void Start() { featureMapCreator = new FeatureMapCreator(); sceneLoader = GameObject.Find("SceneLoader").GetComponent <SceneLoader>(); socketConnector = new Connector(); socketConnector.establishConnection(60000); // 60000 model = getModelNameAndSize(sceneLoader.modelPicker.ToString()); // get model type visualisationMode = sceneLoader.mode; inputImageSizeValue = sceneLoader.inputImageSizeValue; if (model.Equals("17")) { modelPath = sceneLoader.pathModel; } else { modelPath = "None"; } if (inputImageSizeValue != 0) { model += " " + inputImageSizeValue.ToString(); } if (visualisationMode == 1) { videoPath = sceneLoader.pathVideo; } else { videoPath = "None"; } recordTime = sceneLoader.loadingTime; /// get loading time frameRate = 1 / sceneLoader.framesPerSecond; // get framerate update numThreads = sceneLoader.threads; // get number of threads HashSet <string> .Enumerator layers = sceneLoader.layersToGet.GetEnumerator(); /// get layers to see while (layers.MoveNext()) { layersToSee = layersToSee + " " + layers.Current; } byte[] start_server = Encoding.ASCII.GetBytes("start " + numThreads + " " + model + " " + modelPath + " " + visualisationMode + " " + videoPath + " " + sceneLoader.framesPerSecond + " " + layersToSee + "\n"); var z = socketConnector.SendAndReceive(start_server); Debug.Log("I started deserialization"); feature = MessagePackSerializer.Deserialize <Dictionary <string, Dictionary <string, ushort[][]> > >(z); Debug.Log("I finished deserialization"); featureMapsObjects = featureMapCreator.makeFeature(featuresTemplate, featuresPredictionsTemplate, feature); for (int x = 1; x <= numThreads; x++) { new ThreadComponent(x, this, featureMapCreator).init(); Thread.Sleep(1000); } }
public ThreadComponent(int index, Main main, FeatureMapCreator featureMapCreator) { this.featureMapCreator = featureMapCreator; this.index = index; this.main = main; }