public void BeforeEach() { couch = new Couch("localhost", 5984); // use my own routines -- even though I would be using my own code as a testing predicate, // bugs would still cause obvious failures, and I would only have to use a small slice of my code SallyFixture = new Person {Name = "Sally Acorn", Id = "sally", DocumentType = "Person"}; HayekFixture = new Person {Name = "Frederich Hayek", DocumentType = "Person"}; // hayek gets a generated Id PersonFixtures = new List<Person>() { SallyFixture, HayekFixture }; couch.EnsureDatabaseDeleted(TEST_DATABASE).Wait(); couch.EnsureDatabaseDeleted(CREATION_TEST_DATABASE).Wait(); couch.CreateDatabase(TEST_DATABASE).Wait(); var dbOpenTask = couch.OpenDatabase(TEST_DATABASE); dbOpenTask.Wait(); TestDatabase = dbOpenTask.Result; foreach (var personFixture in PersonFixtures) { TestDatabase.CreateDocument<Person>(personFixture).Wait(); } }
public Action <IEnvelope> Handle(AddMenuItem message) { try { var newItem = new MenuItem(); using (var context = Context.CreateFor(newItem)) { newItem.Id = message.Id; newItem.Name = message.Name; newItem.Description = message.Description; Couch.Save(newItem.Id, MementoProvider.GetMemento(newItem)); context.PublishOnCommit <MenuItemAdded>(x => { x.ActorId = message.Id.ToString(); x.Name = message.Name; x.Description = message.Description; }); return(x => x.Acknowledge()); } } catch (Exception ex) { return(x => x.Reject(ex.ToString())); } }
public void Store(IMemento <Order> actor) { var id = KeyAccessor.GetId(actor.Retrieve()); var old = Couch.Get <OrderMemento>(id) as CouchDocument; if (old != null) { (actor as CouchDocument).DocumentRevision = old.DocumentRevision; } Couch.Persist(id, actor); }
// Repartit au hasard une liste de bodypart dans un couch private Couch Split(Cushion allParts) { Couch tmp = new Couch(); for (int i = 0; i < GameManager.maxBodyParts; i++) //Pour chaque type de bodypart { for (int j = 0; j < allParts.parts[i].amount; j++) //Pour chaque bodypart de ce type { int ran = Random.Range(0, GameManager.maxCushions); tmp.cushions[ran].parts[i].amount++; //Ajouter le même bodypart a un coussin random du resultat } } return(tmp); }
public void UpdatePlayCouch() { //int partAmount = settings.players.Select(x => x.ToCushion().amountOfParts).ToList().Sum(); int partAmount = gm.maxParts.amountOfParts; Difficulty dif = settings.difficulty; playCouch = Split(RandomBody((int)(partAmount * dif.minParts), (int)(partAmount * dif.maxParts))); List <string> textsList = playCouch.Display(); for (int i = 0; i < texts.Count; i++) { texts[i].text = textsList[i]; } }
public Action <IEnvelope> Handle(CreateOrder message) { try { var order = new Order(); using (var context = Context.CreateFor(order)) { order.Id = message.Id; order.CustomerName = message.CustomerName; order.ItemIds = message.Items.Select(s => new OrderItem() { ItemId = s.ItemId, Qty = s.Qty }).ToList(); Couch.Save(order.Id, MementoProvider.GetMemento(order)); OrderAgent.RegisterActor(order.Id, order); context.PublishOnCommit <OrderCreated>(x => { x.ActorId = message.Id.ToString(); x.Id = message.Id; x.CustomerName = message.CustomerName; x.Items = message.Items.Select(s => new OrderItemCreated() { ItemId = s.ItemId, Qty = s.Qty, Description = s.Description }).ToList(); }); return(x => x.Acknowledge()); } } catch (Exception ex) { return(x => x.Reject(ex.ToString())); } }
public void Init(Couch couch, Fountain fountain) { this.couch = couch; this.fountain = fountain; }
private void ButtonLungs_Click(object sender, RoutedEventArgs e) { bool rc = _scol.BuildSortedSlicesArray(); if (!rc) { System.Windows.MessageBox.Show("There are skips in CTs!"); return; } CTSliceInfo[] slices = _scol.Slices; // Step 1: find the couch int sr = SelectStartSlice(slices); CTSliceInfo ct = slices[sr]; int sc = Couch.DetectCouchInOneSlice(ct.HounsfieldPixelBuffer, ct.RowCount, ct.ColumnCount); int scBefore = Couch.DetectCouchInOneSlice(slices[sr + 10].HounsfieldPixelBuffer, slices[sr + 10].RowCount, slices[sr + 10].ColumnCount); int scAfter = Couch.DetectCouchInOneSlice(slices[sr - 10].HounsfieldPixelBuffer, slices[sr - 10].RowCount, slices[sr - 10].ColumnCount); sc = Math.Max(Math.Max(sc, scBefore), scAfter); // Step 2: Gaussian blur GaussBlur gb = new GaussBlur((float)ct.PixelSpacing_X, (float)ct.PixelSpacing_X, 5); for (int k = 0; k != slices.Length; ++k) { ct = slices[k]; short[,] bm = CTSliceHelpers.Apply(ct, gb); ct.HounsfieldPixelBuffer = bm; } // Step 3: clear below the couch for (int k = 0; k != slices.Length; ++k) { ct = slices[k]; short[,] hb = ct.HounsfieldPixelBuffer; for (int r = ct.RowCount - 1; r > sc; --r) { for (int c = 0; c != ct.ColumnCount; ++c) { hb[r, c] = -1024; } } } // Step 4: gray level thresholding for (int k = 0; k != slices.Length; ++k) { ct = slices[k]; Couch.GLThresholding(ct, sc, -499, 0, -499); } // Step 5: Flool fill for (int k = 0; k != slices.Length; ++k) { ct = slices[k]; short[,] ret = Couch.FloodFill(ct.HounsfieldPixelBuffer, ct.RowCount, ct.ColumnCount, 3, 3, -499, 0); ct.HounsfieldPixelBuffer = ret; } // Step 6: Contours via Moore Neighbour for (int k = slices.Length - 1; k >= slices.Length - 2; --k) { ct = slices[k]; int nr = ct.RowCount; int nc = ct.ColumnCount; int z = ct.SliceLoc; double zz = ct.UpperLeft_Z; short[,] bm = ct.HounsfieldPixelBuffer; bool[,] image = new bool[nr, nc]; for (int r = 0; r != nr; ++r) { for (int c = 0; c != nc; ++c) { image[r, c] = false; if (bm[r, c] < 0) { image[r, c] = true; } } } System.Drawing.Point[] contour = MooreContour.Trace(image, nr, nc); foreach (var pt in contour) { int r = pt.Y; int c = pt.X; bm[r, c] = 500; } } }
public void TriggerCouch() { Couch.SetTrigger("next"); }
public void PlaceObject() { Object temp; switch (ObjectListBox.SelectedItem.ToString()) { case "Key": temp = new Key(); PlacedObjectListBox.Items.Add(temp); break; case "Ammo": temp = new Ammo(); PlacedObjectListBox.Items.Add(temp); break; case "Health": temp = new Health(); PlacedObjectListBox.Items.Add(temp); break; case "Adrenaline": temp = new Adrenaline(); PlacedObjectListBox.Items.Add(temp); break; case "Barrel": temp = new Barrel(); PlacedObjectListBox.Items.Add(temp); break; case "Pipe": temp = new Pipe(); PlacedObjectListBox.Items.Add(temp); break; case "Couch": temp = new Couch(); PlacedObjectListBox.Items.Add(temp); break; case "Wardrobe": temp = new Wardrobe(); PlacedObjectListBox.Items.Add(temp); break; case "Lamp": temp = new Lamp(); PlacedObjectListBox.Items.Add(temp); break; case "Desk": temp = new Desk(); PlacedObjectListBox.Items.Add(temp); break; case "Tree": temp = new Tree(); PlacedObjectListBox.Items.Add(temp); break; case "China": temp = new China(); PlacedObjectListBox.Items.Add(temp); break; case "Table": temp = new Table(); PlacedObjectListBox.Items.Add(temp); break; case "Chair": temp = new Chair(); PlacedObjectListBox.Items.Add(temp); break; case "Pistol": temp = new Pistol(); PlacedObjectListBox.Items.Add(temp); break; case "Door": temp = new Door(); PlacedObjectListBox.Items.Add(temp); break; case "Assault Rifle": temp = new AssaultRifle(); PlacedObjectListBox.Items.Add(temp); break; case "Shotgun": temp = new Shotgun(); PlacedObjectListBox.Items.Add(temp); break; case "Rocket Launcher": temp = new RocketLauncher(); PlacedObjectListBox.Items.Add(temp); break; case "Laser Cannon": temp = new LaserCannon(); PlacedObjectListBox.Items.Add(temp); break; case "Player": temp = new Player(); PlacedObjectListBox.Items.Add(temp); break; case "Enemy": temp = new Enemy(); PlacedObjectListBox.Items.Add(temp); break; case "Civilian": temp = new Civilian(); PlacedObjectListBox.Items.Add(temp); break; case "Boss": temp = new Boss(); PlacedObjectListBox.Items.Add(temp); break; case "Cop": temp = new Cop(); PlacedObjectListBox.Items.Add(temp); break; } ; }
IMemento <Order> IActorStore <Order> .Get <TKey>(TKey id) { return(Couch.Get <OrderMemento>(id.ToString())); }