public void Reposition() { _panel.SuspendLayout(); int count = _controlerLists.Count; int width = _panel.ClientSize.Width; int height = _panel.ClientSize.Height; List <Rectangle> rlist = new List <Rectangle>(); int xInterval = width / (2 * count + 1); for (int i = 0; i < count; i++) { IControler ctl = _controlerLists[i]; Control ctrl = ctl.GetControl(); if (ctrl == null) { continue; } ctrl.Top = (height - ctrl.Height) / 2; ctrl.Left = xInterval * (i * 2 + 1); ctrl.Width = xInterval; } _panel.ResumeLayout(); }
/// <summary> /// Train the network using specialized strategies. /// </summary> /// <returns>Whether the training was successful.</returns> public bool Train(IControler controler, Progress progress) { TrainingConfig config = controler.TrainingConfiguration; int patternCount = controler.PatternCount; int epochs = config.AutoTrainingEpochs.Value; int success = (int)(patternCount * config.AutoTrainingPercentSuccessful.Value); int howmany = controler.CountSuccessfulPatterns(); if(howmany >= success) return true; int timeout = epochs; while(timeout-- >= 0) { if(progress != null) progress((int)(100 * (epochs - (double)timeout) / epochs)); for(int i=0;i<patternCount;i++) { controler.SelectShuffledPattern(i); controler.NeuralNetwork.TrainCurrentPattern(true, false); } howmany = controler.CountSuccessfulPatterns(); if(howmany >= success) return true; } // CLEAN UP: //controler.CalculateCurrentNetwork(); return false; }
public void AddControler(GameResult gameResult, IControler controler) { controlers.Add(controler); if (created) { controler.OnCreation(gameResult, this); } }
public Game_子彈(Controler controler, IGame_傷害特效 _特效) { 特效 = _特效; Controler = controler; I子彈 = new Timer(); I子彈.Enabled = true; I子彈.Tick += new EventHandler(子彈移動); I子彈.Interval = 10; }
/// <summary> /// Train the network using specialized strategies. /// </summary> /// <returns>Whether the training was successful.</returns> public bool Train(IControler controler, Progress progress) { TrainingConfig config = controler.TrainingConfiguration; BasicConfig basic = config.Basic; int patternCount = controler.PatternCount; int epochs = config.AutoTrainingEpochs.Value; int success = (int)(patternCount * config.AutoTrainingPercentSuccessful.Value); int howmany = controler.CountSuccessfulPatterns(); double LRinitial = basic.LearningRate.Value; double LRstep = LRinitial * 0.7 / epochs; double LRcurrent = LRinitial; double magrin; if(howmany >= success) return true; int timeout = epochs; while(timeout-- >= 0) { basic.LearningRate.Value = LRcurrent; if(progress != null) progress((int)(100 * (epochs - (double)timeout) / epochs)); for(int i=0;i<patternCount;i++) { controler.SelectShuffledPattern(i); if(controler.CalculateCurrentNetwork(out magrin) != i) { controler.NeuralNetwork.TrainCurrentPattern(false, false); howmany = controler.CountSuccessfulPatterns(); if(howmany >= success) { basic.LearningRate.Value = LRinitial; return true; } } else if(magrin < 0.5) { basic.LearningRate.Value = LRcurrent * 0.5; controler.NeuralNetwork.TrainCurrentPattern(false, false); basic.LearningRate.Value = LRcurrent; } } LRcurrent -= LRstep; } // CLEAN UP: //controler.CalculateCurrentNetwork(); basic.LearningRate.Value = LRinitial; return false; }
public HiLevComm(MqttClient _client, IControler _controler, SensData sensData_) { sensors = new Sensors(sensData_); controler = _controler; client = _client; StartTimer(OnTimeEvent, 10000); client.MqttMsgPublishReceived += Client_MqttMsgPublishReceived; client.Subscribe(new string[] { dataTopic }, new byte[] { MqttMsgBase.QOS_LEVEL_AT_LEAST_ONCE }); OnTimeEvent(null, null); }
public ServerClient(TcpClient client, IControler baseControler) { Client = client; formatter = new BinaryFormatter(); //создаем обработчик сообшений от пользователя Controler = baseControler.GetNewControler(this); //обработка сообщений производитсва в отдельном потоке ThreadOfHandlerMsg = new Thread(StartReadMessage); ThreadOfHandlerMsg.Start(); }
public RegisterActiveTraining() { InitializeComponent(); // activetraining.Visible = false; this.controler = new Controler(new Model()); DataTable dt = controler.get_trainings(); activetraining.Visible = true; activetraining.DataSource = dt; }
/// <summary> /// Train the network using specialized strategies. /// </summary> /// <returns>Whether the training was successful.</returns> public bool Train(IControler controler, Progress progress) { TrainingConfig config = controler.TrainingConfiguration; BasicConfig basic = config.Basic; int patternCount = controler.PatternCount; int epochs = config.AutoTrainingEpochs.Value; int success = (int)(patternCount * config.AutoTrainingPercentSuccessful.Value); int howmany = controler.CountSuccessfulPatterns(); double LRinitial = basic.LearningRate.Value; double LRstep = LRinitial * 0.7 / epochs; double LRcurrent = LRinitial; if (howmany >= success) { return(true); } int timeout = epochs; while (timeout-- >= 0) { basic.LearningRate.Value = LRcurrent; if (progress != null) { progress((int)(100 * (epochs - (double)timeout) / epochs)); } for (int i = 0; i < patternCount; i++) { controler.SelectShuffledPattern(i); controler.NeuralNetwork.TrainCurrentPattern(true, false); } howmany = controler.CountSuccessfulPatterns(); if (howmany >= success) { basic.LearningRate.Value = LRinitial; return(true); } LRcurrent -= LRstep; } // CLEAN UP: //controler.CalculateCurrentNetwork(); basic.LearningRate.Value = LRinitial; return(false); }
public bool Receive(IControler message) { if (_disruptor == null) { return(false); } var rawData = new ReceiveData { Message = message, }; return(_disruptor.Publish(rawData)); }
//конструктор public Server(string ipAdress, int port, IControler baseControler) { if (baseControler != null) { IPAdress = ipAdress; Port = port; BaseControler = baseControler; ConnectedClients = new List <ServerClient>(); } else { throw new Exception("Не передано исключения по умолчанию"); } }
public User_Information(IfrmMain x) { InitializeComponent(); Main = x; controler = x._controler; this.FormClosing += new FormClosingEventHandler(User_Information_FormClosing); //加入關閉事件-User_Information_FormClosing #region Button 建立 Bitmap add = new Bitmap(Properties.Resources.加, new Size(35, 35)); Bitmap sub = new Bitmap(Properties.Resources.減, new Size(35, 35)); Bitmap _save = new Bitmap(Properties.Resources.Save, new Size(100, 50)); /*button設定*/ Attack_Add.BackgroundImage = add; Attack_Add.Size = Attack_Add.BackgroundImage.Size; Speed_Add.BackgroundImage = add; Speed_Add.Size = Attack_Add.BackgroundImage.Size; CritAttack_Add.BackgroundImage = add; CritAttack_Add.Size = Attack_Add.BackgroundImage.Size; Crit_Add.BackgroundImage = add; Crit_Add.Size = Attack_Add.BackgroundImage.Size; Attack_Low.BackgroundImage = sub; Attack_Low.Size = Attack_Add.BackgroundImage.Size; Speed_Low.BackgroundImage = sub; Speed_Low.Size = Attack_Add.BackgroundImage.Size; CritAttack_Low.BackgroundImage = sub; CritAttack_Low.Size = Attack_Add.BackgroundImage.Size; Crit_Low.BackgroundImage = sub; Crit_Low.Size = Attack_Add.BackgroundImage.Size; /*button設定*/ #endregion Save.BackgroundImage = _save; Save.Size = _save.Size; Level.Text = controler.Get_Level.ToString();; Points_Attack = 0; Speed.Text = "0"; Crit機率.Text = "0"; Crit傷害.Text = "0"; Points.Text = controler.Get_剩餘點數.ToString(); Attack.Text = controler.Information_傷害Text; }
public void RemoveList(IControler list) { if (_controlerLists.Contains(list)) { list.Panel = null; list.ItemSelected -= new ItemSelectedHandler(list_ItemSelected); _controlerLists.Remove(list); Control ctrl = list.GetControl(); if (!_panel.Controls.Contains(ctrl)) { _panel.Controls.Add(ctrl); } } }
public Engine(int size, int sizeInPixels, IControler controlerInterface) { if (size >= 3) { this.size = size; this.Grid = new Number[size, size]; this.rnd = new Random(); this.Score = 0; this.controler = controlerInterface; this.SizeInPixels = sizeInPixels; } else { throw new ArgumentOutOfRangeException("Size should be greater than 3"); } }
public monster(IfrmMain main, IControler controler, IGame_User能力 _User) //建構式 { test = new test(this); test.Show(); Main = main; //Monster_Blood = 基礎血量 + ((level - 1) * 0.1 * 基礎血量); //計算血量 // _monster.Add(new Monster_Information(基礎血量, 初始座標)); Controler = controler; user = _User; Monster_Tick = new Timer(); Monster_Tick.Enabled = true; Monster_Tick.Tick += new EventHandler(Monster_Move); Monster_Tick.Interval = 10; }
/// <summary> /// Train the network using specialized strategies. /// </summary> /// <returns>Whether the training was successful.</returns> public bool Train(IControler controler, Progress progress) { TrainingConfig config = controler.TrainingConfiguration; int patternCount = controler.PatternCount; int epochs = config.AutoTrainingEpochs.Value; int success = (int)(patternCount * config.AutoTrainingPercentSuccessful.Value); int howmany = controler.CountSuccessfulPatterns(); if (howmany >= success) { return(true); } int timeout = epochs; while (timeout-- >= 0) { if (progress != null) { progress((int)(100 * (epochs - (double)timeout) / epochs)); } for (int i = 0; i < patternCount; i++) { controler.SelectShuffledPattern(i); if (controler.CalculateCurrentNetwork() != i) { controler.NeuralNetwork.TrainCurrentPattern(false, false); howmany = controler.CountSuccessfulPatterns(); if (howmany >= success) { return(true); } } } } // CLEAN UP: //controler.CalculateCurrentNetwork(); return(false); }
public void AddList(IControler list) { if (list == null) { return; } list.Panel = this; list.ItemSelected += new ItemSelectedHandler(list_ItemSelected); _controlerLists.Add(list); Control ctrl = list.GetControl(); if (ctrl != null) { _panel.Controls.Add(ctrl); ctrl.Visible = true; } }
/// <summary> /// 控制器处理请求 /// </summary> /// <param name="context">上下文对象</param> private static void CallControler(HttpContext context) //控制器处理请求函数,利用反射来做,复杂性大为降低 { string Controler_name = ""; if (context.Session["accctx"] == null && !cachecookie()) { if (context.Request["state"] != null) //session对象 && mm缓存中对象木有, state有值(第三方登录标识) 表示没登录 进入第三方登录 { Controler_name = "ThreeLoginControler"; } else { Controler_name = "loginControler"; //session对象 && mm缓存中对象木有,表示没登录,加载登录控制器 } } else if (context.Request["ctrl"] == null && cachecookie()) //mm缓存中对象有值 且没有控制器 则加载 index控制器 { Controler_name = "indexControler"; } else if (context.Request["ctrl"] != null) //此参数表示控制器名 { Controler_name = context.Request["ctrl"] + "Controler"; //得到控制器名 } else { Controler_name = "defaultControler"; //如果不指定则使用默认控制器,可以放在web.config中。 } string nspace = "Web.Control"; //控制器命名空间,可以放在web.config中。 Assembly res = null; //命名空间程序集对象 IControler Controler = null; //用于接收控制器 res = getNamespace(); //获得程序集对象 if (res != null) { Controler = (IControler)res.CreateInstance(nspace + "." + Controler_name); //动态创建控制器实例 if (Controler != null) { Controler.ActionPerform(context); } } }
public bool SendControlerMessage(IControler message, byte flag = (byte)QueueType.MainQueue) { try { if (message == null) { throw new Exception("null message"); } if (_publishDisruptor != null) { return(_publishDisruptor.Publish(new List <IMsg>() { message }, flag)); } } catch (Exception ex) { LogTo.Error(ex.ToString()); } return(false); }
public trainers() { InitializeComponent(); controler = new Controler(new Model()); }
private void list_ItemSelected(IControler ctrl, IItem item) { RefreshSelectedRelations(item); Redraw(); }
protected ControlerEffect(ControlerEffect copy) : base(copy) { this.controler = (IControler)copy.controler.Clone(); }
public Clients() { InitializeComponent(); button1.Text = "שמור מתאמן"; this.controler = new Controler(new Model()); }
public TaskControler(IStreamer <string, List <Task> > streamer, IControler <Task> controler) { dataStreamer = streamer; Controler = controler; }
public training() { InitializeComponent(); this.controler = new Controler(new Model()); }
public MainView(IControler mainViewModel) { InitializeComponent(); this.DataContext = mainViewModel; }
public ControlerEffect(TargetingInfo effectsWho, EffectTypes harmfulEffectTypes, EffectSounds effectSounds, LifeSpan lifeTime, IControler controler) : base(effectsWho, harmfulEffectTypes | EffectTypes.Controls, effectSounds, lifeTime) { this.controler = controler; }