public void FrameStats() { if (this.mCurrentFrame.mFrameNumber > (mLastFrameNumber + 1)) { mMissingFrames = mMissingFrames + (mCurrentFrame.mFrameNumber - mLastFrameNumber) - 1; } mLastFrameNumber = this.mCurrentFrame.mFrameNumber; mRawFrameCount++; if ((mRawFrameCount % cFrameStatPeriod) == 0) { if (mFrameRateTimer == null) { mFrameRateTimer = new TimeTest(); } else { mAppFrameRate = cFrameStatPeriod * 1000 / mFrameRateTimer.GetElapsed(); mAppFrameRateAverage.InsertValue(mAppFrameRate); mFrameRateTimer.Start(); } } if (mLastFrameStartTime != 0) { mGameFrameRate = 1f / (mCurrentFrame.mStartTime - mLastFrameStartTime); mGameFrameRateAverage.InsertValue(mGameFrameRate); } mLastFrameStartTime = mCurrentFrame.mStartTime; //mCurrentFrame. //game frame rate from last start to start //game frame rate from measurement start measurement to measurement end }
public void InsertAndReturnId() { var dapperInstance = _dapper1; try { ClearDapperTestEntity(); var test = new TimeTest { User = "******" }; var x = dapperInstance.Insert(test); Assert.True(x > 0); Assert.True(test.Id > 0); } catch (Exception e) { Debug.WriteLine(e); //TODO context Assert.NotNull(e as SchubertException); } finally { ClearDapperTestEntity(); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (TT_script == null) { TT_script = animator.GetComponent <TimeTest>(); } ani_timer = 0.0f; ani_timer_flag = false; }
private void Timer_Tick(object sender, EventArgs e) { if (TimeTest.Minutes == 0 && TimeTest.Seconds == 0) { _dispatcherTimer.Stop(); MessageBox.Show("Время вышло"); SaveResault(); } else { TimeTest = TimeTest.Subtract(TimeSpan.FromSeconds(1)); } }
static void WriteTimePerformance <TSort>() where TSort : ISorter, new() { const int seedValue = 12345678; const int minValue = 0; const int maxValue = 1000000000; const int count = 1000; int[] sizeIncrements = { 1, 2, 4, 10, 100 }; var test = new TimeTest <TSort>(seedValue, minValue, maxValue, count, sizeIncrements, 0); test.AssessSortPerformance(); Console.WriteLine($"{typeof(TSort).Name}\n{test}\n"); }
public static IEnumerable <TimeTest> SpeedTest(Action action, int iterations) { var tests = new TimeTest[iterations]; for (var i = 0; i < iterations; i++) { var timeTest = new TimeTest(action); try { timeTest.TimeSpan = SpeedTest(action); } catch (Exception e) { timeTest.Exception = e; } tests[i] = timeTest; } return(tests); }
public void InsertAndReturnId() { var dapperInstance = _dapper1; Assert.Throws <SchubertException>(() => { try { ClearDapperTestEntity(); var test = new TimeTest { User = "******" }; var x = dapperInstance.Insert(test); Assert.True(x > 0); Assert.True(test.Id > 0); } finally { ClearDapperTestEntity(); } }); }
// Use this for initialization void Start() { wordStatus = 1; WordCreat002 = GameObject.Find("WordCreat"); WTest002 = WordCreat002.GetComponent<WordTest>(); W_Timecount = GameObject.Find("TimeCount"); W_timetest = W_Timecount.GetComponent<TimeTest>(); ControlBridge = GameObject.Find("控制橋"); controlbar01 = ControlBridge.GetComponent<ControlBar>(); testWordChild = this.gameObject.GetComponentInChildren<testWordObj>(); }