bool GdiBitmapBufferedContext::deactivate() { if (!isActivated()) return true; if (NULL == memBmp_ || NULL == memDC_ || NULL == hDC_) return false; setActivation(false); return true; }
bool GdiPrintContext::deactivate() { if (!isActivated()) return true; if (NULL == memBmp_ || NULL == memDC_ || NULL == printDC_) return false; setActivation(false); return true; }
bool WglBitmapBufferedContext::deactivate() { if (!isActivated()) return true; if (NULL == memBmp_ || NULL == memDC_ || NULL == hDC_) return false; setActivation(false); return wglMakeCurrent(NULL, NULL) == TRUE; }
void RuleBlock::activate() { FL_DBG("==================="); FL_DBG("ACTIVATING RULEBLOCK " << getName()); if (not getActivation()) { setActivation(new General); } FL_DBG("Activation: " << getActivation()->className() << " " << getActivation()->parameters()); getActivation()->activate(this); }
bool GdiContext::deactivate() { if (!isActivated()) return true; if (NULL == hDC_) return false; setActivation(false); return true; }
bool GdiBitmapBufferedContext::activate() { if (isActivated()) return true; if (NULL == memBmp_ || NULL == memDC_ || NULL == hDC_) return false; setActivation(true); return true; // draw something into memDC_ }
bool ViFann::setActivation(const Activation &activation) { if(mNetwork == NULL) return false; int layers = fann_get_num_layers(mNetwork); for(mI = 1; mI < layers; ++mI) { if(!setActivation(activation, mI)) return false; } return true; }
bool GdiPrintContext::activate() { if (isActivated()) return true; if (NULL == memBmp_ || NULL == memDC_ || NULL == printDC_) return false; setActivation(true); return true; // draw something into memDC_ }
bool GdiContext::activate() { if (isActivated()) return true; if (NULL == hDC_) return false; setActivation(true); return true; // draw something into hDC_ }
bool ViFann::setActivation(const QList<Activation> &activations) { if(mNetwork == NULL) return false; if(fann_get_num_layers(mNetwork) - 1 != activations.size()) return false; // -1 because of the input layer int layers = fann_get_num_layers(mNetwork); for(mI = 1; mI < layers; ++mI) { if(!setActivation(activations[mI - 1], mI)) return false; } return true; }
bool WglBitmapBufferedContext::activate() { if (isActivated()) return true; if (NULL == memBmp_ || NULL == memDC_ || NULL == hDC_) return false; const bool ret = (wglGetCurrentContext() == wglRC_) ? true : (wglMakeCurrent(memDC_, wglRC_) == TRUE); if (ret) { setActivation(true); return true; } else return false; // draw something into rendering context }
//----Inhibits neighbouring cells----// float doInhibition(float stepSize) { float inhibition = globalInhibition * stepSize; float activationSum = 0; numActive = 0; //clear number of active cells counter //initialise loop variable char i; char j; char k; for(i = 0; i < sizeX; i++) { for(j = 0; j < sizeY; j++) { for(k = 0; k < sizeTheta; k++) { if(poseWorld.poseActivity[i].array2D[j][k] > 0) //if cell active { float activation = poseWorld.poseActivity[i].array2D[j][k] - inhibition; if(activation <=0) { activation = 0; //cant have negative activity } setActivation(i, j, k, activation); //set activation and see if is maximum activationSum += activation; if(activation>0) { numActive++; //increase number of active cells } } } } } return activationSum; }
void ShipModulesControllerSystem::processEntities(const vector<Entity*>& p_entities) { // Process all modules for (unsigned int i = 0; i < p_entities.size(); i++) { NetworkSynced* netSync = static_cast<NetworkSynced*>(p_entities[i]->getComponent(ComponentType::NetworkSynced)); for (unsigned int j = 0; j < m_toActivate.size(); j++) { if (m_toActivate[j] == netSync->getNetworkOwner()) { //Do Activate setActivation(p_entities[i], true); m_toActivate[j] = m_toActivate.back(); m_toActivate.pop_back(); j--; } } for (unsigned int j = 0; j < m_toDeactivate.size(); j++) { if (m_toDeactivate[j] == netSync->getNetworkOwner()) { //Do Deactivate setActivation(p_entities[i], false); m_toDeactivate[j] = m_toDeactivate.back(); m_toDeactivate.pop_back(); j--; } } for (unsigned int j = 0; j < m_toHighlight.size(); j++) { if (m_toHighlight[j].id == netSync->getNetworkOwner()) { //Do highlight changeHighlight(p_entities[i], m_toHighlight[j].slot, m_toHighlight[j].status); m_toHighlight[j] = m_toHighlight.back(); m_toHighlight.pop_back(); j--; } } //Check to see if modules should be dropped pair<float,int> massBoosters(0.0f,0); checkDrop_ApplyScoreAndDamage(p_entities[i],massBoosters); // send mass and booster count to client if(static_cast<TimerSystem*>(m_world->getSystem(SystemType::TimerSystem))-> checkTimeInterval(TimerIntervals::EverySecond)) { // add ship mass too! float shipmass=0.0f; PhysicsBody* body = static_cast<PhysicsBody*>( p_entities[i]->getComponent(ComponentType::PhysicsBody)); shipmass = m_physicsSystem->getController()->getBody(body->m_id)->GetMass(); // sendMassBoostersTotal(netSync->getNetworkOwner(), 50.0f*(1.5f*shipmass+0.4f*massBoosters.first),massBoosters.second); } //Check if the player has recieved enough damage score for it to be applied PlayerSystem* playerSys = static_cast<PlayerSystem*> (m_world->getSystem(SystemType::PlayerSystem)); NetworkSynced* sync = static_cast<NetworkSynced*>(p_entities[i]->getComponent(ComponentType::NetworkSynced)); PlayerComponent* scoreComponent = playerSys->getPlayerCompFromNetworkComp(sync); if (scoreComponent) { Transform* trans = static_cast<Transform*>(p_entities[i]->getComponent(ComponentType::Transform)); if (scoreComponent->getDealtDamageScore() > 5) { setScoreEffect(sync->getNetworkOwner(), trans, (int)(scoreComponent->getDealtDamageScore()+0.5f)); scoreComponent->applyDealtDamageScore(); } } } }
//----Injects additional activity into cells----// void injectEnergy (float stepSize, char xCell, char yCell, char thetaCell) { float previousActivation = poseWorld.poseActivity[xCell].array2D[yCell][thetaCell]; setActivation(xCell,yCell,thetaCell, previousActivation + (injectionStrength * stepSize)); }
//----Injects additional activity into cells----// void injectEnergy (float stepSize, char xCell, char yCell, char thetaCell) { float previousActivation = poseWorld.poseActivity[poseAssoc.xCell].array2D[poseAssoc.yCell][poseAssoc.thetaCell]; setActivation(poseAssoc.xCell,poseAssoc.yCell,poseAssoc.thetaCell, previousActivation + injectionStrength * stepSize); }