static void Main() { Deque<int> deque = new Deque<int>(); Deque<object> dequeOfObjects = new Deque<object>(); //dequeOfIntegers.AddFront(5); //dequeOfIntegers.AddBack(10); //int frontRemoved = dequeOfIntegers.RemoveFront(); //int backRemoced = dequeOfIntegers.RemoveBack(); //int frontPeek = dequeOfIntegers.PeekFront(); //int backPeek = dequeOfIntegers.PeekBack(); //int elements = dequeOfIntegers.Count; //int maxCapacity = dequeOfIntegers.Capacity; deque.AddFront(10); deque.AddFront(50); System.Console.WriteLine(deque.Count); deque[0] = 500; System.Console.WriteLine(deque[0]); Deque<int> anotherDeque = new Deque<int>(); anotherDeque.AddFront(5); anotherDeque.AddFront(10); Deque<int> result = deque + anotherDeque; }
public void Undo() { // if we can't modify the buffer... if (!byteBuffer.ModifyAllowed) { return; } // undo buffer changes byteBuffer.Undo(); // restore cursor position if (cursorUndoDeque.Count > 0) { CursorState ch = (CursorState)cursorUndoDeque.RemoveFront(); cursorRedoDeque.AddFront(ch); // clear the selection this.SetSelection(-1, -1); dvDisplay.MakeOffsetVisible(ch.UndoOffset, DataViewDisplay.ShowType.Closest); this.MoveCursor(ch.UndoOffset, ch.UndoDigit); } }
public void AddFrontItems() { deq.AddFront(1); Assert.Equal(1, deq.GetLength()); }
public void AddTurnToFront(ref IState<TurnManager> _state) { turnDequeue.AddFront(_state); }
// 返却 public void Push(byte[] buf) { lock (this) { pool.AddFront(buf); } }
public void ImmediateExecute(VEntity e) { gameplayEventQueue.AddFront(e); Step(true); }
public void TestAdd() { Deque<int> deque = new Deque<int>(); Assert.IsTrue(deque.IsEmpty); int item = 1; Assert.IsFalse(deque.Contains(item)); deque.Add(item); int actualBack; actualBack = deque[0]; Assert.IsTrue(deque.Contains(item)); Assert.AreEqual(item, actualBack); int itemNewBack = 2; Assert.IsFalse(deque.Contains(itemNewBack)); deque.AddBack(itemNewBack); Assert.IsTrue(deque.Contains(itemNewBack)); actualBack = deque[1]; Assert.AreEqual(itemNewBack, actualBack); actualBack = deque.RemoveBack(); Assert.AreEqual(itemNewBack, actualBack); int itemNewFront = -1; Assert.IsFalse(deque.Contains(itemNewFront)); deque.AddFront(itemNewFront); int actualFront; Assert.IsTrue(deque.Contains(itemNewFront)); actualFront = deque[0]; Assert.AreEqual(itemNewFront, actualFront); actualFront = deque.RemoveFront(); Assert.AreEqual(itemNewFront, actualFront); int[] itemRange = new[] { 3, 4, 5, 6 }; int offset = deque.Count; deque.AddRange(itemRange); foreach (var itm in itemRange) { Assert.AreEqual(itm, deque[offset]); offset++; } int[] itemBackRange = new[] { 7, 8, 9, 10 }; offset = deque.Count; deque.AddBackRange(itemBackRange); foreach (var itm in itemBackRange) { Assert.AreEqual(itm, deque[offset]); offset++; } int[] itemFrontRange = new[] { 3, 4, 5, 6 }; deque.AddFrontRange(itemFrontRange); for (int i = 0; i < itemFrontRange.Length; i++) { var itm = itemFrontRange[i]; Assert.AreEqual(itm, deque[i]); } }
public void AddBack(T input) { deque.AddFront(input); }
public void TestClear() { int loops = 100; Deque<int> deque = new Deque<int>(); for (int i = loops - 1; i >= 0; i--) { deque.AddFront(i); } deque.Clear(); Assert.AreEqual(0, deque.Count); }
public void TestBulkInsert() { int loops = 100000; Deque<int> deque = new Deque<int>(); deque.AddFront(loops - 1); for (int i = 0; i < loops - 1; i++) { deque.Insert(deque.Count-1, i); } Deque<int> dequeCopy = new Deque<int>(deque); for (int expected = 0; expected < loops; expected++) { int actual = deque.RemoveFront(); int actualCopy = dequeCopy[expected]; Assert.AreEqual(expected, actual, "Original deque item differs from expected value"); Assert.AreEqual(expected, actualCopy, "Copied deque item differs from expected value"); } }
public void TestAddVariants() { for (int i = 0; i < Math.Pow(2, 4); i++) { Deque<int> deque = new Deque<int>(); if (back(i, 0)) { deque.AddBack(1); } else { deque.AddFront(1); } if (back(i, 1)) { deque.RemoveBack(); } else { deque.RemoveFront(); } if (back(i, 2)) { deque.AddBack(2); } else { deque.AddFront(2); } int item; if (back(i, 3)) { item = deque.RemoveBack(); } else { item = deque.RemoveFront(); } Assert.AreEqual(2, item); } }
public void TestAdd() { Deque <int> deque = new Deque <int>(); Assert.IsTrue(deque.IsEmpty); int item = 1; Assert.IsFalse(deque.Contains(item)); deque.Add(item); int actualBack; actualBack = deque[0]; Assert.IsTrue(deque.Contains(item)); Assert.AreEqual(item, actualBack); int itemNewBack = 2; Assert.IsFalse(deque.Contains(itemNewBack)); deque.AddBack(itemNewBack); Assert.IsTrue(deque.Contains(itemNewBack)); actualBack = deque[1]; Assert.AreEqual(itemNewBack, actualBack); actualBack = deque.RemoveBack(); Assert.AreEqual(itemNewBack, actualBack); int itemNewFront = -1; Assert.IsFalse(deque.Contains(itemNewFront)); deque.AddFront(itemNewFront); int actualFront; Assert.IsTrue(deque.Contains(itemNewFront)); actualFront = deque[0]; Assert.AreEqual(itemNewFront, actualFront); actualFront = deque.RemoveFront(); Assert.AreEqual(itemNewFront, actualFront); int[] itemRange = new[] { 3, 4, 5, 6 }; int offset = deque.Count; deque.AddRange(itemRange); foreach (var itm in itemRange) { Assert.AreEqual(itm, deque[offset]); offset++; } int[] itemBackRange = new[] { 7, 8, 9, 10 }; offset = deque.Count; deque.AddBackRange(itemBackRange); foreach (var itm in itemBackRange) { Assert.AreEqual(itm, deque[offset]); offset++; } int[] itemFrontRange = new[] { 3, 4, 5, 6 }; deque.AddFrontRange(itemFrontRange); for (int i = 0; i < itemFrontRange.Length; i++) { var itm = itemFrontRange[i]; Assert.AreEqual(itm, deque[i]); } }
/// <summary> /// Checks the Inputs for a Skill /// </summary> public void Update() { if (m_skills.Count > 0) { if (Input.GetButtonDown(CYCLE_FWD_BTN)) { m_skills.AddBack(m_skills.RemoveFront()); if (m_orbiter != null) { m_orbiter.CycleForward(); } } else if (Input.GetButtonDown(CYCLE_BCK_BTN)) { m_skills.AddFront(m_skills.RemoveBack()); if (m_orbiter != null) { m_orbiter.CycleBackward(); } } if (Input.GetButtonDown(DROP_BTN)) { if (m_skills.Get(0).Ally != DefaultAlly) { DeferredFollower allyFollower = m_orbiter.ActiveAlly; Ally pickup = allyFollower.gameObject.GetComponentInChildren <Ally>(); // Enables the pickup collider pickup.Drop(); // Find the closest available point between the Player and the Crosshair to place the // dropped Ally NavMeshHit hit; allyFollower.ForcePathfinding(); if (NavMesh.SamplePosition(m_aim.Target, out hit, MAX_DROP_RADIUS, NavMesh.AllAreas)) { allyFollower.Target = hit.position; } else { allyFollower.Target = m_aim.Target; } // Remove ally m_orbiter.RemoveFront(); // Remove ally's skillset m_skills.RemoveFront(); } } if (Input.GetButtonDown(PICKUP_BTN) && m_collidedAllies.Count > 0) { m_collidedAllies.Sort(DistanceSort); AddAlly(m_collidedAllies[0]); } } RunSkill(PRIMARY_FIRE_BTN, m_skills.Get(0).AttackSkill); RunSkill(DASH_BTN, m_skills.Get(0).DashSkill); }