本文整理匯總了TypeScript中Imports/Core/Arrays.Array2D.set方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript Array2D.set方法的具體用法?TypeScript Array2D.set怎麽用?TypeScript Array2D.set使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類Imports/Core/Arrays.Array2D
的用法示例。
在下文中一共展示了Array2D.set方法的5個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的TypeScript代碼示例。
示例1: Array2D
QUnit.test(name("Overlapping death"), assert => {
const t = GameOfLifeTransformer.create([1], []);
const w = new Array2D(3, 4, false);
const nextWorld = new Array2D(3, 4, false);
w.set(1, 2, true);
w.set(1, 3, true);
t.transform(w, nextWorld);
assert.strictEqual(nextWorld.get(0, 0), false);
assert.strictEqual(nextWorld.get(0, 1), false);
});
示例2: checkInt
fillRect: (x, y, w, h) => {
checkInt("x", x);
checkInt("y", y);
assert.ok(x >= 0);
assert.ok(y >= 0);
assert.strictEqual(w, pointSize);
assert.strictEqual(h, pointSize);
const row = Math.floor(y / pointSize);
const column = Math.floor(x / pointSize);
assert.ok(world.get(row, column));
world.set(row, column, false);
}
示例3: getWorld
function getWorld(n: number, sparedRow: number, sparedCol: number) {
const result = new Array2D(3, 3, false);
let numberOfPointsSet = 0;
for (let row = 0; row < 3; row++) {
for (let col = 0; col < 3; col++) {
if (numberOfPointsSet >= n) {
return result;
}
if (row !== sparedRow || col !== sparedCol) {
result.set(row, col, true);
numberOfPointsSet++;
}
}
}
return result;
}
示例4: Array2D
canvasElement.width = width * pointSize;
canvasElement.height = height * pointSize;
const ctx = canvasElement.getContext("2d")!;
ctx.fillStyle = `rgb(${String(0)}, ${String(0)}, ${String(0)})`;
document.getElementById("content")!.appendChild(canvasElement);
const renderer = RectRenderer.create(ctx, pointSize);
let currentWorld = new Array2D(height, width, false);
let nextWorld = new Array2D(height, width, false);
for (let row = 0; row < height; row++) {
for (let column = 0; column < width; column++) {
currentWorld.set(row, column, Math.random() < 0.5001);
}
}
const transformer = GameOfLifeTransformer.create(survival, birth);
setInterval(() => {
renderer.render(currentWorld);
transformer.transform(currentWorld, nextWorld);
const h = currentWorld;
currentWorld = nextWorld;
nextWorld = h;
}, 50);
示例5: TestContext
QUnit.test(name("ContextCallSequence"), assert => {
// PREPARE
const context = new TestContext();
const pointSize = 4;
const renderer = RectRenderer.create(context, pointSize);
const width = 5;
const height = 3;
const world = new Array2D(height, width, false);
world.set(0, 0, true);
world.set(0, 1, false);
world.set(0, 2, true);
world.set(0, 3, false);
world.set(0, 4, true);
world.set(1, 0, false);
world.set(1, 1, true);
world.set(1, 2, false);
world.set(1, 3, true);
world.set(1, 4, false);
world.set(2, 0, true);
world.set(2, 1, false);
world.set(2, 2, true);
world.set(2, 3, false);
world.set(2, 4, true);
// ACT
renderer.render(world);
// ASSERT
// The first call must be clearRect with the proper parameters:
assert.ok(context.calls[0].match({
clearRect: (x, y, w, h) => x === 0 && y === 0 &&
w === width * pointSize && h === height * pointSize,
fillRect: () => false
}));
// The subsequent calls must be fillRects with proper parameters.
// In particular, each fillRect call must correspond to coordinates
// where "world" is true, and no such coordinates must occur twice:
for (let i = 1; i < context.calls.length; i++) {
context.calls[i].match({
clearRect: () => assert.ok(false),
fillRect: (x, y, w, h) => {
checkInt("x", x);
checkInt("y", y);
assert.ok(x >= 0);
assert.ok(y >= 0);
assert.strictEqual(w, pointSize);
assert.strictEqual(h, pointSize);
const row = Math.floor(y / pointSize);
const column = Math.floor(x / pointSize);
assert.ok(world.get(row, column));
world.set(row, column, false);
}
});
}
// The calls to fillRect must exhaust all coordinates where world is true:
for (let row = 0; row < height; row++) {
for (let column = 0; column < width; column++) {
assert.strictEqual(world.get(row, column), false);
}
}
});