private static string bash(string cmdString, OUTPUT output = OUTPUT.GET_OUTPUT) { ProcessStartInfo processStartInfo = new ProcessStartInfo(); processStartInfo.FileName = "/bin/bash"; processStartInfo.Arguments = $"-c \"{cmdString}\""; if (output == OUTPUT.GET_ERROR) { processStartInfo.RedirectStandardError = true; } else { processStartInfo.RedirectStandardOutput = true; } processStartInfo.UseShellExecute = false; processStartInfo.CreateNoWindow = true; Process process = Process.Start(processStartInfo); string result; if (output == OUTPUT.GET_ERROR) { result = process.StandardError.ReadToEnd(); } else { result = process.StandardOutput.ReadToEnd(); } process.WaitForExit(); return(result); }
public void AddData(InputData input, OUTPUT output) { StringBuilder s = new StringBuilder(); s.Append("["); int c = 0; foreach (var item in input._Input) { switch ((INPUT)c) { case INPUT.ES_STAND: case INPUT.MS_STAND: case INPUT.MS_STAND2: case INPUT.MS_STAND3: s.Append("["); s.Append(item.ToString()); break; case INPUT.ES_DODGE: case INPUT.MS_DODGE: case INPUT.MS_DODGE2: case INPUT.MS_DODGE3: s.Append(item.ToString()); s.Append("]"); break; default: s.Append(item.ToString()); break; } c++; } s.Append("] ["); s.Append(output.ToString()); s.Append("]"); _form.listBox1.Items.Insert(0, s.ToString()); KLearnData data = new KLearnData(); data._Input = input._Input; data._Symbol = output.ToString(); _Learning.Run(data); }
public OUTPUT GetNextAction(InputData input) { string strOutPut = _Learning.Estimate(input._Input); if (strOutPut == null) { return(OUTPUT.STAND); } OUTPUT output = (OUTPUT)Enum.Parse(typeof(OUTPUT), strOutPut); return(output); }
public override void Dispose() { try { if (_upto > 0) { // NOTE: entries in the block after current upto are // invalid FlushBlock(); } } finally { OUTPUT.Dispose(); } }
public override void Update(GameTime gameTime) { base.Update(gameTime); if (CombatSprite.GetcurrentAnimation() != null && CombatSprite.GetcurrentAnimation().IsLoop == false) { if (CombatSprite.IsPlaybackComplete == false) { return; } State = RolePlayingGameData.Character.CharacterState.Idle; } switch (State) { case RolePlayingGameData.Character.CharacterState.Walking: case RolePlayingGameData.Character.CharacterState.Idle: WindowsGame2.AI.InputData input = GetInputData(); _CurAIState = MyLearning.I.GetNextAction(input); break; } switch (_CurAIState) { case OUTPUT.STAND: State = RolePlayingGameData.Character.CharacterState.Idle; break; case OUTPUT.ATTACK: State = RolePlayingGameData.Character.CharacterState.Attack; break; case OUTPUT.FAR: break; } }
private void btnOK_Click(object sender, EventArgs e) { if (this.rbPrinter.Checked) { this.output = OUTPUT.PRINTER; } else if (this.rbScreen.Checked) { this.output = OUTPUT.SCREEN; } else if (this.rbFile.Checked) { this.output = OUTPUT.FILE; } this.DialogResult = DialogResult.OK; this.Close(); }
/// <summary> /// Writes the output in Logisim format /// </summary> /// <param name="writer"></param> /// <param name="output"></param> private void addOutput(OUTPUT output) { writer.WriteStartElement("comp"); // Declare that it's a Pin writer.WriteAttributeString("lib", "0"); writeElementLocation(output); writer.WriteAttributeString("name", "Pin"); writeElementName(output.Name); writeOrientation(180); // Orientation defaults to West for output. // Declare that it's an output writer.WriteStartElement("a"); writer.WriteAttributeString("name", "output"); writer.WriteAttributeString("val", "true"); writer.WriteEndElement(); writer.WriteEndElement(); }
private void btnOK_Click(object sender, EventArgs e) { this.dealer_from = this.txtFrom.Text; this.dealer_to = this.txtTo.Text; this.condition = this.txtCond.Text; if (this.rbScreen.Checked) { this.output = OUTPUT.SCREEN; } else if (this.rbPrinter.Checked) { this.output = OUTPUT.PRINTER; } else if (this.rbFile.Checked) { this.output = OUTPUT.FILE; } this.DialogResult = DialogResult.OK; this.Close(); }
public override void Dispose() { try { if (_hitExcDuringWrite) { return; } // stuff 0s in until the "real" data is flushed: var stuffed = 0; while (_upto > stuffed) { _upto -= Add(0) - 1; Debug.Assert(_upto >= 0); stuffed += 1; } } finally { OUTPUT.Dispose(); } }
public void AddData(InputData input,OUTPUT output ) { StringBuilder s = new StringBuilder(); s.Append("["); int c = 0; foreach (var item in input._Input) { switch ((INPUT)c) { case INPUT.ES_STAND: case INPUT.MS_STAND: case INPUT.MS_STAND2: case INPUT.MS_STAND3: s.Append("["); s.Append(item.ToString()); break; case INPUT.ES_DODGE: case INPUT.MS_DODGE: case INPUT.MS_DODGE2: case INPUT.MS_DODGE3: s.Append(item.ToString()); s.Append("]"); break; default: s.Append(item.ToString()); break; } c++; } s.Append("] ["); s.Append(output.ToString()); s.Append("]"); _form.listBox1.Items.Insert(0,s.ToString()); KLearnData data = new KLearnData(); data._Input = input._Input; data._Symbol = output.ToString(); _Learning.Run(data); }
public override void Update(GameTime gameTime) { base.Update(gameTime); if (CombatSprite.GetcurrentAnimation() != null && CombatSprite.GetcurrentAnimation().IsLoop == false) { if (CombatSprite.IsPlaybackComplete == false) return; State = RolePlayingGameData.Character.CharacterState.Idle; } switch (State) { case RolePlayingGameData.Character.CharacterState.Walking: case RolePlayingGameData.Character.CharacterState.Idle: WindowsGame2.AI.InputData input = GetInputData(); _CurAIState = MyLearning.I.GetNextAction(input); break; } switch (_CurAIState) { case OUTPUT.STAND: State = RolePlayingGameData.Character.CharacterState.Idle; break; case OUTPUT.ATTACK: State = RolePlayingGameData.Character.CharacterState.Attack; break; case OUTPUT.FAR: break; } }