private void LoadDb(TextAsset csvFile) { var blank = ""; string[][] grid = CsvReadWrite.LoadTextFile(csvFile); for (int i = 1; i < grid.Length; i++) { if (grid[i][0] == blank) { return; } ItemData row = new ItemData(); row.GlobalID = Int32.Parse(grid[i][0]); row.CategoryID = Int32.Parse(grid[i][1]); row.CategoryName = grid[i][2]; row.TypeID = Int32.Parse(grid[i][3]); row.TypeName = grid[i][4]; TypeNameList.Add(row.TypeName); row.Size = new IntVector2(Int32.Parse(grid[i][5]), Int32.Parse(grid[i][6])); row.Icon = Resources.Load <Sprite>("ItemIcons/" + grid[i][4]); // TODO : Use Stringbuilder 스트링빌더 이용하기 row.MinYield = Int32.Parse(grid[i][7]); row.MaxYield = Int32.Parse(grid[i][8]); row.YieldAdder = Int32.Parse(grid[i][9]); dbList.Add(row); } }
// ==================================== Read from CSV file ==================================== public (int[], int[], int[], int[], int[], int[], int[], int[], string[]) readEMGCSV(string filename) { CsvReadWrite csv = new CsvReadWrite(); string filePath = csv.getPath(filename); List <string> col_01 = new List <string>(); List <string> col_02 = new List <string>(); List <string> col_03 = new List <string>(); List <string> col_04 = new List <string>(); List <string> col_05 = new List <string>(); List <string> col_06 = new List <string>(); List <string> col_07 = new List <string>(); List <string> col_08 = new List <string>(); List <string> col_09 = new List <string>(); using (var reader = new StreamReader(filePath)) { while (!reader.EndOfStream) { var line = reader.ReadLine(); var values = line.Split(','); col_01.Add(values[0]); col_02.Add(values[1]); col_03.Add(values[2]); col_04.Add(values[3]); col_05.Add(values[4]); col_06.Add(values[5]); col_07.Add(values[6]); col_08.Add(values[7]); col_09.Add(values[8]); } } // Convert list to array string[] emg_Pod01 = col_01.ToArray(); string[] emg_Pod02 = col_02.ToArray(); string[] emg_Pod03 = col_03.ToArray(); string[] emg_Pod04 = col_04.ToArray(); string[] emg_Pod05 = col_05.ToArray(); string[] emg_Pod06 = col_06.ToArray(); string[] emg_Pod07 = col_07.ToArray(); string[] emg_Pod08 = col_08.ToArray(); string[] emg_time = col_09.ToArray(); int[] i_emg_Pod01 = arrStr2arrInt(emg_Pod01); int[] i_emg_Pod02 = arrStr2arrInt(emg_Pod02); int[] i_emg_Pod03 = arrStr2arrInt(emg_Pod03); int[] i_emg_Pod04 = arrStr2arrInt(emg_Pod04); int[] i_emg_Pod05 = arrStr2arrInt(emg_Pod05); int[] i_emg_Pod06 = arrStr2arrInt(emg_Pod06); int[] i_emg_Pod07 = arrStr2arrInt(emg_Pod07); int[] i_emg_Pod08 = arrStr2arrInt(emg_Pod08); return(i_emg_Pod01, i_emg_Pod02, i_emg_Pod03, i_emg_Pod04, i_emg_Pod05, i_emg_Pod06, i_emg_Pod07, i_emg_Pod08, emg_time); }
public JsonResult SensorsLevels(int id) { var sensorsUpdates = CsvReadWrite.ReadSensorsLevel(@"C:\Users\ASUS\Desktop\WaterLeakDetection\sensorsLevel.txt"); foreach (var item in sensorsUpdates) { var sensor = sensorRepository.GetSensorById(item.Id); var leakDB = leakRepository.GetLastLeak(sensor); sensor.CurrentLevel = item.CurrentLevel; var leakState = leakDB != null ? leakDB.IsRepared : true; if (sensor.CurrentLevel > 200) { sensor.Count += 1; } if (sensor.CurrentLevel < 200 && leakState) { sensor.Count = 0; } if (sensor.CurrentLevel < 200 && leakState) { sensor.Count -= 1; } System.Diagnostics.Debug.WriteLine(sensor.Count); if (sensor.Count == -1 && leakState && leakDB != null) { leakDB.IsRepared = true; leakRepository.Update(leakDB); sensor.Count = 0; } if (sensor.Count == 1) { var leak = new Leak { Sensor = sensor, OccurrenceDate = DateTime.Now }; leakRepository.Add(leak); sensor.Count = 0; string subjet = "New Leak"; string body = string.Format("New leak has been occured .\n Sensor : {0}", sensor.Name); string addresse = "*****@*****.**"; SendEmail(addresse, subjet, body); System.Diagnostics.Debug.WriteLine("email sent"); } sensorRepository.update(sensor); } var departement = departementRepository.GetDepartementById(id); var sensors = sensorRepository.GetAllDepartementSensors(departement); var json = JsonConvert.SerializeObject(sensors); return(Json(json)); }
public async void ChangeState(int id) { var sensor = sensorRepository.GetSensorById(id); sensor.IsOn = !sensor.IsOn; sensorRepository.update(sensor); var sensors = sensorRepository.GetAllSensors(); await CsvReadWrite.AsyncWriteSensorsState(@"C:\Users\ASUS\Desktop\WaterLeakDetection\sensorsState.txt", sensors); await CsvReadWrite.AsyncWriteSensorsLevel(@"C:\Users\ASUS\Desktop\WaterLeakDetection\sensorsLevel.txt", sensors); }
public List <ItemClass> LoadItems(TextAsset itemFile) { string[][] grid = CsvReadWrite.LoadTextFile(itemFile); List <ItemClass> itemList = new List <ItemClass>(); for (int i = 1; i < grid.Length; i++) { ItemClass item = new ItemClass(); ItemClass.SetItemValues(item, Int32.Parse(grid[i][0]), Int32.Parse(grid[i][1]), Int32.Parse(grid[i][2])); itemList.Add(item); } return(itemList); }
static void Main(string[] args) { OperationsUtlity util = new OperationsUtlity(); DataTable data = util.createDataTable(); Console.WriteLine(data); CsvReadWrite csv = new CsvReadWrite(); csv.WriteTest(); csv.ReadTest(); Console.ReadKey(); }
public override void AgentReset() { ResetTransform(); //PrintDead(); _shootingCD = 0; bodyIntegrity.health = 15; if (states.Count() != 0) { Debug.Log("write"); CsvReadWrite writer = new CsvReadWrite(); writer.Save(states); states.Clear(); } }
public void SaveState() { state st = new state(); st.shoot = System.Convert.ToInt32(0); states.Add(st); if (state.done == true && bSaved == false) { CsvReadWrite writer = new CsvReadWrite(); writer.Save(states); states.Clear(); bSaved = true; } }
private void LoadDb(TextAsset csvFile) { string[][] grid = CsvReadWrite.LoadTextFile(csvFile); for (int i = 1; i < grid.Length; i++) { ItemData row = new ItemData(); row.GlobalID = Int32.Parse(grid[i][0]); row.CategoryID = Int32.Parse(grid[i][1]); row.CategoryName = grid[i][2]; row.TypeID = Int32.Parse(grid[i][3]); row.TypeName = grid[i][4]; TypeNameList.Add(row.TypeName); row.Size = new IntVector2(Int32.Parse(grid[i][5]), Int32.Parse(grid[i][6])); row.Icon = Resources.Load <Sprite>("ItemIcons/" + grid[i][4]); dbList.Add(row); } }
// Start is called before the first frame update void Start() { csvWriteCoordinates = new CsvReadWrite("PunctureCoordinates"); }
// ---------- Save moving average values to CSV by name ---------- public void emgCSVsave(string filename) { // Get raw EMG pod data values raw_emg_Pod01 = StoreEMG.storeEMG01; raw_emg_Pod02 = StoreEMG.storeEMG02; raw_emg_Pod03 = StoreEMG.storeEMG03; raw_emg_Pod04 = StoreEMG.storeEMG04; raw_emg_Pod05 = StoreEMG.storeEMG05; raw_emg_Pod06 = StoreEMG.storeEMG06; raw_emg_Pod07 = StoreEMG.storeEMG07; raw_emg_Pod08 = StoreEMG.storeEMG08; raw_emg_time = StoreEMG.timestamp; // Get processed EMG pod data values prc_emg_Pod01 = LineChartController_EMG01.avg_emg_Pod01; prc_emg_Pod02 = LineChartController_EMG02.avg_emg_Pod02; prc_emg_Pod03 = LineChartController_EMG03.avg_emg_Pod03; prc_emg_Pod04 = LineChartController_EMG04_Plotless.avg_emg_Pod04; prc_emg_Pod05 = LineChartController_EMG05_Plotless.avg_emg_Pod05; prc_emg_Pod06 = LineChartController_EMG06_Plotless.avg_emg_Pod06; prc_emg_Pod07 = LineChartController_EMG07_Plotless.avg_emg_Pod07; prc_emg_Pod08 = LineChartController_EMG08_Plotless.avg_emg_Pod08; /* * UnityEngine.Debug.Log("----------------------------------------------"); * UnityEngine.Debug.Log("Size of Processed EMG 01: " + prc_emg_Pod01.Count); * UnityEngine.Debug.Log("Size of Processed EMG 02: " + prc_emg_Pod02.Count); * UnityEngine.Debug.Log("Size of Processed EMG 03: " + prc_emg_Pod03.Count); * UnityEngine.Debug.Log("Size of Processed EMG 04: " + prc_emg_Pod04.Count); * UnityEngine.Debug.Log("Size of Processed EMG 05: " + prc_emg_Pod05.Count); * UnityEngine.Debug.Log("Size of Processed EMG 06: " + prc_emg_Pod06.Count); * UnityEngine.Debug.Log("Size of Processed EMG 07: " + prc_emg_Pod07.Count); * UnityEngine.Debug.Log("Size of Processed EMG 08: " + prc_emg_Pod08.Count); */ // The sizes of EMG 01 and 06 are +1 element bigger than the others // This is fixed by trimming them in the savePrcCSV function // ------------------------- Raw EMG ------------------------- // Write raw EMG into a CSV file CsvReadWrite csv = new CsvReadWrite(); csv.saveRawCSV(filename, raw_emg_Pod01, raw_emg_Pod02, raw_emg_Pod03, raw_emg_Pod04, raw_emg_Pod05, raw_emg_Pod06, raw_emg_Pod07, raw_emg_Pod08, raw_emg_time); UnityEngine.Debug.Log("Raw EMG CSV created!"); /* * // ------------------------- Processed EMG ------------------------- * // Read timestamps for processed EMG * DataFltr csvFltr = new DataFltr(); * var values = csvFltr.readEMGCSV("EMG_data.csv"); * int len = prc_emg_Pod01.Count; * UnityEngine.Debug.Log("Processed EMG CSV creating... (1/3)"); * * // Convert string back to timestamp for CSV. * // Avoids the output in a CSV being System.string[] instead of the actual timestamp * DateTime[] prc_emg_time = new DateTime[len]; * string[] emg_time = values.Item9; * * int counter = 0; * for (int i = 1; i < len + 1; i++) * { * prc_emg_time[counter] = DateTime.ParseExact(emg_time[i], "yyyy-MM-dd H:mm:ss.fff", null); * counter = counter + 1; * } * UnityEngine.Debug.Log("Processed EMG CSV creating... (2/3)"); * * // Write processed EMG into a CSV file * csv.savePrcCSV("EMG_processed.csv", prc_emg_Pod01, prc_emg_Pod02, prc_emg_Pod03, prc_emg_Pod04, prc_emg_Pod05, prc_emg_Pod06, prc_emg_Pod07, prc_emg_Pod08, prc_emg_time); * UnityEngine.Debug.Log("Processed EMG CSV creating... (3/3)"); */ }