/// <summary> /// Handler for the <see cref="ShowAllCommand"/> /// </summary> private async void ShowAllExecuted(object sender, ExecutedRoutedEventArgs e) { if (!doingLayout) { hiddenNodesSet.Clear(); await RefreshLayout(-1, graphControl.CurrentItem as INode); } }
private void Clear_Click(object sender, System.EventArgs e) { m_chro = null; this.Refresh(); Points.Clear(); //新加的部分 points.Clear(); temps.Clear(); }
private void Cleaning(SplitTree ST, SplitTree tPrime) { //different from original algorithm 7, since the structure of T' is marked with visited flags, here we don't reset the flags //scan T' twice System.Collections.Generic.HashSet<MarkerVertex> A = new System.Collections.Generic.HashSet<MarkerVertex>(); System.Collections.Generic.HashSet<MarkerVertex> B = new System.Collections.Generic.HashSet<MarkerVertex>(); for (int i = 0, n = tPrime.vertices.Count; i < n; ++i) { if (tPrime.vertices[i] is DegenerateNode) { var deg = tPrime.vertices[i] as DegenerateNode; A.Clear();//Here A is P* and B is V \ P* B.Clear(); deg.ForEachMarkerVertex((v) => { if (v.perfect && v != deg.center) A.Add(v); else B.Add(v); return IterationFlag.Continue; }); if (A.Count > 1 && B.Count > 1) { var newNode = SplitNode(deg, B, A); if (newNode.parent == deg) newNode.rootMarkerVertex.opposite.MarkAsPerfect(); else deg.rootMarkerVertex.MarkAsPerfect(); ST.vertices.Add(newNode);//In this way, the structure of T' is unchanged as the newly forked node contains P*(u) } } } //again we don't need to reset flags for (int i = 0, n = tPrime.vertices.Count; i < n; ++i) { if (tPrime.vertices[i] is DegenerateNode) { var deg = tPrime.vertices[i] as DegenerateNode; A.Clear();//Here A is V \ E* and B is E B.Clear(); deg.ForEachMarkerVertex((v) => { if ((v.perfect && v == deg.center) || (!v.perfect && !deg.GetOppositeGLTVertex(v).visited))//if v is not P and is not incident to a tree edge in T', it is E* B.Add(v); else A.Add(v); return IterationFlag.Continue; }); if (A.Count > 1 & B.Count > 1) { ST.vertices.Add(SplitNode(deg, A, B));//let V \ E* be preserved in T' } } } //and we're done with cl(ST(G)) and T_c. }
/// <summary> /// マウス操作時のイベントを全て削除します。 /// </summary> public static void ClearEvent() { foreach (HookHandler e in Events) { HookEvent -= e; } Events.Clear(); }
void Clear() { m_SelSaveMode = 0; m_SearchBounds = new Bounds(); m_GlobalNodeId = 0; m_CellArray = null; m_CellIngoreArray.Clear(); m_CellsResult = null; m_CellsSave = null; m_BoundsArray = null; m_PVSItemIDS = null; m_SelCellResult = -1; if (m_CheckCellBuffer != null) { m_CheckCellBuffer.Dispose(); m_CheckCellBuffer = null; } if (m_CameraBuffer != null) { m_CameraBuffer.Dispose(); m_CameraBuffer = null; } ClearThreads(); }
/// <summary>Clears the currently loaded XML documentation.</summary> public static void ClearXmlDocumentation() { loadedAssemblies.Clear(); loadedXmlDocumentation.Clear(); }
public override void Clear() { list.Clear(); table.Clear(); }
/// <summary> /// Clear all of nodes /// </summary> public void Clear() { hash.Clear(); }
public void Clear() { Positive.Clear(); Negative.Clear(); }
protected void ClearSelection() { _selectedItems.Clear(); _recentlySelected = None; }