protected override bool EqualsRDATA(RR rr) { return(PRIORITY.Equals(((SRV)rr).PRIORITY) && WEIGHT.Equals(((SRV)rr).WEIGHT) && PORT.Equals(((SRV)rr).PORT) && TARGET.Equals(((SRV)rr).TARGET)); }
public override string ToString(int namePadding) { // _sip._tcp.example.com. 86400 IN SRV 0 5 5060 sipserver.example.com. return(String.Join(" ", new string[] { Base.ToString(namePadding), PRIORITY.ToString(), WEIGHT.ToString(), PORT.ToString(), TARGET.ToString() })); }
private void ExtractValues(string elementName, XmlReader reader) { for (int i = 0; i < reader.AttributeCount; ++i) { reader.MoveToAttribute(i); string name = reader.Name; string value = reader.Value; if (SRC.Equals(name)) { this.src = value; } else if (CAT.Equals(name)) { this.category = value; } else if (DISPLAY.Equals(name)) { this.display = Display.FromString(value); } else if (ID.Equals(name)) { this.id = value; } else if (PRIORITY.Equals(name)) { this.priority = int.Parse(value); } else if (SYMBOL_HEIGHT.Equals(name)) { this.height = XmlUtils.ParseNonNegativeInteger(name, value) * displayModel.ScaleFactor; } else if (SYMBOL_PERCENT.Equals(name)) { this.percent = XmlUtils.ParseNonNegativeInteger(name, value); } else if (SYMBOL_SCALING.Equals(name)) { this.scaling = FromValue(value); } else if (SYMBOL_WIDTH.Equals(name)) { this.width = XmlUtils.ParseNonNegativeInteger(name, value) * displayModel.ScaleFactor; } else { throw XmlUtils.CreateXmlReaderException(elementName, name, value, i); } } }
public Boolean Decode(BACPacket cm) { pciVersion = cm.getNextByte(); // PIC Version is allways 0x01 if (pciVersion != 0x01) { return(false); } byte picByt = cm.getNextByte(); messageType = this.DecodeMType(picByt); destPresent = this.DecodeDestonation(picByt); srcPresent = this.DecodeSource(picByt); expectingReply = this.DecodeExpectingReply(picByt); priority = this.DecodePriority(picByt); //IF it contains the destonation addr get it if (destPresent == PRESENCES.EXIST) { destAddr.Decode(cm); } //IF it contains the source addr get it if (srcPresent == PRESENCES.EXIST) { srcAddr.Decode(cm); } //IF it contains the destonation don't forget the hop count if (destPresent == PRESENCES.EXIST) { hopCnt = cm.getNextByte(); } if (messageType == MTYPE.APPICATION) { pdu = pdu.Decode(cm); } else { nsdu = nsdu.Decode(cm); } return(true); }
public String PRIORITY_ToString(PRIORITY p) { switch (p) { case PRIORITY.NORMAL: return("NORMAL"); case PRIORITY.URGENT: return("URGENT"); case PRIORITY.CRITICAL: return("CRITICAL"); case PRIORITY.LIFESAFTY: return("LIFESAFTY"); default: return("PRIORITY_" + ((byte)p).ToString()); } }
/// <summary> /// Takes a priority and checks the right radiobutton. /// </summary> /// <param name="prioity">PRIORITY to check radio buton for.</param> private void checkRadioButton(PRIORITY prioity) { switch (prioity) { case PRIORITY.default_: this.radioButtonDefault.Checked = true; break; case PRIORITY.high: this.radioButtonHigh.Checked = true; break; case PRIORITY.low: this.radioButtonLow.Checked = true; break; case PRIORITY.lowest: this.radioButtonLowest.Checked = true; break; case PRIORITY.medium: this.radioButtonMedium.Checked = true; break; case PRIORITY.top: this.radioButtontop.Checked = true; break; case PRIORITY.very_high: this.radioButtonVeryHigh.Checked = true; break; case PRIORITY.very_low: this.radioButtonVeryLow.Checked = true; break; default: this.radioButtonDefault.Checked = true; break; } }
private void ExtractValues(IGraphicFactory graphicFactory, DisplayModel displayModel, string elementName, XmlReader reader) { FontFamily fontFamily = FontFamily.Default; FontStyle fontStyle = FontStyle.Normal; for (int i = 0; i < reader.AttributeCount; ++i) { reader.MoveToAttribute(i); string name = reader.Name; string value = reader.Value; if (K.Equals(name)) { this.textKey = TextKey.getInstance(value); } else if (POSITION.Equals(name)) { this.position = value.ToPosition(); } else if (CAT.Equals(name)) { this.category = value; } else if (DISPLAY.Equals(name)) { this.display = value.ToDisplay(); } else if (DY.Equals(name)) { this.dy = float.Parse(value) * displayModel.ScaleFactor; } else if (FONT_FAMILY.Equals(name)) { fontFamily = value.ToFontFamily(); } else if (FONT_STYLE.Equals(name)) { fontStyle = value.ToFontStyle(); } else if (FONT_SIZE.Equals(name)) { this.fontSize = XmlUtils.ParseNonNegativeFloat(name, value) * displayModel.ScaleFactor; } else if (FILL.Equals(name)) { this.fill.Color = XmlUtils.GetColor(value); } else if (PRIORITY.Equals(name)) { this.priority = int.Parse(value); } else if (STROKE.Equals(name)) { this.stroke.Color = XmlUtils.GetColor(value); } else if (STROKE_WIDTH.Equals(name)) { this.stroke.StrokeWidth = XmlUtils.ParseNonNegativeFloat(name, value) * displayModel.ScaleFactor; } else if (SYMBOL_ID.Equals(name)) { this.symbolId = value; } else { throw XmlUtils.CreateXmlReaderException(elementName, name, value, i); } } this.fill.SetTypeface(fontFamily, fontStyle); this.stroke.SetTypeface(fontFamily, fontStyle); XmlUtils.CheckMandatoryAttribute(elementName, K, this.textKey); }
private string SendToFaxCom(string _pharmacyName, string _faxNumber, string _scriptFilePath, string _subject) { string output = "false"; ResultMessage result = null; LOGINTYPE faxcomlogintype = LOGINTYPE.USERCONFLOGIN; PRIORITY faxcompriority = PRIORITY.HIGH; RESOLUTION faxresolution = RESOLUTION.HIRES; //Set configuration string faxcomserver = System.Configuration.ConfigurationSettings.AppSettings["FaxcomQueuePath"]; string faxcomuser = System.Configuration.ConfigurationSettings.AppSettings["FaxcomUser"]; string faxcompasswd = System.Configuration.ConfigurationSettings.AppSettings["FaxcomPasswd"]; string temppath = System.Configuration.ConfigurationSettings.AppSettings["TempPath"]; try { using (fcapi FCAPI = new fcapi()) { //Try to connect to server result = FCAPI.LogOn(faxcomlogintype, faxcomserver, faxcomuser, faxcompasswd); if (result.Result == true) { //Login successful FaxMessage faxmessage = FCAPI.NewFaxMessage(); if (faxmessage != null) { //Set the sender info faxmessage.FaxSender = FCAPI.Sender; //Create blank recipient FAXCOMLib.Recipient recipient = faxmessage.FaxRecipients.Add(0); //Valid recipient fax number recipient.FaxNumber = _faxNumber; faxmessage.Subject = _subject; //Message priority faxmessage.Priority = faxcompriority; //Message Resolution faxmessage.Resolution = faxresolution; //No Coverpage faxmessage.Coverpage = "(none)"; FAXCOMLib.Attachments attachment = faxmessage.Attachments; attachment.Add(_scriptFilePath, false); //Send Now faxmessage.SendTime = "0.0"; //Try to send fax message try { faxmessage.SubmitFax(); } catch (Exception ex) { throw new Exception("Failed to submit fax. " + ex.Message); } } } else { throw new Exception("Faxcom server login failed."); } } } catch (Exception ex) { return("false"); } return("true"); }
public Operation(string Symbol, PRIORITY Priority, OPERATION_TYPE Type = OPERATION_TYPE.BINARY) { this.Symbol = Symbol; this.Priority = Priority; this.Type = Type; }
//Check the creature's stats + priorities to see if they need to change private void CheckBehaviourState() { //Check stats + priorities //If priorities/Stats change, change FSM //Dont forget to change "currentState" either! //Priotity Order: // 1. SAFETY 2. WATER 3. FOOD 4. SPACE //First check if traits are ok BEHAVIOUR_STATE targetState = currentState; //If current "Engaged" (Actively reproducing etc) do not change state if (currentState == BEHAVIOUR_STATE.ENGAGED) { return; } if (GetComponent <Stats>().canMate&& InTheMood()) //3 core stats below are at 75% or higher AND is of age { targetState = BEHAVIOUR_STATE.REPRODUCE; } else { float currentVal = traits["Energy Level"]; if (currentVal <= capacityTraits["Energy Level"] * 0.15) { targetState = BEHAVIOUR_STATE.SLEEP; } currentVal = traits["Food Level"]; if (currentVal <= capacityTraits["Food Level"] * 0.15) { targetState = BEHAVIOUR_STATE.EAT; } currentVal = traits["Water Level"]; if (currentVal <= capacityTraits["Water Level"] * 0.25) { targetState = BEHAVIOUR_STATE.DRINK; //Only override IF is less than Water val and in immindent danger - prevent lfip flopping if (traits["Food Level"] < currentVal) { if (traits["Food Level"] <= capacityTraits["Food Level"] * 0.15f) { targetState = BEHAVIOUR_STATE.EAT; } } } } float energyVal = traits["Energy Level"]; if (energyVal <= 0) { traits["Energy Level"] = 0.0f; targetState = BEHAVIOUR_STATE.SLEEP; } //Check make sure the water + food levels aren't at dangerous levels if (GetComponent <CreatureManager>().population.averageIntellect >= GlobalGEPSettings.MIN_WATER_STORE_INTELLECT && GetComponent <CreatureManager>().population.popWaterStores.currentAmount <= 0.20f) { currentPriority = PRIORITY.WATER; } else if (GetComponent <CreatureManager>().population.popFoodStores.currentAmount <= 0.20f) { currentPriority = PRIORITY.FOOD; } //Then check the Priorities. Do space first...check POPULATION class for space avialability (Could ignore this for first prototype) //Do Food Storage, Water Storage and Space availability Checks here //PRIORITY tempPriority = CheckPriority(); //For Fitness evaluation, keep the fitness in that state for 1 period (otherwise it wll be constantly changing) // Possibly a setting for "sensitivity"? //This focuses on CONSTITUTION ATTRIBUTE for reproduction/Fitness/Attractiveness etc //This focus will be linked directly with the Population class that has a Population_Status variable, tracking whether the pop is colonizing // or not. If colonizing then the population may only be in "SPACE" Priority //Extremely Vain creatures will still take Charisma into account (IE if Vanity >= averageVanity + 25-50%, add Charisma to the fitness calculations) if (GetComponent <CreatureManager>().population.popState == POPULATION_STATE.MIGRATE) { //Explore for a new population location // A random number of creatures from the population (between 25-50%) will split off and create a new population centre // They will then choose a random location a minimum distance away from the original location (AILERP) // They will not Hunt, or gather until a new location is found // If not enough space will never find a new location and will eventually starve // Alternatively, any other population becomes an enemy so may attack // If this is the case, will need to make sure they don't attack original population (and vice versa) // Possibly add a check of "immunity" for 1 period, or until far enough away // During immunity, either ALL species are non-threat (including food so will not hunt them) // OR can set it so only their own species is a non-threat (will have to program additional check if they can hunt yet etc) // But can be attacked and killed whilst searching elsewhere if this is the case. // This priority will be active and be linked with the population until the pop has settled. // //When inthis state, a creature is part of a "New Population" (colony) and is preparing to move out //Each pop will set their energy, food and water levels to max, and then head out. //Whilst in this state, they are moving, and if one stops to sleep, all stop to sleep. Same with eat + drink until food runs out. //Can still mate en-route to new location, and will look at the constitution attribute //Check if there is sufficient time to live (IE minimum of 1.5-2 periods) //If is in Space mode/Migrating, then make population.population[0] act as the leader/alpha, and have every other population follow them // Swarm behaviour? (0<-1-<-2<-3<-4....) if x distance from 0, start a new column? // OR move randomly, but when gets certain distance from Alpha, make goal to move to their last position (AILERP) // then continue random movement etc //Still need to check hunger etc - but apply Swarm AI behaviours energyVal = traits["Energy Level"]; if (energyVal <= 0) { traits["Energy Level"] = 0.0f; targetState = BEHAVIOUR_STATE.SLEEP; } } else { //This focuses on STRENGTH/CONSTITUTION ATTRIBUTES for reproduction/Fitness/Attractiveness etc //Extremely Vain creatures will still take Charisma into account (IE if Vanity >= averageVanity + 25-50%, add Charisma to the fitness calculations) if (currentPriority == PRIORITY.SAFETY) { //Determine Fight vs Flight // Use Wisdom + intellect to compare their strength with the average strenght of population // If one of the strongest members in the population, more likely to fight // If one ofthe weaker members, more likely to flee // If has low wisdom or intellect, AND one of weaker members, increased chance they will fight (despite risk of losing) // If wins...increase their Charisma??? // If has low wisdom/intellect, And one of stronger members, possibly increased chance will flee? (Wisdom/Intellect acting as 'courage' etc) //Could combine ATTACK/FLEE states into one substate ("COMBAT") which then divides into ATTACK/FLEE? // Potentially more optimized // Could perform these fight vs flight checks in there rather than in AI behaviour //Check if there is a threat near by (IE another pop within a certain distance AND is Omnivore/Carnivore) if (threatNearby) { float wisdom = GetComponent <Stats>().attributes["wisdom"]; float intellect = GetComponent <Stats>().attributes["intellect"]; float strength = GetComponent <Stats>().attributes["strength"]; //If one of the strongest in the population then fight //Otherwise, if Wisdom * Intellect (/10) added to strength is STILL less than average strength, Fight //Otherwise flee // IE W=30, I=25, S=8. Avg = 15. // (3 * 2.5) + 8 = 15.5 // Results in Fleeing (smart enough to know not strong enough) // // IE W=10, I=25, S=8. Avg = 15 // (1 * 2.5) + 8 = 10.5 // Results in fighting (Too irrational/not smart enough to realize weaker and less chance of winning etc) bool fightFlight = strength >= GetComponent <CreatureManager>().population.averageStrength ? true : ((wisdom / 10) * (intellect / 10) + strength) <= GetComponent <CreatureManager>().population.averageStrength ? true : false; if (fightFlight) { targetState = BEHAVIOUR_STATE.ATTACK; } else { //Temporarily set to Attack. Eventually will be Flee // This will need to have it so other pop members come to help if in range (which requires 'Update Priorities' for Safety to work // Regarding checking nearby threats (Detection radius) // During fleeing, use 2x energy targetState = BEHAVIOUR_STATE.ATTACK; } } //Cause creature to pass out from exhaustion, regardless of the other stats //Difference between this and the first is the first instance of energy level is by the creature's choice //This will be forced on the entity regardless and cannot be overridden (aside from imminent danger - ADRENALINE!) // Will only "pass out" if energy is at negative capacity (absolutely no energy that even adrenaline does nothing) // Can result in being killed if still being pursued energyVal = traits["Energy Level"]; if (energyVal <= 0 && energyVal >= -capacityTraits["Energy Level"]) { traits["Energy Level"] = 0.0f; targetState = BEHAVIOUR_STATE.FLEE; } else if (energyVal < -capacityTraits["Energy Level"]) { traits["Energy Level"] = capacityTraits["Energy Level"]; targetState = BEHAVIOUR_STATE.SLEEP; } } //This focuses on INTELLECT ATTRIBUTE for reproduction/Fitness/Attractiveness etc //Extremely Vain creatures will still take Charisma into account (IE if Vanity >= averageVanity + 25-50%, add Charisma to the fitness calculations) else if (currentPriority == PRIORITY.WATER) { //Find fresh water and/or refille supplies //Drink FSM will use water sources but find it's own if null //This priority will update list of water sources before assigning this individual to gather water //Only assign a hunter if current water level is lower than 80% // AND if there are less than 5 gatherers // Otherwise allow them to do whatever they were doing before if (GetComponent <CreatureManager>().population.popWaterStores.currentAmount < 0.80f && GetComponent <CreatureManager>().population.gatherers < 2) { if (targetState != BEHAVIOUR_STATE.EAT && targetState != BEHAVIOUR_STATE.DRINK) { //Change to GATHER - Gather = Gather up water FindWaterSources(); //targetState = BEHAVIOUR_STATE.HUNT; } } energyVal = traits["Energy Level"]; if (energyVal <= 0) { traits["Energy Level"] = 0.0f; targetState = BEHAVIOUR_STATE.SLEEP; } } //This focuses on INTELLECT/STRENGTH ATTRIBUTES for reproduction/Fitness/Attractiveness etc //Extremely Vain creatures will still take Charisma into account (IE if Vanity >= averageVanity + 25-50%, add Charisma to the fitness calculations) else if (currentPriority == PRIORITY.FOOD) { //Find Food sources/Hunt and/or gather more food // If this creature is not already eating, and not too many hunters, assign this pop to a hunter //HERBIVORES DO NOT HUNT - no need to store food because can just eat from the ground // Later on could add in Trees/fruits etc that they can gather //Hunting: // 1. Find nearest population (ideally threatening/enemy) // 2. Find nearest creature from that population // 3. Move to that creature // 4. Start attacking creature // 5. If victorious return to pop centre with food //Only assign a hunter if current food level is lower than 80% // AND if there are less than 5 hunters // Otherwise allow them to do whatever they were doing before float val = GetComponent <CreatureManager>().population.hunters; float amt = GetComponent <CreatureManager>().population.popFoodStores.currentAmount; if (GetComponent <CreatureManager>().population.popFoodStores.currentAmount < 0.60f && GetComponent <CreatureManager>().population.hunters < 2) { //Has minimum HP to right AND not pregnant if (GetComponent <Stats>().currHP >= GetComponent <Stats>().maxHP * 0.25f && !GetComponent <Stats>().pregnant) { //Is at least of average strength if (attributes["strength"] >= (GetComponent <CreatureManager>().population.averageStrength - (GetComponent <CreatureManager>().population.averageStrength * 0.25f))) { isHunter = true; GetComponent <CreatureManager>().population.hunters++; } } } else if (GetComponent <CreatureManager>().population.popFoodStores.currentAmount >= 0.65f && isHunter) { isHunter = false; GetComponent <CreatureManager>().population.hunters--; } if (isHunter) { if (targetState != BEHAVIOUR_STATE.EAT && targetState != BEHAVIOUR_STATE.DRINK) { targetState = BEHAVIOUR_STATE.HUNT; } } energyVal = traits["Energy Level"]; if (energyVal <= 0) { traits["Energy Level"] = 0.0f; targetState = BEHAVIOUR_STATE.SLEEP; } } //This focuses on Vanity attribute, ignoring all Survival attributes (even if REALLY good). The population is complacent and cares about // physical attractiveness of mates rather than practical/survival attractiveness of mates else if (currentPriority == PRIORITY.QUALITY) { //Do whatever - Don't change the FSM/Activity, just change the Fitness evaluation //Check that all needs are met (as with all other priorities where relevant) } } //Change the current state //Defaults to Idle if (currentState != targetState) { //Force an update to the creature window if its open updateStats = true; switch (targetState) { case BEHAVIOUR_STATE.SLEEP: ChangeState(new Sleep(), BEHAVIOUR_STATE.SLEEP); break; case BEHAVIOUR_STATE.EAT: ChangeState(new Eat(), BEHAVIOUR_STATE.EAT); break; case BEHAVIOUR_STATE.DRINK: ChangeState(new Drink(), BEHAVIOUR_STATE.DRINK); break; case BEHAVIOUR_STATE.REPRODUCE: ChangeState(new Reproduce(), BEHAVIOUR_STATE.REPRODUCE); break; case BEHAVIOUR_STATE.HUNT: ChangeState(new Hunt(), BEHAVIOUR_STATE.HUNT); break; case BEHAVIOUR_STATE.EXPLORE: ChangeState(new Sleep(), BEHAVIOUR_STATE.EXPLORE); break; case BEHAVIOUR_STATE.ATTACK: ChangeState(new Attack(), BEHAVIOUR_STATE.ATTACK); break; case BEHAVIOUR_STATE.FLEE: ChangeState(new Sleep(), BEHAVIOUR_STATE.FLEE); break; default: ChangeState(new Idle(), BEHAVIOUR_STATE.IDLE); break; } } }
public void FixedUpdate() { if (GlobalGEPSettings.gameStatus != GlobalGEPSettings.GAME_STATE.RUNNING || GetComponent <CreatureManager>().inSetup) { lastUpdate = Time.time; return; } float secondDT = Time.time - lastSecoundTime; if (secondDT >= GlobalGEPSettings.ONE_SECOND) { secondsCount++; GetComponent <Stats>().age = (float)System.Math.Round(secondsCount / GlobalGEPSettings.ONE_TIME_PERIOD, 1); if (!GetComponent <Stats>().canMate) { if (traits["Reproductive Age"] > 0) { if (GetComponent <Stats>().age >= traits["Reproductive Age"]) { GetComponent <Stats>().canMate = true; } } else { if (GetComponent <Stats>().age >= traits["Life Expectancy"] * 0.5f) { GetComponent <Stats>().canMate = true; } } } if (GetComponent <Stats>().pregnant) { lastPregnancyTime++; } if (currentState != BEHAVIOUR_STATE.ATTACK && currentState != BEHAVIOUR_STATE.HUNT) { GetComponent <Stats>().currHP += 1.0f * (attributes["constitution"] / 10); } lastSecoundTime = Time.time; } //Movement, Physics, Update stats etc deltaT = Time.time - lastUpdate; if (deltaT >= GlobalGEPSettings.STAT_UPDATE_PERIOD) { UpdateStats(); CheckLifeState(); updateStats = true; } //If whole number (no remainder) if (secondsCount % (GlobalGEPSettings.ONE_TIME_PERIOD * GlobalGEPSettings.MATING_PERIOD) == 0 && !GetComponent <Stats>().pregnant) { rep_Cooldown = false; //Refresh list once per period/Year if (GetComponent <Stats>().canMate) { GenerateMateList(); } } //Once per year if (secondsCount % (GlobalGEPSettings.ONE_TIME_PERIOD) == 0) { //Check/Change priority once per period PRIORITY tempPriority = CheckPriority(); if (tempPriority != currentPriority) { previousPriority = currentPriority; currentPriority = tempPriority; //On update priority, if previous one was one of the two below then remove a hunter/gatherer if (previousPriority == PRIORITY.FOOD) { GetComponent <CreatureManager>().population.hunters--; } else if (previousPriority == PRIORITY.WATER) { GetComponent <CreatureManager>().population.gatherers--; } } } if (GetComponent <Stats>().pregnant) { rep_Cooldown = true; if (lastPregnancyTime >= (GlobalGEPSettings.ONE_TIME_PERIOD * GetComponent <Stats>().traits["Gestation Period"])) { GiveBirth(); lastPregnancyTime = 0; GetComponent <Stats>().pregnant = false; } } CheckBehaviourState(); ExecuteBehaviour(); }
public void Clear(PRIORITY pIn = PRIORITY.low) { GetCommandQueue().Enqueue(new TextCommand(COMMANDS.erase, pIn, "")); StartCoroutine(ProcessText(ticketCommandNum++)); }
public void Addline(string lIn = "", PRIORITY pIn = PRIORITY.low) { GetCommandQueue().Enqueue(new TextCommand(COMMANDS.add, pIn, string.Join("", lIn, "\n"))); StartCoroutine(ProcessText(ticketCommandNum++)); }
public TextCommand(COMMANDS cIn, PRIORITY pIn, string tIn) { commandType = cIn; priority = pIn; text = tIn; }
private void ExtractValues(string elementName, XmlReader reader) { this.repeatGap = REPEAT_GAP_DEFAULT * displayModel.ScaleFactor; this.repeatStart = REPEAT_START_DEFAULT * displayModel.ScaleFactor; for (int i = 0; i < reader.AttributeCount; ++i) { reader.MoveToAttribute(i); string name = reader.Name; string value = reader.Value; if (SRC.Equals(name)) { this.src = value; } else if (DISPLAY.Equals(name)) { this.display = Display.FromString(value); } else if (DY.Equals(name)) { this.dy = float.Parse(value) * displayModel.ScaleFactor; } else if (ALIGN_CENTER.Equals(name)) { this.alignCenter = bool.Parse(value); } else if (CAT.Equals(name)) { this.category = value; } else if (PRIORITY.Equals(name)) { this.priority = int.Parse(value); } else if (REPEAT.Equals(name)) { this.repeat = bool.Parse(value); } else if (REPEAT_GAP.Equals(name)) { this.repeatGap = float.Parse(value) * displayModel.ScaleFactor; } else if (REPEAT_START.Equals(name)) { this.repeatStart = float.Parse(value) * displayModel.ScaleFactor; } else if (ROTATE.Equals(name)) { this.rotate = bool.Parse(value); } else if (SYMBOL_HEIGHT.Equals(name)) { this.height = XmlUtils.ParseNonNegativeInteger(name, value) * displayModel.ScaleFactor; } else if (SYMBOL_PERCENT.Equals(name)) { this.percent = XmlUtils.ParseNonNegativeInteger(name, value); } else if (SYMBOL_SCALING.Equals(name)) { this.scaling = FromValue(value); } else if (SYMBOL_WIDTH.Equals(name)) { this.width = XmlUtils.ParseNonNegativeInteger(name, value) * displayModel.ScaleFactor; } else { throw XmlUtils.CreateXmlReaderException(elementName, name, value, i); } } }
public void setPriority(PRIORITY a) { priority = a; }