public void QueueFlush([CallerMemberName] string caller = null)
        {
            string logInformation = $"QUEUEFLUSH is called. Caller: {caller}";

            _LogHelper.Log("FDKJ435435FDVFES", logInformation, LogLevel.Warning);

            QueueList.Clear();
        }
예제 #2
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        public void Clear()
        {
            var intQueue = new QueueList <int>();

            intQueue.AddRange(123, 12, 312, 3123, 123);
            intQueue.Clear();

            Assert.IsTrue(intQueue.Count == 0);
        }
예제 #3
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        public async Task StopAsync()
        {
            if (Player == null || !Player.IsConnected)
            {
                return;
            }

            QueueList.Clear();
            NowPlaying = default;
            await Player.StopAsync();
        }
예제 #4
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        public void Enqueue(MusicData item)
        {
            lock (QueueList)
            {
                if (QueueList.Count == 1 || IsPlaying)
                {
                    Player.StopAsync();
                    QueueList.Clear();
                }

                if (!QueueList.Any())
                {
                    QueueList.Add(item);
                }
            }
        }
예제 #5
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파일: Debugger.cs 프로젝트: jdruin/F5Eagle
        ///////////////////////////////////////////////////////////////////////

        public ReturnCode ClearCommands(
            ref Result error
            )
        {
            CheckDisposed();

            QueueList <string, string> queue = GetQueue();

            if (queue == null)
            {
                error = "debugger command queue not available";
                return(ReturnCode.Error);
            }

            queue.Clear();
            return(ReturnCode.Ok);
        }
예제 #6
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        private async Task RefreshQueueList()
        {
            var result = await _queueManager.GetQueueList();

            QueueList.Clear();

            if (result != null)
            {
                //Filtered by state
                result = result.Where(x => x.PlayerState != PlayerState.Playing).ToList();
                foreach (var item in result.OrderBy(x => x.DateTimeWhenPlayerSetInTheQueue))
                {
                    QueueList.Add(item);
                }
            }
            else
            {
                RaisePropertyChanged("QueueList");
            }
        }
예제 #7
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        //ProcessorSelectionAlgorithm
        public void Execute()
        {
            this.PreOperation();
            QueueList    queueList    = this.Manager.LayoutManager.QueuesToPull;
            UnitloadList unitloadList = this.Manager.JobManager.BlockedUnitloads;

            foreach (Queue queue in queueList)
            {
                while (queue.IsAvailable == true)
                {
                    PullDecision decision = this.PullUnitload(queue, unitloadList);
                    if (decision == null)
                    {
                        break;
                    }
                    else
                    {
                        Processor ProcessorToRelease = ((Processor)decision.Unitload.Location);
                        Unitload  unitloadToGo       = decision.Unitload;
                        //int transferTime = this.Manager.LayoutManager.Layout.DistanceMatrix[(Station)ProcessorToRelease.Parent, unitloadToGo.Station]; ie486f18
                        int transferTime = 1;
                        queue.Reserved++;
                        unitloadToGo.InTransfer = true;
                        this.Manager.LayoutManager.Layout.UnitloadsOnMover.Add(unitloadToGo);
                        //geldiği processorün/inqueuecellin queusunun blockedı açılacak. (Release)
                        ProcessorToRelease.Release(this.Manager.Time, unitloadToGo);
                        ProcessorToRelease.ChangeBlocked(this.Manager.Time, false);
                        this.Manager.TriggerStationControllerAlgorithm((Station)ProcessorToRelease.Parent);
                        this.Manager.EventCalendar.ScheduleEnterQueueEvent(this.Manager.Time + transferTime, queue, unitloadToGo);
                        unitloadList.Remove(unitloadToGo);
                    }
                }
            }
            queueList.Clear();
            this.PostOperation();
        }