private void Run(string filename) { LoadRecording(filename); expected = (System.Double)GetReturnValue(); actual = BlackBox.Demo.App.StaticMethods.StaticBL.GetSalesLastMonth(); CompareObjects(expected, actual); }
/// <summary> /// Creates an array of random values in the given range [<paramref name="min"/>, <paramref name="max"/>]. /// </summary> /// <param name="size">The length of the array, aka the number of values</param> /// <param name="min">The lower bound.</param> /// <param name="max">The upper bound.</param> /// <returns>An array of random values</returns> public static System.Double[] GetRandomOrdinates(System.Int32 size, System.Double min, System.Double max) { System.Double[] arr = new System.Double[size]; System.Double width = max - min; for (System.Int32 i = 0; i < size; i++) { System.Double randomValue = _rng.NextDouble(); arr[i] = min + randomValue * width; } return arr; }
private void Run(string filename) { LoadRecording(filename); target = new BlackBox.Demo.App.SimpleAnemic.EmployeeBL(); salaryInput = (System.Double)GetInputParameterValue("salary"); salaryOutput = (System.Double)GetOutputParameterValue("salary"); expected = (System.Collections.Generic.List<BlackBox.Demo.App.SimpleAnemic.EmployeeEntity>)GetReturnValue(); actual = target.GetEmployeesMakingMoreThan(salaryInput); ConfigureComparison(filename); CompareObjects(salaryInput, salaryOutput); CompareObjects(expected, actual); }
public ActArrayActuatorPos() { _Tm = default(System.DateTime); _Index = new System.Int16(); _Position = new System.Double(); }
public Size3D(global::RTC.Size3D source) { _L = source.l; _W = source.w; _H = source.h; }
void DoProcess() { if (!(K1.Value is OpenCVForUnityPlayMakerActions.Mat)) { LogError("K1 is not initialized. Add Action \"newMat\"."); return; } OpenCVForUnity.CoreModule.Mat wrapped_K1 = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(K1); if (!(D1.Value is OpenCVForUnityPlayMakerActions.Mat)) { LogError("D1 is not initialized. Add Action \"newMat\"."); return; } OpenCVForUnity.CoreModule.Mat wrapped_D1 = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(D1); if (!(K2.Value is OpenCVForUnityPlayMakerActions.Mat)) { LogError("K2 is not initialized. Add Action \"newMat\"."); return; } OpenCVForUnity.CoreModule.Mat wrapped_K2 = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(K2); if (!(D2.Value is OpenCVForUnityPlayMakerActions.Mat)) { LogError("D2 is not initialized. Add Action \"newMat\"."); return; } OpenCVForUnity.CoreModule.Mat wrapped_D2 = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(D2); if (!(R.Value is OpenCVForUnityPlayMakerActions.Mat)) { LogError("R is not initialized. Add Action \"newMat\"."); return; } OpenCVForUnity.CoreModule.Mat wrapped_R = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(R); if (!(tvec.Value is OpenCVForUnityPlayMakerActions.Mat)) { LogError("tvec is not initialized. Add Action \"newMat\"."); return; } OpenCVForUnity.CoreModule.Mat wrapped_tvec = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(tvec); if (!(R1.Value is OpenCVForUnityPlayMakerActions.Mat)) { LogError("R1 is not initialized. Add Action \"newMat\"."); return; } OpenCVForUnity.CoreModule.Mat wrapped_R1 = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(R1); if (!(R2.Value is OpenCVForUnityPlayMakerActions.Mat)) { LogError("R2 is not initialized. Add Action \"newMat\"."); return; } OpenCVForUnity.CoreModule.Mat wrapped_R2 = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(R2); if (!(P1.Value is OpenCVForUnityPlayMakerActions.Mat)) { LogError("P1 is not initialized. Add Action \"newMat\"."); return; } OpenCVForUnity.CoreModule.Mat wrapped_P1 = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(P1); if (!(P2.Value is OpenCVForUnityPlayMakerActions.Mat)) { LogError("P2 is not initialized. Add Action \"newMat\"."); return; } OpenCVForUnity.CoreModule.Mat wrapped_P2 = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(P2); if (!(Q.Value is OpenCVForUnityPlayMakerActions.Mat)) { LogError("Q is not initialized. Add Action \"newMat\"."); return; } OpenCVForUnity.CoreModule.Mat wrapped_Q = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Mat, OpenCVForUnity.CoreModule.Mat>(Q); if (!(balance.Value is OpenCVForUnityPlayMakerActions.Double)) { LogError("balance is not initialized. Add Action \"newDouble\"."); return; } System.Double wrapped_balance = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Double, System.Double>(balance); if (!(fov_scale.Value is OpenCVForUnityPlayMakerActions.Double)) { LogError("fov_scale is not initialized. Add Action \"newDouble\"."); return; } System.Double wrapped_fov_scale = OpenCVForUnityPlayMakerActionsUtils.GetWrappedObject <OpenCVForUnityPlayMakerActions.Double, System.Double>(fov_scale); OpenCVForUnity.Calib3dModule.Calib3d.fisheye_stereoRectify(wrapped_K1, wrapped_D1, wrapped_K2, wrapped_D2, new OpenCVForUnity.CoreModule.Size((double)imageSize_width.Value, (double)imageSize_height.Value), wrapped_R, wrapped_tvec, wrapped_R1, wrapped_R2, wrapped_P1, wrapped_P2, wrapped_Q, flags.Value, new OpenCVForUnity.CoreModule.Size((double)newImageSize_width.Value, (double)newImageSize_height.Value), wrapped_balance, wrapped_fov_scale); }
public static lua_Number luai_numsub(lua_Number a, lua_Number b) { return((a) - (b)); }
private readonly Spline _spline; // Underlyig spline public SplineBuilder(FLOAT pointDistance, FLOAT error, int samplesPerCurve) { _builder = new CurveBuilder(pointDistance, error); _spline = new Spline(samplesPerCurve); }
/// <summary> /// Writes a Double value to the current stream and /// advances the stream position by eight bytes. /// </summary> /// <param name="value">The Double value to write</param> public void Write(System.Double value) { m_writer.Write(value); }
public void SetUpperLimit(Scalar ang1max) { btHinge2Constraint_setUpperLimit(Native, ang1max); }
public static bool luai_numle(lua_Number a, lua_Number b) { return((a) <= (b)); }
public static bool luai_numeq(lua_Number a, lua_Number b) { return((a) == (b)); }
public static lua_Number luai_numunm(lua_Number a) { return(-(a)); }
public static lua_Number luai_numpow(lua_Number a, lua_Number b) { return(pow(a, b)); }
public static lua_Number luai_nummod(lua_Number a, lua_Number b) { return((a) - floor((a) / (b)) * (b)); }
public static lua_Number luai_numdiv(lua_Number a, lua_Number b) { return((a) / (b)); }
public static lua_Number luai_nummul(lua_Number a, lua_Number b) { return((a) * (b)); }
public ActArrayActuatorPos(global::RTC.ActArrayActuatorPos source) { _Tm = Converter.RtcTimeToDateTime(source.tm); _Index = source.index; _Position = source.position; }
public SpeedHeading3D(global::RTC.SpeedHeading3D source) { _Speed = source.speed; _Direction = new ReactiveRTM.RTC.Orientation3D(source.direction); }
public static bool luai_numisnan(lua_Number a) { return(lua_Number.IsNaN(a)); }
public void SetBaseValue(number watts) { _watts = watts; _value = null; }
/* * @@ lua_number2int is a macro to convert lua_Number to int. * @@ lua_number2integer is a macro to convert lua_Number to lua_Integer. ** CHANGE them if you know a faster way to convert a lua_Number to ** int (with any rounding method and without throwing errors) in your ** system. In Pentium machines, a naive typecast from double to int ** in C is extremely slow, so any alternative is worth trying. */ /* On a Pentium, resort to a trick */ //#if defined(LUA_NUMBER_DOUBLE) && !defined(LUA_ANSI) && !defined(__SSE2__) && \ // (defined(__i386) || defined (_M_IX86) || defined(__i386__)) /* On a Microsoft compiler, use assembler */ //#if defined(_MSC_VER) //#define lua_number2int(i,d) __asm fld d __asm fistp i //#define lua_number2integer(i,n) lua_number2int(i, n) /* the next trick should work on any Pentium, but sometimes clashes * with a DirectX idiosyncrasy */ //#else //union luai_Cast { double l_d; long l_l; }; //#define lua_number2int(i,d) \ // { volatile union luai_Cast u; u.l_d = (d) + 6755399441055744.0; (i) = u.l_l; } //#define lua_number2integer(i,n) lua_number2int(i, n) //#endif /* this option always works, but may be slow */ //#else //#define lua_number2int(i,d) ((i)=(int)(d)) //#define lua_number2integer(i,d) ((i)=(lua_Integer)(d)) //#endif private static void lua_number2int(out int i, lua_Number d) { i = (int)d; }
public static unsafe void PutFloat64(Float64 x, byte[] b, int pos) { Debug.Assert(b.Length - pos >= sizeof(Float64)); fixed (byte* sb = b) { *((Float64*)(sb + pos)) = x; } }
[MethodImpl(MethodImplOptions.AggressiveInlining)] public static VECTOR Lerp(VECTOR a, VECTOR b, FLOAT amount) { return VECTOR.Lerp(a, b, amount); }
private static void lua_number2integer(out int i, lua_Number n) { i = (int)n; }
public static lua_Number luai_numadd(lua_Number a, lua_Number b) { return((a) + (b)); }
[MethodImpl(MethodImplOptions.AggressiveInlining)] public static VECTOR Lerp(VECTOR a, VECTOR b, FLOAT amount) { return new VECTOR(a.X + ((b.X - a.X) * amount), a.Y + ((b.Y - a.Y) * amount)); }
public Circle(Dynamic.Tekla.Structures.Drawing.ViewBase view, Dynamic.Tekla.Structures.Geometry3d.Point centerPoint, System.Double radius) { var args = new object[3]; args[0] = Dynamic.Tekla.Structures.Drawing.ViewBase_.GetTSObject(view); args[1] = Dynamic.Tekla.Structures.Geometry3d.Point_.GetTSObject(centerPoint); args[2] = radius; this.teklaObject = TSActivator.CreateInstance("Tekla.Structures.Drawing.Circle", args); }
static extern GtkWidgetPointer gtk_spin_button_new (GtkAdjustmentPointer adjustment, gdouble climb_rate, guint digits);
/// <summary> /// Converts a value into the Value object. /// </summary> /// <param name="value">The value to convert.</param> public static Value V(this System.Double value) { return(new Value(value)); }
public Size3D() { _L = new System.Double(); _W = new System.Double(); _H = new System.Double(); }
/// <summary> /// Converts the specified value into the literal value. /// </summary> /// <param name="value">The value to be used as literal.</param> public static Value L(this System.Double value) { return(new Value(value, Parameterization.None)); }
public SpeedHeading2D() { _Speed = new System.Double(); _Heading = new System.Double(); }
/// <summary> /// Converts a value of one data type to another. /// </summary> /// <param name="value">The value to convert.</param> /// <param name="dataType">The target data type definition.</param> public static SysFn CastAs(this System.Double value, Wall.DataType dataType) { return(Designer.Cast(value, dataType)); }
public SpeedHeading2D(global::RTC.SpeedHeading2D source) { _Speed = source.speed; _Heading = source.heading; }
static void Main(string[] args) { // Use "Debugging" and "Watch" to study variables and constants //1) declare variables of all simple types: //bool, char, byte, sbyte, short, ushort, int, uint, long, ulong, decimal, float, double // their names should be: //boo, ch, b, sb, sh, ush, i, ui, l, ul, de, fl, d0 // initialize them with 1, 100, 250.7, 150, 10000, -25, -223, 300, 100000.6, 8, -33.1 // Check results (types and values). Is possible to do initialization? // Fix compilation errors (change values for impossible initialization) bool boo = true; char ch = 'c'; byte b = 250; sbyte sb = 120; short sh = 10000; ushort ush = 25; int i = -223; uint ui = 300; long l = 500; ulong ul = 400; decimal de = 100000.6M; float fl = 255.5F; double d0 = 234.5; //2) declare constants of int and double. Try to change their values. const int ci = 12; const double cd0 = 12.5; //3) declare 2 variables with var. Initialize them 20 and 20.5. Check types. // Try to reinitialize by 20.5 and 20 (change values). What results are there? var one = 20; var two = 20.5; //one = 20.5; //two = 20; // 4) declare variables of System.Int32 and System.Double. // Initialize them by values of i and d0. Is it possible? System.Int32 varone = i; System.Double vartwo = d0; if (true) { // 5) declare variables of int, char, double // with names i, ch, do // is it possible? // int i = 12; //char ch = 'a'; //double d0 = 1234.7; // 6) change values of variables from 1) i = 12; ch = 'a'; d0 = 1234.7; } // 7)check values of variables from 1). Are they changed? Think, why // 8) use implicit/ explicit conversion to convert variables from 1). // Is it possible? // Fix compilation errors (in case of impossible conversion commemt that line). // int -> char i = ch; // bool -> short //boo = sh; // double -> long d0 = l; // float -> char fl = ch; // int to char i = ch; // decimal -> double de = (decimal)d0; // byte -> uint b = (byte)ui; // ulong -> sbyte ul = (ulong)sb; // 9) and reverse conversion with fixing compilation errors. ch = (char)i; // bool -> short //sh = boo; // double -> long l = (long)d0; // float -> char ch = (char)fl; // int to char ch = (char)i; // decimal -> double d0 = (double)de; // byte -> uint ui = b; // ulong -> sbyte sb = (sbyte)ul; // 10) declare int nullable value. Initialize it with 'null'. // Try to initialize variable i with 'null'. Is it possible? //int nullabe = null; }
public SpeedHeading3D() { _Speed = new System.Double(); _Direction = new ReactiveRTM.RTC.Orientation3D(); }
} //CanConvertFrom public override object ConvertFrom(System.ComponentModel.ITypeDescriptorContext context, System.Globalization.CultureInfo culture, object value) { string[] extrema = ((string)value).Split(new char[] { ' ' }, System.StringSplitOptions.RemoveEmptyEntries); return new Domain(Numeric.Parse(extrema[0]), Numeric.Parse(extrema[1]), Numeric.Parse(extrema[2]), Numeric.Parse(extrema[3])); } //ConvertFrom
public void SetLowerLimit(Scalar ang1min) { btHinge2Constraint_setLowerLimit(Native, ang1min); }
public WorldPoint(Numeric x, Numeric y) { X = x; Y = y; }
/// <summary> /// Creates an array of random values in the given range [<paramref name="min"/>, <paramref name="max"/>]. /// </summary> /// <param name="size">The length of the array, aka the number of values</param> /// <param name="min">The lower bound.</param> /// <param name="max">The upper bound.</param> /// <returns>An array of random values</returns> public static System.Double[] GetRandomOrdinates(System.Int32 size, System.Double min, System.Double max) { System.Double[] arr = new System.Double[size]; System.Double width = max - min; for (System.Int32 i = 0; i < size; i++) { System.Double randomValue = _rng.NextDouble(); arr[i] = min + randomValue * width; } return(arr); }
public static VECTOR Lerp(VECTOR a, VECTOR b, FLOAT amount) { return(VECTOR.Lerp(a, b, amount)); }
public void SetValue(number value) { _watts = null; _value = value; }
[MethodImpl(MethodImplOptions.AggressiveInlining)] public static VECTOR Lerp(VECTOR a, VECTOR b, FLOAT amount) { return(VECTOR.Lerp(a, b, amount)); }
public ScalarColor3(Scalar Red, Scalar Green, Scalar Blue) { this.Red = Red; this.Green = Green; this.Blue = Blue; }
[MethodImpl(MethodImplOptions.AggressiveInlining)] public static VECTOR Lerp(VECTOR a, VECTOR b, FLOAT amount) { return(new VECTOR(a.X + ((b.X - a.X) * amount), a.Y + ((b.Y - a.Y) * amount))); }
/// <summary> /// Gets the tangent of a point on the spline that's close to the desired point along the spline. For example, if u = 0.5, then the direction vector /// that's about halfway through the spline will be returned. The returned value will be a normalized direction vector. /// </summary> /// <param name="u">How far along the spline to sample (for example, 0.5 will be halfway along the length of the spline). Should be between 0 and 1.</param> /// <returns>The position on the spline.</returns> public VECTOR Tangent(FLOAT u) { Spline.SamplePos pos = _spline.GetSamplePosition(u); return _spline.Curves[pos.Index].Tangent(pos.Time); }
public PoseFeature() { _Probability = new System.Double(); _Position = new ReactiveRTM.RTC.Pose2D(); _Covariance = new ReactiveRTM.RTC.Covariance2D(); }
/// <summary> /// Gets the position of a point on the spline that's close to the desired point along the spline. For example, if u = 0.5, then a point /// that's about halfway through the spline will be returned. The returned point will lie exactly on one of the curves that make up the /// spline. /// </summary> /// <param name="u">How far along the spline to sample (for example, 0.5 will be halfway along the length of the spline). Should be between 0 and 1.</param> /// <returns>The position on the spline.</returns> public VECTOR Sample(FLOAT u) { return _spline.Sample(u); }
public PoseFeature(global::RTC.PoseFeature source) { _Probability = source.probability; _Position = new ReactiveRTM.RTC.Pose2D(source.position); _Covariance = new ReactiveRTM.RTC.Covariance2D(source.covariance); }
public RangerConfig() { _MinAngle = new System.Double(); _MaxAngle = new System.Double(); _AngularRes = new System.Double(); _MinRange = new System.Double(); _MaxRange = new System.Double(); _RangeRes = new System.Double(); _Frequency = new System.Double(); }
public RangerConfig(global::RTC.RangerConfig source) { _MinAngle = source.minAngle; _MaxAngle = source.maxAngle; _AngularRes = source.angularRes; _MinRange = source.minRange; _MaxRange = source.maxRange; _RangeRes = source.rangeRes; _Frequency = source.frequency; }
internal NodeFloat(Location location, lfloat value) : base(location) { this.value = value; }
public RGBColour() { _R = new System.Double(); _G = new System.Double(); _B = new System.Double(); }
public static VECTOR Lerp(VECTOR a, VECTOR b, FLOAT amount) { return VECTOR.Lerp(a, b, amount); }
public RGBColour(global::RTC.RGBColour source) { _R = source.r; _G = source.g; _B = source.b; }
static extern GtkObjectPointer gtk_adjustment_new (gdouble value, gdouble lower, gdouble upper, gdouble step_increment, gdouble page_increment, gdouble page_size);
public Size2D(global::RTC.Size2D source) { _L = source.l; _W = source.w; }
static extern GtkWidgetPointer gtk_vscale_new_with_range (gdouble min, gdouble max, gdouble step);
public real GetValue(int seed, real3 p) { int3 ijk = FastRound(p); real3 p0 = p - ijk; int3 nSign = (int3)(-1.0f - p0) | 1; real3 a0 = nSign * -p0; ijk *= Prime; real value = 0; real a = (0.6f - p0.x * p0.x) - (p0.y * p0.y + p0.z * p0.z); for (int l = 0; ; l++) { if (a > 0) { value += (a * a) * (a * a) * GradCoord(seed, ijk.x, ijk.y, ijk.z, p0.x, p0.y, p0.z); } if (a0.x >= a0.y && a0.x >= a0.z) { real b = a + a0.x + a0.x; if (b > 1) { b -= 1; value += (b * b) * (b * b) * GradCoord(seed, ijk.x - nSign.x * PrimeX, ijk.y, ijk.z, p0.x + nSign.x, p0.y, p0.z); } } else if (a0.y > a0.x && a0.y >= a0.z) { real b = a + a0.y + a0.y; if (b > 1) { b -= 1; value += (b * b) * (b * b) * GradCoord(seed, ijk.x, ijk.y - nSign.y * PrimeY, ijk.z, p0.x, p0.y + nSign.y, p0.z); } } else { real b = a + a0.z + a0.z; if (b > 1) { b -= 1; value += (b * b) * (b * b) * GradCoord(seed, ijk.x, ijk.y, ijk.z - nSign.z * PrimeZ, p0.x, p0.y, p0.z + nSign.z); } } if (l == 1) { break; } a0 = 0.5f - a0; p0 = nSign * a0; a += (0.75f - a0.x) - (a0.y + a0.z); ijk += (nSign >> 1) & Prime; nSign = -nSign; seed = ~seed; } return(value * 32.69428253173828125f); }