TEST(gm,issue109_csv_header_consistent_with_samples) { char path_separator = get_path_separator(); std::vector<std::string> model_path; model_path.push_back("src"); model_path.push_back("test"); model_path.push_back("gm"); model_path.push_back("model_specs"); model_path.push_back("compiled"); model_path.push_back("issue109"); std::string path = convert_model_path(model_path); std::string samples = path + ".csv"; std::string command = path + " --iter=1" + " --warmup=0" + " --samples=" + samples; run_command(command); std::ifstream ifstream; ifstream.open(samples.c_str()); stan::mcmc::chains<> chains(stan::io::stan_csv_reader::parse(ifstream)); ifstream.close(); EXPECT_EQ(1, chains.num_samples()); EXPECT_FLOAT_EQ(1, chains.samples("z[1,1]")(0)); EXPECT_FLOAT_EQ(2, chains.samples("z[1,2]")(0)); EXPECT_FLOAT_EQ(3, chains.samples("z[2,1]")(0)); EXPECT_FLOAT_EQ(4, chains.samples("z[2,2]")(0)); }
std::string get_save_path() { #ifdef WIN32 #ifdef PORTABLE_APP return CL_System::get_exe_path() + "\\savedata"; #else if(getenv("APPDATA") != NULL) return ((std::string)getenv("APPDATA")) + "\\OpenAlchemist"; else return CL_System::get_exe_path() + "\\savedata"; #endif #else return ((std::string)getenv("HOME")) + get_path_separator() + ".openalchemist"; #endif }
TEST(gm,issue91_segfault_printing_uninitialized) { char path_separator = get_path_separator(); std::vector<std::string> model_path; model_path.push_back("src"); model_path.push_back("test"); model_path.push_back("gm"); model_path.push_back("model_specs"); model_path.push_back("compiled"); model_path.push_back("issue91"); std::string command = convert_model_path(model_path) + " --iter=0" + " --samples=" + convert_model_path(model_path) + ".csv"; run_command(command); SUCCEED() << "running this model should not seg fault"; }
std::string get_user_skins_path() { std::string dir = get_save_path(); dir += "skins" + get_path_separator(); return dir; }
void GameEngine::set_skin(std::string skin) { CommonResources* p_resources = common_resources_get_instance(); _p_loading_screen = my_new LoadingScreen(_window); _p_loading_screen -> init(); _p_loading_screen -> set_progression(0.0f); Preferences* p_pref = pref_get_instance(); std::string old_skin = p_pref -> skin; CL_GraphicContext& gc = _window.get_gc(); try { p_pref -> skin = skin; if (!_running) return; { p_resources -> load_gfx(gc, p_pref -> skin); _p_loading_screen -> set_progression(1.0f / 10.0f); } if (!_running) return; { _title_state.load_gfx(gc, p_pref -> skin); _p_loading_screen -> set_progression(2.0f / 10.0f); } if (!_running) return; { _common_state.load_gfx(gc, p_pref -> skin); _p_loading_screen -> set_progression(3.0f / 10.0f); } if (!_running) return; { _ingame_state.load_gfx(gc, p_pref -> skin); _p_loading_screen -> set_progression(4.0f / 10.0f); } if (!_running) return; { _gameover_state.load_gfx(gc, p_pref -> skin); _p_loading_screen -> set_progression(5.0f / 10.0f); } if (!_running) return; { _pausemenu_state.load_gfx(gc, p_pref -> skin); _p_loading_screen -> set_progression(6.0f / 10.0f); } if (!_running) return; { _skinsmenu_state.load_gfx(gc, p_pref -> skin); _p_loading_screen -> set_progression(7.0f / 10.0f); } if (!_running) return; { _optionsmenu_state.load_gfx(gc, p_pref -> skin); _p_loading_screen -> set_progression(8.0f / 10.0f); } if (!_running) return; { _title_state.load_gfx(gc, p_pref -> skin); _p_loading_screen -> set_progression(9.0f / 10.0f); } if (!_running) return; { _quitmenu_state.load_gfx(gc, p_pref -> skin); _p_loading_screen -> set_progression(10.0f / 10.0f); } p_pref -> write(); } catch (CL_Exception& err) { CL_ConsoleWindow console("OpenAlchemist Console", 80, 300); CL_Console::write_line("Skin error : " + err.message); CL_Console::write_line("Error in : " + skin); if (old_skin.compare(skin)) { CL_Console::write_line(""); CL_Console::write_line("Now loading default skin."); skin = get_skins_path() + get_path_separator() + "aqua.zip"; CL_Console::write_line(skin); console.display_close_message(); set_skin(skin); } else { throw err; } } my_delete(_p_loading_screen); _p_loading_screen = NULL; }