Exemplo n.º 1
0
void LanguageModel::EvaluateInIsolation(MemPool &pool, const System &system,
                                        const Phrase<Moses2::Word> &source, const TargetPhraseImpl &targetPhrase, Scores &scores,
                                        SCORE &estimatedScore) const
{
  if (targetPhrase.GetSize() == 0) {
    return;
  }

  SCORE score = 0;
  SCORE nonFullScore = 0;
  vector<const Factor*> context;
//	context.push_back(m_bos);

  context.reserve(m_order);
  for (size_t i = 0; i < targetPhrase.GetSize(); ++i) {
    const Factor *factor = targetPhrase[i][m_factorType];
    ShiftOrPush(context, factor);

    if (context.size() == m_order) {
      std::pair<SCORE, void*> fromScoring = Score(context);
      score += fromScoring.first;
    } else {
      std::pair<SCORE, void*> fromScoring = Score(context);
      nonFullScore += fromScoring.first;
    }
  }

  scores.PlusEquals(system, *this, score);
  SCORE weightedScore = Scores::CalcWeightedScore(system, *this, nonFullScore);
  estimatedScore += weightedScore;
}
Exemplo n.º 2
0
/**
 * @brief FacialModule::onScoreRequest
 * On charge le modèle contenue dans le filename
 * On enregistre l'image de la personne dans une Mat
 * On tente la reconnaissance
 * @param p
 */
void FacialModule::onScoreRequest(Packet *p) {

    ScoreResultPacket pReturn(p);
    ScoringVector *score = new ScoringVector();

    FacialUtils::loadFaceRecognizer(_faceRecognizer, FACERECO);

    vector<uint8> img(p->getData(), p->getData() + p->getBodySize());

    Mat m = imdecode(img, CV_LOAD_IMAGE_GRAYSCALE);

    //On recupère la prediction;
    double confidence = 0.0;
    int predictedLabel = -1;

    try {
        _faceRecognizer->predict(m, predictedLabel, confidence);
    } catch(Exception) {
        *this << WARNING << "Impossible de prédire un score" << endl;
        score->push_back(Score("Inconnu", confidence));
    }

    map<int, string> names = FacialUtils::reloadFromCSVFile(FICHIER);

    if(predictedLabel != -1) {
        score->push_back(Score(names[predictedLabel], confidence));
        //*this << INFO << names[predictedLabel] << confidence << endl;
    }

    pReturn.setScoringVector(score)->doSend();
}
Exemplo n.º 3
0
//destroys the asteroid, spawning new ones if necessary
void AsteroidHit(LIST * a, int fromplayershot)
{
   if(a)
   {
      PlaySoundIndex(SND_EXP_ASTEROID);

      SpawnExplosion(NewListNode(&g_explosion_list, sizeof(EXPLOSION)), &(((ASTEROID *)a->d)->pos), (int)(((ASTEROID *)a->d)->scale) * 8);

      if(((ASTEROID *)a->d)->scale > 1.0f)
      {
         if(fromplayershot)
            Score(((ASTEROID *)a->d)->scale > 2.0f ? 20 : 50, &(((ASTEROID *)a->d)->pos));

         SpawnAsteroid(NewListNode(&g_asteroid_list, sizeof(ASTEROID)), &(((ASTEROID *)a->d)->pos), ((ASTEROID *)a->d)->scale * 0.5f);
         SpawnAsteroid(NewListNode(&g_asteroid_list, sizeof(ASTEROID)), &(((ASTEROID *)a->d)->pos), ((ASTEROID *)a->d)->scale * 0.5f);
      }
      else if(fromplayershot)
         Score(100, &(((ASTEROID *)a->d)->pos));

      RemoveNode(a, &g_asteroid_list);

      if(!g_asteroid_list && g_ships)
         g_time_to_reset = RESET_TIME;
   }
}
Exemplo n.º 4
0
Score LexicalReorderingTableTree::auxFindScoreForContext(const Candidates& cands, const Phrase& context){
  if(m_FactorsC.empty()){
	assert(cands.size() <= 1);
	return (1 == cands.size())?(cands[0].GetScore(0)):(Score());
  } else {
	std::vector<std::string> cvec;
	for(size_t i = 0; i < context.GetSize(); ++i){
	  /* old code
      std::string s = context.GetWord(i).ToString(m_FactorsC);
	  cvec.push_back(s.substr(0,s.size()-1));
      */
	  cvec.push_back(context.GetWord(i).GetString(m_FactorsC, false));
	}
	IPhrase c = m_Table.ConvertPhrase(cvec,TargetVocId);
	IPhrase sub_c;
	IPhrase::iterator start = c.begin();
	for(size_t j = 0; j <= context.GetSize(); ++j, ++start){
	  sub_c.assign(start, c.end()); 
	  for(size_t cand = 0; cand < cands.size(); ++cand){
		IPhrase p = cands[cand].GetPhrase(0);
		if(cands[cand].GetPhrase(0) == sub_c){
		  return cands[cand].GetScore(0);
		}
	  }
	}
	return Score();
  }
}
Exemplo n.º 5
0
bool GameMaster::CollisionCheck()
{
	if (m_ball.GetPosition().TopLeft().x + 1 <= m_player1.GetPaddle().BottomRight().x &&
		m_ball.GetPosition().BottomRight().y + 1 >= m_player1.GetPaddle().TopLeft().y &&
		m_ball.GetPosition().TopLeft().y + 1 <= m_player1.GetPaddle().BottomRight().y)
		m_ball.ChangeSpeedX();

	if (m_ball.GetPosition().BottomRight().x + 1 >= m_player2.GetPaddle().TopLeft().x &&
		m_ball.GetPosition().BottomRight().y + 1 >= m_player2.GetPaddle().TopLeft().y &&
		m_ball.GetPosition().TopLeft().y + 1 <= m_player2.GetPaddle().BottomRight().y)
		m_ball.ChangeSpeedX();

	if (m_ball.GetPosition().TopLeft().y <= m_WInfo.top + 15 || m_ball.GetPosition().BottomRight().y >= m_WInfo.bottom)
		m_ball.ChangeSpeedY();

	if (m_ball.GetPosition().TopLeft().x <= m_player1.GetPaddle().BottomRight().x - 5)
	{
		return Score(2);
	}

	if (m_ball.GetPosition().BottomRight().x >= m_player2.GetPaddle().TopLeft().x + 5)
	{
		return Score(1);
	}

	return false;

}
float MulticlassPA::TrainOneExample(const vector<float>& inputs, int target) {
  //CHECK_GE(target, 0);
  //CHECK_LT(target, num_classes_);
  float target_class_score = Score(inputs, parameters_[target]);
  //  VLOG(1) << "target class " << target << " score " << target_class_score;
  int other_class = PickAClassExcept(target);
  float other_class_score = Score(inputs, parameters_[other_class]);
  //  VLOG(1) << "other class " << other_class << " score " << other_class_score;
  float loss = 1.0 - target_class_score + other_class_score;
  if (loss > 0.0) {
    // Compute the learning rate according to PA-I.
    float twice_norm_square = L2NormSquare(inputs) * 2.0;
    if (twice_norm_square == 0.0) {
      twice_norm_square = kEpsilon;
    }
    float rate = loss / twice_norm_square;
    if (rate > aggressiveness_) {
      rate = aggressiveness_;
    }
    //    VLOG(1) << "loss = " << loss << " rate = " << rate;
    // Modify the parameter vectors of the correct and wrong classes
    for (int i = 0; i < static_cast<int>(inputs.size()); ++i) {
      // First modify the parameter value of the correct class
      parameters_[target][i] += rate * inputs[i];
      // Then modify the parameter value of the wrong class
      parameters_[other_class][i] -= rate * inputs[i];
    }
    return loss;
  }
  return 0.0;
}
Exemplo n.º 7
0
// Compare SAMAlignment objects by qName, score and 
// target positions.
bool byQNameScoreTStart(const SAMAlignment & a, 
                        const SAMAlignment & b) {
    if (a.qName == b.qName) {
        if (a.score == b.score) 
            return a.pos < b.pos;
        return Score(a.score, scoreSign).WorseThan(Score(b.score, scoreSign));
    }
    return (a.qName < b.qName);
}
Exemplo n.º 8
0
bool HitPolicy::compareByScoreTStart(const PacBio::BAM::BamRecord & a, const PacBio::BAM::BamRecord & b) const {
    assert(a.Impl().HasTag(AS) and b.Impl().HasTag(AS));
    assert(a.FullName() == b.FullName());
    const int aScore = a.Impl().TagValue(AS).ToInt32();
    const int bScore = b.Impl().TagValue(AS).ToInt32();
    if (aScore == bScore)
        return a.ReferenceStart() < b.ReferenceEnd();
    return Score(aScore, _sign).WorseThan(Score(bScore, _sign));
}
Exemplo n.º 9
0
void GameWidget::loadDefaultScores()
{
    m_scores.append(Score("Jean-Luc Picard", 10000000));//1
    m_scores.append(Score("William T. Riker", 5000000));//2
    m_scores.append(Score("Data",             1000000));//3
    m_scores.append(Score("Deanna Troi",       500000));//4
    m_scores.append(Score("Geordi La Forge",   100000));//5
    m_scores.append(Score("Worf",               50000));//6
    m_scores.append(Score("Beverly Crusher",    10000));//7
    m_scores.append(Score("Tasha Yar",           5000));//8
    m_scores.append(Score("Reginald Barclay",    1000));//9
    m_scores.append(Score("Wesley Crusher",       500));//10
}
Exemplo n.º 10
0
void LanguageModel::EvaluateWhenApplied(const ManagerBase &mgr,
                                        const Hypothesis &hypo, const FFState &prevState, Scores &scores,
                                        FFState &state) const
{
  const LMState &prevLMState = static_cast<const LMState &>(prevState);
  size_t numWords = prevLMState.numWords;

  // context is held backwards
  vector<const Factor*> context(numWords);
  for (size_t i = 0; i < numWords; ++i) {
    context[i] = prevLMState.lastWords[i];
  }
  //DebugContext(context);

  SCORE score = 0;
  std::pair<SCORE, void*> fromScoring;
  const TargetPhrase<Moses2::Word> &tp = hypo.GetTargetPhrase();
  for (size_t i = 0; i < tp.GetSize(); ++i) {
    const Word &word = tp[i];
    const Factor *factor = word[m_factorType];
    ShiftOrPush(context, factor);
    fromScoring = Score(context);
    score += fromScoring.first;
  }

  const Bitmap &bm = hypo.GetBitmap();
  if (bm.IsComplete()) {
    // everything translated
    ShiftOrPush(context, m_eos);
    fromScoring = Score(context);
    score += fromScoring.first;
    fromScoring.second = NULL;
    context.clear();
  } else {
    assert(context.size());
    if (context.size() == m_order) {
      context.resize(context.size() - 1);
    }
  }

  scores.PlusEquals(mgr.system, *this, score);

  // return state
  //DebugContext(context);

  LMState &stateCast = static_cast<LMState&>(state);
  MemPool &pool = mgr.GetPool();
  stateCast.Set(pool, fromScoring.second, context);
}
Exemplo n.º 11
0
std::pair<unsigned int, uint8_t> Find_single_byte_xor_key(const std::vector<uint8_t>& buffer1)
{
    auto best_score = 0u;
    uint8_t best_key = 0;

    uint8_t key = 0;
    for(auto ix = 0; ix < 256; ++ix)
    {
        const std::vector<uint8_t> key_vector(&key, &key + 1);
        const auto xor_sum = Xor_sum_vectors(buffer1, key_vector);

        auto score = Score(xor_sum);
        PortableRuntime::dprintf("Key: %d, score: %u\n", ix, score);
        if(score > best_score)
        {
            best_score = score;
            best_key = key;
        }
        ++key;
    }

    PortableRuntime::dprintf("Best key: %u\nBest score: %u\n", static_cast<unsigned int>(best_key), best_score);

    // TODO: why are types necessary here?
    return std::pair<unsigned int, uint8_t>(best_score, best_key);
    //return std::pair(best_score, best_key);
}
Exemplo n.º 12
0
std::vector<float>  LexicalReorderingTableMemory::GetScore(const Phrase& f,
														   const Phrase& e,
														   const Phrase& c) {
  //rather complicated because of const can't use []... as [] might enter new things into std::map
  //also can't have to be careful with words range if c is empty can't use c.GetSize()-1 will underflow and be large
  TableType::const_iterator r;
  std::string key;
  if(0 == c.GetSize()){
	key = MakeKey(f,e,c);
	r = m_Table.find(key);
	if(m_Table.end() != r){
	  return r->second;
	}
  } else {
	//right try from large to smaller context
	for(size_t i = 0; i <= c.GetSize(); ++i){
	  Phrase sub_c(c.GetSubString(WordsRange(i,c.GetSize()-1)));
	  key = MakeKey(f,e,sub_c);
	  r = m_Table.find(key);
	  if(m_Table.end() != r){
		return r->second;
	  }
	}
  }
  return Score(); 
}
Exemplo n.º 13
0
//initializes or resets the state of the game
void NextLevel(void)
{
   int i;

   PlaySoundIndex(SND_NEWLEVEL);

   g_level++;

   InitStarfield(&g_starfield);

   DeleteEntireList(&g_asteroid_list);
   DeleteEntireList(&g_alien_list);
   DeleteEntireList(&g_shot_list);
   DeleteEntireList(&g_explosion_list);
   DeleteEntireList(&g_burst_list);
   DeleteEntireList(&g_powerup_list);

   i = g_player.powerups;
   ResetPlayer(&g_player);
   g_player.powerups = i;

   for(i = 0; i < (int)(log((double)g_level) + 2.5); i++)
      SpawnAsteroid(NewListNode(&g_asteroid_list, sizeof(ASTEROID)), NULL, 4.0f);

   Score((g_level > 100 ? 999 : (g_level - 1) * 10), NULL); //completion bonus

   g_frame = 0;
   g_time_to_reset = 0;
}
Exemplo n.º 14
0
std::pair<SCORE, void*> LanguageModel::Score(
  const std::vector<const Factor*> &context) const
{
  //cerr << "context=";
  //DebugContext(context);

  std::pair<SCORE, void*> ret;

  typedef Node<const Factor*, LMScores> LMNode;
  const LMNode *node = m_root.getNode(context);
  if (node) {
    ret.first = node->getValue().prob;
    ret.second = (void*) node;
  } else {
    SCORE backoff = 0;
    std::vector<const Factor*> backOffContext(context.begin() + 1,
        context.end());
    node = m_root.getNode(backOffContext);
    if (node) {
      backoff = node->getValue().backoff;
    }

    std::vector<const Factor*> newContext(context.begin(), context.end() - 1);
    std::pair<SCORE, void*> newRet = Score(newContext);

    ret.first = backoff + newRet.first;
    ret.second = newRet.second;
  }

  //cerr << "score=" << ret.first << endl;
  return ret;
}
Exemplo n.º 15
0
int main(){
	char collectString[LEN_MAX+1];
	gets(collectString);
	for(int i=0;i<strlen(collectString);i++)
		collect[collectString[i]-'a']++;
	while(true){
		gets(dictionary[wordNum]);
		if(dictionary[wordNum][0]=='.')
			break;
		if(Legal(dictionary[wordNum])){
			score[wordNum]=Score(dictionary[wordNum]);
			if(scoreMax<score[wordNum])
				scoreMax=score[wordNum];
			for(int i=0;i<wordNum;i++){
				char temp[2*LEN_MAX+1];
				strcpy(temp,dictionary[i]);
				strcat(temp,dictionary[wordNum]);
				if(Legal(temp) && scoreMax<score[i]+score[wordNum])
					scoreMax=score[i]+score[wordNum];
			}
			wordNum++;
		}
	}
	printf("%d\n",scoreMax);
	return 0;
}
Exemplo n.º 16
0
SparsePoa::ReadKey SparsePoa::AddRead(const std::string& readSequence,
                                      const PoaAlignmentOptions& /* alnOptions */,
                                      float minScoreToAdd)
{
    AlignConfig config = DefaultPoaConfig(AlignMode::LOCAL);
    Path outputPath;
    ReadKey key = -1;

    if (graph_->NumReads() == 0) {
        graph_->AddFirstRead(readSequence, &outputPath);
        readPaths_.push_back(outputPath);
        reverseComplemented_.push_back(false);
        key = graph_->NumReads() - 1;
    } else {
        auto c = graph_->TryAddRead(readSequence, config, rangeFinder_);

        if (c->Score() >= minScoreToAdd) {
            graph_->CommitAdd(c, &outputPath);
            readPaths_.push_back(outputPath);
            reverseComplemented_.push_back(false);
            key = graph_->NumReads() - 1;
        }

        delete c;
    }

    return key;
}
Exemplo n.º 17
0
//--------------------------- Render -------------------------------------
//
//------------------------------------------------------------------------
void Raven_Bot::Render()                                         
{
  //when a bot is hit by a projectile this value is set to a constant user
  //defined value which dictates how long the bot should have a thick red
  //circle drawn around it (to indicate it's been hit) The circle is drawn
  //as long as this value is positive. (see Render)
  m_iNumUpdatesHitPersistant--;


  if (isDead() || isSpawning()) return;
  
  gdi->BluePen();
  
  m_vecBotVBTrans = WorldTransform(m_vecBotVB,
                                   Pos(),
                                   Facing(),
                                   Facing().Perp(),
                                   Scale());

  gdi->ClosedShape(m_vecBotVBTrans);
  
  //draw the head
  (gdi->*(m_pTeam->GetPen()))();
  gdi->Circle(Pos(), 6.0 * Scale().x);


  //render the bot's weapon
  m_pWeaponSys->RenderCurrentWeapon();

  //render a thick red circle if the bot gets hit by a weapon
  if (m_bHit)
  {
    gdi->ThickRedPen();
    gdi->HollowBrush();
    gdi->Circle(m_vPosition, BRadius()+1);

    if (m_iNumUpdatesHitPersistant <= 0)
    {
      m_bHit = false;
    }
  }

  gdi->TransparentText();
  gdi->TextColor(0,255,0);

  if (UserOptions->m_bShowBotIDs)
  {
    gdi->TextAtPos(Pos().x -10, Pos().y-20, ttos(ID()));
  }

  if (UserOptions->m_bShowBotHealth)
  {
    gdi->TextAtPos(Pos().x-40, Pos().y-5, "H:"+ ttos(Health()));
  }

  if (UserOptions->m_bShowScore)
  {
    gdi->TextAtPos(Pos().x-40, Pos().y+10, "Scr:"+ ttos(Score()));
  }    
}
Exemplo n.º 18
0
	std::string MatchStateSystem::GetScoreList()
	{
		std::vector<Score> scoreList;
		std::string scoreString = "[";
		for(auto pair : g_networkEntityMap)
		{
			if(pair.first.ActionID != Network::ReservedActionID::CONNECT || pair.first.SequenceID != RootForce::Network::SEQUENCE_PLAYER_ENTITY || !pair.second)
				continue;

			PlayerComponent* playerComponent = g_world->GetEntityManager()->GetComponent<PlayerComponent>(pair.second);
			scoreList.push_back(Score(playerComponent->TeamID, playerComponent->Name, playerComponent->Score, playerComponent->Deaths));
		}
		std::sort(scoreList.begin(), scoreList.end(), &CompareScores);
		bool first = true;
		for(auto score : scoreList)
		{
			if(first)
				first = !first;
			else
				scoreString += ",";
			scoreString += "["+std::to_string(score.Team)+",'" + RootEngine::GUISystem::PreventHTMLInjections(score.Name) + "',"+std::to_string(score.Kills)+","+std::to_string(score.Deaths)+"]";
		}
		scoreString += "]";
		return scoreString;
	}
std::vector<PacBio::BAM::BamRecord> HitPolicy::Apply(
    const std::vector<PacBio::BAM::BamRecord>& records, const bool& createRand,
    const int& passedRand) const
{
    if (records.empty() or IsAll()) return records;

    int rint = createRand ? rand() : passedRand;
    //std::cout << "FilterCriteria " << ", " << records[0].FullName() << ", " << rint << std::endl;
    if (IsRandom()) {
        return std::vector<PacBio::BAM::BamRecord>({records[rint % records.size()]});
    }

    std::vector<PacBio::BAM::BamRecord> ret = records;
    // Sort bam records according to score and target start position.
    ScoreSign sign = this->Sign();
    std::sort(ret.begin(), ret.end(),
              [&sign](const PacBio::BAM::BamRecord& a, const PacBio::BAM::BamRecord& b) -> bool {
                  assert(a.Impl().HasTag(AS) and b.Impl().HasTag(AS));
                  assert(a.FullName() == b.FullName());
                  const int aScore = a.Impl().TagValue(AS).ToInt32();
                  const int bScore = b.Impl().TagValue(AS).ToInt32();
                  if (aScore == bScore)
                      return a.ReferenceStart() < b.ReferenceEnd();
                  else
                      return Score(aScore, sign).WorseThan(Score(bScore, sign));
              });

    // Get the best alignments whose alignment scores are the best.
    // Assume that input alignments share the same query name and
    // are sorted by score and tPos asscendingly: worst, ...., best
    int bestScore = ret[0].Impl().TagValue(AS).ToInt32();
    ret.erase(std::remove_if(ret.begin(), ret.end(),
                             [&bestScore](const PacBio::BAM::BamRecord& x) -> bool {
                                 return x.Impl().TagValue(AS).ToInt32() != bestScore;
                             }),
              ret.end());

    if (IsAllbest()) {
        return ret;
    } else if (IsRandombest()) {
        return std::vector<PacBio::BAM::BamRecord>({ret[rint % ret.size()]});
    } else if (IsLeftmost()) {
        return std::vector<PacBio::BAM::BamRecord>({ret[0]});
    } else {
        BLASR_THROW("Unsupported hit policy");
    }
}
Exemplo n.º 20
0
void StateGameOver::Reset(GameManager &Mgr)
{
    Mgr.player = Player();
    Mgr.enemies.clear();
    Mgr.lasers.clear();
    Mgr.score = Score((int)Mgr.player.hp);
    Mgr.spawner = Spawner();
}
void Pipeline::Execute(Data *data, const char *path)
{
  static unsigned int id = 0;
  vector<PipeNode*> queue;
  vector<Data*> data_queue;
  vector<unsigned int> id_queue;
  
  queue.push_back((*nodes)[0]);
  data_queue.push_back(data);
  id_queue.push_back(++id);

  for (int i = 0; i < queue.size(); i++)
    {
      id++;
      if (NULL == queue[i]->proc)
	{
	  fprintf(stderr, "NULL proccessor occured!\n");
	  return;
	}
      else
	{
	  //fprintf(stdout, "Executing: %s...\n", queue[i]->label.c_str());
	  clock_t start = clock();
	  Data *temp_data = queue[i]->proc(data_queue[i]);
	  clock_t duration = clock() - start;
	  if (NULL == data)
	    {
	      fprintf(stderr, "Null Data found after: %s, abort\n", queue[i]->label.c_str());
	      return;
	    }
	  vector<PipeNode*> *temp_succs = queue[i]->succs;
	  char filename[32];
	  char strid[32];
	  strcpy(filename, path);
	  strcat(filename, "/");
	  sprintf(strid, "%x", id);
	  strcat(filename, strid);
	  temp_data->Record(filename);
	  //write to log
	  fprintf(log, "%x %s %x %ld\n", id_queue[i], queue[i]->label.c_str(), id, duration);  //srcid, proc, dstid, duration
	  
	  for (int j = 0; j < temp_succs->size(); j++)
	    {
	      queue.push_back((*temp_succs)[j]);
	      data_queue.push_back(temp_data);
	      id_queue.push_back(id);
	    }
	  if (0 == temp_succs->size()) //last node in a path
	    {
	      //fprintf(stdout, "Scoring after: %s...\n", queue[i]->label.c_str());
              Score(queue[i], temp_data, ans);
	      //printf("Scoring done\n");
	      //fflush(stdout);
	    }
	}
    }
}
void MoveShar ()
    {
    int x = 100, y = 100;
    int x1 = 1000, y1 = 700;
    int x2 = 500, y2 = 400;
    int x3 = 800, y3 = 400;
    int vx = 3, vy = 0;
    int vx1 = -3, vy1 = 0;
    int vx2 = 0, vy2 = 3;
    int vx3 = 0, vy3 = -3;
    int Xpr = 600, Ypr = 400;
    int Xpr1 = 400, Ypr1 = 600;
    int Xpr2 = 1200, Ypr2 = 450;
    int Xpr3 = 100, Ypr3 = 600;
    int Xpr4 = 300, Ypr4 = 300;
    double dt = 1;
    double v = 3, v1 = 3, v2 = 3, v3 = 3;
    double Diametr = 20;

    while (!GetAsyncKeyState(VK_ESCAPE))
        {
        if (!GetAsyncKeyState (VK_SPACE))
            {
            txSetFillColor (TX_BLACK);
            txFloodFill (1600, 100);
            txClear ();
            }

        dt = dt + 0.001;
        Score (dt, 750, 50);
        txSetColor (TX_LIGHTRED);
        txSetFillColor (TX_LIGHTRED);
        txCircle (x, y, Diametr);
        txSetColor (TX_LIGHTGREEN);
        txSetFillColor (TX_LIGHTGREEN);
        txCircle (x1, y1, Diametr);
        txSetColor (TX_LIGHTBLUE);
        txSetFillColor (TX_LIGHTBLUE);
        txCircle (x2, y2, Diametr);
        txSetColor (TX_LIGHTMAGENTA);
        txSetFillColor (TX_LIGHTMAGENTA);
        txCircle (x3, y3, Diametr);
        Prepyatstvie (Xpr, Ypr);
        Prepyatstvie (Xpr1, Ypr1);
        Prepyatstvie (Xpr2, Ypr2);
        Prepyatstvie (Xpr3, Ypr3);
        Prepyatstvie (Xpr4, Ypr4);

        Sharik (&x, &y, &vx, &vy, &v, &dt, &Xpr, &Ypr, &Xpr1, &Ypr1, &Xpr2, &Ypr2, &Xpr3, &Ypr3, &Xpr4, &Ypr4);
        Sharik1 (&x1, &y1, &vx1, &vy1, &v1, &dt, &Xpr, &Ypr, &Xpr1, &Ypr1, &Xpr2, &Ypr2, &Xpr3, &Ypr3, &Xpr4, &Ypr4);
        Sharik2 (&x2, &y2, &vx2, &vy2, &v2, &dt, &Xpr, &Ypr, &Xpr1, &Ypr1, &Xpr2, &Ypr2, &Xpr3, &Ypr3, &Xpr4, &Ypr4);
        Sharik3 (&x3, &y3, &vx3, &vy3, &v3, &dt, &Xpr, &Ypr, &Xpr1, &Ypr1, &Xpr2, &Ypr2, &Xpr3, &Ypr3, &Xpr4, &Ypr4);
        //Chit (&v1);

        txSleep (3);
        }
    }
Exemplo n.º 23
0
int CRegionEvaluator::Evaluate(ChessType* board, ChessType col, int empties, bool end)
{
	if(end || !empties){
		return FinalScore(board, col);
	}

	int emptiesNum=CGameScript::CountChess(board, (ChessType)EMPTY);
	return Score(board, col, emptiesNum);
}
Exemplo n.º 24
0
Score LexicalReorderingTableTree::GetScore(const Phrase& f, const Phrase& e, const Phrase& c) {
  if(   (!m_FactorsF.empty() && 0 == f.GetSize())
     || (!m_FactorsE.empty() && 0 == e.GetSize())){
    //NOTE: no check for c as c might be empty, e.g. start of sentence
    //not a proper key
    // phi: commented out, since e may be empty (drop-unknown)
    //std::cerr << "Not a proper key!\n";
    return Score();
  }
  CacheType::iterator i;;
  if(m_UseCache){
    std::pair<CacheType::iterator, bool> r = m_Cache.insert(std::make_pair(MakeCacheKey(f,e),Candidates()));
    if(!r.second){
      return auxFindScoreForContext((r.first)->second, c);
    }
    i = r.first;
  } else if(!m_Cache.empty()) { 
    //although we might not be caching now, cache might be none empty!
	i = m_Cache.find(MakeCacheKey(f,e));
    if(i != m_Cache.end()){
      return auxFindScoreForContext(i->second, c);
	}
  }
  //not in cache go to file...
  Score      score;
  Candidates cands; 
  m_Table.GetCandidates(MakeTableKey(f,e), &cands);
  if(cands.empty()){
    return Score();
  } 

  if(m_FactorsC.empty()){
	assert(1 == cands.size());
	return cands[0].GetScore(0);
  } else {
	score = auxFindScoreForContext(cands, c);
  }
  //cache for future use
  if(m_UseCache){
    i->second = cands;
  }
  return score;
};
Exemplo n.º 25
0
Arquivo: Game.cpp Projeto: cearp/Pang
void Game::score()
{
	sf::Font textFont;
	textFont.loadFromFile("Fonts/BankGothic.ttf");
	//int score1,score;
	//Game::player1score =score1;
	sf::Text Score("0 0", textFont, 50);
	Score.setColor(sf::Color(100,100,100));
	Score.setPosition(sf::Vector2f(SCREEN_LENGTH / 2 - 68, 20)) ;
}
Exemplo n.º 26
0
double MerlinMatrix::Calculate(Tree & tree, const char * label)
   {
   // Clear probability vector
   probabilities.Clear();
   matrices.Clear();

   // Calculate IBDs as well as the overall likelihood
   double likelihood  = Score(tree, 0, tree.bit_count - 1, mantra.two_f);

   Output(label, likelihood);

   return likelihood * pow(2.0, -mantra.bit_count);
   }
int MulticlassPA::GetClass(const vector<float>& inputs) {
  int best_class = -1;
  float best_score = -10000.0;
  // float best_score = -MathLimits<float>::kMax;
  for (int i = 0; i < num_classes_; ++i) {
    float score_i = Score(inputs, parameters_[i]);
    if (score_i > best_score) {
      best_score = score_i;
      best_class = i;
    }
  }
  return best_class;
}
Exemplo n.º 28
0
int Player::Hit(BYTE card)
{
    if (m_nCardIdx >= (PLYR_MAX_CARDS - 1)) {
        return BJ_ERR_PROGRAM_ERR;
    }
    if (card <= 0) {
        return BJ_ERR_PROGRAM_ERR;
    }

    m_Cards[m_nCardIdx++] = card;
    m_Cards[m_nCardIdx] = PLYR_CARD_TERM;

    return Score();
}
Exemplo n.º 29
0
//destroys the alien ship
void AlienHit(LIST * a, int fromplayershot)
{
   if(a)
   {
      PlaySoundIndex(SND_EXP_OTHER);

      SpawnExplosion(NewListNode(&g_explosion_list, sizeof(EXPLOSION)), &(((ALIEN *)a->d)->pos), (((ALIEN *)a->d)->scale == 2.0f ? NUM_EXPLOSION_PARTICLES / 2 : NUM_EXPLOSION_PARTICLES));

      if(fromplayershot)
         Score((((ALIEN *)a->d)->scale == 2.0f ? 500 : 200), &(((ALIEN *)a->d)->pos));

      RemoveNode(a, &g_alien_list);
   }
}
Exemplo n.º 30
0
//destroys the powerup without getting it
void PowerupHit(LIST * p, int fromplayershot)
{
   if(p)
   {
      PlaySoundIndex(SND_EXP_OTHER);

      SpawnExplosion(NewListNode(&g_explosion_list, sizeof(EXPLOSION)), &(((POWERUP *)p->d)->pos), NUM_EXPLOSION_PARTICLES / 2);

      if(fromplayershot)
         Score(666, &(((POWERUP *)p->d)->pos));

      RemoveNode(p, &g_powerup_list);
   }
}