/// <summary> /// Constructs a <see cref="SolutionArray"/> containing the base properties of a variable in a solution file. /// </summary> /// <param name="variableIndex"> /// The index number of this variable among all variables. [VCNM, NUMVC]. /// </param> /// <param name="numberOfSets"> /// The number of sets defined on this array. [VCNI, VCNIND(NUMVC)]. /// </param> /// <param name="name"> /// The name of the variable. [VCNM, VCNAM(NUMVC)]. /// </param> /// <param name="description"> /// The variable description. [VCL0, VCLB(NUMVC)]. /// </param> /// <param name="unitType"> /// The unit type of the variable (e.g. ln, lv = levels var, ol = ORIG_LEV). [VCLE]. /// </param> /// <param name="changeType"> /// The <see cref="ModelChangeType"/> for this object. [VCT0, VCTP(NUMVC)]. /// </param> /// <param name="variableType"> /// The <see cref="ModelVariableType"/> for this object. [VCS0, VCSTAT(NUMVC)]. /// </param> /// <param name="sets"></param> public SolutionArray(int variableIndex, int numberOfSets, string name, string description, string unitType, ModelChangeType changeType, ModelVariableType variableType, [NotNull] KeyValuePair <string, IImmutableList <string> >[] sets) { if (name is null) { throw new ArgumentNullException(nameof(name)); } if (description is null) { throw new ArgumentNullException(nameof(description)); } if (unitType is null) { throw new ArgumentNullException(nameof(unitType)); } if (sets is null) { throw new ArgumentNullException(nameof(sets)); } Name = name; Description = description; VariableIndex = variableIndex; ChangeType = changeType; VariableType = variableType; UnitType = unitType; NumberOfSets = numberOfSets; Sets = sets; Count = sets.Aggregate(1, (current, next) => current * next.Value.Count); }
void FireModelChanged(ModelChangeType t, XmlNode node) { if (this.ModelChanged != null) { this.ModelChanged(this, new ModelChangedEventArgs(t, node)); } }
public ModelChangeEvent(PlayerModelTrainingDump stateBefore, PlayerModelTrainingDump stateAfter, ModelChangeType type) { this.Type = type; this.StateBefore = stateBefore; this.StateAfter = stateAfter; UpdateDelta(); }
private ModelChangeInfoImpl(ModelChangeType modelChangeType, ModelItem subject, string propertyName, ModelItem key, ModelItem oldValue, ModelItem value) { this.modelChangeType = modelChangeType; this.subject = subject; this.propertyName = propertyName; this.key = key; this.oldValue = oldValue; this.value = value; }
private void OnDocumentChanged(object sender, XmlNodeChangedEventArgs e) { // initialize t ModelChangeType t = ModelChangeType.NodeChanged; if (e.Node is XmlProcessingInstruction) { OnPIChange(e); } if (XmlHelpers.IsXmlnsNode(e.NewParent) || XmlHelpers.IsXmlnsNode(e.Node)) { // we flag a namespace change whenever an xmlns attribute changes. t = ModelChangeType.NamespaceChanged; XmlNode node = e.Node; if (e.Action == XmlNodeChangedAction.Remove) { node = e.OldParent; // since node.OwnerElement link has been severed! } this.dirty = true; FireModelChanged(t, node); } else { switch (e.Action) { case XmlNodeChangedAction.Change: t = ModelChangeType.NodeChanged; break; case XmlNodeChangedAction.Insert: t = ModelChangeType.NodeInserted; break; case XmlNodeChangedAction.Remove: t = ModelChangeType.NodeRemoved; break; } this.dirty = true; FireModelChanged(t, e.Node); } }
public ModelChangedEventArgs(ModelChangeType t, XmlNode node) { this.type = t; this.node = node; }
void FireModelChanged(ModelChangeType t, XmlNode node) { if (this.ModelChanged != null) this.ModelChanged(this, new ModelChangedEventArgs(t, node)); }
/// <summary> /// Create a new ModelChangedEventArgs instance. /// </summary> /// <param name="changeType">The kind of change to the model.</param> /// <param name="changedResources">Resources which are subject to the change.</param> public ModelChangedEventArgs(ModelChangeType changeType, IEnumerable <IResource> changedResources) : base() { ChangeType = changeType; ChangedResources = changedResources; }
public GameProxyEvent(ModelChangeEvent cause, PlayerModelTrainingDump stateBefore, PlayerModelTrainingDump stateAfter, ModelChangeType type) : base(stateBefore, stateAfter, type) { this.Cause = cause; }
public GameDecizionEvent(TrainingDecisionModel decisionTraining, PlayerModelTrainingDump stateBefore, PlayerModelTrainingDump stateAfter, ModelChangeType type) : base(stateBefore, stateAfter, type) { this.DecisionTraining = decisionTraining; }