public static void Run() { if (c5 == null) { c5 = new C5(); } try { throw new NotImplementedException("E2"); } catch (NotSupportedException err) { Debug.Log("not here."); } catch (NotImplementedException err) { Debug.Log("Got."); } catch (Exception err) { Debug.Log("Got 2."); } }
public CompositeObstacle(C5.ICollection<Obstacle> obstacles) { Bodies = new LinkedList<Body>(); foreach (Obstacle o in obstacles) Bodies.Add(o.Body); }
public Customer(C5.Debitor Debitor) { this._id = Guid.NewGuid (); this._createtimestamp = SNDK.Date.CurrentDateTimeToTimestamp (); this._updatetimestamp = SNDK.Date.CurrentDateTimeToTimestamp (); this._erpid = string.Empty; this._c5debitor = Debitor; }
internal void CalculateNormal(C5.IPriorityQueue<CloudPoint> neighbors) { Vector avg = neighbors.Aggregate(new Vector(3), (sum, val) => sum + val.location) / (double)neighbors.Count; Matrix cov = ((double)1 / neighbors.Count) * neighbors.Aggregate(new Matrix(3, 3), (sum, val) => sum + (val.location - avg).ToColumnMatrix() * (val.location - avg).ToRowMatrix()); // that dude says the smallest eigenvalue is the normal // first column of eigenvectors is the smallest eigenvalued one normal = cov.EigenVectors.GetColumnVector(0); // orient normal toward viewpoint // to do this we have to push the origin into the world frame //v = ZigInput.ConvertImageToWorldSpace(v); var viewp = ZigInput.ConvertImageToWorldSpace(Vector3.zero); normal = ((normal * (viewp.ToVector() - this.location)) > 0 ? normal : -normal); normal.Normalize(); }
private void RecursiveCollectSubfoldersAndItems(UUID id, UUID ownerId, List<UUID> allFolders, List<UUID> allItems, C5.HashSet<UUID> rootItems, C5.HashSet<UUID> rootFolders, bool isRoot, Dictionary<Guid, InventoryFolderBase> index, StringBuilder debugFolderList) { if (index == null) { index = GetFolderIndex(ownerId); } InventoryFolderBase folder; try { folder = this.GetFolder(id); } catch (InventoryObjectMissingException) { //missing a folder is not a fatal exception, it could indicate a corrupted or temporarily //inconsistent inventory state. this should not stop the remainder of the collection _log.WarnFormat("[Inworldz.Data.Inventory.Cassandra] Found missing folder with subFolder index remaining in parent. Inventory may need subfolder index maintenance."); return; } catch (InventoryStorageException e) { if (e.InnerException != null && e.InnerException is KeyNotFoundException) { //not a fatal exception, it could indicate a corrupted or temporarily //inconsistent inventory state. this should not stop the remainder of the collection _log.WarnFormat("[Inworldz.Data.Inventory.Cassandra] Found corrupt folder with subFolder index remaining in parent. User inventory needs subfolder index maintenance."); return; } else { throw; } } foreach (InventoryItemBase item in folder.Items) { allItems.Add(item.ID); if (isRoot) { rootItems.Add(item.ID); } debugFolderList.AppendLine("I " + item.ID.ToString() + " " + item.Name); } foreach (InventoryNodeBase subFolder in folder.SubFolders) { if (subFolder.Owner != ownerId) { throw new UnrecoverableInventoryStorageException( String.Format("Changed owner found during recursive folder collection. Folder: {0}, Expected Owner: {1}, Found Owner: {2}", subFolder.ID, ownerId, subFolder.Owner)); ; } if (SubfolderIsConsistent(subFolder.ID, folder.ID, index)) { debugFolderList.AppendLine("F " + subFolder.ID.ToString() + " " + subFolder.Name); allFolders.Add(subFolder.ID); if (isRoot) { rootFolders.Add(subFolder.ID); } this.RecursiveCollectSubfoldersAndItems(subFolder.ID, ownerId, allFolders, allItems, rootItems, rootFolders, false, index, debugFolderList); } else { _log.WarnFormat("[Inworldz.Data.Inventory.Cassandra] Not recursing into folder {0} with parent {1}. Index is inconsistent", subFolder.ID, folder.ID); } } }
/** * @param rules The rules used by the game. */ public void SetRules(C5.TreeDictionary<int, List<Implication>> rules) { _rules = rules; }
/** * @param relations The relations to set. */ public void SetRelations(C5.TreeDictionary<int, RelationInfo> relations) { _relations = relations; }
/** * @param groundFacts The game's ground facts. */ public void SetGroundFacts(C5.TreeDictionary<int, List<GroundFact>> groundFacts) { _groundFacts = groundFacts; }
private void CollectCreatedAssetIdsFromUserInventory(UUID creatorId, C5.HashSet<UUID> retAssets) { IInventoryProviderSelector selector = ProviderRegistry.Instance.Get<IInventoryProviderSelector>(); IInventoryStorage provider = selector.GetProvider(creatorId); List<InventoryFolderBase> skel = provider.GetInventorySkeleton(creatorId); foreach (InventoryFolderBase folder in skel) { InventoryFolderBase fullFolder = provider.GetFolder(folder.ID); foreach (InventoryItemBase item in fullFolder.Items) { if (m_allowedCreatorIds.Contains(item.CreatorIdAsUuid)) { retAssets.Add(item.AssetID); } } } }
void GetVirtualMethods( AssemblyCache cache, C5.TreeSet<MethodKey> methods, TypeDefinition type ) { // check the interfaces foreach ( TypeReference ifaceRef in type.Interfaces ) { TypeDefinition iface = project.GetTypeDefinition( ifaceRef ); // if it's not in the project, try to get it via the cache if ( iface == null ) iface = cache.GetTypeDefinition( ifaceRef ); // search interface if ( iface != null ) GetVirtualMethods( cache, methods, iface ); } // check the base type unless it isn't in the project, or we don't have one TypeDefinition baseType = project.GetTypeDefinition( type.BaseType ); // if it's not in the project, try to get it via the cache if ( baseType == null ) baseType = cache.GetTypeDefinition( type.BaseType ); // search base if ( baseType != null ) GetVirtualMethods( cache, methods, baseType ); foreach ( MethodDefinition method in type.Methods ) { if ( method.IsVirtual ) methods.Add( new MethodKey( method ) ); } }
void GetBaseTypes( C5.HashSet<TypeKey> baseTypes, TypeDefinition type ) { // check the interfaces foreach ( TypeReference ifaceRef in type.Interfaces ) { TypeDefinition iface = project.GetTypeDefinition( ifaceRef ); if ( iface != null ) { GetBaseTypes( baseTypes, iface ); baseTypes.Add( new TypeKey( iface ) ); } } // check the base type unless it isn't in the project, or we don't have one TypeDefinition baseType = project.GetTypeDefinition( type.BaseType ); if ( baseType != null && baseType.FullName != "System.Object" ) { GetBaseTypes( baseTypes, baseType ); baseTypes.Add( new TypeKey( baseType ) ); } }
private static bool HasIntervalThatIsSubsetOfInterval( C5.TreeDictionary<ulong, ulong> regions, ulong regionStart, ulong regionEnd) { // Is there any region in whose [start, end] interval is a sub-interval of // [regionStart, regionEnd]? // TryWeakSuccessor gives us the first region whose start is >= regionStart, // but there could be more regions with start >= regionStart and end <= regionEnd. // Need to traverse successors until start > regionEnd, making containment impossible. C5.KeyValuePair<ulong, ulong> range; if (regions.TryWeakSuccessor(regionStart, out range)) { if (range.Key >= regionStart && range.Value <= regionEnd) return true; } while (regions.TrySuccessor(range.Key, out range)) { if (range.Key > regionEnd) break; if (range.Key >= regionStart && range.Value <= regionEnd) return true; } return false; }