解析Json文件绘制Chart,中华夏族民共和国象棋引擎的C

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0 序

开始用 HTC Vive
做项目,由于
OpenVR
并从未提供用于 Unity3D 的 C♯ 文档(只提供了C++ API
文档),所以想写叁个“第一方”的
OpenV奥德赛 C♯ API 文书档案,借此机会抓实姿势和档次。

由于我的档次很低,总之接下去自然会赶上海重机厂重标题,望读者海涵,要是有如何写得反常的地点请一定提出并往死里喷我,教小编人生的经验。虽然我认为没人会读这东西。

先前写的中夏族民共和国象棋引擎的C#源程序,可在VS20第10中学编写翻译运维,由于个人精力有限,难以完毕后续的付出工作,假使哪个人感兴趣,请关怀微信公众号(“申龙斌的先后人生”,ID:slbGTD),发送后台消息“象棋引擎”,可接收源代码和连锁资料的下载链接。并请告知我你的姓名,并且只要你改改代码后参加竞技请加上本人的名字就行了。

  1. 解析Json文件绘制Chart,中华夏族民共和国象棋引擎的C。g二o20150430下的csparse文件夹内的CMakeLists.txt

    cmake_minimum_required(VERSION 2.6)

    PROJECT(csparse)

    SET(CMAKE_C_FLAGS_RELEASE “-O3 -DNDEBUG”)
    #设置 G2O_LGPL_LIB_TYPE STATIC如若想创建静态的csparse库

    ADD_LIBRARY(csparse ${G2O_LGPL_LIB_TYPE} cs_add.c cs_amd.c cs_chol.c cs_cholsol.c cs_compress.c cs_counts.c cs_cumsum.c cs_dfs.c cs_dmperm.c cs_droptol.c cs_dropzeros.c
    cs_dupl.c cs_entry.c cs_ereach.c cs_etree.c cs_fkeep.c cs_gaxpy.c cs_happly.c cs_house.c cs_ipvec.c cs_leaf.c cs_load.c cs_lsolve.c cs_ltsolve.c cs_lu.c cs_lusol.c
    cs_malloc.c cs_maxtrans.c cs_multiply.c cs_norm.c cs_permute.c cs_pinv.c cs_post.c cs_print.c cs_pvec.c cs_qr.c cs_qrsol.c cs_randperm.c cs_reach.c cs_scatter.c cs_scc.c
    cs_schol.c cs_spsolve.c cs_sqr.c cs_symperm.c cs_tdfs.c cs_transpose.c cs_updown.c cs_usolve.c cs_util.c cs_utsolve.c cs_api.h )

    SET_TARGET_PROPERTIES(csparse PROPERTIES OUTPUT_NAME ${LIB_PREFIX}ext_csparse)
    IF (UNIX)
    TARGET_LINK_LIBRA瑞虎IES(csparse m)
    ENDIF()
    #输出路径
    INSTALL(TAPAJEROGETS csparse
      RUNTIME DESTINATION ${CMAKE_INSTALL_PREFIX}/bin
      LIBRARY DESTINATION ${CMAKE_INSTALL_PREFIX}/lib
      ARCHIVE DESTINATION ${CMAKE_INSTALL_PREFIX}/lib )
    #安装路径
    FILE(GLOB headers “${CMAKE_CURRENT_SOURCE_DIR}/.h” “${CMAKE_CURRENT_SOURCE_DIR}/.hpp”)
    INSTALL(FILES ${headers} DESTINATION ${CMAKE_INSTALL_PREFIX}/include/EXTERNAL/csparse)

    # Set up the variables
    SET(CSPARSE_LIBRARY “$”)
    SET(CSPARSE_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE PATH “Include directory for CSparse” FORCE)
    SET(CSPARSE_LIBRARY ${CSPARSE_LIBRARY} CACHE FILEPATH “CSparse library” FORCE)

    #SET(CSPARSE_FOUND TRUE PARENT_SCOPE)
    #MESSAGE(“CSPARSE_LIBRARY = ${CSPARSE_LIBRARY}”)
    #MESSAGE(“CSPARSE_INCLUDE_DIR = ${CSPARSE_INCLUDE_DIR}”)

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一 对于OpenV揽胜的始发认识

OpenVWrangler 是由 Valve 集团花费的1套 VBMWX三 设备通用 API ,换而言之不管是
Oculus Rift 或 One plus Vive 甚至是其余 VOdyssey 设备,都不再须求运用产商提供的
SDK
就足以开始展览开发,有种打算壹统天下的范儿。那套 API
尚无开源就此实际贯彻未知。(由于 Vive 和 Oculus Rift
的规律看似一样只是事实上对于画面包车型大巴拍卖黯淡无光,依照自个儿斗胆的瞎猜,小编以为那套
API 只是帮大家在原本设备产商提供的 SDK
上又实现了三个力所能及透过联合接口访问的聊以自慰层来,应该不是如何黑科学技术大概

OpenV中华V 文件夹的构造大体上如下:

\openvr
    \bin                用于各平台的dll、pdb文件
    \headers            用于 C++(.h) 和 C♯(.cs) 的头文件
                       (是根据本文件夹下的 openvr_api.json 自动生成的,不要手动编辑)
    \lib                用于各平台的lib文件
    \samples            C++、Unity 范例
    \unity_package    用于 Unity 的 Package

unity_package 是之后切磋的第二。

当前达成的干活:

 

using System.Collections.Generic;
namespace Chart
{
    public class Program
    {
        static void Main(string[] args)
        {
            Chart chart = new Chart();
            ChartType chartType = ChartType.Histogram;
            string path = @"..\..\JSON.json";
            DataSource dataSource = new JsonDataSource();
            List<Composition> Compositions = dataSource.GetDataList(path);
            chart.Compositions.AddRange(Compositions);
            chart.Draw(chartType);
            chart.Save();
        }
    }
}

2 OpenVR Unity Package

OpenVLX570 Unity Package 蕴涵以下脚本内容:

  • \Plugins
    • openvr_api.cs
  • \SteamVR
    • \Editor
      • SteamVR_Editor.cs
      • SteamVR_RenderModelEditor.cs
      • SteamVR_Settings.cs
      • SteamVR_SkyboxEditor.cs
      • SteamVR_Update.cs
    • \Scripts
      • SteamVR.cs
      • SteamVR_Camera.cs
      • SteamVR_CameraFlip.cs
      • SteamVR_CameraMask.cs
      • SteamVR_Controller.cs
      • SteamVR_ControllerManager.cs
      • SteamVR_Ears.cs
      • SteamVR_ExternalCamera.cs
      • SteamVR_Fade.cs
      • SteamVR_Frustum.cs
      • SteamVR_GameView.cs
      • SteamVR_IK.cs
      • SteamVR_LoadLevel.cs
      • SteamVR_Menu.cs
      • SteamVR_Overlay.cs
      • SteamVR_PlayArea.cs
      • SteamVR_Render.cs
      • SteamVR_RenderModel.cs
      • SteamVR_Skybox.cs
      • SteamVR_SphericalProjection.cs
      • SteamVR_Stats.cs
      • SteamVR_Status.cs
      • SteamVR_StatusText.cs
      • SteamVR_TestController.cs
      • SteamVR_TrackedObject.cs
      • SteamVR_UpdatePoses.cs
      • SteamVR_Utils.cs
    • \Extras
      • SteamVR_GazeTracker.cs
      • SteamVR_LaserPointer.cs
      • SteamVR_Teleporter.cs
      • SteamVR_TestThrow.cs
      • SteamVR_TrackedController.cs

事实上,只有 \Plugins 中的 open_api.cs 是直接与 OpenVSportage打交道的,是它把 OpenV途乐 全部的 API
都暴表露来,并且证明了一部分用来与其进展置换的数据结构。

\Scripts 下是合法为我们贯彻的有的力所能及处理 OpenV安德拉中的原始数据的格局,和能够方便的在 Unity
中调用的法子,官方的传道是“推荐我们修改并建议申报”(You are encouraged
to modify these to suit your project’s unique needs, and provide
feedback
),当然,我们此次的主旨是看懂它,所以不作修改就我这水平,能看懂就不错了

用过Unity的都知晓 \Editor 下是部分编辑器脚本,\Extras
下是局地简便的利用,所以就不多提了。但是值得1说的是,Valve
还写了3个自动物检疫查测试 Project Settings
等装置是还是不是有标题且能够壹键自动配置的编辑器扩充工具,简直比 Oculus
高到不知道哪里去了

有关详细内容请参考 readme 此处不再叙述。


下1篇,咱们珍视切磋 openvr_api.cs,了解 class OpenVR{} 中的方法。

一)着法生成

Program.cs

二)不难的阿尔法beta算法,补助置换表

 

三)能够读取一批PGN文件,生成开局库

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4)解析ucci命令

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
namespace Chart
{
    public class Chart
    {
        private Bitmap bmp = new Bitmap(600, 600);
        List<Composition> composition = new List<Composition>();
        public List<Composition> Compositions { get { return composition; } }
        private float width;

        private float Width
        {
            get
            {
                int sum = 0;
                foreach (var composition in Compositions)
                {
                    sum += composition.DataPoints.Count + 1;
                }
                width = (float)420 / sum;
                return width;
            }
        }

        public void Draw(ChartType chartType)
        {
            Series series;

            switch (chartType)
            {
                case ChartType.LineChart:
                    series = new LineSeries();
                    break;

                case ChartType.Histogram:
                    series = new HistogramSeries();
                    break;

                case ChartType.PieChart:
                    series = new PieSeries();
                    break;

                default:
                    throw new ArgumentOutOfRangeException("Nonexistent ChartType!");
            }

            foreach (var comPosition in Compositions)
            {
                series.Legend.Add(comPosition.Name);
            }

            Platform platform = new Windows(bmp);

            series.Draw(Width, platform, Compositions);
        }

        public void Save()
        {
            bmp.Save(@"..\..\1.bmp");
            Process.Start(@"..\..\1.bmp");
        }
    }
}

伍)有一个对阵测试程序

Chart.cs

6)基本的单元测试

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次第当前全体是托管代码,还并未有思量质量优化。

using System.Collections;
using System.Collections.Generic;
using System.Drawing;
namespace Chart
{
    public abstract class Series
    {
        ArrayList legend = new ArrayList();
        public ArrayList Legend { get { return legend; } set { } }

        protected PointF PointFormLarge;
        protected PointF PointFormSmall;

        private void DrawChart(Platform g)
        {
            g.FillRectangle(g.WBrush, 20, 20, 580, 500);
        }

        protected abstract void DrawCore(float width, Platform g, List<Composition> Compositions);

        public void Draw(float width, Platform g, List<Composition> Compositions)
        {
            PointFormLarge = new PointF(width * Compositions.Count + width, 0);
            PointFormSmall = new PointF(width, 0);
            DrawChart(g);
            DrawCore(width, g, Compositions);
        }
    }
}

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Series.cs

全方位源代码可以编译,有些公文有再度,以源代码中的工程文件的为准。

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除开源代码之外,还有收集到的一对连锁诗歌能够联手提供。

using System.Collections.Generic;
using System.Drawing;
using System;
namespace Chart
{
    public class HistogramSeries : Series
    {

        private void DrawAxes(Platform g)
        {
            g.DrawLine(g.Rpen, new Point(100, 40), new Point(100, 420));
            g.DrawLine(g.Rpen, new Point(100, 40), new Point(90, 50));
            g.DrawLine(g.Rpen, new Point(100, 40), new Point(110, 50));
            g.DrawLine(g.Rpen, new Point(100, 420), new Point(570, 420));
            g.DrawLine(g.Rpen, new Point(570, 420), new Point(560, 410));
            g.DrawLine(g.Rpen, new Point(570, 420), new Point(560, 430));

            g.DrawString("月考成绩", g.LargeFont, g.Bbrush, new RectangleF(300, 30, 170, 50));
            g.DrawString("科目", g.LargeFont, g.Bbrush, new RectangleF(530, 450, 100, 40));
            g.DrawString("成绩", g.LargeFont, g.Bbrush, new RectangleF(40, 30, 40, 40));

            for (int i = 0; i < 5; i++)
            {
                g.DrawLine(g.BlackPen, new Point(100, 60 + 72 * i), new Point(570, 60 + 72 * i));
            }
        }

        private void DrawLegend(Platform g)
        {
            int LegendWidth = 250 / (Legend.Count - 1);
            int StringX = 50;
            int LegendX = StringX + 60;
            int k = 0;
            foreach (string legend in Legend)
            {
                switch (k)
                {
                    case 0:
                        g.Brush = Brushes.Blue;
                        break;
                    case 1:
                        g.Brush = Brushes.Red;
                        break;
                    case 2:
                        g.Brush = Brushes.Yellow;
                        break;
                    case 3:
                        g.Brush = Brushes.Green;
                        break;
                }
                g.DrawString(legend, g.LargeFont, Brushes.Blue, StringX, 480);
                Rectangle rect = new Rectangle(LegendX, 480, LegendWidth * 2 / 3, 20);
                g.FillRectangle(g.Brush, rect);

                StringX += 550 / Legend.Count;
                LegendX = StringX + 60;
                k++;
            }
        }



        protected override void DrawCore(float width, Platform g, List<Composition> Compositions)
        {
            DrawAxes(g);
            DrawLegend(g);
            foreach (var datapoint in Compositions[0].DataPoints)
            {
                g.DrawString(datapoint.XValue, g.LargeFont, g.Bbrush, 120, 430);
                g.TranslateTransform(PointFormLarge.X, PointFormLarge.Y);
            }
            g.ResetTransform();

            int YValueMax = 0;
            foreach (var composition in Compositions)
            {
                if (YValueMax <= composition.Max)
                {
                    YValueMax = composition.Max;
                }
            }

            g.YRatioScale = 370 / YValueMax;


            for (int i = 0; i <= 5; i++)
            {
                g.DrawString(Math.Ceiling(360/5/ g.YRatioScale*(5-i)).ToString(), g.LargeFont, g.BlackBrush, new RectangleF(80, 50 + 72 * i, 50, 50));
            }




            void DrawRectangle(float x, float y, float Width, float height, Composition composition)
            {
                Rectangle rect = new Rectangle((int)x, (int)y, (int)width, (int)height);
                g.FillRectangle(composition.BrushColor, rect);
            }
            int j = 1;
            foreach (var composition in Compositions)
            {
                Compositions[0].BrushColor = Brushes.Blue;
                Compositions[1].BrushColor = Brushes.Red;
                Compositions[2].BrushColor = Brushes.Yellow;
                foreach (var datapoint in composition.DataPoints)
                {
                    DrawRectangle(120, 420 - datapoint.YValue * g.YRatioScale, width, datapoint.YValue * g.YRatioScale, composition);
                    g.DrawString(datapoint.YValue.ToString(), g.SmallFont, Brushes.Red, 120, 420 - datapoint.YValue * g.YRatioScale - 15);
                    g.TranslateTransform(PointFormLarge.X, PointFormLarge.Y);
                }
                g.ResetTransform();
                for (int i = 0; i < j; i++)
                {
                    g.TranslateTransform(PointFormSmall.X, PointFormSmall.Y);
                }
                j++;
            }
            g.ResetTransform();
        }
    }
}

PonderNet
│  PonderNet.sln
├─BitBoardBase   本来是想用位棋盘的,后来看来一篇杂谈(二零一零.Reul.New
Architectures in Computer Chess),改用壹7×1四的数组表示法
│    BitHack64.cs
│    Board.cs
│    BoardUtil.cs
│    Board_Const.cs
│    Board_Makemove.cs
│    Fen.cs
│    Move.cs
│    MoveGenerator.cs
│    MoveGenerator_Preset.cs
│    MoveNotation.cs
│    PgnUtil.cs
│    RandomMersenneTwister.cs
│    TraceAndTestImpact.testsettings
│    Zobrist.cs
│         
├─Perft    用来申明着法程序生成的工具
│    Program.cs
│         
├─Ponder.OpeningBook   用来扭转开局库的工具
│    Program.cs
│         
├─PonderEngine  引擎
│    Evaluator.cs
│    MoveGenerator.cs
│    MoveGenerator_Preset.cs
│    OpeningBook.cs
│    PonderEngine.cs
│    PonderMain.cs
│    SearchTT.cs
│    SimpleSearch.cs
│    TranspositionTable.cs
│    UcciCommand.cs   能够辨识部分归纳的ucci命令
│   
│         
├─PonderGame   用于与任何引擎对战的主次,也足以团结与团结对阵
│   Engine.cs
│   EngineProcess.cs
│   ExeProcess.cs
│   PonderGame.cs
│   PonderGameMain.cs
│   Settings.cs
│         
├─TestBitBoardBase  单元测试,首要针对着法生成
│    BoardTest.cs
│    MoveGeneratorTest.cs
亚洲必赢官网,│    TestBitBoardBase.csproj
│    TestChineseChess.csproj
│         
└─TestPonderEngine  单元测试,主要针对引擎的阿尔法beta搜索算法
      MoveGeneratorTest.cs
      PonderEngineTest.cs
      SimpleSearchTest.cs
      TestPonderEngine.csproj
      UnitTest_SearchTT.cs

Histogram.cs

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using System.Drawing;
namespace Chart
{
    public abstract class Platform
    {
        public abstract void FillRectangle(Brush b, int x, int y, int width, int height);
        public abstract void DrawLine(Pen pen, Point pt1, Point pt2);
        public abstract void DrawString(string s, Font font, Brush brush, RectangleF layoutRectangle);
        public abstract void DrawString(string s, Font font, Brush brush, float x, float y);
        public abstract void FillRectangle(Brush brush, Rectangle rect);
        public abstract void TranslateTransform(float dx, float dy);
        public abstract void ResetTransform();

        private Brush wbrush = Brushes.White;
        private Brush bbrush = Brushes.Blue ;
        private Brush blackBrush = Brushes.Black; 
        private Brush brush ;
        Pen rpen = new Pen(Color.Red, 3);
        Pen blackPen = new Pen(Color .Black ,1);
        Font largeFont = new Font("黑体", 12);
        Font smallFont = new Font("黑体", 8);
        private float yRatioScale;

        public Brush WBrush { get => wbrush; set => wbrush = value; }
        public Pen Rpen { get => rpen; set => rpen = value; }
        public Font LargeFont { get => largeFont; set => largeFont = value; }
        public Font SmallFont { get => smallFont; set => smallFont = value; }
        public Brush Bbrush { get => bbrush; set => bbrush = value; }
        internal float YRatioScale { get => yRatioScale; set => yRatioScale = value; }
        public Brush Brush { get => brush; set => brush = value; }
        public Pen BlackPen { get => blackPen; set => blackPen = value; }
        public Brush BlackBrush { get => blackBrush; set => blackBrush = value; }
    }
}

Platform.cs

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using System.Drawing;

namespace Chart
{
    public class Windows : Platform 
    {
        private readonly Graphics graphics;

        public Windows(Bitmap bmp)
        {
            graphics = Graphics.FromImage(bmp);
        }

        public override void FillRectangle(Brush b, int x, int y, int width, int height)
        {
            graphics.FillRectangle(b, x, y, width, height);
        }
        public override void DrawLine(Pen pen, Point pt1, Point pt2)
        {
            graphics.DrawLine(pen, pt1, pt2);
        }
        public override void DrawString(string s, Font font, Brush brush, RectangleF layoutRectangle)
        {
            graphics.DrawString(s, font, brush, layoutRectangle);
        }
        public override void DrawString(string s, Font font, Brush brush, float x, float y)
        {
            graphics.DrawString(s, font, brush, x, y);
        }
        public override void FillRectangle(Brush brush, Rectangle rect)
        {
            graphics.FillRectangle(brush, rect);
        }
        public override void TranslateTransform(float dx, float dy)
        {
            graphics.TranslateTransform(dx, dy);
        }
        public override void ResetTransform()
        {
            graphics.ResetTransform();
        }
    }
}

Windows.cs

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using System.Collections.Generic;
using System.Drawing;
namespace Chart
{
    public class Composition
    {
        private List<DataPoint> dataPoints;
        private string name;
        private Brush brushColor;
        private int max;         

        public List<DataPoint> DataPoints { get => dataPoints; set => dataPoints = value; }
        public string Name { get => name; set => name = value; }
        public Brush BrushColor { get => brushColor; set => brushColor = value; }

        public int Max              //Linq中提供的计算List最大值的方法是集合中的元素即为可比较的数值类型,DataPoint不是,所以这里的方法自定义
        {
            get
            {
                foreach (var datapoint in DataPoints)
                {
                    if (datapoint.YValue >= max)
                    {
                        max = datapoint.YValue;
                    }
                }
                return max;
            }
        }
    }
}

Composition.cs

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namespace Chart
{
    public class DataPoint
    {
        private string xValue;
        private int yValue;

        public int YValue { get => yValue; set => yValue = value; }
        public string XValue { get => xValue; set => xValue = value; }
    }
}

DataPoint

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using System.Collections.Generic;
using System.IO;
namespace Chart
{
    public abstract class DataSource
    {
        protected abstract List<Composition> GetDataListCore(string path);  

        public List<Composition> GetDataList(string path)
        {
            if (!File.Exists(path))
            {
                throw new FileNotFoundException(path);
            }
            return GetDataListCore(path);
        }
    }
}

DataSource.cs

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using Newtonsoft.Json;
using System.Collections.Generic;
using System.IO;
namespace Chart
{
    public class JsonDataSource : DataSource
    {
        protected override List<Composition> GetDataListCore(string path)
        {
          return  JsonConvert.DeserializeObject<List<Composition>>(File.ReadAllText(path));            
        }
    }
}

JsonDataSource.cs

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[
  {
    "Name": "Molly",
    "DataPoints": [
      {
        "XValue": "English",
        "YValue": 2
      },
      {
        "XValue": "Chinese",
        "YValue": 6
      },
      {
        "XValue": "Math",
        "YValue": 7
      },
      {
        "XValue": "Art",
        "YValue": 7
      }
    ]
  },
  {
    "Name": "Bob",
    "DataPoints": [
      {
        "XValue": "English",
        "YValue": 9
      },
      {
        "XValue": "Math",
        "YValue": 12
      },
      {
        "XValue": "Art",
        "YValue": 3
      },
      {
        "XValue": "Chinese",
        "YValue": 3
      }
    ]
  },
  {
    "Name": "Angela",
    "DataPoints": [
      {
        "XValue": "English",
        "YValue": 5
      },
      {
        "XValue": "Math",
        "YValue": 13
      },
      {
        "XValue": "Art",
        "YValue": 9
      },
      {
        "XValue": "Chinese",
        "YValue": 6
      }
    ]
  }

]

JSON.json

以下附上这一个程序设计的UML类图

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