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public void multiply with shift int p scalar x int long x p scalar math utils shift count y int long y p scalar math utils shift count
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prevents integer overflow
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public void multiply with shift int p scalar int p shift count x int long x p scalar math utils shift count p shift count y int long y p scalar math utils shift count p shift count
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prevents integer overflow
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public void add dynamic body soft body p to add if object pools inited tmp dynamic bodies add element p to add return ifdef debug if dynamic bodies len max dynamic bodies system out println aioob add dynamic body endif p to add properties soft body mask visible default value p to add id dynamic bodies len dynamic bodies dynamic bodies len p to add if ig dynamic bodies null ig dynamic bodies set object dynamic bodies len 1 p to add get aabb
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adds a soft body to the simulation
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public void divide int p scalar x p scalar y p scalar
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divides this vector datas by scalar
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public void divide with shift int p scalar x int long x math utils shift count p scalar y int long y math utils shift count p scalar
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performs a shift to the left before division
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public void divide with shift long p scalar x int long x math utils shift count p scalar y int long y math utils shift count p scalar
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performs a shift to the left before division
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public void divide with shift int p scalar int p shift count x int long x math utils shift count p shift count p scalar y int long y math utils shift count p shift count p scalar
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performs more shifts before division
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public vector2 plus vector2 p other return new vector2 x p other x y p other y
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creates new vector which is this p other
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public vector2 minus vector2 p other return new vector2 x p other x y p other y
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just like plus
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public void add external mass point mass point p point tmp mass points add element p point
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adds a mass point connected to this body by a spring chain
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public vector2 times int p scalar return new vector2 x p scalar y p scalar
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creates a new vector which is this scalar
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public vector2 times with shift int p scalar return new vector2 int long x p scalar math utils shift count int long y p scalar math utils shift count
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just like times but it shifts the result
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public void add neighbour soft body p body if p body null tmp objects contains p body tmp objects add element p body
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adds a body connected to this body by a spring chain
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public vector2 times with shift int p scalar int p num shifts return new vector2 int long x p scalar math utils shift count p num shifts int long y p scalar math utils shift count p num shifts
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just like times with shift
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public vector2 divided int p scalar return new vector2 x p scalar y p scalar
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creates a new vector which equals this scalar
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public void add static body static body p to add if object pools inited tmp static bodies add element p to add return ifdef debug if static bodies len max static bodies system out println aioob add static body endif static bodies static bodies len p to add p to add id static bodies len 1 if ig static bodies null ig static bodies set object p to add id p to add get aabb
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adds a static body to the simulation
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public vector2 divided with shift int p scalar return new vector2 int long x math utils shift count p scalar int long y math utils shift count p scalar
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shifts the new vector before division
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public void pre collision init coll info 0 erase information from previous frame int len points length for int k 0 k len k points k info mass point mask was colliding mass point mask was colliding with world mass point mask was colliding with movables erase old info
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for internal use clears info about collision
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public int dot product vector2 p other return x p other x y p other y
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calculates a dotproduct of this and p other vectors
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public int dot product with shift vector2 p other return int long x p other x long y p other y math utils shift count
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just like dot product but it shifts the result and prevents overflow
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public int cross product vector2 p other return x p other y y p other x
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calculates cross product of this and p other vectors
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public int cross product with shift vector2 p other return int long x p other y long y p other x math utils shift count
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just like cross product but it shifts the result and prevents overflow
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public void remove static body int p index ig static bodies unset object p index static bodies p index get aabb static bodies len if static bodies len p index ig static bodies unset object static bodies len static bodies static bodies len get aabb static bodies p index static bodies static bodies len ig static bodies set object p index static bodies p index get aabb static bodies p index id p index static bodies static bodies len null maybe we should update visible static objects too
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removes a static body from the simulation
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public void copy vector2 p other x p other x y p other y
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sets this vectors data to p others data
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public void build structural springs2 int p k int p break len int len tmp mass points size int len2 len 1 for int i 0 i len2 i spring spr new spring mass point tmp mass points element at i mass point tmp mass points element at len2 i p k p break len 1 add spring spr
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adds a spring from each point to his opposite point
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public void remove dynamic body soft body p to remove for int i 0 i dynamic bodies len i if dynamic bodies i p to remove remove dynamic body i break
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removes a soft body from the simulation
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public int normalise with shift int len length if len math utils shift koef return len x int long x math utils shift count len y int long y math utils shift count len return len
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normalises this vector and shifts the result data
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public void build structural springs3 int p k int p break len int len tmp mass points size for int i 0 i len i for int j i 2 j len j spring spr new spring mass point tmp mass points element at i mass point tmp mass points element at j p k p break len 1 add spring spr
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adds a spring from each point to each other
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public int length int x x 0 x x absolute values int y y 0 y y if x 0 return y if y 0 return x if x y swap x and y if x y see wyvill g1 436 x y y x x y int t y y 1 return x x 5 x 7 t 2 t 6
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lineary approximates the length of this vector
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public void build structural springs4 int p k int p break len build structural springs2 p k 6 p break len int len tmp mass points size for int i 0 j len 1 k len 2 i len k j j i i spring spr new spring mass point tmp mass points element at i mass point tmp mass points element at k p k p break len 1 add spring spr
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creates springs similar to the gish game
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public int length squared with shift return int long x x long y y math utils shift count
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returns length of this vector squared
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public long length squared return long x x long y y
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returns length of this vector squared
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public void d print out string name system out println name x math utils shift count 1 y math utils shift count 1 x y
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prints info held by this vector into the console
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public void add particle particle p to add if object pools inited tmp particles add element p to add return ifdef debug if particles len max particles system out println aioob add particle endif particles particles len p to add p to add id particles len 1 if ig particles null ig particles set object particles len 1 p to add get aabb system out println add partcle particles len max particles
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removes a particle from the simulation
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public boolean is sticked return sticky springs len 0
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true if this object is sticked to something
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public boolean is sticked to world for int i 0 i sticky springs len i if sticky springs i p2 pos null return true return false
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true if this object is sticked to the static world
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public void remove particle mass point p point for int i 0 i particles len i if particles i point equals p point remove particle i break
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removes a particle from the simulation
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public void unstick for int i 0 i sticky springs len i sticky springs i notify points to unstick sticky springs i null sticky springs len 0
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call this to unstick this object of everything
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public void integrate update mass points of a spring chain attached to this body if external mass points null for int i 0 i external mass points length i if external mass points i null if external mass points i info mass point mask dead 0 external mass points i null delete dead points else external mass points i integrate invalidate visual data so the body know it must be updated invalidate visual data integrate for int i 0 i points length i points i integrate if center point null center point integrate
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integrates motion equations to get new position of points
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public void apply external springs for int i 0 i external springs length i if external springs i null external springs i apply true external springs i die external springs i null
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applies springs attached to this body
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public void apply sticky springs spring spr for int i 0 i sticky springs len i spr sticky springs i if spr apply true if i sticky springs len 1 sticky springs i sticky springs sticky springs len 1 sticky springs len sticky springs sticky springs len null i spr notify points to unstick spr p1 null this will signal to all objects using this spring that it s broken spr null
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applies springs used for sticking
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public void accumulate forces invalidate visible objects update visibile objects accumulate forces vector2 gravity vec new vector2 0 gravity int len visible dynamic bodies 0 for int i 1 i len i soft body body dynamic bodies visible dynamic bodies i body accumulate internal forces body add force times mass gravity vec if body external mass points null body add force times mass to external mass points gravity vec len visible particles 0 for int i 1 i len i particles visible particles i point add force times mass gravity vec
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accumulates forces of all objects in the simulation
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public int compute perimeter int res 0 for int i 0 j points length 1 i points length j i i res points i pos minus points j pos length return res
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computes perimeter of the polygon determined by masspoints creating this body
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public void integrate update visibile objects integrate int len visible dynamic bodies 0 for int i 1 i len i dynamic bodies visible dynamic bodies i integrate len visible particles 0 for int i 1 i len i particles visible particles i point integrate
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integrates motion of all objects in the simulation
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public void clamp velocities of colliding update visibile objects int len visible dynamic bodies 0 for int i 1 i len i soft body body dynamic bodies visible dynamic bodies i if body coll info soft body mask was colliding 0 body clamp point velocities
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clamps velocity of all mass points in the simulation to max velocity
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public void accumulate internal forces if gas pressure 0 accumulate gas pressure force
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accumulates internal forces like the gas pressure force
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public void add force vector2 p force inlined for better performance for int i 0 i points length i points i add force p force if center point null center point add force p force for int i 0 i points length i if points i mass math utils infinity inlined for better performance points i force x p force x points i force y p force y if center point null center point mass math utils infinity inlined for better performance center point force x p force x center point force y p force y
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adds a force to the accumulator
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public void preserve volume update visibile objects preserve volume int len visible dynamic bodies 0 for int i 1 i len i dynamic bodies visible dynamic bodies i preserve volume
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runs the preservation volume algorithms on all objects in the simulation
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public void add force to non colliding vector2 p force for int i 0 i points length i mass point pt points i if pt info mass point mask was colliding mass point mask is sticked 0 pt add force p force
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adds a force to mass points which didnt collide last frame
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public void add force times mass vector2 p force for int i 0 i points length i points i add force times mass p force if center point null center point add force times mass p force
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adds a force after multiplying by the mass to the accumulator
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public void pre collision init update visibile objects int len visible dynamic bodies 0 for int l 1 l len l soft body b dynamic bodies visible dynamic bodies l b pre collision init b update aabb ig dynamic bodies len visible particles 0 for int l 1 l len l particle p particles visible particles l p pre collision init p update aabb ig particles
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clears collision information of all objects in the simulation
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public vector2 get center pos if center pos null center pos new vector2 arithmetic mean int len points length int num 0 for int i 0 i len i mass point pt points i if pt info mass point mask dead 0 center pos x pt pos x center pos y pt pos y num center pos x num center pos y num return center pos
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gets the average center position of this body
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public vector2 get linear velocity vector2 v new vector2 int len points length for int i 0 i len i mass point pt points i v x pt pos x pt last pos x v y pt pos y pt last pos y v divide points length return v
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estimates linear velocity of the body
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public boolean check convexity int len points length vector2 pt j points len 1 pos vector2 pt k points len 2 pos for int i 0 i len i vector2 pt i points i pos long edge1 x pt j x pt k x edge1 y pt j y pt k y long edge2 x pt i x pt j x edge2 y pt i y pt j y if int edge1 x edge2 y edge1 y edge2 x math utils shift count 0 return false pt k pt j pt j pt i return true
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true if this object is convex
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public void clean springs null points null center point null center pos null ground dir null sticky springs null external mass points null external springs null neighbours null draw points null fixed center pos null
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cleans up all data thus releasing memory
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private void read more lines throws ioexception while true string line client read line if line starts with lines add line substring 1 else if line equals break else lines add line
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reads multiple lines until we meet a single
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public string get textual information string buffer sb new string buffer string sep for string line lines sb append sep sb append line sep n return sb to string
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get the textual information the lines following the first as a single
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protected response send string command throws ioexception dict exception send line command return new response this
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sends a command and returns its complete response
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private void parse capabilities string s throws dict exception if s starts with s ends with throw new dict exception invalid server connect string string tokenizer st new string tokenizer s substring 1 s length 1 while st has more tokens capabilities add st next token
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parse the capabilities parameter
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public boolean has capability string cap return capabilities contains cap
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whether the specified capability is present
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public string get msg id return msg id
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get the servers initial msgid
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private void init throws ioexception dict exception socket new socket host port out new print writer new output stream writer socket get output stream utf 8 true in new buffered reader new input stream reader socket get input stream utf 8 response tmp new response this server caps connect response tmp get response status success hello send user agent
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open the socket and prepare the reader and writer
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public void remove it remove
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removes the current token
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private void check throws dict error if socket null throw new dict error resource bundle get bundle mt rcasha dict client dict messages get string connection closed
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checks that the socket is open etc
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public void close throws dict exception ioexception if socket null return send quit socket close socket null
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close the connection to the dict server
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private void set method java lang string method if method starts with throw new runtime exception invalid method this method method substring 1 to lower case
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setter for property method
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private void set host java lang string host this host host
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setter for property host
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public response auth string user string shared secret throws ioexception dict exception return send auth user hash server caps get msg id shared secret
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authenticate the user
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private string hash string s throws dict exception try message digest md message digest get instance md5 md update s get bytes utf 8 byte checksum md digest string buffer sb new string buffer for int i 0 i checksum length i string hs integer to hex string char checksum i 0x ff if hs length 2 sb append 0 sb append hs return sb to string catch exception e throw new dict exception e
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return the md5 hash as a hex string
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private void set database java lang string database this database database
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setter for property database
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private void set strategy java lang string strategy if strategy null strategy equals strategy dict client strategy default this strategy strategy
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setter for property strategy
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private void set word java lang string word this word word
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setter for property word
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public string get status throws dict exception ioexception response res send status single response sr res get response status success status return sr get first line
|
gets information about the dict server status as a single line string
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public int get def num return def num
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getter for property def num
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private void set def num string tmp if tmp length 0 def num integer parse int tmp
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setter for property def num
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public string get database info string db throws ioexception dict exception response res send show info db single response sr res get response status info database return sr get textual information
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gets information about the specified database as freeform text in a multiline string
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public boolean get throw exceptions return throw exceptions
|
what to do in the event of a command returning an error status
|
public void set throw exceptions boolean throw exceptions this throw exceptions throw exceptions
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what to do in the event of a command returning an error status
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public tci module id get defining module return null
|
returns b null b if type is a ttcn 3 base type
|
public integer value yatr add op object o integer value yatr i new integer value yatr o i set integer this m value i m value return i
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returns new instance for the mod operator
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public void set root module module root module this root module root module
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set the root module of a ats called in tci root module
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public tri component id start control assert runtime control null callable info ci root module get callable control if ci null throw new runtime exception module root module get module name have no control part component c root module create control this ro ci c start test component req ci null tci chprovided control runtime control c return c get component id
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create a new control component and run it
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private void choose file todo choose file by a filename if new file get path file separator application myfuses application file is file set file new file get path file separator application myfuses application file if new file get path file separator application fusebox application file is file set file new file get path file separator application fusebox application file
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choose the application file
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private void set path string path this path path
|
set application path
|
private menu show menu final menu res new menu fill menu res cur get class return res
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create a menu with all the get methods
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public void set auto commit final boolean auto commit if this auto commit auto commit commit null this auto commit auto commit
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sets this maps auto commit state to the given state
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private void return to pool if pool null try pool return object this catch exception e1 log error exception e1 this pool null
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returns the thread to the pool
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private void reset this runnable null this sync object null
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reset the memebers to service next request
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public void commit if auto commit return commit get current thread id
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commits the changes to the map so that all threads
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public void test size map m make map assert equals 0 m size local test node nodes make local nodes for int k 0 k nodes length k m put nodes k get key nodes k get value assert equals k 1 m size int count m size for int k 0 k nodes length k m remove nodes k get key count assert equals count m size failed remove should not affect size m remove nodes k get key assert equals count m size
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test size method
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public void test contains key map m make map assert true m contains key foo local test node nodes make local nodes for int k 0 k nodes length k m put nodes k get key nodes k assert true m contains key nodes k get key assert true m contains key new integer 1 assert true m contains key foo for int k 0 k nodes length k m remove nodes k get key assert true m contains key nodes k get key
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test contains key method
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public void test put map m make map local test node nodes make local nodes for int k 0 k nodes length k assert null m put nodes k get key nodes k get value assert not null m put nodes k get key foo assert null m put new integer integer nodes k get key int value 1 nodes k get value
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test put method
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protected string get current thread id string attach id string thread session get value get thread session key if attach id null return attach id thread thread thread current thread return thread to string thread hash code
|
retrieve the current thread id for use by the
|
private boolean valid node final node k v node final string thread id if auto commit node null return node null return node is node deleted thread id node is node added null node is node no change thread id
|
checks that this node is valid for the current thread
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public void test hash code map m transactional hash map make map local test node nodes make local nodes for int k 0 k nodes length k m put nodes k get key nodes k map m1 transactional hash map make map for int k nodes length 1 k 0 k m1 put nodes k get key nodes k assert equals m hash code m1 hash code
|
test hash code method
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public int compare to object o local test node other local test node o int rval get key compare to other get key if rval 0 rval get value compare to other get value return rval
|
method compare to
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private object do get final object o final int index check non null comparable o index node k v node lookup valid o index get current thread id return node null null node get data opposite index index
|
common get logic used to get by key or get by value
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private int compare final int o1 status final object o1 final int o2 status final object o2 final int index if comparators index null if o1 instanceof transactional comparable return transactional comparable o1 compare to o1 status o2 o2 status else return comparable o1 compare to o2 else return comparators index compare o1 o2
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compare two objects
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private void check key final object key check non null comparable key key
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check a key for validity
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private void check value final object value check non null comparable value value
|
check a value for validity
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