public void Dequeue_Default() { var buffer = new CircularBuffer <int>(2); buffer.Enqueue(1); Assert.Equal(1, buffer.DequeOrDefault()); Assert.Equal(0, buffer.DequeOrDefault()); Assert.Equal(-1, buffer.DequeOrDefault(-1)); }
private void TimerTick(object sender, EventArgs e) { for (int i = 0; i < Timer.Interval * SettingsOwner.CurrentSettings.SpeedFactor; ++i) { var nextAction = QueuedActions.DequeOrDefault(UserAction.None); if (nextAction == UserAction.None && State != null) { nextAction = SettingsOwner.CurrentSettings.AutoPlayer.NextStep(State); } State = Game.Tick(nextAction); } if (State != null) { RefreshUI(State); } }