diff --git a/CODE-OF-CONDUCT.md b/CODE-OF-CONDUCT.md new file mode 100644 index 0000000..9dc8b5c --- /dev/null +++ b/CODE-OF-CONDUCT.md @@ -0,0 +1,85 @@ +# Contributor Covenant Code of Conduct + +## Our Pledge + +We as members, contributors, and leaders pledge to make participation in our community a harassment-free experience for everyone, regardless of age, body size, visible or invisible disability, ethnicity, sex characteristics, gender identity +and expression, level of experience, education, socio-economic status, nationality, personal appearance, race, religion, or sexual identity and orientation. + +We pledge to act and interact in ways that contribute to an open, welcoming, diverse, inclusive, and healthy community. + +## Our Standards + +Examples of behavior that contributes to a positive environment for our community include: + +- Demonstrating empathy and kindness toward other people +- Being respectful of differing opinions, viewpoints, and experiences +- Giving and gracefully accepting constructive feedback +- Accepting responsibility and apologizing to those affected by our mistakes, and learning from the experience +- Focusing on what is best not just for us as individuals, but for the overall community + +Examples of unacceptable behavior include: + +- The use of sexualized language or imagery, and sexual attention or advances of any kind +- Trolling, insulting or derogatory comments, and personal or political attacks +- Public or private harassment +- Publishing others' private information, such as a physical or email address, without their explicit permission +- Other conduct which could reasonably be considered inappropriate in a professional setting + +## Enforcement Responsibilities + +Community leaders are responsible for clarifying and enforcing our standards of acceptable behavior and will take appropriate and fair corrective action in response to any behavior that they deem inappropriate, threatening, offensive, +or harmful. + +Community leaders have the right and responsibility to remove, edit, or reject comments, commits, code, wiki edits, issues, and other contributions that are not aligned to this Code of Conduct, and will communicate reasons for moderation decisions when appropriate. + +## Scope + +This Code of Conduct applies within all community spaces, and also applies when an individual is officially representing the community in public spaces. Examples of representing our community include using an official e-mail address, posting +via an official social media account, or acting as an appointed representative at an online or offline event. + +## Enforcement + +Instances of abusive, harassing, or otherwise unacceptable behavior may be reported to the community leaders responsible for enforcement. All complaints will be reviewed and investigated promptly and fairly. + +All community leaders are obligated to respect the privacy and security of the reporter of any incident. + +## Enforcement Guidelines + +Community leaders will follow these Community Impact Guidelines in determining the consequences for any action they deem in violation of this Code of Conduct: + +### 1. Correction + +**Community Impact**: Use of inappropriate language or other behavior deemed unprofessional or unwelcome in the community. + +**Consequence**: A private, written warning from community leaders, providing clarity around the nature of the violation and an explanation of why the behavior was inappropriate. A public apology may be requested. + +### 2. Warning + +**Community Impact**: A violation through a single incident or series of actions. + +**Consequence**: A warning with consequences for continued behavior. No interaction with the people involved, including unsolicited interaction with those enforcing the Code of Conduct, for a specified period of time. This includes avoiding interactions in community spaces as well as external channels like social media. Violating these terms may lead to a temporary or permanent ban. + +### 3. Temporary Ban + +**Community Impact**: A serious violation of community standards, including sustained inappropriate behavior. + +**Consequence**: A temporary ban from any sort of interaction or public communication with the community for a specified period of time. No public or private interaction with the people involved, including unsolicited interaction with those enforcing the Code of Conduct, is allowed during this period. Violating these terms may lead to a permanent ban. + +### 4. Permanent Ban + +**Community Impact**: Demonstrating a pattern of violation of community standards, including sustained inappropriate behavior, harassment of an individual, or aggression toward or disparagement of classes of individuals. + +**Consequence**: A permanent ban from any sort of public interaction within the community. + +## Attribution + +This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 2.0, available at +https://www.contributor-covenant.org/version/2/0/code_of_conduct.html. + +Community Impact Guidelines were inspired by +[Mozilla's code of conduct enforcement ladder](https://github.com/mozilla/diversity). + +[homepage]: https://www.contributor-covenant.org + +For answers to common questions about this code of conduct, see the FAQ at https://www.contributor-covenant.org/faq. +Translations are available at https://www.contributor-covenant.org/translations. \ No newline at end of file diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md new file mode 100644 index 0000000..657384c --- /dev/null +++ b/CONTRIBUTING.md @@ -0,0 +1,358 @@ +# Contributing to Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss projects + +Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss encourages and welcomes code contributions, bug fixes and enhancements from the Github community. + +## Ground rules & expectations + +Before we get started, here are a few things we expect from you (and that you should expect from others): + +- Be kind and thoughtful in your conversations around this project. We all come from different backgrounds and projects, which means we likely have different perspectives on "how open source is done." Try to listen to others rather than convince them that your way is correct. +- This project is released with a [Contributor Code of Conduct](CODE-OF-CONDUCT.md). By participating in this project, you agree to abide by its terms. +- Please ensure that your contribution complies with this document. If it does not, you will need to address and fix all issues before we can merge your contribution. +- When adding content, please consider if it is widely valuable. + +## Overview + +Being an Open Source project, everyone can contribute, provided that you respect the following points: + +- Before contributing any code, the author must make sure all the tests work (see below how to launch the tests). +- Developed code must adhere to the syntax guidelines enforced by the linters. +- Code must be developed following the [SemVer (Semantic Versioning 2.0.0)](https://semver.org/) branching model. +- For any new feature added, unit tests must be provided, following the example of the ones already created. + +## How to contribute + +If you'd like to contribute, start by searching through the issues and pull requests to see whether someone else has raised a similar idea or question. + +If you don't see your idea listed, and you think it fits into the goals of this guide, do one of the following: + +- Bug Report +- Feature Proposal +- Feature Request +- Vulnerability Report + +### Repository Issues + +The first step is to head to our repository issues tab and decide how you would like to contribute. + +![Repository Issues](assets/images/repo-issues.jpg) + +### Bug reports + +![Bug Reports](assets/images/bug-report.jpg) + +If you would like to contribute bug fixes or make the team aware of bugs you have identified in the project, please raise a **Bug report** issue in the [issues section](issues/new/choose) section. A template is provided that will allow you to provide your suggestions for your bug report / bug fix(es) which will be reviewed by the team. + +Bug fix issues are the first step to creating a pull request for bug fixes, once you have created your issue and it has been approved you can proceed with your bug fixes. + +### Feature proposals + +![Feature Proposals](assets/images/feature-proposals.jpg) + +If you would like to contribute new features to the project, please raise a **Feature proposal** issue in the [issues section](issues/new/choose) section. A template is provided that will allow you to provide your suggestions for your feature proposal. + +Feature proposal issues are the first step to creating a pull request for feature proposals, once you have created your issue and it has been approved you can proceed with your feature proposal. + +### Feature requests + +![Feature requests](assets/images/feature-request.jpg) + +If you would like to suggest a new feature/new features for this project, please raise a **Feature request** issue in the [issues section](issues/new/choose) section. A template is provided that will allow you to provide your suggestions for your feature request. + +### Community + +Discussions about the Open Source Guides take place on this repository's [Issues](issues) and [Pull Requests](pulls) sections, or the [discussions](discussions). Anybody is welcome to join these conversations. + +Wherever possible, do not take these conversations to private channels, including contacting the maintainers directly. Keeping communication public means everybody can benefit and learn from the conversation. + +### Getting Started + +In order to start contributing: + +![Fork](assets/images/fork.jpg) + +1. Fork this repository clicking on the "Fork" button on the upper-right area of the page. + +2. Clone your just forked repository: + +```bash +git clone https://github.com/YourAccount/hias-all-oneapi-classifier.git +``` + +3. Add the main HIAS MQTT IoT Agent repository as a remote to your forked repository: + +```bash +git remote add origin https://github.com/AIIAL/hias-all-oneapi-classifier.git +``` + +Before starting your contribution, remember to synchronize the latest `develop` branch in your forked repository with the `develop` branch in the main repository. To do this, use following these steps + +1. Change to your local `develop` branch (in case you are not in it already): + +```bash +git checkout develop +``` + +2. Fetch the remote changes: + +```bash +git fetch origin +``` + +3. Merge them: + +```bash +git rebase origin/1.0.0 +``` + +Contributions following these guidelines will be added to the `develop` branch, and released in the next version. The release process is explained in the _Releasing_ section below. + +### Documentation + +Changes you make to the code in the repository or new projects that you make should be supported with documentation added to the **docs** directory. + +It is the contributor's responsibility to ensure that the documentation is up to date. If you are contributing to an existing repository you will ensure that these documents are updated and/or added to to reflect your changes. + +We use [MKDocs](https://www.mkdocs.org/) along with [Read the Docs](https://docs.readthedocs.io/en/stable/index.html). Use the [Getting Started with MkDocs](https://docs.readthedocs.io/en/stable/intro/getting-started-with-mkdocs.html) guide to find out how to update/create documentation for the project. + +To start the MKDocs server on use the following command: + +``` bash +mkdocs serve +``` +To start the MKDocs on a specific IP and port use the following command, updating your IP and port as required: + +``` bash +mkdocs serve -a 192.168.1.578:8000 +``` +Remember to update the [mkdocs.yml](mkdocs.yml) file to match your documentation structure. + +### Project Images + +Images used in the project must be **jpg**. You must own rights to images you upload to the project, or include attribution. Contributors are solely responsible for any images they publish to our Github. + +### Naming Scheme + +The following naming scheme must be used: + +- **Directories:** Snake case (snake_case) +- **Abstract Files:** CamelCase (CamelCase) +- **Files:** Spinal case (spinal-case) +- **Images:** Spinal case (spinal-case) + +Please use descriptive but short names, and make sure to not use spaces in directory and file names. + +### Footers + +All READMEs and documentation should include the following footer: + +``` +# Contributing +Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss encourages and welcomes code contributions, bug fixes and enhancements from the Github community. + +Please read the [CONTRIBUTING](CONTRIBUTING.md "CONTRIBUTING") document for a full guide to forking our repositories and submitting your pull requests. You will also find our code of conduct in the [Code of Conduct](CODE-OF-CONDUCT.md) document. + +## Contributors +- [Adam Milton-Barker](https://www.leukemiaairesearch.com/association/volunteers/adam-milton-barker "Adam Milton-Barker") - [Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss](https://www.leukemiaresearchassociation.ai "Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss") President/Founder & Lead Developer, Sabadell, Spain + +  + +# Versioning +We use [SemVer](https://semver.org/) for versioning. + +  + +# License +This project is licensed under the **MIT License** - see the [LICENSE](LICENSE "LICENSE") file for details. + +  + +# Bugs/Issues +We use the [repo issues](issues "repo issues") to track bugs and general requests related to using this project. See [CONTRIBUTING](CONTRIBUTING.md "CONTRIBUTING") for more info on how to submit bugs, feature requests and proposals. +``` + +Remember to use **relative URLs**, and in the case of footers in the [docs](docs) folder, you must us **absolute URLs**. + +The contributors section should include a list of contributors that have contributed to the related document. In the case of the README footer, the Contributors section should include a list of contributors that have contributed to **any** part of the project. + +You should add your details below existing contributors. Details should include: + +- Name +- Company/University etc +- Position +- City +- Country + +Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss Volunteers should use the following: + +- Name +- Association name +- Association Position +- City +- Country + +### Branching model + +There are one special branch in the repository: + +- `main`: contains the tagged and released version +- `develop`: is the `dev` branch and contains the latest development code. New features and bugfixes are always merged to `dev` branch. + +In order to start developing a new feature or refactoring, a new branch will be created following the SemVer scheme: + +Given a version number MAJOR.MINOR.PATCH, increment the: + +- `MAJOR` version when you make incompatible code changes, +- `MINOR` version when you add functionality in a backwards compatible manner, and +- `PATCH` version when you make backwards compatible bug fixes. + +- If `MAJOR` is 0, then Minor could mean the version is not backwards compatible +- If `MINOR` is 1, this means the release is stable. + +The branch will be created by our team depending on the nature of your issue. Once the new functionality has been completed, a Pull Request will be created from the feature branch to the relevant branch. Remember to check both the linters, and +the tests before creating the Pull Request. + +In order to contribute to the repository, the same scheme should be replicated in the forked repositories, so the new features or fixes should all come from the current version of `dev` branch and end up in the current `dev` branch again. + +### CII Best Practices + +All projects must align with the [CII Best Practice](https://www.construction-institute.org/resources/knowledgebase/best-practices). + +### Changelog + +The project contains a changelog that is automatically created from the description of the Pull Requests that have been merged into develop, thanks to the [Release Drafter GitHub action](https://github.com/marketplace/actions/release-drafter). + +### Releasing + +The process of making a release simply consists of creating the release in Github and providing the new tag name, this task is carried out by our team. + +### Version numbers + +The version number will change for each release, following the SemVer scheme described previously. + +### Bugfix in releases + +When a bug is found affecting a release, a branch will be created from the `main` branch. As a part of the patch, the release version will be increased in it's last number (Z). The patch then will be merged (via pull request (PR)) to the `main` branch, and a new version will be released. + +### Commits + +Commits should be [atomic](https://en.wikipedia.org/wiki/Atomic_commit), make commits to your fork until you have resolved/completed the work specified in your issue before submitting your PR, this keeps an easy to follow history of what work has been carried out and makes the review process easier and quicker + +When making a commit, the subjects of each commit should be as follows, where XXX represents the issue number: + +#### Commit Title + +##### Bug Fixes + +- fix #xxx Issue Name +- fixes #xxx Issue Name +- fixed #xxx Issue Name + +##### Partial Resolutions + +- partially resolves #xxx Issue Name +- partially resolved #xxx Issue Name + +##### Resolution + +- resolves #xxx Issue Name +- resolved #xxx Issue Name + +##### Alignment + +- aligns with #xxx Issue Name + +##### Closure + +- close #xxx Issue Name +- closes #xxx Issue Name +- closed #xxx Issue Name + +#### Commit Description + +Your commit description should include a detailed description of the changes that have been made. + +#### Committing + +When you are ready to commit, you should do the following: + +##### Show The Status Of All Changed/Added/Deleted files + +``` +git status +``` + +##### Diff + +You may want to check the differences between changed files, you can do this using the following command. + +``` +git diff +``` + +##### Add All Changes + +The following will add all changes shown by git status to your commit. + +``` +git add . +``` + +##### Add One Or More Changes + +``` +git add file1 file2 file5 +``` + +##### Commit Added Changes + +Commit your added changes to your local repository, remember to follow the [Commit Title](#commit-title) & [Commit Description](#commit-description) guides above. + +To create your commit with both a title and description, use the following command which states the commit fixes issue ID 1 and provides a detailed description: + +``` +git commit -m "fixes #1" -m "Fixes the documentation typos described in issue #1" +``` + +### Push Your Changes + +When you have made your changes, ensured you have aligned with the procedures in this document, and made your commits to your local repository aligning with the guide above, you need to push your changes to your forked repository. + +Push changes to your fork by using the following command: + +``` +git push +``` + +### Pull Request protocol + +Contributions to the HIAS MQTT IoT Agent repository are done using a PR. The detailed "protocol" used in such PR is described below: + +* Direct commits to main or develop branches (even single-line modifications) are not allowed. Every modification has to come as a PR to the latest `dev branch` +* PRs implement/fix submitted issues, the issue number has to be referenced in the subject of the relevant commit and PR +* Anybody is welcome to provide comments to the PR (either direct comments or using the review feature offered by Github) +* Use *code line comments* instead of *general comments*, for traceability reasons (see comments lifecycle below) +* Comments lifecycle + * Comment is created, initiating a *comment thread* + * New comments can be added as responses to the original one, starting a discussion + * After discussion, the comment thread ends in one of the following ways: + * `Fixed in ` in case the discussion involves a fix in the PR branch (which commit hash is included as reference) + * `NTC`, if finally nothing needs to be done (NTC = Nothing To Change) +* PR can be merged when the following conditions are met: + * All comment threads are closed + * All the participants in the discussion have provided a `LGTM` general comment (LGTM = Looks good to me) + * All documentation has been updated to reflect your changes. + * No proprietory software or images have been added. + +* Self-merging is not allowed (except in rare and justified circumstances) + +Some additional remarks to take into account when contributing with new PRs: + +* PR must include not only code contributions, but their corresponding pieces of documentation (new or modifications to existing one) and tests +* Documentation must be added to the **docs** folder +* In the case empty directories need to be uploaded, add a `.gitkeep` file inside. +* The project banner is included in all documentation +* Contributing, Versioning, Licensing, Bugs/Issues footer is included in all information +* Contributors have been added to all Contributors footers +* PR modifications must pass full regression based on existing tests in addition to whichever new test added due to the new functionality +* PR should be of an appropriated size that makes review achievable. Too large PRs could be closed with a "please, redo the work in smaller pieces" without any further discussion \ No newline at end of file diff --git a/README.md b/README.md index 5a75fa6..8328b54 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,84 @@ -# all-detection-system-for-oculus-rift -Combines Oculus Rift's Virtual Reality technologies with a Deep Learning Classifier to provide real-time classification of Acute Lymphoblastic Leukemia in peripheral blood samples within a Virtual Reality environment. +# Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss +## Acute Lymphoblastic Leukemia Detection System For Oculus Rift + +![Acute Lymphoblastic Leukemia Detection System For Oculus Rift](assets/images/project-banner.jpg) + +[![CURRENT RELEASE](https://img.shields.io/badge/CURRENT%20RELEASE-1.0.0-blue.svg)](https://github.com/aiial/all-detection-system-for-oculus-rift/tree/release-1.0.0) [![Dev Branch](https://img.shields.io/badge/DEV%20BRANCH-Develop-blue.svg)](https://github.com/aiial/all-detection-system-for-oculus-rift/tree/develop) [![Contributions Welcome!](https://img.shields.io/badge/Contributions-Welcome-lightgrey.svg)](CONTRIBUTING.md) [![Issues](https://img.shields.io/badge/Issues-Welcome-lightgrey.svg)](issues) + +[![Documentation Status](https://readthedocs.org/projects/all-detection-system-for-oculus-rift/badge/?version=latest)](https://all-detection-system-for-oculus-rift.readthedocs.io/en/latest/?badge=latest) + [![CII Best Practices](https://bestpractices.coreinfrastructure.org/projects/5228/badge)](https://bestpractices.coreinfrastructure.org/projects/5228) + +[![LICENSE](https://img.shields.io/badge/LICENSE-MIT-blue.svg)](LICENSE) ![SemVer](https://img.shields.io/badge/semver-2.0.0-blue) + +  + +# Introduction + +The **Acute Lymphoblastic Leukemia Detection System For Oculus Rift** Combines [Oculus Rift](https://www.oculus.com/rift/)'s Virtual Reality technologies with a Deep Learning classifier to provide real-time classification of [Acute Lymphoblastic Leukemia](https://www.leukemiaairesearch.com/research/leukemia) in peripheral blood samples within a Virtual Reality environment. + +The classifier used in this project is the [HIAS Acute Lymphoblastic Leukemia Classifier](https://github.com/aiial/hias-all-oneapi-classifier) which is trained on the [Acute Lymphoblastic Leukemia Image Database for Image Processing](https://homes.di.unimi.it/scotti/all) dataset. The classifier achieves 97% accuracy at detecting Acute Lymphoblastic Leukemia Lymphoblasts in images of peripheral blood samples. + +  + +# DISCLAIMER + +_This project should be used for research purposes only. The purpose of the project is to show the potential of Artificial Intelligence and Virtual Reality for medical support systems such as diagnostic systems._ + +_Although the model used is accurate and shows good results both on paper and in real world testing, it is trained on a small amount of data and needs to be trained on larger datasets to really evaluate it's accuracy._ + +_Developers that have contributed to this repository have experience in using Artificial Intelligence for detecting certain types of cancer. They are not doctors, medical or cancer experts._ + +  + +# Acute Lymphoblastic Leukemia + +[Acute lymphoblastic leukemia (ALL)](https://www.leukemiaairesearch.com/research/leukemia), also known as Acute Lymphocytic Leukemia, is a cancer that affects the lymphoid blood cell lineage. It is the most common leukemia in children, and it accounts for 10-20% of acute leukemias in adults. The prognosis for both adult and especially childhood ALL has improved substantially since the 1970s. The 5- year survival is approximately 95% in children. In adults, the 5-year survival varies between 25% and 75%, with more favorable results in younger than in older patients. + +For more information about Acute Lymphoblastic Leukemia please visit our [Leukemia Information Page](https://www.leukemiaairesearch.com/research/leukemia) + +  + +# Oculus Rift + +[![Oculus Rift](assets/images/oculus-rift.jpg)](https://www.oculus.com/rift/) + +This project uses the orginal [Oculus Rift](https://www.oculus.com/rift/) for Virtual Reality and Oculus Touch. + +  + +# Unity 3D + +[![Unity](assets/images/unity.jpg)](https://unity.com/) + +This project uses [Unity 3d](https://unity.com/ "Unity 3d"), a real-time 3D development platform. + +  + +# GETTING STARTED + +Ready to get started ? Head over to the [Getting Started guide](https://all-detection-system-for-oculus-rift.readthedocs.io/en/latest/) for instructions on how to download/install and setup the Acute Lymphoblastic Leukemia Detection System For Oculus Rift. + +  + +# Contributing +Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss encourages and welcomes code contributions, bug fixes and enhancements from the Github community. + +Please read the [CONTRIBUTING](CONTRIBUTING.md "CONTRIBUTING") document for a full guide to forking our repositories and submitting your pull requests. You will also find our code of conduct in the [Code of Conduct](CODE-OF-CONDUCT.md) document. + +## Contributors +- [Adam Milton-Barker](https://www.leukemiaairesearch.com/association/volunteers/adam-milton-barker "Adam Milton-Barker") - [Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss](https://www.leukemiaresearchassociation.ai "Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss") President/Founder & Lead Developer, Sabadell, Spain + +  + +# Versioning +We use SemVer for versioning. + +  + +# License +This project is licensed under the **MIT License** - see the [LICENSE](LICENSE "LICENSE") file for details. + +  + +# Bugs/Issues +We use the [repo issues](issues "repo issues") to track bugs and general requests related to using this project. 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+ +Welcome to the [Acute Lymphoblastic Leukemia Detection System For Oculus Rift](https://github.com/aiial/all-detection-system-for-oculus-rift) official documentation. + +  + +# Introduction + +The **Acute Lymphoblastic Leukemia Detection System For Oculus Rift** Combines [Oculus Rift](https://www.oculus.com/rift/)'s Virtual Reality technologies with a Deep Learning classifier to provide real-time classification of [Acute Lymphoblastic Leukemia](https://www.leukemiaairesearch.com/research/leukemia) in peripheral blood samples within a Virtual Reality environment. + +The classifier used in this project is the [HIAS Acute Lymphoblastic Leukemia Classifier](https://github.com/aiial/all-detection-system-for-oculus-rift) which is trained on the [Acute Lymphoblastic Leukemia Image Database for Image Processing](https://homes.di.unimi.it/scotti/all) dataset. The classifier achieves 97% accuracy at detecting Acute Lymphoblastic Leukemia Lymphoblasts in images of peripheral blood samples. + +  + +# DISCLAIMER + +_This project should be used for research purposes only. The purpose of the project is to show the potential of Artificial Intelligence and Virtual Reality for medical support systems such as diagnostic systems._ + +_Although the model used is accurate and shows good results both on paper and in real world testing, it is trained on a small amount of data and needs to be trained on larger datasets to really evaluate it's accuracy._ + +_Developers that have contributed to this repository have experience in using Artificial Intelligence for detecting certain types of cancer. They are not doctors, medical or cancer experts._ + +  + +# Installation + +Use the following installation guide to set up the ALL Detection System for Oculus Rift: + +- [Windows Installation Guide](installation/windows.md) + +  + +# Usage + +Use the following usage guide to use the ALL Detection System for Oculus Rift: + +- [Windows Usage Guide](usage/windows.md) + +  + +# Contributing +Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss encourages and welcomes code contributions, bug fixes and enhancements from the Github community. + +Please read the [CONTRIBUTING](https://github.com/aiial/all-detection-system-for-oculus-rift/blob/main/CONTRIBUTING.md "CONTRIBUTING") document for a full guide to forking our repositories and submitting your pull requests. You will also find our code of conduct in the [Code of Conduct](https://github.com/aiial/all-detection-system-for-oculus-rift/blob/main/CODE-OF-CONDUCT.md) document. + +## Contributors +- [Adam Milton-Barker](https://www.leukemiaairesearch.com/association/volunteers/adam-milton-barker "Adam Milton-Barker") - [Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss](https://www.leukemiaresearchassociation.ai "Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss") President/Founder & Lead Developer, Sabadell, Spain + +  + +# Versioning +We use SemVer for versioning. + +  + +# License +This project is licensed under the **MIT License** - see the [LICENSE](https://github.com/aiial/all-detection-system-for-oculus-rift/blob/main/LICENSE "LICENSE") file for details. + +  + +# Bugs/Issues +We use the [repo issues](https://github.com/aiial/all-detection-system-for-oculus-rift/issues "repo issues") to track bugs and general requests related to using this project. See [CONTRIBUTING](https://github.com/aiial/all-detection-system-for-oculus-rift/blob/main/CONTRIBUTING.md "CONTRIBUTING") for more info on how to submit bugs, feature requests and proposals. \ No newline at end of file diff --git a/docs/installation/windows.md b/docs/installation/windows.md new file mode 100644 index 0000000..2208719 --- /dev/null +++ b/docs/installation/windows.md @@ -0,0 +1,162 @@ +# Installation (Windows) + +![Acute Lymphoblastic Leukemia Detection System For Oculus Rift](../img/project-banner.jpg) + +# Introduction +This guide will take you through the installation process for the **Acute Lymphoblastic Leukemia Detection System For Oculus Rift** on your Windows machine. + +  + +# Prerequisites +You will need to ensure you have the following prerequisites installed and setup. + +## HIAS Core +For this project you will need a functioning [HIAS Core](https://github.com/aiial/hias-core). To install HIAS Core follow the [HIAS Core Installation Guide](https://hias-core.readthedocs.io/en/latest/installation/ubuntu/) + +## HIAS Acute Lymphoblastic Leukemia Classifier +For this project you will need a running [HIAS Acute Lymphoblastic Leukemia Classifier](https://github.com/aiial/hias-all-oneapi-classifier) on your Raspberry Pi. + +  + +# Clone the repository + +Clone the [Acute Lymphoblastic Leukemia Detection System For Oculus Rift](https://github.com/aiial/all-detection-system-for-oculus-rift " Acute Lymphoblastic Leukemia Detection System For Oculus Rift") repository from the [Peter Moss MedTech Research Project](https://github.com/aiial "Peter Moss MedTech Research Project") Github Organization. + +To clone the repository make sure you have Git installed. Now navigate to the a directory on your device using commandline, and then use the following command. + +``` bash + git clone https://github.com/aiial/all-detection-system-for-oculus-rift.git +``` + +Once you have used the command above you will see a directory called **all-detection-system-for-oculus-rift** in your home directory. + +``` bash + ls +``` + +Using the ls command in your home directory should show you the following. + +``` bash + all-detection-system-for-oculus-rift +``` + +Navigate to the **all-detection-system-for-oculus-rift** directory, this is your project root directory for this tutorial. + +  + +# Unity Hub +For the Oculus Rift app you need Unity. First you need to download Unity Hub. You can follow the [Installing the Unity Hub](https://docs.unity3d.com/Manual/GettingStartedInstallingHub.html) in the Unity documentation to do so. + +![Unity Installs](../img/unity-hub-installs.jpg) + +Go to the **Installs** tab in Unity Hub and select **2020.1.17f1 (LTS)**, click next and continue until Unity 2020.1.17f1 (LTS) is installed. + +![Unity Download](../img/unity-2020-1-17-download.jpg) + +If you cannot find 2020.1.17f1 (LTS) in the list then visit the [downloads archive](https://unity3d.com/get-unity/download/archive), switch to the `Unity 2020.x` tab, find the download for 2020.1.17f1 (LTS) and click on the `Unity Hub` download button. + +![Import Project To Unity Hub](../img/unity-hub-add.jpg) + +Click on the **ADD** button. This will open Windows Explorer allowing you to navigate to the project and import it. + +To import ALL Detection System For Oculus Rift into Unity Hub, navigate to the **all-detection-system-for-oculus-rift/src/all-detection-system-for-oculus-rift** directory and click **Select Folder**. + +![ALL Detection System Unity Editor](../img/all-detection-system-unity.jpg) + +Now open the project by double clicking it, once the project opens you should see a blank screen, in the project tab navigate to `Assets` -> `Scenes` and double click on the `ALL-Detection-System` scene. + +  + +# Oculus Rift + +Follow the **Import Latest Package Into New Project** [Import Oculus Integration Package](https://developer.oculus.com/documentation/unity/unity-import "Import Oculus Integration Package") guide to install the required Oculus Rift development tools (You don't need to create a new project, you should use the ALL Detection System For Oculus Rift Unity project). + +Follow the [Configure Unity Settings for Oculus Rift](https://developer.oculus.com/documentation/unity/unity-conf-settings/?device=RIFT "Configure Unity Settings for Oculus Rift") guide to setup Unity for Oculus Rift development. + +# 3rd Party Assets +This project uses some 3rd party assets for the [Unity Asset Store](https://assetstore.unity.com/ "Unity Asset Store"). + +- [Big Furniture Pack](https://assetstore.unity.com/packages/3d/props/furniture/big-furniture-pack-7717) +- [Terrain Textures Pack Free](https://assetstore.unity.com/packages/2d/textures-materials/nature/terrain-textures-pack-free-139542) +- [Standard Assets (for Unity 2018.4)](https://assetstore.unity.com/packages/essentials/asset-packs/standard-assets-for-unity-2018-4-32351) +- [HQ Laptop Computer](https://assetstore.unity.com/packages/3d/props/electronics/hq-laptop-computer-42030) +- [Printer Lowpoly](https://assetstore.unity.com/packages/3d/props/electronics/printer-lowpoly-4996) + +To import these assets click on **Open In Unity** and then click **Import**. Once you have imported the assets, they will appear in the scene. Once you have imported the assets, move them to the **src/all-detection-system-for-oculus-rift/Assets/3rdParty** directory. + +  + +# HIAS + +This device is a HIAS network device and uses the HIAS MQTT Broker to communicate with the HIAS network. To setup a device on the HIAS network, head to the HIAS UI. + +The HIAS network is powered by a context broker that stores contextual data and exposes the data securely to authenticated HIAS applications and devices. + +Each HIAS device has a JSON representation stored in the HIASCDI Context Broker that holds their contextual information. + +## Device +![HIAS network device](../img/hias-devices.jpg) + +To create a HIAS device navigate to **iotJumpWay->Entities->Devices** and click on the `Create Device` button. + +![HIAS network device](../img/hias-device-create.jpg) + +Once you have completed the form and submitted it you will be provided with the connection details for this device, make sure you save them. You can find the newly created device by navigating to **iotJumpWay->Entities->Devices** and clicking on the edit button for the relevant device. + +![HIAS network device](../img/hias-device-edit.jpg) + +On the HIAS device page you will be able to update the contextual data for the model, find the JSON representation and download the credentials for the device. + +  + +# Configuration + +![Raycast script](../img/visual-studio-raycast-cs.jpg) + +Back in Unity, navigate to `Project` -> `Assets` -> `Scripts` and double click on `Raycast.cs`, this will open up the Raycast script in Virtual Studio. + +Navigate to line **36**, here you need to enter the details for the HIAS server and device. + +- The value for `apiKey` should be the `Identifier` value from the HIAS device edit page. +- The value for `apiSecret` should be your API key, if you have not saved it you can reset it using the `Reset API Key` button. +- The value for `server` should be the HIAS server hostname. +- In `serverPath` you need to replace `YourEndpoint` with the value you used for the HIAS ALL oneAPI Classifier `Inference Endpoint`. You can find this value by navigating to `AI` -> `Agents` and clicking on the edit button for the relevant AI Agent. + +  + +# ALL-IDB +Now you need to import the test dataset that was used in the [HIAS Acute Lymphoblastic Leukemia Classifier](https://hias-acute-lymphoblastic-leukemia-oneapi-classifier.readthedocs.io/en/latest/usage/ubuntu/#application-testing-data) project. Copy the test data to the `Assets` -> `App` -> `ALL` directory, and the `Assets` -> `StreamingAssets` directory. + +  + +# Continue +Once you have completed the above, your Unity project should look like the following screenshot. + +![ALL Detection System For Oculus Rift](../img/all-detection-system-for-oculus-rift.jpg) + +Now you can continue with the Acute Lymphoblastic Leukemia Detection System For Oculus Rift [usage guide](../usage/windows.md) guide to learn how to use the project. + +  + +# Contributing +Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss encourages and welcomes code contributions, bug fixes and enhancements from the Github community. + +Please read the [CONTRIBUTING](https://github.com/aiial/all-detection-system-for-oculus-rift/blob/main/CONTRIBUTING.md "CONTRIBUTING") document for a full guide to forking our repositories and submitting your pull requests. You will also find our code of conduct in the [Code of Conduct](https://github.com/aiial/all-detection-system-for-oculus-rift/blob/main/CODE-OF-CONDUCT.md) document. + +## Contributors +- [Adam Milton-Barker](https://www.leukemiaairesearch.com/association/volunteers/adam-milton-barker "Adam Milton-Barker") - [Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss](https://www.leukemiaresearchassociation.ai "Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss") President/Founder & Lead Developer, Sabadell, Spain + +  + +# Versioning +We use SemVer for versioning. + +  + +# License +This project is licensed under the **MIT License** - see the [LICENSE](https://github.com/aiial/all-detection-system-for-oculus-rift/blob/main/LICENSE "LICENSE") file for details. + +  + +# Bugs/Issues +We use the [repo issues](https://github.com/aiial/all-detection-system-for-oculus-rift/issues "repo issues") to track bugs and general requests related to using this project. See [CONTRIBUTING](https://github.com/aiial/all-detection-system-for-oculus-rift/blob/main/CONTRIBUTING.md "CONTRIBUTING") for more info on how to submit bugs, feature requests and proposals. \ No newline at end of file diff --git a/docs/usage/windows.md b/docs/usage/windows.md new file mode 100644 index 0000000..8181af5 --- /dev/null +++ b/docs/usage/windows.md @@ -0,0 +1,72 @@ +# Usage (Windows) + +![Acute Lymphoblastic Leukemia Detection System For Oculus Rift](../img/project-banner.jpg) + +# Introduction +This guide will take you through the using the **Acute Lymphoblastic Leukemia Detection System For Oculus Rift** on your Windows machine. + +  + +# Prerequisites +Before you continue this tutorial you need to have completed the following two guides: + +- [HIAS ALL oneAPI Classifier installation](https://hias-acute-lymphoblastic-leukemia-oneapi-classifier.readthedocs.io/en/latest/) +- [ALL Detection System For Oculus Rift installation guide](../installation/windows.md) + +Make sure the HIAS ALL oneAPI Classifier is runnning using the following command: + +``` bash +python3 agent.py server_openvino +``` + +  + +# Play + +![Unity Hub](../img/usage-unity-hub.jpg) + +First you need to open the project in Unity. To do so open Unity Hub and double click your project. + +![Unity](../img/usage-unity.jpg) + +Now click the `play` button at the top of Unity, put on your headset and grab your controllers. + +![Play](../img/all-detection-system-play.jpg) + +To use the ALL Detection System for Oculus Rift use the left hand Oculus Touch controller to maneuver around the room. To send data to the HIAS ALL oneAPI Classifier for classification use the right hand controller to point the laser at the data and hold the trigger button. The data you are pointing at will be sent to the classifier which will return it's classification. + +As we know in advance from the file name of the image whether it is negative or positive, we can confirm whether the classification was a true/false negative or positive by comparing the classification to the label in the file name. The following is a key to the different colors used by the program: + +- RED - True Positive +- Purple - False Positive +- Green - True Negative +- Cyan - False Negative + +![Terrain](../img/terrain.jpg) + +In addition to exploring the room you can also explore the terrain surronding the building. To do so you can use the joysticks on the Oculus Touch controllers to take a stroll into the mountains. + +  + +# Contributing +Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss encourages and welcomes code contributions, bug fixes and enhancements from the Github community. + +Please read the [CONTRIBUTING](https://github.com/aiial/all-detection-system-for-oculus-rift/blob/main/CONTRIBUTING.md "CONTRIBUTING") document for a full guide to forking our repositories and submitting your pull requests. You will also find our code of conduct in the [Code of Conduct](https://github.com/aiial/all-detection-system-for-oculus-rift/blob/main/CODE-OF-CONDUCT.md) document. + +## Contributors +- [Adam Milton-Barker](https://www.leukemiaairesearch.com/association/volunteers/adam-milton-barker "Adam Milton-Barker") - [Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss](https://www.leukemiaresearchassociation.ai "Asociación de Investigacion en Inteligencia Artificial Para la Leucemia Peter Moss") President/Founder & Lead Developer, Sabadell, Spain + +  + +# Versioning +We use SemVer for versioning. + +  + +# License +This project is licensed under the **MIT License** - see the [LICENSE](https://github.com/aiial/all-detection-system-for-oculus-rift/blob/main/LICENSE "LICENSE") file for details. + +  + +# Bugs/Issues +We use the [repo issues](https://github.com/aiial/all-detection-system-for-oculus-rift/issues "repo issues") to track bugs and general requests related to using this project. See [CONTRIBUTING](https://github.com/aiial/all-detection-system-for-oculus-rift/blob/main/CONTRIBUTING.md "CONTRIBUTING") for more info on how to submit bugs, feature requests and proposals. \ No newline at end of file diff --git a/mkdocs.yml b/mkdocs.yml new file mode 100644 index 0000000..654ba46 --- /dev/null +++ b/mkdocs.yml @@ -0,0 +1,9 @@ +site_name: ALL Detection System For Oculus Rift +site_url: https://www.leukemiaairesearch.com/research/project/peter-moss-medtech-research-project/all-detection-system-for-oculus-rift + +nav: + - Home: 'index.md' + - Installation: + - Installation (Windows): 'installation/windows.md' + - Usage: + - Usage (Windows): 'usage/windows.md' \ No newline at end of file diff --git a/src/all-detection-system-for-oculus-rift/.gitignore b/src/all-detection-system-for-oculus-rift/.gitignore new file mode 100644 index 0000000..07da593 --- /dev/null +++ b/src/all-detection-system-for-oculus-rift/.gitignore @@ -0,0 +1,71 @@ +# This .gitignore file should be 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b/src/all-detection-system-for-oculus-rift/Assets/App/Scripts/Raycast.cs @@ -0,0 +1,178 @@ + +using SimpleJSON; +using System; +using System.Collections; +using System.Collections.Generic; +using System.IO; +using System.Text; +using UnityEngine; +using UnityEngine.Networking; + +public class Raycast : MonoBehaviour +{ + string[] materials = { + "Im006_1", + "Im020_1", + "Im024_1", + "Im026_1", + "Im028_1", + "Im031_1", + "Im035_0", + "Im041_0", + "Im047_0", + "Im053_1", + "Im057_1", + "Im060_1", + "Im063_1", + "Im069_0", + "Im074_0", + "Im088_0", + "Im095_0", + "Im099_0", + "Im101_0", + "Im106_0" + }; + + private static string apiKey = ""; + private static string apiSecret = ""; + private static string server = ""; + public static string serverPath = server + "/AI/YourEndpoint/Inference"; + + public string image; + public string imageName; + + bool processing = false; + + GameObject hitObject; + + string create_auth() + { + string auth = apiKey + ":" + apiSecret; + auth = Convert.ToBase64String(Encoding.GetEncoding("ISO-8859-1").GetBytes(auth)); + return auth; + } + + void resetBlocks() + { + foreach (string i in materials) + { + GameObject dataCube = GameObject.Find(i); + dataCube.GetComponent().material.color = Color.white; + } + } + + void checkButtons() + { + if (OVRInput.Get(OVRInput.Button.One)) + { + resetBlocks(); + } + if (OVRInput.Get(OVRInput.Axis1D.SecondaryIndexTrigger) > 0.2f) + { + RaycastHit hit; + if (Physics.Raycast(transform.position, transform.forward, out hit, 30)) + { + int pos = Array.IndexOf(materials, hit.collider.name); + if (pos > -1) + { + StartCoroutine(SendApiRequest(hit)); + } + } + } + } + + IEnumerator SendApiRequest(RaycastHit hit) + { + if (processing) + yield break; + processing = true; + + imageName = hit.collider.name + ".jpg"; + print(imageName); + image = Path.Combine(Application.streamingAssetsPath, imageName); + + List form = new List + { + new MultipartFormFileSection("file", File.ReadAllBytes(image), imageName, "image/jpeg") + }; + + byte[] boundary = UnityWebRequest.GenerateBoundary(); + byte[] formSections = UnityWebRequest.SerializeFormSections(form, boundary); + byte[] terminate = Encoding.UTF8.GetBytes(string.Concat("\r\n--", Encoding.UTF8.GetString(boundary), "--")); + byte[] body = new byte[formSections.Length + terminate.Length]; + + Buffer.BlockCopy(formSections, 0, body, 0, formSections.Length); + Buffer.BlockCopy(terminate, 0, body, formSections.Length, terminate.Length); + + string contentType = string.Concat("multipart/form-data; boundary=", Encoding.UTF8.GetString(boundary)); + + UnityWebRequest wr = new UnityWebRequest(serverPath, "POST"); + wr.SetRequestHeader("Authorization", "Basic " + create_auth()); + UploadHandler uploader = new UploadHandlerRaw(body); + uploader.contentType = contentType; + + wr.uploadHandler = uploader; + wr.downloadHandler = new DownloadHandlerBuffer(); + + yield return wr.SendWebRequest(); + + if (wr.isNetworkError || wr.isHttpError) + { + print(wr.error); + processing = false; + } + else + { + string json = wr.downloadHandler.text; + JSONNode jsonData = JSON.Parse(Encoding.UTF8.GetString(wr.downloadHandler.data)); + hitObject = hit.collider.gameObject; + + if (jsonData["Diagnosis"] == "Negative") + { + if (imageName.Contains("_0")) + { + print("True Negative Classification"); + print(hitObject.gameObject.GetComponent().material.color); + hitObject.gameObject.GetComponent().material.color = Color.green; + print(hitObject.gameObject.GetComponent().material.color); + yield return null; + } + else + { + print("False Negative Classification"); + print(hitObject.gameObject.GetComponent().material.color); + hitObject.gameObject.GetComponent().material.color = Color.cyan; + print(hitObject.gameObject.GetComponent().material.color); + yield return null; + } + } + else if (jsonData["Diagnosis"] == "Positive") + { + if (imageName.Contains("_0")) + { + print("False Postive Classification"); + print(hitObject.gameObject.GetComponent().material.color); + hitObject.gameObject.GetComponent().material.color = Color.magenta; + print(hitObject.gameObject.GetComponent().material.color); + yield return null; + } + else + { + print("True Postive Classification"); + print(hitObject.gameObject.GetComponent().material.color); + hitObject.gameObject.GetComponent().material.color = Color.red; + print(hitObject.gameObject.GetComponent().material.color); + yield return null; + } + } + processing = false; + } + } + + void Update() + { + OVRInput.FixedUpdate(); + OVRInput.Update(); + checkButtons(); + } +} \ No newline at end of file diff --git a/src/all-detection-system-for-oculus-rift/Assets/App/Scripts/Raycast.cs.meta b/src/all-detection-system-for-oculus-rift/Assets/App/Scripts/Raycast.cs.meta new file mode 100644 index 0000000..a745bf5 --- /dev/null +++ b/src/all-detection-system-for-oculus-rift/Assets/App/Scripts/Raycast.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3e97902c2e9787a488942df236b26c8e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/src/all-detection-system-for-oculus-rift/Assets/App/Scripts/SimpleJson.cs b/src/all-detection-system-for-oculus-rift/Assets/App/Scripts/SimpleJson.cs new file mode 100644 index 0000000..1bc9cd7 --- /dev/null +++ b/src/all-detection-system-for-oculus-rift/Assets/App/Scripts/SimpleJson.cs @@ -0,0 +1,1367 @@ +/* * * * * + * A simple JSON Parser / builder + * ------------------------------ + * + * It mainly has been written as a simple JSON parser. It can build a JSON string + * from the node-tree, or generate a node tree from any valid JSON string. + * + * If you want to use compression when saving to file / stream / B64 you have to include + * SharpZipLib ( http://www.icsharpcode.net/opensource/sharpziplib/ ) in your project and + * define "USE_SharpZipLib" at the top of the file + * + * Written by Bunny83 + * 2012-06-09 + * + * [2012-06-09 First Version] + * - provides strongly typed node classes and lists / dictionaries + * - provides easy access to class members / array items / data values + * - the parser now properly identifies types. So generating JSON with this framework should work. + * - only double quotes (") are used for quoting strings. + * - provides "casting" properties to easily convert to / from those types: + * int / float / double / bool + * - provides a common interface for each node so no explicit casting is required. + * - the parser tries to avoid errors, but if malformed JSON is parsed the result is more or less undefined + * - It can serialize/deserialize a node tree into/from an experimental compact binary format. It might + * be handy if you want to store things in a file and don't want it to be easily modifiable + * + * + * [2012-12-17 Update] + * - Added internal JSONLazyCreator class which simplifies the construction of a JSON tree + * Now you can simple reference any item that doesn't exist yet and it will return a JSONLazyCreator + * The class determines the required type by it's further use, creates the type and removes itself. + * - Added binary serialization / deserialization. + * - Added support for BZip2 zipped binary format. Requires the SharpZipLib ( http://www.icsharpcode.net/opensource/sharpziplib/ ) + * The usage of the SharpZipLib library can be disabled by removing or commenting out the USE_SharpZipLib define at the top + * - The serializer uses different types when it comes to store the values. Since my data values + * are all of type string, the serializer will "try" which format fits best. The order is: int, float, double, bool, string. + * It's not the most efficient way but for a moderate amount of data it should work on all platforms. + * + * [2017-03-08 Update] + * - Optimised parsing by using a StringBuilder for token. This prevents performance issues when large + * string data fields are contained in the json data. + * - Finally refactored the badly named JSONClass into JSONObject. + * - Replaced the old JSONData class by distict typed classes ( JSONString, JSONNumber, JSONBool, JSONNull ) this + * allows to propertly convert the node tree back to json without type information loss. The actual value + * parsing now happens at parsing time and not when you actually access one of the casting properties. + * + * [2017-04-11 Update] + * - Fixed parsing bug where empty string values have been ignored. + * - Optimised "ToString" by using a StringBuilder internally. This should heavily improve performance for large files + * - Changed the overload of "ToString(string aIndent)" to "ToString(int aIndent)" + * + * [2017-11-29 Update] + * - Removed the IEnumerator implementations on JSONArray & JSONObject and replaced it with a common + * struct Enumerator in JSONNode that should avoid garbage generation. The enumerator always works + * on KeyValuePair, even for JSONArray. + * - Added two wrapper Enumerators that allows for easy key or value enumeration. A JSONNode now has + * a "Keys" and a "Values" enumerable property. Those are also struct enumerators / enumerables + * - A KeyValuePair can now be implicitly converted into a JSONNode. This allows + * a foreach loop over a JSONNode to directly access the values only. Since KeyValuePair as well as + * all the Enumerators are structs, no garbage is allocated. + * - To add Linq support another "LinqEnumerator" is available through the "Linq" property. This + * enumerator does implement the generic IEnumerable interface so most Linq extensions can be used + * on this enumerable object. This one does allocate memory as it's a wrapper class. + * - The Escape method now escapes all control characters (# < 32) in strings as uncode characters + * (\uXXXX) and if the static bool JSONNode.forceASCII is set to true it will also escape all + * characters # > 127. This might be useful if you require an ASCII output. Though keep in mind + * when your strings contain many non-ascii characters the strings become much longer (x6) and are + * no longer human readable. + * - The node types JSONObject and JSONArray now have an "Inline" boolean switch which will default to + * false. It can be used to serialize this element inline even you serialize with an indented format + * This is useful for arrays containing numbers so it doesn't place every number on a new line + * - Extracted the binary serialization code into a seperate extension file. All classes are now declared + * as "partial" so an extension file can even add a new virtual or abstract method / interface to + * JSONNode and override it in the concrete type classes. It's of course a hacky approach which is + * generally not recommended, but i wanted to keep everything tightly packed. + * - Added a static CreateOrGet method to the JSONNull class. Since this class is immutable it could + * be reused without major problems. If you have a lot null fields in your data it will help reduce + * the memory / garbage overhead. I also added a static setting (reuseSameInstance) to JSONNull + * (default is true) which will change the behaviour of "CreateOrGet". If you set this to false + * CreateOrGet will not reuse the cached instance but instead create a new JSONNull instance each time. + * I made the JSONNull constructor private so if you need to create an instance manually use + * JSONNull.CreateOrGet() + * + * + * The MIT License (MIT) + * + * Copyright (c) 2012-2017 Markus Göbel (Bunny83) + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + * + * * * * */ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +namespace SimpleJSON +{ + public enum JSONNodeType + { + Array = 1, + Object = 2, + String = 3, + Number = 4, + NullValue = 5, + Boolean = 6, + None = 7, + Custom = 0xFF, + } + public enum JSONTextMode + { + Compact, + Indent + } + + public abstract partial class JSONNode + { + #region Enumerators + public struct Enumerator + { + private enum Type { None, Array, Object } + private Type type; + private Dictionary.Enumerator m_Object; + private List.Enumerator m_Array; + public bool IsValid { get { return type != Type.None; } } + public Enumerator(List.Enumerator aArrayEnum) + { + type = Type.Array; + m_Object = default(Dictionary.Enumerator); + m_Array = aArrayEnum; + } + public Enumerator(Dictionary.Enumerator aDictEnum) + { + type = Type.Object; + m_Object = aDictEnum; + m_Array = default(List.Enumerator); + } + public KeyValuePair Current + { + get + { + if (type == Type.Array) + return new KeyValuePair(string.Empty, m_Array.Current); + else if (type == Type.Object) + return m_Object.Current; + return new KeyValuePair(string.Empty, null); + } + } + public bool MoveNext() + { + if (type == Type.Array) + return m_Array.MoveNext(); + else if (type == Type.Object) + return m_Object.MoveNext(); + return false; + } + } + public struct ValueEnumerator + { + private Enumerator m_Enumerator; + public ValueEnumerator(List.Enumerator aArrayEnum) : this(new Enumerator(aArrayEnum)) { } + public ValueEnumerator(Dictionary.Enumerator aDictEnum) : this(new Enumerator(aDictEnum)) { } + public ValueEnumerator(Enumerator aEnumerator) { m_Enumerator = aEnumerator; } + public JSONNode Current { get { return m_Enumerator.Current.Value; } } + public bool MoveNext() { return m_Enumerator.MoveNext(); } + public ValueEnumerator GetEnumerator() { return this; } + } + public struct KeyEnumerator + { + private Enumerator m_Enumerator; + public KeyEnumerator(List.Enumerator aArrayEnum) : this(new Enumerator(aArrayEnum)) { } + public KeyEnumerator(Dictionary.Enumerator aDictEnum) : this(new Enumerator(aDictEnum)) { } + public KeyEnumerator(Enumerator aEnumerator) { m_Enumerator = aEnumerator; } + public JSONNode Current { get { return m_Enumerator.Current.Key; } } + public bool MoveNext() { return m_Enumerator.MoveNext(); } + public KeyEnumerator GetEnumerator() { return this; } + } + + public class LinqEnumerator : IEnumerator>, IEnumerable> + { + private JSONNode m_Node; + private Enumerator m_Enumerator; + internal LinqEnumerator(JSONNode aNode) + { + m_Node = aNode; + if (m_Node != null) + m_Enumerator = m_Node.GetEnumerator(); + } + public KeyValuePair Current { get { return m_Enumerator.Current; } } + object IEnumerator.Current { get { return m_Enumerator.Current; } } + public bool MoveNext() { return m_Enumerator.MoveNext(); } + + public void Dispose() + { + m_Node = null; + m_Enumerator = new Enumerator(); + } + + public IEnumerator> GetEnumerator() + { + return new LinqEnumerator(m_Node); + } + + public void Reset() + { + if (m_Node != null) + m_Enumerator = m_Node.GetEnumerator(); + } + + IEnumerator IEnumerable.GetEnumerator() + { + return new LinqEnumerator(m_Node); + } + } + + #endregion Enumerators + + #region common interface + + public static bool forceASCII = false; // Use Unicode by default + + public abstract JSONNodeType Tag { get; } + + public virtual JSONNode this[int aIndex] { get { return null; } set { } } + + public virtual JSONNode this[string aKey] { get { return null; } set { } } + + public virtual string Value { get { return ""; } set { } } + + public virtual int Count { get { return 0; } } + + public virtual bool IsNumber { get { return false; } } + public virtual bool IsString { get { return false; } } + public virtual bool IsBoolean { get { return false; } } + public virtual bool IsNull { get { return false; } } + public virtual bool IsArray { get { return false; } } + public virtual bool IsObject { get { return false; } } + + public virtual bool Inline { get { return false; } set { } } + + public virtual void Add(string aKey, JSONNode aItem) + { + } + public virtual void Add(JSONNode aItem) + { + Add("", aItem); + } + + public virtual JSONNode Remove(string aKey) + { + return null; + } + + public virtual JSONNode Remove(int aIndex) + { + return null; + } + + public virtual JSONNode Remove(JSONNode aNode) + { + return aNode; + } + + public virtual IEnumerable Children + { + get + { + yield break; + } + } + + public IEnumerable DeepChildren + { + get + { + foreach (var C in Children) + foreach (var D in C.DeepChildren) + yield return D; + } + } + + public override string ToString() + { + StringBuilder sb = new StringBuilder(); + WriteToStringBuilder(sb, 0, 0, JSONTextMode.Compact); + return sb.ToString(); + } + + public virtual string ToString(int aIndent) + { + StringBuilder sb = new StringBuilder(); + WriteToStringBuilder(sb, 0, aIndent, JSONTextMode.Indent); + return sb.ToString(); + } + internal abstract void WriteToStringBuilder(StringBuilder aSB, int aIndent, int aIndentInc, JSONTextMode aMode); + + public abstract Enumerator GetEnumerator(); + public IEnumerable> Linq { get { return new LinqEnumerator(this); } } + public KeyEnumerator Keys { get { return new KeyEnumerator(GetEnumerator()); } } + public ValueEnumerator Values { get { return new ValueEnumerator(GetEnumerator()); } } + + #endregion common interface + + #region typecasting properties + + + public virtual double AsDouble + { + get + { + double v = 0.0; + if (double.TryParse(Value, out v)) + return v; + return 0.0; + } + set + { + Value = value.ToString(); + } + } + + public virtual int AsInt + { + get { return (int)AsDouble; } + set { AsDouble = value; } + } + + public virtual float AsFloat + { + get { return (float)AsDouble; } + set { AsDouble = value; } + } + + public virtual bool AsBool + { + get + { + bool v = false; + if (bool.TryParse(Value, out v)) + return v; + return !string.IsNullOrEmpty(Value); + } + set + { + Value = (value) ? "true" : "false"; + } + } + + public virtual JSONArray AsArray + { + get + { + return this as JSONArray; + } + } + + public virtual JSONObject AsObject + { + get + { + return this as JSONObject; + } + } + + + #endregion typecasting properties + + #region operators + + public static implicit operator JSONNode(string s) + { + return new JSONString(s); + } + public static implicit operator string(JSONNode d) + { + return (d == null) ? null : d.Value; + } + + public static implicit operator JSONNode(double n) + { + return new JSONNumber(n); + } + public static implicit operator double(JSONNode d) + { + return (d == null) ? 0 : d.AsDouble; + } + + public static implicit operator JSONNode(float n) + { + return new JSONNumber(n); + } + public static implicit operator float(JSONNode d) + { + return (d == null) ? 0 : d.AsFloat; + } + + public static implicit operator JSONNode(int n) + { + return new JSONNumber(n); + } + public static implicit operator int(JSONNode d) + { + return (d == null) ? 0 : d.AsInt; + } + + public static implicit operator JSONNode(bool b) + { + return new JSONBool(b); + } + public static implicit operator bool(JSONNode d) + { + return (d == null) ? false : d.AsBool; + } + + public static implicit operator JSONNode(KeyValuePair aKeyValue) + { + return aKeyValue.Value; + } + + public static bool operator ==(JSONNode a, object b) + { + if (ReferenceEquals(a, b)) + return true; + bool aIsNull = a is JSONNull || ReferenceEquals(a, null) || a is JSONLazyCreator; + bool bIsNull = b is JSONNull || ReferenceEquals(b, null) || b is JSONLazyCreator; + if (aIsNull && bIsNull) + return true; + return !aIsNull && a.Equals(b); + } + + public static bool operator !=(JSONNode a, object b) + { + return !(a == b); + } + + public override bool Equals(object obj) + { + return ReferenceEquals(this, obj); + } + + public override int GetHashCode() + { + return base.GetHashCode(); + } + + #endregion operators + + [ThreadStatic] + private static StringBuilder m_EscapeBuilder; + internal static StringBuilder EscapeBuilder + { + get + { + if (m_EscapeBuilder == null) + m_EscapeBuilder = new StringBuilder(); + return m_EscapeBuilder; + } + } + internal static string Escape(string aText) + { + var sb = EscapeBuilder; + sb.Length = 0; + if (sb.Capacity < aText.Length + aText.Length / 10) + sb.Capacity = aText.Length + aText.Length / 10; + foreach (char c in aText) + { + switch (c) + { + case '\\': + sb.Append("\\\\"); + break; + case '\"': + sb.Append("\\\""); + break; + case '\n': + sb.Append("\\n"); + break; + case '\r': + sb.Append("\\r"); + break; + case '\t': + sb.Append("\\t"); + break; + case '\b': + sb.Append("\\b"); + break; + case '\f': + sb.Append("\\f"); + break; + default: + if (c < ' ' || (forceASCII && c > 127)) + { + ushort val = c; + sb.Append("\\u").Append(val.ToString("X4")); + } + else + sb.Append(c); + break; + } + } + string result = sb.ToString(); + sb.Length = 0; + return result; + } + + static void ParseElement(JSONNode ctx, string token, string tokenName, bool quoted) + { + if (quoted) + { + ctx.Add(tokenName, token); + return; + } + string tmp = token.ToLower(); + if (tmp == "false" || tmp == "true") + ctx.Add(tokenName, tmp == "true"); + else if (tmp == "null") + ctx.Add(tokenName, null); + else + { + double val; + if (double.TryParse(token, out val)) + ctx.Add(tokenName, val); + else + ctx.Add(tokenName, token); + } + } + + public static JSONNode Parse(string aJSON) + { + Stack stack = new Stack(); + JSONNode ctx = null; + int i = 0; + StringBuilder Token = new StringBuilder(); + string TokenName = ""; + bool QuoteMode = false; + bool TokenIsQuoted = false; + while (i < aJSON.Length) + { + switch (aJSON[i]) + { + case '{': + if (QuoteMode) + { + Token.Append(aJSON[i]); + break; + } + stack.Push(new JSONObject()); + if (ctx != null) + { + ctx.Add(TokenName, stack.Peek()); + } + TokenName = ""; + Token.Length = 0; + ctx = stack.Peek(); + break; + + case '[': + if (QuoteMode) + { + Token.Append(aJSON[i]); + break; + } + + stack.Push(new JSONArray()); + if (ctx != null) + { + ctx.Add(TokenName, stack.Peek()); + } + TokenName = ""; + Token.Length = 0; + ctx = stack.Peek(); + break; + + case '}': + case ']': + if (QuoteMode) + { + + Token.Append(aJSON[i]); + break; + } + if (stack.Count == 0) + throw new Exception("JSON Parse: Too many closing brackets"); + + stack.Pop(); + if (Token.Length > 0 || TokenIsQuoted) + { + ParseElement(ctx, Token.ToString(), TokenName, TokenIsQuoted); + TokenIsQuoted = false; + } + TokenName = ""; + Token.Length = 0; + if (stack.Count > 0) + ctx = stack.Peek(); + break; + + case ':': + if (QuoteMode) + { + Token.Append(aJSON[i]); + break; + } + TokenName = Token.ToString(); + Token.Length = 0; + TokenIsQuoted = false; + break; + + case '"': + QuoteMode ^= true; + TokenIsQuoted |= QuoteMode; + break; + + case ',': + if (QuoteMode) + { + Token.Append(aJSON[i]); + break; + } + if (Token.Length > 0 || TokenIsQuoted) + { + ParseElement(ctx, Token.ToString(), TokenName, TokenIsQuoted); + TokenIsQuoted = false; + } + TokenName = ""; + Token.Length = 0; + TokenIsQuoted = false; + break; + + case '\r': + case '\n': + break; + + case ' ': + case '\t': + if (QuoteMode) + Token.Append(aJSON[i]); + break; + + case '\\': + ++i; + if (QuoteMode) + { + char C = aJSON[i]; + switch (C) + { + case 't': + Token.Append('\t'); + break; + case 'r': + Token.Append('\r'); + break; + case 'n': + Token.Append('\n'); + break; + case 'b': + Token.Append('\b'); + break; + case 'f': + Token.Append('\f'); + break; + case 'u': + { + string s = aJSON.Substring(i + 1, 4); + Token.Append((char)int.Parse( + s, + System.Globalization.NumberStyles.AllowHexSpecifier)); + i += 4; + break; + } + default: + Token.Append(C); + break; + } + } + break; + + default: + Token.Append(aJSON[i]); + break; + } + ++i; + } + if (QuoteMode) + { + throw new Exception("JSON Parse: Quotation marks seems to be messed up."); + } + return ctx; + } + + } + // End of JSONNode + + public partial class JSONArray : JSONNode + { + private List m_List = new List(); + private bool inline = false; + public override bool Inline + { + get { return inline; } + set { inline = value; } + } + + public override JSONNodeType Tag { get { return JSONNodeType.Array; } } + public override bool IsArray { get { return true; } } + public override Enumerator GetEnumerator() { return new Enumerator(m_List.GetEnumerator()); } + + public override JSONNode this[int aIndex] + { + get + { + if (aIndex < 0 || aIndex >= m_List.Count) + return new JSONLazyCreator(this); + return m_List[aIndex]; + } + set + { + if (value == null) + value = JSONNull.CreateOrGet(); + if (aIndex < 0 || aIndex >= m_List.Count) + m_List.Add(value); + else + m_List[aIndex] = value; + } + } + + public override JSONNode this[string aKey] + { + get { return new JSONLazyCreator(this); } + set + { + if (value == null) + value = JSONNull.CreateOrGet(); + m_List.Add(value); + } + } + + public override int Count + { + get { return m_List.Count; } + } + + public override void Add(string aKey, JSONNode aItem) + { + if (aItem == null) + aItem = JSONNull.CreateOrGet(); + m_List.Add(aItem); + } + + public override JSONNode Remove(int aIndex) + { + if (aIndex < 0 || aIndex >= m_List.Count) + return null; + JSONNode tmp = m_List[aIndex]; + m_List.RemoveAt(aIndex); + return tmp; + } + + public override JSONNode Remove(JSONNode aNode) + { + m_List.Remove(aNode); + return aNode; + } + + public override IEnumerable Children + { + get + { + foreach (JSONNode N in m_List) + yield return N; + } + } + + + internal override void WriteToStringBuilder(StringBuilder aSB, int aIndent, int aIndentInc, JSONTextMode aMode) + { + aSB.Append('['); + int count = m_List.Count; + if (inline) + aMode = JSONTextMode.Compact; + for (int i = 0; i < count; i++) + { + if (i > 0) + aSB.Append(','); + if (aMode == JSONTextMode.Indent) + aSB.AppendLine(); + + if (aMode == JSONTextMode.Indent) + aSB.Append(' ', aIndent + aIndentInc); + m_List[i].WriteToStringBuilder(aSB, aIndent + aIndentInc, aIndentInc, aMode); + } + if (aMode == JSONTextMode.Indent) + aSB.AppendLine().Append(' ', aIndent); + aSB.Append(']'); + } + } + // End of JSONArray + + public partial class JSONObject : JSONNode + { + private Dictionary m_Dict = new Dictionary(); + + private bool inline = false; + public override bool Inline + { + get { return inline; } + set { inline = value; } + } + + public override JSONNodeType Tag { get { return JSONNodeType.Object; } } + public override bool IsObject { get { return true; } } + + public override Enumerator GetEnumerator() { return new Enumerator(m_Dict.GetEnumerator()); } + + + public override JSONNode this[string aKey] + { + get + { + if (m_Dict.ContainsKey(aKey)) + return m_Dict[aKey]; + else + return new JSONLazyCreator(this, aKey); + } + set + { + if (value == null) + value = JSONNull.CreateOrGet(); + if (m_Dict.ContainsKey(aKey)) + m_Dict[aKey] = value; + else + m_Dict.Add(aKey, value); + } + } + + public override JSONNode this[int aIndex] + { + get + { + if (aIndex < 0 || aIndex >= m_Dict.Count) + return null; + return m_Dict.ElementAt(aIndex).Value; + } + set + { + if (value == null) + value = JSONNull.CreateOrGet(); + if (aIndex < 0 || aIndex >= m_Dict.Count) + return; + string key = m_Dict.ElementAt(aIndex).Key; + m_Dict[key] = value; + } + } + + public override int Count + { + get { return m_Dict.Count; } + } + + public override void Add(string aKey, JSONNode aItem) + { + if (aItem == null) + aItem = JSONNull.CreateOrGet(); + + if (!string.IsNullOrEmpty(aKey)) + { + if (m_Dict.ContainsKey(aKey)) + m_Dict[aKey] = aItem; + else + m_Dict.Add(aKey, aItem); + } + else + m_Dict.Add(Guid.NewGuid().ToString(), aItem); + } + + public override JSONNode Remove(string aKey) + { + if (!m_Dict.ContainsKey(aKey)) + return null; + JSONNode tmp = m_Dict[aKey]; + m_Dict.Remove(aKey); + return tmp; + } + + public override JSONNode Remove(int aIndex) + { + if (aIndex < 0 || aIndex >= m_Dict.Count) + return null; + var item = m_Dict.ElementAt(aIndex); + m_Dict.Remove(item.Key); + return item.Value; + } + + public override JSONNode Remove(JSONNode aNode) + { + try + { + var item = m_Dict.Where(k => k.Value == aNode).First(); + m_Dict.Remove(item.Key); + return aNode; + } + catch + { + return null; + } + } + + public override IEnumerable Children + { + get + { + foreach (KeyValuePair N in m_Dict) + yield return N.Value; + } + } + + internal override void WriteToStringBuilder(StringBuilder aSB, int aIndent, int aIndentInc, JSONTextMode aMode) + { + aSB.Append('{'); + bool first = true; + if (inline) + aMode = JSONTextMode.Compact; + foreach (var k in m_Dict) + { + if (!first) + aSB.Append(','); + first = false; + if (aMode == JSONTextMode.Indent) + aSB.AppendLine(); + if (aMode == JSONTextMode.Indent) + aSB.Append(' ', aIndent + aIndentInc); + aSB.Append('\"').Append(Escape(k.Key)).Append('\"'); + if (aMode == JSONTextMode.Compact) + aSB.Append(':'); + else + aSB.Append(" : "); + k.Value.WriteToStringBuilder(aSB, aIndent + aIndentInc, aIndentInc, aMode); + } + if (aMode == JSONTextMode.Indent) + aSB.AppendLine().Append(' ', aIndent); + aSB.Append('}'); + } + + } + // End of JSONObject + + public partial class JSONString : JSONNode + { + private string m_Data; + + public override JSONNodeType Tag { get { return JSONNodeType.String; } } + public override bool IsString { get { return true; } } + + public override Enumerator GetEnumerator() { return new Enumerator(); } + + + public override string Value + { + get { return m_Data; } + set + { + m_Data = value; + } + } + + public JSONString(string aData) + { + m_Data = aData; + } + + internal override void WriteToStringBuilder(StringBuilder aSB, int aIndent, int aIndentInc, JSONTextMode aMode) + { + aSB.Append('\"').Append(Escape(m_Data)).Append('\"'); + } + public override bool Equals(object obj) + { + if (base.Equals(obj)) + return true; + string s = obj as string; + if (s != null) + return m_Data == s; + JSONString s2 = obj as JSONString; + if (s2 != null) + return m_Data == s2.m_Data; + return false; + } + public override int GetHashCode() + { + return m_Data.GetHashCode(); + } + } + // End of JSONString + + public partial class JSONNumber : JSONNode + { + private double m_Data; + + public override JSONNodeType Tag { get { return JSONNodeType.Number; } } + public override bool IsNumber { get { return true; } } + public override Enumerator GetEnumerator() { return new Enumerator(); } + + public override string Value + { + get { return m_Data.ToString(); } + set + { + double v; + if (double.TryParse(value, out v)) + m_Data = v; + } + } + + public override double AsDouble + { + get { return m_Data; } + set { m_Data = value; } + } + + public JSONNumber(double aData) + { + m_Data = aData; + } + + public JSONNumber(string aData) + { + Value = aData; + } + + internal override void WriteToStringBuilder(StringBuilder aSB, int aIndent, int aIndentInc, JSONTextMode aMode) + { + aSB.Append(m_Data); + } + private static bool IsNumeric(object value) + { + return value is int || value is uint + || value is float || value is double + || value is decimal + || value is long || value is ulong + || value is short || value is ushort + || value is sbyte || value is byte; + } + public override bool Equals(object obj) + { + if (obj == null) + return false; + if (base.Equals(obj)) + return true; + JSONNumber s2 = obj as JSONNumber; + if (s2 != null) + return m_Data == s2.m_Data; + if (IsNumeric(obj)) + return Convert.ToDouble(obj) == m_Data; + return false; + } + public override int GetHashCode() + { + return m_Data.GetHashCode(); + } + } + // End of JSONNumber + + public partial class JSONBool : JSONNode + { + private bool m_Data; + + public override JSONNodeType Tag { get { return JSONNodeType.Boolean; } } + public override bool IsBoolean { get { return true; } } + public override Enumerator GetEnumerator() { return new Enumerator(); } + + public override string Value + { + get { return m_Data.ToString(); } + set + { + bool v; + if (bool.TryParse(value, out v)) + m_Data = v; + } + } + public override bool AsBool + { + get { return m_Data; } + set { m_Data = value; } + } + + public JSONBool(bool aData) + { + m_Data = aData; + } + + public JSONBool(string aData) + { + Value = aData; + } + + internal override void WriteToStringBuilder(StringBuilder aSB, int aIndent, int aIndentInc, JSONTextMode aMode) + { + aSB.Append((m_Data) ? "true" : "false"); + } + public override bool Equals(object obj) + { + if (obj == null) + return false; + if (obj is bool) + return m_Data == (bool)obj; + return false; + } + public override int GetHashCode() + { + return m_Data.GetHashCode(); + } + } + // End of JSONBool + + public partial class JSONNull : JSONNode + { + static JSONNull m_StaticInstance = new JSONNull(); + public static bool reuseSameInstance = true; + public static JSONNull CreateOrGet() + { + if (reuseSameInstance) + return m_StaticInstance; + return new JSONNull(); + } + private JSONNull() { } + + public override JSONNodeType Tag { get { return JSONNodeType.NullValue; } } + public override bool IsNull { get { return true; } } + public override Enumerator GetEnumerator() { return new Enumerator(); } + + public override string Value + { + get { return "null"; } + set { } + } + public override bool AsBool + { + get { return false; } + set { } + } + + public override bool Equals(object obj) + { + if (object.ReferenceEquals(this, obj)) + return true; + return (obj is JSONNull); + } + public override int GetHashCode() + { + return 0; + } + + internal override void WriteToStringBuilder(StringBuilder aSB, int aIndent, int aIndentInc, JSONTextMode aMode) + { + aSB.Append("null"); + } + } + // End of JSONNull + + internal partial class JSONLazyCreator : JSONNode + { + private JSONNode m_Node = null; + private string m_Key = null; + public override JSONNodeType Tag { get { return JSONNodeType.None; } } + public override Enumerator GetEnumerator() { return new Enumerator(); } + + public JSONLazyCreator(JSONNode aNode) + { + m_Node = aNode; + m_Key = null; + } + + public JSONLazyCreator(JSONNode aNode, string aKey) + { + m_Node = aNode; + m_Key = aKey; + } + + private void Set(JSONNode aVal) + { + if (m_Key == null) + { + m_Node.Add(aVal); + } + else + { + m_Node.Add(m_Key, aVal); + } + m_Node = null; // Be GC friendly. + } + + public override JSONNode this[int aIndex] + { + get + { + return new JSONLazyCreator(this); + } + set + { + var tmp = new JSONArray(); + tmp.Add(value); + Set(tmp); + } + } + + public override JSONNode this[string aKey] + { + get + { + return new JSONLazyCreator(this, aKey); + } + set + { + var tmp = new JSONObject(); + tmp.Add(aKey, value); + Set(tmp); + } + } + + public override void Add(JSONNode aItem) + { + var tmp = new JSONArray(); + tmp.Add(aItem); + Set(tmp); + } + + public override void Add(string aKey, JSONNode aItem) + { + var tmp = new JSONObject(); + tmp.Add(aKey, aItem); + Set(tmp); + } + + public static bool operator ==(JSONLazyCreator a, object b) + { + if (b == null) + return true; + return System.Object.ReferenceEquals(a, b); + } + + public static bool operator !=(JSONLazyCreator a, object b) + { + return !(a == b); + } + + public override bool Equals(object obj) + { + if (obj == null) + return true; + return System.Object.ReferenceEquals(this, obj); + } + + public override int GetHashCode() + { + return 0; + } + + public override int AsInt + { + get + { + JSONNumber tmp = new JSONNumber(0); + Set(tmp); + return 0; + } + set + { + JSONNumber tmp = new JSONNumber(value); + Set(tmp); + } + } + + public override float AsFloat + { + get + { + JSONNumber tmp = new JSONNumber(0.0f); + Set(tmp); + return 0.0f; + } + set + { + JSONNumber tmp = new JSONNumber(value); + Set(tmp); + } + } + + public override double AsDouble + { + get + { + JSONNumber tmp = new JSONNumber(0.0); + Set(tmp); + return 0.0; + } + set + { + JSONNumber tmp = new JSONNumber(value); + Set(tmp); + } + } + + public override bool AsBool + { + get + { + JSONBool tmp = new JSONBool(false); + Set(tmp); + return false; + } + set + { + JSONBool tmp = new JSONBool(value); + Set(tmp); + } + } + + public override JSONArray AsArray + { + get + { + JSONArray tmp = new JSONArray(); + Set(tmp); + return tmp; + } + } + + public override JSONObject AsObject + { + get + { + JSONObject tmp = new JSONObject(); + Set(tmp); + return tmp; + } + } + internal 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