public ActionResult Create(ModelGroup.Book book) { if (ModelState.IsValid) { context.Books.Add(book); context.SaveChanges(); return RedirectToAction("Index"); } return View(book); }
public bool ContainsGroup(ModelGroup modelGroup) { bool containsGroupName = this.GroupNames.GroupNames.Count(kvp => kvp.Key == modelGroup.GetInternalNameOffset()) > 0; bool containsDescriptiveGroupName = this.GroupNames.GroupNames.Count(kvp => kvp.Key == modelGroup.GetInternalDescriptiveNameOffset()) > 0; // sometimes, model groups don't contain a descriptive name. if (modelGroup.GetInternalDescriptiveNameOffset() > 0) { return(containsGroupName && containsDescriptiveGroupName); } return(containsGroupName); }
/// <summary> /// 添加信息分组 /// </summary> /// <param name="g">信息分组对象</param> /// <returns>影响条目数</returns> public int AddGroup(ModelGroup g) { int rowAffects = 0; SqlParameter[] array = { new SqlParameter("@sn", g.Sn), new SqlParameter("@title", g.Title), new SqlParameter("@memo", g.Memo), }; rowAffects = DBUtil.ExecuteNonQuery(SQL_addGroup, array); return(rowAffects); }
public override object GetValue(NodePort port) { object o = base.GetValue(port); if (o != null) { return(o); } Bezier3DSpline spline = GetInputValue <Bezier3DSpline>("spline", this.spline); Material material = GetInputValue <Material>("material", this.material); float resolution = GetInputValue <float>("resolution", this.resolution); if (spline != null) { List <Vector2> points = new List <Vector2>(); for (int i = 0; i < spline.KnotCount; i++) { Vector3 pos = spline.GetKnot(i).position; points.Add(new Vector2(pos.x, pos.z)); Bezier3DCurve curve = spline.GetCurve(i); if (!curve.isLinear) { for (int k = 1; k < resolution; k++) { float t = (float)k / resolution; pos = curve.GetPoint(t); points.Add(new Vector2(pos.x, pos.z)); } } } int[] tris = Triangulate(points); List <Vector3> verts = points.Select(x => new Vector3(x.x, 0, x.y)).ToList(); List <Vector3> norms = points.Select(x => Vector3.up).ToList(); Mesh mesh = new Mesh(); mesh.vertices = verts.ToArray(); mesh.triangles = tris; mesh.normals = norms.ToArray(); ModelGroup output = new ModelGroup(); Material[] mats = new Material[] { material }; output.Add(new Model(mesh, mats)); return(output); } else { return(null); } }
/* * To actually run this example, you'll need to train a sequence * model on the Indico IPA Platform with the labeled-swaps-200.csv * file contained with this repo. Be aware that training will likely * take a couple hours. Once training is complete, you can run the * example by passing in the directory of the two sample PDF files in * the repo (Confirmation letter and Confirmation of Interest Rate Swap). * * Before running, replace the Model Group ID (mgId) with the * ID for your trained model. You can find it on the model's Review page. */ async static Task Main(string[] args) { // Replace this with your Model Group ID int mgId = 4352; List <string> targetFiles = GetTargetFiles(args[0]); if (targetFiles.Count == 0) { Console.WriteLine("No files to process"); Environment.Exit(0); } IndicoClient client = new IndicoClient(); JObject extractConfig = new JObject() { { "preset_config", "legacy" } }; List <string> texts = new List <string>(); DocumentExtraction ocrQuery = client.DocumentExtraction(extractConfig); foreach (string path in targetFiles) { Console.WriteLine(path); Job ocrJob = await ocrQuery.Exec(path); JObject result = await ocrJob.Result(); string resUrl = (string)result.GetValue("url"); Blob blob = await client.RetrieveBlob(resUrl).Exec(); JObject obj = blob.AsJSONObject(); texts.Add((string)obj.GetValue("text")); } ModelGroup mg = await client.ModelGroupQuery(mgId).Exec(); string status = await client.ModelGroupLoad(mg).Exec(); Console.WriteLine($"Model status = {status}"); Job job = await client.ModelGroupPredict(mg).Data(texts).Exec(); JArray jobResult = await job.Results(); Console.WriteLine(jobResult); }
public Product(string reference, string name, string description, string categoryReference, Price price, List <Part> parts, List <ProductMaterial> productMaterialList, List <DimensionValues> dimensions, SlotDefinition slotDef, ModelGroup modelGroup) { this.Reference = reference; this.Name = name; this.Description = description; this.CategoryReference = categoryReference; this.Price = price; this.Parts = parts; this.ProductMaterialList = productMaterialList; this.Dimensions = dimensions; this.SlotDefinition = slotDef; this.ModelGroup = modelGroup; }
private List <ModelGroup> ToModelGroup(DataSet ds) { List <ModelGroup> list = new List <ModelGroup>(); DataRowCollection rows = ds.Tables[0].Rows; for (int i = 0; i < rows.Count; i++) { ModelGroup g = new ModelGroup(); g.Sn = Convert.ToInt32(rows[i]["GrTypeSN"]); g.Title = rows[i]["Title"].ToString(); g.Memo = DBUtil.DBNullReplace(rows[i]["Memo"], "").ToString(); list.Add(g); } return(list); }
/// <summary> /// 通过编码获取信息分组 /// </summary> /// <param name="sn">信息分组编码</param> /// <returns></returns> public ModelGroup GetGroupBySN(int sn) { ModelGroup g = null; SqlParameter[] array = { new SqlParameter("@sn", sn) }; DataSet ds = DBUtil.ExecuteQuery(SQL_getGroupBySN, array); if (ds.Tables[0].Rows.Count > 0) { g = new ModelGroup(); g.Sn = sn; g.Title = ds.Tables[0].Rows[0]["Title"].ToString(); g.Memo = DBUtil.DBNullReplace(ds.Tables[0].Rows[0]["Memo"], "").ToString(); } return(g); }
public ActionResult Edit(int id, ModelGroup.Book book) { ModelGroup.Book _book = context.Books.Single(p => p.BookID == id); if (ModelState.IsValid) { _book.BookName = book.BookName; _book.ISBN = book.ISBN; context.SaveChanges(); return RedirectToAction("Index"); } return View(book); }
private void B_ADD_Click(object sender, EventArgs e) { if (isValidInputData()) { ModelGroup model = new ModelGroup(); model.id = this.id; model.group_code = txtCode.Text; model.group_description = txtDesc.Text; model.group_order = Convert.ToInt32(txtOrder.Text); Boolean result = false; switch (B_ADD.Text) { case "บันทึก": //Check Exist List <ModelGroup> stationLists = groupDao.Select(" Where group_code='" + model.group_code + "'"); if (stationLists.Count > 0) { MessageBox.Show("มีข้อมูล " + model.group_code + " ในระบบแล้ว"); txtCode.SelectAll(); txtCode.Focus(); //txtDesc.Text = ""; } else { result = groupDao.Insert(model); if (result) { MessageBox.Show("บันทึกข้อมูลเรียบร้อยแล้ว"); } } break; case "แก้ไข": result = groupDao.Update(model); if (result) { MessageBox.Show("แก้ไขข้อมูลเรียบร้อยแล้ว"); } break; } if (result) { refresh(); } } }
/// <summary> /// Initialize the OpenGL state of the given model group. /// </summary> /// <param name="modelGroup">The model group to initialize.</param> private void InitializeModelGroup(ModelGroup modelGroup) { /* * Buffers */ var vertexBuffer = new Buffer <Vector3>(BufferTarget.ArrayBuffer, BufferUsageHint.StaticDraw); var normalBuffer = new Buffer <Vector3>(BufferTarget.ArrayBuffer, BufferUsageHint.StaticDraw); var coordinateBuffer = new Buffer <Vector2>(BufferTarget.ArrayBuffer, BufferUsageHint.StaticDraw); var vertexIndexes = new Buffer <ushort>(BufferTarget.ElementArrayBuffer, BufferUsageHint.StaticDraw); // Upload all of the vertices in this group vertexBuffer.Data = modelGroup.GetVertices().Select(v => v.ToOpenGLVector()).ToArray(); _vertexBufferLookup.Add(modelGroup, vertexBuffer); vertexBuffer.AttachAttributePointer(new VertexAttributePointer(0, 3, VertexAttribPointerType.Float, 0, 0)); // Upload all of the normals in this group normalBuffer.Data = modelGroup.GetNormals().Select(v => v.ToOpenGLVector()).ToArray(); _normalBufferLookup.Add(modelGroup, normalBuffer); normalBuffer.AttachAttributePointer(new VertexAttributePointer(1, 3, VertexAttribPointerType.Float, 0, 0)); // Upload all of the UVs in this group coordinateBuffer.Data = modelGroup.GetTextureCoordinates().Select(v => v.ToOpenGLVector()).ToArray(); _textureCoordinateBufferLookup.Add(modelGroup, coordinateBuffer); coordinateBuffer.AttachAttributePointer ( new VertexAttributePointer(2, 2, VertexAttribPointerType.Float, 0, 0) ); // Upload vertex indices for this group vertexIndexes.Data = modelGroup.GetVertexIndices().ToArray(); _vertexIndexBufferLookup.Add(modelGroup, vertexIndexes); var boundingBox = new RenderableBoundingBox ( modelGroup.GetBoundingBox(), this.ActorTransform ); boundingBox.Initialize(); _boundingBoxLookup.Add(modelGroup, boundingBox); }
private void InitializeModelGroup(ModelGroup collectionGroup) { // Prevent the ModelGroup be initialized by multiple times if (modelGroupMapping.ContainsValue(collectionGroup)) { return; } collectionGroup._handModelManager = this; HandModelBase leftModel; HandModelBase rightModel; if (collectionGroup.IsLeftToBeSpawned) { HandModelBase modelToSpawn = collectionGroup.LeftModel; GameObject spawnedGO = Instantiate(modelToSpawn.gameObject); leftModel = spawnedGO.GetComponent <HandModelBase>(); leftModel.transform.parent = this.transform; } else { leftModel = collectionGroup.LeftModel; } if (leftModel != null) { collectionGroup.modelList.Add(leftModel); modelGroupMapping.Add(leftModel, collectionGroup); } if (collectionGroup.IsRightToBeSpawned) { HandModelBase modelToSpawn = collectionGroup.RightModel; GameObject spawnedGO = Instantiate(modelToSpawn.gameObject); rightModel = spawnedGO.GetComponent <HandModelBase>(); rightModel.transform.parent = this.transform; } else { rightModel = collectionGroup.RightModel; } if (rightModel != null) { collectionGroup.modelList.Add(rightModel); modelGroupMapping.Add(rightModel, collectionGroup); } }
private void B_DELETE_Click(object sender, EventArgs e) { if (MessageBox.Show("Really delete?", "Confirm delete", MessageBoxButtons.YesNo) == DialogResult.Yes) { ModelGroup model = new ModelGroup(); model.id = this.id; model.group_code = txtCode.Text; model.group_description = txtDesc.Text; model.group_order = Convert.ToInt32(txtOrder.Text); Boolean result = groupDao.Delete(model); if (result) { MessageBox.Show("ลบข้อมูลเรียบร้อยแล้ว"); refresh(); } } }
private void RenderBoundingBox(ModelGroup modelGroup, Matrix4 modelViewProjection, Color4 colour) { BoundingBoxShader boxShader = this.Cache.GetShader(EverlookShader.BoundingBox) as BoundingBoxShader; if (boxShader == null) { throw new ShaderNullException(typeof(BoundingBoxShader)); } boxShader.Enable(); boxShader.SetMVPMatrix(modelViewProjection); boxShader.SetLineColour(colour); GL.Disable(EnableCap.CullFace); // Render the object // Send the vertices to the shader GL.EnableVertexAttribArray(0); GL.BindBuffer(BufferTarget.ArrayBuffer, this.BoundingBoxVertexBufferLookup[modelGroup]); GL.VertexAttribPointer ( 0, 3, VertexAttribPointerType.Float, false, 0, 0 ); // Bind the index buffer GL.BindBuffer(BufferTarget.ElementArrayBuffer, this.BoundingBoxVertexIndexBufferID); // Now draw the box GL.DrawRangeElements ( PrimitiveType.LineLoop, 0, 23, 24, DrawElementsType.UnsignedByte, new IntPtr(0) ); GL.DisableVertexAttribArray(0); }
public override object GetValue(NodePort port) { object o = base.GetValue(port); if (o != null) { return(o); } // Get inputs ModelGroup[] input = GetInputValues("input", this.input); Vector2 t = GetInputValue("t", this.t); float r = GetInputValue("r", this.r); Vector2 s = GetInputValue("s", this.s); ModelGroup output = new ModelGroup(); // Loop through input model groups for (int mg = 0; mg < input.Length; mg++) { if (input[mg] == null) { continue; } // Loop through group models for (int i = 0; i < input[mg].Count; i++) { Mesh mesh = input[mg][i].mesh.Copy(); Vector2[] uvs = mesh.uv; for (int u = 0; u < uvs.Length; u++) { uvs[u] += t; // TODO rotation uvs[u] *= s; } mesh.uv = uvs; output.Add(new Model(input[mg][i]) { mesh = mesh }); } } return(output); }
private ModelGroup ModelsFromGameObjects(Transform root) { ModelGroup output = new ModelGroup(); MeshRenderer[] renderers = root.GetComponentsInChildren <MeshRenderer>(); for (int i = 0; i < renderers.Length; i++) { MeshRenderer renderer = renderers[i]; MeshFilter filter = renderer.GetComponent <MeshFilter>(); if (filter == null) { continue; } Mesh mesh = BakeMeshTransform(root, filter); Material[] materials = renderer.sharedMaterials; output.Add(new Model(mesh, materials)); } return(output); }
//Delete statement public Boolean Delete(ModelGroup model) { try { string query = "DELETE FROM tb_group WHERE id=" + model.id; using (MySqlConnection connection = new MySqlConnection(Configurations.MysqlStr)) { connection.Open(); MySqlCommand cmd = new MySqlCommand(query, connection); cmd.ExecuteNonQuery(); } } catch (Exception ex) { logger.Error(ex.InnerException); return(false); } return(true); }
//Select statement public List <ModelGroup> Select(String cri) { string query = "SELECT * FROM tb_group " + cri + " order by group_order asc"; //Create a list to store the result List <ModelGroup> lists = new List <ModelGroup>(); //Open connection using (MySqlConnection connection = new MySqlConnection(Configurations.MysqlStr)) { connection.Open(); //Create Command MySqlCommand cmd = new MySqlCommand(query, connection); //Create a data reader and Execute the command MySqlDataReader dr = cmd.ExecuteReader(); //Read the data and store them in the list while (dr.Read()) { ModelGroup model = new ModelGroup(); model.id = (DBNull.Value == dr["id"]) ? -1 : Convert.ToInt16(dr["id"]); model.group_code = (DBNull.Value == dr["group_code"]) ? "" : Convert.ToString(dr["group_code"]); model.group_description = (DBNull.Value == dr["group_description"]) ? "" : Convert.ToString(dr["group_description"]); model.group_order = Convert.ToInt16((DBNull.Value == dr["group_order"]) ? "0" : Convert.ToString(dr["group_order"])); lists.Add(model); } //close Data Reader dr.Close(); } //return list to be displayed if (lists.Count > 0) { ModelGroup model1 = new ModelGroup(); model1.id = -1; model1.group_code = ""; model1.group_description = ""; model1.group_order = 0; lists.Insert(0, model1); } return(lists); }
public ActionResult Create(ModelGroup.Review review) { try { if (ModelState.IsValid) { ModelGroup.Book book = context.Books.SingleOrDefault(b => b.BookID == review.BookID); book.Reviews.Add(review); context.SaveChanges(); return RedirectToAction("Details", "Books", new {id = book.BookID}); } return View(); } catch { return View(); } }
override public List <List <Property> > ApplySpecialProperties(ModelGroup test, List <List <Property> > combos) { // Adds UV 0 for both primitives into each model var uv0Prim0 = requiredProperty.Find(e => e.name == Propertyname.Primitive0VertexUV0); var uv1Prim0 = requiredProperty.Find(e => e.name == Propertyname.Primitive1VertexUV0); foreach (var combo in combos) { combo.Add(uv0Prim0); combo.Add(uv1Prim0); } // Moves the texture combos next to each other var baseColorTexture = combos[5]; combos.RemoveAt(5); combos.Insert(4, baseColorTexture); return(combos); }
public override object GetValue(NodePort port) { object o = base.GetValue(port); if (o != null) { return(o); } ModelGroup[] input = GetInputValues <ModelGroup>("input", this.input); Bezier3DSpline spline = GetInputValue <Bezier3DSpline>("spline", this.spline); ModelGroup output = new ModelGroup(); if (input == null) { return(output); } // Loop through input model groups for (int mg = 0; mg < input.Length; mg++) { if (input[mg] == null) { continue; } // Loop through group models for (int i = 0; i < input[mg].Count; i++) { Mesh mesh = input[mg][i].mesh.Copy(); if (spline != null) { FollowCurve(mesh, spline); } output.Add(new Model(input[mg][i]) { mesh = mesh }); } } return(output); }
/** * MakeHandRepresentation receives a Hand and combines that with an IHandModel to create a HandRepresentation * @param hand The Leap Hand data to be drive an IHandModel * @param modelType Filters for a type of hand model, for example, physics or graphics hands. */ public override HandRepresentation MakeHandRepresentation(Hand hand, ModelType modelType) { Chirality handChirality = hand.IsRight ? Chirality.Right : Chirality.Left; HandRepresentation handRep = new HandProxy(this, hand, handChirality, modelType); for (int i = 0; i < ModelPool.Count; i++) { ModelGroup group = ModelPool[i]; if (group.IsEnabled) { IHandModel model = group.TryGetModel(handChirality, modelType); if (model != null) { handRep.AddModel(model); modelToHandRepMapping.Add(model, handRep); } } } activeHandReps.Add(handRep); return(handRep); }
public void EnableGroup(string groupName) { for (int i = 0; i < ModelPool.Count; i++) { if (ModelPool[i].GroupName == groupName) { ModelGroup group = ModelPool[i]; for (int hp = 0; hp < activeHandReps.Count; hp++) { HandRepresentation handRep = activeHandReps[hp]; IHandModel model = group.TryGetModel(handRep.RepChirality, handRep.RepType); if (model != null) { handRep.AddModel(model); modelToHandRepMapping.Add(model, handRep); } } group.IsEnabled = true; } } }
public void ToggleGroup(string groupName) { ModelGroup modelGroup = ModelPool.Find(i => i.GroupName == groupName); if (modelGroup != null) { if (modelGroup.IsEnabled == true) { DisableGroup(groupName); modelGroup.IsEnabled = false; } else { EnableGroup(groupName); modelGroup.IsEnabled = true; } } else { Debug.LogWarning("A group matching that name does not exisit in the modelPool"); } }
/* * Get the progress (% complete) of a training model group. This * is handy as some sequence models can take a very long time (hours) * to train. Pass your model's Model Group ID on the command line. * You can find the model group ID on your model's Review page. */ async static Task Main(string[] args) { if (args.Length == 0) { Console.WriteLine("Please provide a model group id"); Environment.Exit(0); } int mgId = Int32.Parse(args[0]); IndicoConfig config = new IndicoConfig( host: "app.indico.io" ); IndicoClient client = new IndicoClient(config); ModelGroup mg = await client.ModelGroupQuery(mgId).Exec(); JArray trainingStatus = await client.TrainingModelWithProgressQuery(mg).Exec(); Console.WriteLine(mg.Name); Console.WriteLine(trainingStatus); }
/** * MakeHandRepresentation receives a Hand and combines that with an IHandModel to create a HandRepresentation * @param hand The Leap Hand data to be drive an IHandModel * @param modelType Filters for a type of hand model, for example, physics or graphics hands. */ public override HandRepresentation MakeHandRepresentation(Hand hand, ModelType modelType) { VRGIN.Core.VRLog.Info("Make hand representation: {0}", modelType); Chirality handChirality = hand.IsRight ? Chirality.Right : Chirality.Left; HandRepresentation handRep = new HandProxy(this, hand, handChirality, modelType); for (int i = 0; i < ModelPool.Count; i++) { VRGIN.Core.VRLog.Info("Try group {0}", i); ModelGroup group = ModelPool[i]; if (group.IsEnabled) { VRGIN.Core.VRLog.Info("Enabled!"); try { IHandModel model = group.TryGetModel(handChirality, modelType); if (model != null) { VRGIN.Core.VRLog.Info("Model found"); handRep.AddModel(model); modelToHandRepMapping.Add(model, handRep); } else { VRGIN.Core.VRLog.Info("Model is null"); } } catch (System.Exception e) { VRGIN.Core.VRLog.Error(e); } } } activeHandReps.Add(handRep); return(handRep); }
public Boolean InsertOffline(ModelGroup model) { try { string query = "INSERT INTO tb_group(group_code,group_description,group_order) VALUES('" + model.group_code + "','" + model.group_description + "'," + model.group_order + ")"; //open connection using (SQLiteConnection connection = new SQLiteConnection(Configurations.SqLiteStr)) { connection.Open(); //create command and assign the query and connection from the constructor SQLiteCommand cmd = new SQLiteCommand(query, connection); //Execute command cmd.ExecuteNonQuery(); } } catch (Exception ex) { logger.Error(ex.InnerException); return(false); } return(true); }
public override void Setup(ModelGroup group, HashSet <Brick> bricks, List <MeshRenderer> scopedPartRenderers, Vector3 brickPivotOffset, Bounds scopedBounds, bool cameraAlignedRotation, bool cameraRelativeMovement) { base.Setup(group, bricks, scopedPartRenderers, brickPivotOffset, scopedBounds, cameraAlignedRotation, cameraRelativeMovement); m_Bricks = bricks; m_ScopedPartRenderers = scopedPartRenderers; m_Bounds = scopedBounds; // Change the shader of all scoped part renderers. foreach (var partRenderer in scopedPartRenderers) { m_OriginalShaders.Add(partRenderer.sharedMaterial.shader); // The renderQueue value is reset when changing the shader, so transfer it. var renderQueue = partRenderer.material.renderQueue; partRenderer.material.shader = Shader.Find("Deformed"); partRenderer.material.renderQueue = renderQueue; m_Materials.Add(partRenderer.material); } m_AnimationPivot = transform.InverseTransformVector(new Vector3(m_Bounds.center.x, m_Bounds.min.y, m_Bounds.center.z) - transform.position); }
private void RenderBoundingBox(ModelGroup modelGroup, Matrix4 modelViewProjection, Color4 colour) { GL.UseProgram(this.BoundingBoxShaderID); GL.Disable(EnableCap.CullFace); // Render the object // Send the vertices to the shader GL.EnableVertexAttribArray(0); GL.BindBuffer(BufferTarget.ArrayBuffer, this.boundingBoxVertexBufferLookup[modelGroup]); GL.VertexAttribPointer( 0, 3, VertexAttribPointerType.Float, false, 0, 0); // Bind the index buffer GL.BindBuffer(BufferTarget.ElementArrayBuffer, this.boundingBoxVertexIndexBufferID); // Send the model matrix to the shader int projectionShaderVariableHandle = GL.GetUniformLocation(this.BoundingBoxShaderID, "ModelViewProjection"); GL.UniformMatrix4(projectionShaderVariableHandle, false, ref modelViewProjection); // Send the box colour to the shader int boxColourShaderVariableHandle = GL.GetUniformLocation(this.BoundingBoxShaderID, "boxColour"); GL.Uniform4(boxColourShaderVariableHandle, colour); // Now draw the box GL.DrawRangeElements(PrimitiveType.LineLoop, 0, 23, 24, DrawElementsType.UnsignedByte, new IntPtr(0)); GL.DisableVertexAttribArray(0); }
private IEnumerator toggleGroup(string groupName) { yield return(new WaitForEndOfFrame()); ModelGroup modelGroup = ModelPool.Find(i => i.GroupName == groupName); if (modelGroup != null) { if (modelGroup.IsEnabled == true) { DisableGroup(groupName); modelGroup.IsEnabled = false; } else { EnableGroup(groupName); modelGroup.IsEnabled = true; } } else { Debug.LogWarning("A group matching that name does not exisit in the modelPool"); } }
/* * To actually run this example, you need to train a classifier in * the Indico IPA Platform using the reviews.csv file included in * this repo. After the model is trained, just pass its model group * ID into this sample as a command line arg. You can find the model * group ID on your trained model's Review page. */ async static Task Main(string[] args) { int mgId = -1; if (args.Length != 1) { Console.WriteLine("Please provide model group and selected model IDs"); System.Environment.Exit(0); } else { mgId = Int32.Parse(args[0]); } IndicoConfig config = new IndicoConfig( host: "app.indico.io" ); IndicoClient client = new IndicoClient(config); ModelGroup mg = await client.ModelGroupQuery(mgId).Exec(); // Load Model string status = await client.ModelGroupLoad(mg).Exec(); List<string> reviews = new List<string>() { "This was the best food of our trip. Fantastic experience!", "The service was rude and the food was awful. Don\'t waste your time!" }; Job job = await client.ModelGroupPredict(mg).Data(reviews).Exec(); JArray jobResult = await job.Results(); Console.WriteLine(jobResult); }
public void DisableGroup(string groupName) { for (int i = 0; i < ModelPool.Count; i++) { ModelGroup group = null; if (ModelPool[i].GroupName == groupName) { group = ModelPool[i]; for (int m = 0; m < group.modelsCheckedOut.Count; m++) { IHandModel model = group.modelsCheckedOut[m]; HandRepresentation handRep; if (modelToHandRepMapping.TryGetValue(model, out handRep)) { handRep.RemoveModel(model); group.ReturnToGroup(model); m--; } } Assert.AreEqual(0, group.modelsCheckedOut.Count, group.GroupName + "'s modelsCheckedOut List has not been cleared"); group.IsEnabled = false; } } }
/** * MakeHandRepresentation receives a Hand and combines that with an IHandModel to create a HandProxy * @param hand The Leap Hand data to be drive an IHandModel * @param modelType Filters for a type of hand model, for example, physics or graphics hands. */ public override HandRepresentation MakeHandRepresentation(Hand hand, ModelType modelType, bool IsRemote) { Chirality handChirality = hand.IsRight ? Chirality.Right : Chirality.Left; HandProxy handRep = new HandProxy(this, hand, handChirality, modelType, IsRemote); for (int i = 0; i < ModelPool.Count; i++) { ModelGroup group = ModelPool[i]; if (group.IsEnabled && IsRemote == group.IsRemote) // Make Sure Remote for remote and unremote for unremote { IHandModel model = group.TryGetModel(handChirality, modelType); if (model != null) { handRep.AddModel(model); if (!modelToHandRepMapping.ContainsKey(model)) { modelToHandRepMapping.Add(model, handRep); } } } } activeHandReps.Add(handRep); return(handRep); }
public void AddNewGroup(string groupName, IHandModel leftModel, IHandModel rightModel) { ModelGroup newGroup = new ModelGroup(); newGroup.LeftModel = leftModel; newGroup.RightModel = rightModel; newGroup.GroupName = groupName; newGroup.CanDuplicate = false; newGroup.IsEnabled = true; ModelPool.Add(newGroup); }
public ActionResult Delete(int id, ModelGroup.Book book) { ModelGroup.Book _book = context.Books.Single(p => p.BookID == id); context.Books.Remove(_book); context.SaveChanges(); return RedirectToAction("Index"); }