public void ThrowIfZeroAccuracy() { ShootingSolver = new RseShootingSolver { DesiredAccuracy = 0 }; ShootingSolver.Solve(); }
public void ThrowIfNegativeAccuracy() { ShootingSolver = new RseShootingSolver { DesiredAccuracy = -1 }; ShootingSolver.Solve(); }
public void ThrowIfMissingAccuracyMeasure() { ShootingSolver = new RseShootingSolver { DesiredAccuracy = 1, Aggressiveness = 1 }; ShootingSolver.Solve(); }
public void ThrowIfZeroAggressiveness() { ShootingSolver = new RseShootingSolver { DesiredAccuracy = 1, Aggressiveness = 0 }; ShootingSolver.Solve(); }
public void ThrowIfMissingSolver() { ShootingSolver = new RseShootingSolver { DesiredAccuracy = 1, Aggressiveness = 1, SolutionAccuracyMeasure = () => 0, Solver = null }; ShootingSolver.Solve(); }
public void ThrowIfTooManyAttempts() { InitRseSolver_Dummy(); ShootingSolver = new RseShootingSolver { DesiredAccuracy = 1, Aggressiveness = 1, SolutionAccuracyMeasure = () => 10 * ShootingSolver.DesiredAccuracy, Solver = Solver, MaxTrials = -1 }; ShootingSolver.Solve(); }