrefab);
     playerScript.MakeMagnit();
 }
コード例 #6
0
ファイル: BoostArea.cs プロジェクト: Cestt/Swarmpositorio
	public BoostArea(Boost[] listOfBoosts,float _timeBoost, BoostManager _manager, GameObject _follow) 
		: base(listOfBoosts,_timeBoost,_manager)
	{
		follow = _follow;
		pos = follow.transform.position;
	}
コード例 #7
0
ファイル: Player.cs プロジェクト: shachash1984/Bubbles
 private void SetBoost(Boost b)
 {
     _currentBoost = b;
 }
コード例 #8
0
 /// <summary>
 /// Loads the trained model.
 /// </summary>
 /// <param name="path">The location from where to load the trained model.</param>
 public override void Load(string path)
 {
     Model = Accord.IO.Serializer.Load <Boost <DecisionTree> >(path);
 }
コード例 #9
0
    void Update()
    {
        getTarget();
        Inputs();
        if (canMove && !isDead && !useNavMesh)
        {
            CameraRelativeMovement();
        }
        Jumping();

        /*
         * if(inputDeath && canAction && isGrounded){
         *      if(!isDead){
         *              Death();
         *      }
         *      else{
         *              Revive();
         *      }
         * }*/
        if (inputAttackL && canAction && isGrounded)
        {
            Attack(1);
        }
        if (inputAttackR && canAction && isGrounded)
        {
            AttackKick(2);
        }
        //Strafing.
        if (inputBlock && canAction)
        {
            isStrafing = true;
            animator.SetBool("Strafing", true);
        }
        else
        {
            isStrafing = false;
            animator.SetBool("Strafing", false);
        }
        //Navmesh.
        if (useNavMesh)
        {
            agent.enabled = true;
            navMeshSpeed  = agent.velocity.magnitude;
        }
        else
        {
            agent.enabled = false;
        }
        //Navigate to click.
        if (Input.GetMouseButtonDown(0))
        {
            if (useNavMesh)
            {
                RaycastHit hit;
                if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100))
                {
                    agent.destination = hit.point;
                }
            }
        }
        //Slow time.
        if (Input.GetKeyDown(KeyCode.T))
        {
            if (Time.timeScale != 1)
            {
                Time.timeScale = 1;
            }
            else
            {
                Time.timeScale = 0.15f;
            }
        }
        //Pause.
        if (Input.GetKeyDown(KeyCode.P))
        {
            if (Time.timeScale != 1)
            {
                Time.timeScale = 1;
            }
            else
            {
                Time.timeScale = 0f;
            }
        }
        if (boostTimer >= boostMax)
        {
            switch (boost)
            {
            case Boost.SPEED:
                if (fastRunSpeed > runSpeed)
                {
                    float f = runSpeed;
                    runSpeed     = fastRunSpeed;
                    fastRunSpeed = f;
                }
                animator.speed = 1.5f;
                this.gameObject.transform.GetChild(2).GetComponent <ParticleSystem>().Play();
                break;

            case Boost.JUMP:
                doublejumping = true;
                this.gameObject.transform.GetChild(3).GetComponent <ParticleSystem>().Play();
                break;

            default:
                break;
            }
        }
        if (immuneTimer > 0)
        {
            immuneTimer -= Time.deltaTime;
        }
        if (boostTimer > 0)
        {
            boostTimer -= Time.deltaTime;
        }
        if (boostTimer <= 0f)
        {
            if (fastRunSpeed < runSpeed)
            {
                float f = runSpeed;
                runSpeed     = fastRunSpeed;
                fastRunSpeed = f;
            }
            animator.speed = 1f;
            this.gameObject.transform.GetChild(2).GetComponent <ParticleSystem>().Stop();
            this.gameObject.transform.GetChild(3).GetComponent <ParticleSystem>().Stop();
            doublejumping = false;
            boost         = Boost.NONE;
        }
    }
コード例 #10
0
 /// <summary>
 /// Options regarding boost. Using boost enables WebGL rendering instead of the default Javascript rendering.
 /// </summary>
 /// <param name="boost"></param>
 /// <returns></returns>
 public Highcharts SetBoost(Boost boost)
 {
     _boost = boost;
     return(this);
 }
コード例 #11
0
        public void TestBoostObject()
        {
            // Arrange
            Boost boost = new Boost("03c26917-5d66-4de9-96bc-b13066173c65");
            boost.Search("Local Business Data, Global");
            boost.User("test_driver_user");

            // Act
            var response = Factual.Boost("us-sandbox", boost);

            // Assert
            AssertReceivedOkResponse(response);
        }
コード例 #12
0
ファイル: Movement.cs プロジェクト: Raful/Hoverboard
 void Start()
 {
     currentState = gameObject.GetComponent<DetectState> ();
     boostScript = gameObject.GetComponent<Boost>();
     rayDirection = -Vector3.up;
     direction = transform.forward;
     CustomJumpVec = Vector3.up;
 }
コード例 #13
0
 public void SetBoost(Boost boost)
 {
     _boost     = boost;
     title.text = boost.GetName();
     cost.text  = boost.GetCost() + "pts";
 }
コード例 #14
0
    private void UpdateCage(Cage cage, int elapsed, float happiness, List <Boost> boosts)
    {
        if (happiness < 0.5f)
        {
            return;
        }
        Boost feromones = boosts.Find(x => x.type == BoostType.feromons);
        Boost vitamins  = boosts.Find(x => x.type == BoostType.vitamins);

        foreach (var animal in cage.animals)
        {
            if (animal.data.adult)
            {
                if (animal.data.pregnant)
                {
                    animal.data.pregnancy += (happiness - 0.5f) * 2f / animal.stats.TicksToBorn * elapsed;
                }
                else
                {
                    animal.data.sexualActivity += (happiness - 0.5f) * 2f / animal.stats.TicksToFullMate * elapsed * (feromones != null ? 2f * feromones.power : 1f);
                }
            }
            else
            {
                animal.data.age += (happiness - 0.5f) * 2f / animal.stats.TicksToFullMate * elapsed * (vitamins != null ? 2f * vitamins.power : 1f);
            }
        }
        var toBorn = new List <Animal>();

        foreach (var animal in cage.animals)
        {
            if (animal.data.sexualActivity >= 0.999f)
            {
                animal.data.sexualActivity = -1;
            }
        }
        foreach (var animal in cage.animals)
        {
            if (animal.data.sexualActivity < -0.1f && animal.data.male)
            {
                var mate = cage.GetProperMate();
                if (mate == null)
                {
                    continue;
                }
                mate.status.Pregnant();
                mate.data.sexualActivity   = 0;
                animal.data.sexualActivity = 0;
            }
            else if (animal.data.pregnancy >= 0.999f)
            {
                toBorn.Add(animal);
            }
        }
        foreach (var animal in toBorn)
        {
            animal.status.Born();
        }
        foreach (var b in boosts)
        {
            b.ticksRemain -= elapsed;
        }
        boosts.RemoveAll(b => b.ticksRemain <= 0);
    }
コード例 #15
0
    /* This function is called once upon game scene loading, and upon menu scene loading.
     *  It's not efficient and is pretty bulky, but it's only called once per game load
     *  Note: "GameObject.Find" calls are necessary since scene references can't be set before scene exists
     *
     *  Game load sets all settings.
     *  Menu load tells menu to go to unlocks screen, but only if the menu has been visited once already (game start).
     */
    void ApplyGameModeSettings(Scene scene, LoadSceneMode mode)
    {
        //music obj is same in both scenes


        if (scene.name.Equals("Game"))
        {
            Debug.Log("Persistent settings are applying to the current scene...");

            GameObject gameMaster = GameObject.Find("GameMaster");

            GamePattern gamePattern = gameMaster.GetComponent <GamePattern>();

            gamePattern.fireMode          = fireMode;           // firemode
            gamePattern.rotateBy45Degrees = rotate45;           // roation
            gamePattern.minWaitTime       = minWaitTime;        // min time between block throws
            gamePattern.maxWaitTime       = maxWaitTime;        // max time between block throws

            //apply a palette - based on player options or gamemode
            if (optionOverridePalette != null && !impossibleMode)
            {
                gamePattern.currentPalette = optionOverridePalette; //use player selection instead if there is one (only exception is impossible mode!)
            }
            else
            {
                gamePattern.currentPalette = settingPalette;        // the colour palette object to pull from - passes through Pattern into throw()
            }
            ScoreData scoreData = gameMaster.GetComponent <ScoreData>();
            scoreData.makeScoreNegative = makeScoreNegative;
            scoreData.currentMode       = currentModeName;

            GameObject cameraMain     = GameObject.Find("Main Camera");
            GameObject cameraKillLine = GameObject.Find("KillLine Camera");
            if (flipCamera)
            {
                cameraMain.transform.eulerAngles = new Vector3(0, 0, 180);
            }
            else
            {
                cameraMain.transform.eulerAngles = new Vector3(0, 0, 0);    //need this line to reset when changing between gamemodes in same session
            }
            if (flipCamera)
            {
                cameraKillLine.transform.eulerAngles = new Vector3(0, 0, 180);
            }
            else
            {
                cameraKillLine.transform.eulerAngles = new Vector3(0, 0, 0);    //need this line to reset when changing between gamemodes in same session
            }
            Player player = GameObject.Find("Player").GetComponent <Player>();
            player.slipperyJumpAllowed = slipperyJumpAllowed;
            Boost boost = GameObject.Find("Player").GetComponent <Boost>();
            boost.cooldownLength = boostCooldown;
            Exploder exploder = GameObject.Find("Player").GetComponent <Exploder>();
            exploder.immuneToCrush = immuneToCrush;

            AudioSource sceneMusic = GameObject.Find("Music").GetComponent <AudioSource>();
            sceneMusic.mute = musicMuted;

            Debug.Log("Persistent settings application complete.");
        }

        //ensures menu loads into the unlocks screen
        else if (scene.name.Equals("MainMenu"))
        {
            MainMenu menuNav = GameObject.Find("MenuNavigator").GetComponent <MainMenu>();

            if (mainMenuVisitedOnGameStartFlag && unlockMessageQueue.Count > 0)
            {
                Debug.Log("PersistentSettings is notifying MenuNavigator that a game has been played. Menu should load into unlock screen.");
                menuNav.userHasPlayedARound = true;
                //there's no need to set the unlock messages; they are collected automatically then wiped by the UnlockCanvas
            }

            if (musicMuted)
            {
                Debug.Log("Attempting to mute music on main menu");
                menuNav.needToApplyPersistentMusicMute = true;
            }
        }

        mainMenuVisitedOnGameStartFlag = true; //flag to mark that the main menu has been visited
    }
コード例 #16
0
ファイル: BlockMove.cs プロジェクト: parrexion/Fried-Embrum
 public override void ReceiveBuff(Boost boost, bool isBuff, bool useAnim)
 {
     //No buffs for blocks.
 }
コード例 #17
0
ファイル: BoostPool.cs プロジェクト: fes32/LifeStealer
 private void OnBoostTaked(Boost boost)
 {
     boost.BoostTaked -= OnBoostTaked;
     boost.gameObject.SetActive(false);
 }
コード例 #18
0
 public void GetBoost(Boost boost, int count)
 {
     boost.count += count;
     BoostsSave();
 }
コード例 #19
0
ファイル: AdaBoostM1.cs プロジェクト: xiaofengzhiyu/LCC.net
 /// <summary>
 ///   Initializes a new instance of the <see cref="AdaBoostM1{TModel}"/> class.
 /// </summary>
 ///
 /// <param name="model">The model to be learned.</param>
 ///
 public AdaBoostM1(Boost <TModel> model)
 {
     this.classifier  = model;
     this.convergence = new RelativeConvergence();
 }
コード例 #20
0
    void DrawInfo(ref Boost pBoost)
    {
        GUILayout.Space(15);

        GUILayout.BeginHorizontal();

        GUILayout.FlexibleSpace();

        GUILayout.Label("Tag Boost:");

        GUILayout.Space(5);

        pBoost.Tag = EditorGUILayout.TextField(pBoost.Tag, GUILayout.Width(250));

        GUILayout.FlexibleSpace();

        GUILayout.EndHorizontal();

        GUILayout.Space(15);

        GUILayout.BeginHorizontal();

        GUILayout.FlexibleSpace();

        GUILayout.Label("Qtd:");

        GUILayout.Space(5);

        pBoost.Qtd = EditorGUILayout.IntField(pBoost.Qtd, GUILayout.Width(250));

        GUILayout.FlexibleSpace();

        GUILayout.EndHorizontal();

        GUILayout.Space(15);

        GUILayout.BeginHorizontal();

        GUILayout.FlexibleSpace();

        GUILayout.Label("Value To Buy:");

        GUILayout.Space(5);

        pBoost.ValueToBuy = EditorGUILayout.IntField(pBoost.ValueToBuy, GUILayout.Width(250));

        GUILayout.FlexibleSpace();

        GUILayout.EndHorizontal();

        GUILayout.Space(15);

        GUILayout.BeginHorizontal();

        GUILayout.FlexibleSpace();

        GUILayout.Label("Time in Seconds:");

        GUILayout.Space(5);

        pBoost.TimeLimit = EditorGUILayout.FloatField(pBoost.TimeLimit, GUILayout.Width(250));

        GUILayout.FlexibleSpace();

        GUILayout.EndHorizontal();

        GUILayout.Space(15);
    }
コード例 #21
0
ファイル: AdaBoostM1.cs プロジェクト: xiaofengzhiyu/LCC.net
 /// <summary>
 ///   Initializes a new instance of the <see cref="AdaBoostM1{TModel}"/> class.
 /// </summary>
 ///
 /// <param name="model">The model to be learned.</param>
 /// <param name="creationFunction">The model fitting function.</param>
 ///
 public AdaBoostM1(Boost <TModel> model, ModelConstructor <TModel> creationFunction)
 {
     this.classifier  = model;
     this.Creation    = creationFunction;
     this.convergence = new RelativeConvergence();
 }
コード例 #22
0
 public GameObject CreateBoost(Boost boost)
 {
     return(CreateBoost(boost, null));
 }
コード例 #23
0
 // Use this for initialization
 void Awake()
 {
     text  = GetComponent <Text>();
     boost = GameObject.Find("Player").GetComponent <Boost>();
 }
コード例 #24
0
ファイル: Program.cs プロジェクト: freddycoder/heartdisease
        static void Main(string[] args)
        {
            var data = HealthInfo.DeserialiseData(HEART_DATASET);

            var testData = new List <HealthInfo>();

            while (testData.Count < 25)
            {
                int index = _randEngine.Next(data.Count - 1);

                testData.Add(data[index]);

                data.RemoveAt(index);
            }

            var agent = new Boost <HealthInfo>();

            agent.Add(new Agent <HealthInfo>(100));

            int Nbsucces = 0;

            int bestNbSuccess = 0;

            int run = 0;

            int nbRunSinceLastSuccess = 0;

            int nbAgent = 1;

            while ((double)Nbsucces / data.Count < 0.85)
            {
                Nbsucces = 0;

                for (int i = 0; i < 1; i++)
                {
                    agent.Fit(data);
                }

                foreach (var item in data)
                {
                    if ((agent.MakePrediction(item) > 0) == (item.Target > 0))
                    {
                        Nbsucces++;
                    }
                }

                if (Nbsucces > bestNbSuccess)
                {
                    Console.WriteLine($"Last best result at : {DateTime.Now.ToString()}");
                    Console.WriteLine($"The agent made {Nbsucces} prediction succefully on a total of {data.Count} at run {run}.");
                    Console.WriteLine($"This is accurate at {(double)Nbsucces / data.Count}");

                    Console.WriteLine($"The Agent spec");
                    Console.WriteLine(agent.ToString());

                    Console.WriteLine("Result");
                    Console.WriteLine($"{data[0].Header()} Prediction");
                    int lineToBePrintedCount = 303;
                    for (int i = 0; i < data.Count; i++)
                    {
                        if (lineToBePrintedCount > 0 && (_randEngine.Next() % 303 == 0 || data.Count - i < lineToBePrintedCount))
                        {
                            Console.WriteLine($"{data[i].ToString()} {agent.MakePrediction(data[i])}");
                            lineToBePrintedCount--;
                        }
                    }

                    Console.WriteLine($"This is accurate at {(double)Nbsucces / data.Count}");

                    bestNbSuccess = Nbsucces;

                    nbRunSinceLastSuccess = -1;
                }
                nbRunSinceLastSuccess++;

                if (nbRunSinceLastSuccess >= 500)
                {
                    if (_randEngine.Next() % 2 == 0)
                    {
                        agent = new Boost <HealthInfo>();
                        agent.Add(new Agent <HealthInfo>(100));
                        Console.WriteLine($"New Agent at run {run}");
                    }

                    nbRunSinceLastSuccess = 0;
                    nbAgent++;
                }

                run++;
            }

            Console.WriteLine($"The tranning is complete after {run} run and {nbAgent} agents");
            int dataEvaluation = 0;

            foreach (var d in testData)
            {
                if ((agent.MakePrediction(d) > 0) == (d.Target > 0))
                {
                    dataEvaluation++;
                }
            }
            Console.WriteLine($"Final score is {(double)dataEvaluation/testData.Count} or {dataEvaluation} / {testData.Count}");
            Console.ReadLine();
        }
コード例 #25
0
        private static VSTestResult GenerateResult(VSTestCase test, Boost.Results.TestResult result, DateTimeOffset start, DateTimeOffset end)
        {
            Code.Require(test, "test");
            Code.Require(result, "result");

            // Convert the Boost.Test.Result data structure into an equivalent Visual Studio model
            VSTestResult vsResult = result.AsVSTestResult(test);
            vsResult.StartTime = start;
            vsResult.EndTime = end;

            return vsResult;
        }
コード例 #26
0
ファイル: BoostArea.cs プロジェクト: Cestt/Swarmpositorio
	public BoostArea(Boost[] listOfBoosts,float _timeBoost, BoostManager _manager, Vector3 _pos) 
		: base(listOfBoosts,_timeBoost,_manager)
	{
		pos = _pos;
	}
コード例 #27
0
ファイル: AutoTestML.cs プロジェクト: samuto/UnityOpenCV
 public void TestBoost()
 {
     using (Boost tree = new Boost())
      {
     MCvBoostParams param = MCvBoostParams.GetDefaultParameter();
      }
 }
コード例 #28
0
        public void ConstructorTest2()
        {
            double[][] inputs = LeastSquaresLearningTest.yinyang.GetColumns(0, 1).ToArray();
            int[] outputs = LeastSquaresLearningTest.yinyang.GetColumn(2).ToInt32();

            var outputs2 = outputs.Apply(x => x > 0 ? 1.0 : 0.0);

            var classifier = new Boost<Weak<LogisticRegression>>();

            var teacher = new AdaBoost<Weak<LogisticRegression>>(classifier)
            {
                Creation = (weights) =>
                {
                    LogisticRegression reg = new LogisticRegression(2, intercept: 1);

                    IterativeReweightedLeastSquares irls = new IterativeReweightedLeastSquares(reg)
                    {
                        ComputeStandardErrors = false
                    };

                    for (int i = 0; i < 50; i++)
                        irls.Run(inputs, outputs2, weights);

                    return new Weak<LogisticRegression>(reg, (s, x) => Math.Sign(s.Compute(x) - 0.5));
                },

                Iterations = 50,
                Tolerance = 1e-5,
            };



            double error = teacher.Run(inputs, outputs);


            Assert.AreEqual(0.11, error);

            Assert.AreEqual(2, classifier.Models.Count);
            Assert.AreEqual(0.63576818449825168, classifier.Models[0].Weight);
            Assert.AreEqual(0.36423181550174832, classifier.Models[1].Weight);

            int[] actual = new int[outputs.Length];
            for (int i = 0; i < actual.Length; i++)
                actual[i] = classifier.Compute(inputs[i]);

            //for (int i = 0; i < actual.Length; i++)
            //    Assert.AreEqual(outputs[i], actual[i]);
        }
コード例 #29
0
 public void AddBoost(Boost boost)
 {
     _activeBoosts.Add(boost);
     CalculateCurrentBoostFactor();
     Observable.Timer(TimeSpan.FromSeconds(boost.Duration)).Subscribe(_ => RemoveBoost(boost));
 }
            public void Visit(Boost.Test.TestCase testCase)
            {
                Utility.Code.Require(testCase, "testCase");

                // Convert from Boost.Test.TestCase to a Visual Studio TestCase object
                VSTestCase test = GenerateTestCase(testCase);

                if (test != null)
                {
                    Logger.Info("Found test: {0}", testCase.FullyQualifiedName);

                    ++this.Count;

                    // Register test case
                    this.Sink.SendTestCase(test);
                }
            }
コード例 #31
0
 private void RemoveBoost(Boost boost)
 {
     _activeBoosts.Remove(boost);
     CalculateCurrentBoostFactor();
 }
コード例 #32
0
        /// <summary>
        /// Generates a default TestResult for a timeout exception.
        /// </summary>
        /// <param name="test">The test which failed due to a timeout.</param>
        /// <param name="ex">The exception related to this timeout.</param>
        /// <returns>A timed-out, failed TestResult related to the provided test.</returns>
        private static VSTestResult GenerateTimeoutResult(VSTestCase test, Boost.Runner.TimeoutException ex)
        {
            VSTestResult result = new VSTestResult(test);

            result.ComputerName = Environment.MachineName;

            result.Outcome = TestOutcome.Failed;
            result.Duration = TimeSpan.FromMilliseconds(ex.Timeout);
            result.ErrorMessage = "Timeout exceeded. Test ran for more than " + ex.Timeout + " ms.";

            if (!string.IsNullOrEmpty(test.CodeFilePath))
            {
                result.ErrorStackTrace = new SourceFileInfo(test.CodeFilePath, test.LineNumber).ToString();
            }

            return result;
        }
コード例 #33
0
ファイル: Program.cs プロジェクト: DimitarTumbalov/OOP2
 public Racer(string firstname, string lastname, string cbrand, double cweight, double chp, Boost cboost)
 {
     this.FirstName = firstname;
     this.LastName  = lastname;
     this.CBrand    = cbrand;
     this.CWeight   = cweight;
     this.CHP       = chp;
     this.CBoost    = cboost;
 }