static void Main(string[] args) { var myFactory = new MyFactory(); var secretsProvider = myFactory.GenerateKeyProvider(); cert = secretsProvider.GetKey("arg"); }
//////////////// public static void SendToServer(int beg_tile_x, int beg_tile_y, int end_tile_x, int end_tile_y) { var factory = new MyFactory(beg_tile_x, beg_tile_y, end_tile_x, end_tile_y); TunnelEntitySpawnProtocol protocol = factory.Create(); protocol.SendToServer(false); }
public void TestFullUI() { // Set User Input string[] lines = { "int", "System.Int32", "2", "1", //remove void "1", "12", "", "1", "42", "1", "55", "4", "2", "42", "System.Int32", "5", "", "", "", "" }; StringReader input = new StringReader(String.Join(Environment.NewLine, lines)); Console.SetIn(input); // Launch the menu var factory = new MyFactory(); factory.MainMenu(); }
public void TestExcel() { //test exception var mLogExceptionHelper = MyFactory.GetExceptionLogHelper(); mLogExceptionHelper.LogException(MethodBase.GetCurrentMethod(), new Exception("TEST...."), null); //test visitor var mLogVisitorHelper = MyFactory.GetLogVisitorHelper(); var mVisitor = new UserInfo(); mVisitor.UserId = "BBWANG"; mVisitor.UserName = "******"; mLogVisitorHelper.LogUser("Index", mVisitor); //test export var excelExportHelper = MyFactory.GetExportToExcelHelper(); var tab = new DataTable(); tab.Columns.Add(new DataColumn("A", typeof(string))); tab.Columns.Add(new DataColumn("B", typeof(string))); for (var i = 1; i <= 100; i++) { var row = tab.NewRow(); row["A"] = string.Format("Row {0} Column{1}", i, 1); row["B"] = string.Format("Row {0} Column{1}", i, 2); tab.Rows.Add(row); } mCurrentController.ViewBag.DownloadLink = excelExportHelper.ExportToExcel("Test", "TEST-BEN", tab); }
// // GET: /Test/ public ActionResult Index() { //TestExcel(); //TestAddData(); //TestQueryData(); var helper = new NHTestHelper(this); //helper.TestAdd(); //helper.TestUpdate(); //helper.TestQuery(); //helper.TestPaged(); //helper.TestSQL(); for (var i = 0; i < 100000; i++) { helper.TestQueryAll(); } //helper.TestProcedure(); //var helper = new AdoNetHelper(this); //helper.TestQuery(); //helper.TestProcedure(); //var mZipHelper = new ZipHelper(); //var mDesFolder = System.Web.HttpContext.Current.Server.MapPath("~/Log"); //ViewBag.logsPath= MyFactory.GetExceptionLogHelper().PackLogs(mZipHelper, mDesFolder); MyFactory.GetExceptionLogHelper().LogException("", "", new Exception("TES--111T"), null); var user = new UserInfo(); user.UserName = "******"; MyFactory.GetLogVisitorHelper().LogUser("", user); return(View()); }
public void Serialize <T1, T2, T3, T4, T5>(MethodInfo info, BitStream stream, ref T1 arg1, ref T2 arg2, ref T3 arg3, ref T4 arg4, ref T5 arg5) { var s1 = MyFactory.GetSerializer <T1>(); var s2 = MyFactory.GetSerializer <T2>(); var s3 = MyFactory.GetSerializer <T3>(); var s4 = MyFactory.GetSerializer <T4>(); var s5 = MyFactory.GetSerializer <T5>(); var args = info.GetParameters(); var info1 = MySerializeInfo.CreateForParameter(args, 0); var info2 = MySerializeInfo.CreateForParameter(args, 1); var info3 = MySerializeInfo.CreateForParameter(args, 2); var info4 = MySerializeInfo.CreateForParameter(args, 3); var info5 = MySerializeInfo.CreateForParameter(args, 4); if (stream.Reading) { MySerializationHelpers.CreateAndRead(stream, out arg1, s1, info1); MySerializationHelpers.CreateAndRead(stream, out arg2, s2, info2); MySerializationHelpers.CreateAndRead(stream, out arg3, s3, info3); MySerializationHelpers.CreateAndRead(stream, out arg4, s4, info4); MySerializationHelpers.CreateAndRead(stream, out arg5, s5, info5); } else { MySerializationHelpers.Write(stream, ref arg1, s1, info1); MySerializationHelpers.Write(stream, ref arg2, s2, info2); MySerializationHelpers.Write(stream, ref arg3, s3, info3); MySerializationHelpers.Write(stream, ref arg4, s4, info4); MySerializationHelpers.Write(stream, ref arg5, s5, info5); } }
// this is the single method defined by the LoadEventListener interface public override void OnLoad(LoadEvent theEvent, LoadType loadType) { if(null == theEvent.InstanceToLoad) // Not null if user supplied object { theEvent.InstanceToLoad = MyFactory.Create(loadType); // Or whatever. } }
private void BtnLoad_Click(object sender, RoutedEventArgs e) { //todo clear current var spanLoader = MyFactory.GetMySpanLoader(); var myRecords = spanLoader.GetMyRecords(); var endPoint = @"http://*****:*****@"=> report: {0} with trace-span: {1}-{2}", tempSpan.Span.OpName, tempSpan.Span.TraceId, tempSpan.Span.SpanId); //report to collector span.Finish(tempSpan.Span.StopTime); } } }
private void Awake() { director = GameDirector.getInstance(); director.currentSceneController = this; enemys = new GameObject[enemyCount]; gameOver = false; myFactory = Singleton <MyFactory> .Instance; }
public MainViewModel() { ImageHelper = MyFactory.GetImageHelper();; Timer = MyFactory.GetTimeHelper(Constants.TimeHelperType.STOPWATCH); Timer.TimeUpdated += UpdateDisplayTime; ImageClicked = new RelayCommand(f => { ImageClickedCommand(); }, f => true); TimerClicked = new RelayCommand(f => { TimerClickedCommand(); }, f => true); }
public void CreateInstance_WhenValidClass_ThenInstanceIsCreated() { string binaryFile = "Modules.dll"; string className = "Modules.AlphabeticalLowerProducer"; var ret = MyFactory.CreateInstance <IDataProducer>(binaryFile, className, null); Assert.IsNotNull(ret); Assert.AreEqual("a", ret.CurrentValue); }
void Awake() //一些初始的设置 { GameDirector director = GameDirector.GetInstance(); director.CurrentSceneController = this; mF = Singleton <MyFactory> .Instance; player = mF.GetPlayer(); Player.DestroyEvent += SetGameOver; //如果玩家坦克被摧毁,则设置游戏结束 scorer = Scorer.getInstance(); Enemy.EnemyDestroyEvent += DestoryEnemy; }
static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); //IForm main = new MainFormFactory(); //Application.Run(main.createForm("DESKTOP-TPBIN8U", "StudentList", "", "")); MyFactory factory = new MyFactory(); Application.Run(factory.ReturnForm(null, null, null, "login")); //factory method }
static List <Item> CreateComposer(Type type) { List <Item> result = new List <Item>(); foreach (var field in type.GetDataMembers(true, false, true, true, false, true, true, true).OfType <FieldInfo>()) { if (typeof(SyncBase).IsAssignableFrom(field.FieldType)) { result.Add(new Item(CreateFieldComposer(field), MyFactory.CreateInfo(field))); } } return(result); }
internal static void Main(string[] args) { var objectWithoutParameter = MyObject.GetFactory().Create(); var objectWithParameter = MyObject.GetFactory().Create("a simple parameter"); var factory = new MyFactory("default parameter"); var objectWithoutDefaultParameter = factory.Create(); Console.WriteLine(objectWithoutParameter.ToString()); Console.WriteLine(objectWithParameter.ToString()); Console.WriteLine(objectWithoutDefaultParameter.ToString()); Console.Read(); }
static void Main(string[] args) { ICountry brazil = new MyFactory().CreateObject(CountryEnum.BR); brazil.SayGoodMorning(); ICountry france = new MyFactory().CreateObject(CountryEnum.FR); france.SayGoodMorning(); ICountry usa = new MyFactory().CreateObject(CountryEnum.USA); usa.SayGoodMorning(); }
public static void Main() { IMyFactory <BaseType> factory; { factory = new MyFactory <BaseType>(); var instance = factory.Resolve(); Console.WriteLine(instance.GetType().FullName); } { factory = new MyFactory <DerivedType>() as IMyFactory <BaseType>; var instance = factory.Resolve(); Console.WriteLine(instance.GetType().FullName); } }
public object BindModel(ControllerContext controllerContext, ModelBindingContext bindingContext) { HttpRequestBase request = controllerContext.HttpContext.Request; //use the request object to make a call to your factory for the //appropriate ActionMethod subtype you want to create, or however //else you see fit. var curActionMethod = MyFactory.Get(request.QueryString); var boundObj = new MethodRequest() { Method = curActionMethod } return(boundObj); }
/// <summary> /// Extracts method arguments from the bitstream or packs them back in, depending on stream read mode. /// </summary> /// <typeparam name="T1"></typeparam> /// <param name="info"></param> /// <param name="stream"></param> /// <param name="arg1"></param> public void Serialize <T1>(MethodInfo info, BitStream stream, ref T1 arg1) { var s1 = MyFactory.GetSerializer <T1>(); var args = info.GetParameters(); var info1 = MySerializeInfo.CreateForParameter(args, 0); if (stream.Reading) { MySerializationHelpers.CreateAndRead(stream, out arg1, s1, info1); } else { MySerializationHelpers.Write(stream, ref arg1, s1, info1); } }
public void LoadFromFile(string fileName, MyExpense myExpense) { var manager = new Manager(); var operationalManager = new OperationalManager(); var CEO = new CEO(); try { using (StreamReader reader = File.OpenText($"C:\\Users\\WORK\\Desktop\\MyFolder\\{fileName}")) { string myLine = Console.ReadLine(); string[] data = myLine.Split(';'); myExpense.Data = Convert.ToDateTime(data[0]); myExpense.Categoria = data[1]; myExpense.Descrizione = data[2]; myExpense.ImportoSpesa = Convert.ToInt32(data[3]); reader.Close(); manager.SetNextInLine(operationalManager).SetNextInLine(CEO); string result = manager.Approve(myExpense.ImportoSpesa); if (result.Equals("RESPINTA;-;-")) { string[] denial = result.Split(';'); myExpense.Approvazione = denial[0]; myExpense.LvlApprovazione = denial[1]; myExpense.ImportoRimborso = denial[2]; } else { string[] approved = result.Split(';'); myExpense.Approvazione = approved[0]; myExpense.LvlApprovazione = approved[1]; myExpense.ImportoRimborso = Convert.ToString(MyFactory.ExpenseFactory(myExpense.Categoria, myExpense.ImportoSpesa)); } } } catch (IOException ex) { Console.WriteLine(ex.Message); } catch (Exception ex) { Console.WriteLine(ex.Message); } }
static void Main(string[] args) { IMyFactory factory = new MyFactory(); // Question1 var ratio = factory.CreatePopulationService().RatioPerformanceCheck(1000, 50); Console.WriteLine($"*******************************"); Console.WriteLine($"QUESTION 1 (Population): "); Console.WriteLine($"Ratio of 2s to 1s for 1000 collection with index of 50 "); Console.WriteLine($"Ratio is : {ratio}"); Console.WriteLine($""); Console.WriteLine($"*******************************"); Console.WriteLine($""); // Question2 var diceGame = factory.CreateDiceGameService(); Console.WriteLine($"QUESTION 2 (Dice Game):"); Console.WriteLine($"When I calculate the average payout per each TRY of games, I assumed that customer has to pay each time that roll te dice."); Console.WriteLine($"Average payout has calculated in 2 different ways."); Console.WriteLine($""); Console.WriteLine($"GetCalculatedAveragePayoutMathematically: this method is using the laws of 'Probability and Statistics for Computer Scientists' which I studied in university in late 90's ."); Console.WriteLine($"I strongly RECOMMENDED this method because it doesn't rely on chance and can't be corrupted by bad data."); var averagePayout1 = diceGame.GetCalculatedAveragePayoutMathematically(6, new List <int>() { 1, 2, 3, 4, 5, 6 }); Console.WriteLine($"Average Payout (Mathematically) is : {averagePayout1}"); Console.WriteLine($""); Console.WriteLine($"*******************************"); Console.WriteLine($""); Console.WriteLine($"GetAveragePayoutStatistically: this method is using an internal engine to generate some random statiscal data then based on that will calculates the average payout."); Console.WriteLine($"The main advantage of this method is that if the game is FIXED and you have real data , still you can find the relatively close answer"); var averagePayout2 = diceGame.GetAveragePayoutStatistically(players: 1000, minGames: 1, maxGames: 6); Console.WriteLine($"Average Payout (Statistically) is : {averagePayout2:0.000}"); Console.WriteLine($"*******************************"); }
IEnumerator Shoot() //协程实现npc坦克每隔1s进行射击 { while (!gameover) { for (float i = 1; i > 0; i -= Time.deltaTime) { yield return(0); } if (Vector3.Distance(transform.position, target) < 20) //和玩家坦克距离小于20,则射击 { MyFactory mF = Singleton <MyFactory> .Instance; GameObject bullet = mF.GetBullet(tankType.Enemy); //获取子弹,传入的参数表示发射子弹的坦克类型 bullet.transform.position = new Vector3(transform.position.x, 1.5f, transform.position.z) + transform.forward * 1.5f; //设置子弹 bullet.transform.forward = transform.forward; //设置子弹方向 Rigidbody rb = bullet.GetComponent <Rigidbody>(); rb.AddForce(bullet.transform.forward * 20, ForceMode.Impulse); //发射子弹 } } }
static void Main(string[] args) { { Assembly a1 = typeof(Example).Assembly; Console.WriteLine("Assembly Full Name:"); Console.WriteLine(a1.FullName); AssemblyName assemName = a1.GetName(); Console.WriteLine("\nName: {0}", assemName.Name); Console.WriteLine("Version: {0}.{1}", assemName.Version.Major, assemName.Version.Minor); Console.WriteLine("\nAssembly CodeBase:"); Console.WriteLine(a1.CodeBase); } Console.WriteLine("======================"); { string assemblyName = Assembly.GetExecutingAssembly().GetName().Name; Console.WriteLine(assemblyName); } { Assembly assembly = Assembly.Load("a.b.f");//dll名称 当前目录加载 //Assembly assembly1 = Assembly.LoadFile("C:\\Users\\j\\source\\repos\\基础练习\\07反射\\bin\\Debug\\netcoreapp2.1\\07反射.dll");//文件完整路劲的加载 // Assembly assembly2 = Assembly.LoadFrom("07反射.dll");//带后缀或者完整路劲 //获取类型信息 Type type = assembly.GetType("a.b.f.HelperAttribute"); //Type type1 = assembly.GetType("a.b.f.HelperAttribute"); //创建对象 object obj = Activator.CreateInstance(type); //类型转换 HelperAttribute helperAttribute = (HelperAttribute)obj; //调用方法 helperAttribute.show(); HelperAttribute helperAttribute2 = new HelperAttribute(); helperAttribute2.show(); HelperAttribute helperAttribute3 = MyFactory.CreateHelper(); } Console.WriteLine("======================"); Console.ReadKey(); }
SerializeDelegate <T1, T2, T3, T4, T5, T6, T7> CreateSerializer <T1, T2, T3, T4, T5, T6, T7>(MethodInfo info) { // TODO: Use method info to get parameter attributes and create MySerializeInfo from them var s2 = MyFactory.GetSerializer <T2>(); var s3 = MyFactory.GetSerializer <T3>(); var s4 = MyFactory.GetSerializer <T4>(); var s5 = MyFactory.GetSerializer <T5>(); var s6 = MyFactory.GetSerializer <T6>(); var s7 = MyFactory.GetSerializer <T7>(); var args = info.GetParameters(); var info2 = MySerializeInfo.CreateForParameter(args, 0); var info3 = MySerializeInfo.CreateForParameter(args, 1); var info4 = MySerializeInfo.CreateForParameter(args, 2); var info5 = MySerializeInfo.CreateForParameter(args, 3); var info6 = MySerializeInfo.CreateForParameter(args, 4); var info7 = MySerializeInfo.CreateForParameter(args, 5); return(delegate(T1 inst, BitStream stream, ref T2 arg2, ref T3 arg3, ref T4 arg4, ref T5 arg5, ref T6 arg6, ref T7 arg7) { if (stream.Reading) { MySerializationHelpers.CreateAndRead(stream, out arg2, s2, info2); MySerializationHelpers.CreateAndRead(stream, out arg3, s3, info3); MySerializationHelpers.CreateAndRead(stream, out arg4, s4, info4); MySerializationHelpers.CreateAndRead(stream, out arg5, s5, info5); MySerializationHelpers.CreateAndRead(stream, out arg6, s6, info6); MySerializationHelpers.CreateAndRead(stream, out arg7, s7, info7); } else { MySerializationHelpers.Write(stream, ref arg2, s2, info2); MySerializationHelpers.Write(stream, ref arg3, s3, info3); MySerializationHelpers.Write(stream, ref arg4, s4, info4); MySerializationHelpers.Write(stream, ref arg5, s5, info5); MySerializationHelpers.Write(stream, ref arg6, s6, info6); MySerializationHelpers.Write(stream, ref arg7, s7, info7); } }); }
private void OnCollisionEnter(Collision collision) { Debug.Log("CollisionEnder"); if (collision.transform.gameObject.tag == "tankEnemy" && this.tankType == TankType.ENEMY || collision.transform.gameObject.tag == "tankPlayer" && this.tankType == TankType.PLAYER) { return; } MyFactory factory = Singleton <MyFactory> .Instance; ParticleSystem explosion = factory.getParticleSystem(); explosion.transform.position = gameObject.transform.position; //获取爆炸范围内的所有碰撞体 Collider[] colliders = Physics.OverlapSphere(gameObject.transform.position, explosionRadius); foreach (var collider in colliders) { float hurt; // 如果是玩家发出的子弹伤害高一点 if (collider.tag == "tankEnemy" && this.tankType == TankType.PLAYER) { hurt = 300.0F; collider.GetComponent <Tank>().setHP(collider.GetComponent <Tank>().getHP() - hurt); Debug.Log("Enemy Hp: "); } else if (collider.tag == "tankPlayer" && this.tankType == TankType.ENEMY) { hurt = 100.0F; collider.GetComponent <Tank>().setHP(collider.GetComponent <Tank>().getHP() - hurt); Debug.Log("Player Hp: "); } explosion.Play(); } if (gameObject.activeSelf) { factory.recycleBullet(gameObject); } }
private void OnCollisionEnter(Collision collision) { /*if(collision.transform.gameObject.tag == "tankEnemy" && this.tankType == TankType.ENEMY || * collision.transform.gameObject.tag == "tankPlayer" && this.tankType == TankType.PLAYER) * { * Debug.Log("in"); * return; * } * MyFactory factory = Singleton<MyFactory>.Instance; * ParticleSystem explosion = factory.getParticleSystem(); * explosion.transform.position = gameObject.transform.position; * //获取爆炸范围内的所有碰撞体 * Collider[] colliders = Physics.OverlapSphere(gameObject.transform.position, explosionRadius); * * foreach(var collider in colliders) * { * //被击中坦克与爆炸中心的距离 * float distance = Vector3.Distance(collider.transform.position, gameObject.transform.position); * float hurt; * * if(collider.tag == "tankPlayer") * { * Debug.Log("out"); * hurt = 100.0f / distance; * collider.GetComponent<Tank>().setHP(collider.GetComponent<Tank>().getHP() - hurt); * } * explosion.Play(); * } * * if (gameObject.activeSelf) * { * factory.recycleBullet(gameObject); * }*/ MyFactory factory = Singleton <MyFactory> .Instance; ParticleSystem explosion = factory.getParticleSystem(); explosion.transform.position = gameObject.transform.position; explosion.Play(); }
private tankType type; //发射子弹的坦克类型 void OnCollisionEnter(Collision other) { MyFactory mF = Singleton <MyFactory> .Instance; ParticleSystem explosion = mF.GetPs(); //获取爆炸的粒子系统 explosion.transform.position = transform.position; //设置粒子系统位置 Collider[] colliders = Physics.OverlapSphere(transform.position, explosionRadius); //获取爆炸范围内的所有碰撞体 for (int i = 0; i < colliders.Length; i++) { if (colliders[i].tag == "tankPlayer" && this.type == tankType.Enemy || colliders[i].tag == "tankEnemy" && this.type == tankType.Player) //发射子弹的坦克类型和被击中的坦克类型不同,才造成伤害 { float distance = Vector3.Distance(colliders[i].transform.position, transform.position); //被击中坦克与爆炸中心的距离 float hurt = 100f / distance; //受到的伤害 float current = colliders[i].GetComponent <Tank>().GetHp(); //当前的生命值 colliders[i].GetComponent <Tank>().SetHp(current - hurt); //设置受伤后生命值 } } explosion.Play(); //播放爆炸的粒子系统 if (this.gameObject.activeSelf) { mF.RecycleBullet(this.gameObject); //回收子弹 } }
static MyFactory() { _factory = new MyFactory(); }
public void Test() { ChildClass bs = MyFactory.Create <ChildClass>(10); }
public MyObject(string anAttribute) { _factory = new MyFactory(); this._anAttribute = anAttribute; }