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using Microsoft.EntityFrameworkCore; using RetenionApp.Models; namespace RetenionApp.Data { public class RetentionContext : DbContext { public DbSet<User> Users { get; set; } public RetentionContext(DbContextOptions opts) : base(opts) { } } }
/* * Jacob Buri * IPooledObject.cs * Assignment 10 - Singleton and ObjectPool * Interface for a pooled object. Called in ObjectPooler.cs */ using UnityEngine; public interface IPooledObject { void OnObjectSpawn(); }
using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Linq.Expressions; using System.Threading.Tasks; using Microsoft.Azure.Documents; using Microsoft.Azure.Documents.Client; using Microsoft.Azure.Documents.Linq; namespace MeeToo.DataAccess.DocumentDb { public cl...
using System; class ReverseString { static void Main() { string inputStr = Console.ReadLine(); for (int i = inputStr.Length-1; i >= 0; i--) { Console.Write(inputStr[i]); } Console.WriteLine(); } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging;...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.Events; public class Card : MonoBehaviour { [SerializeField] CardInfo _cardInfo; //[SerializeField] CardAttributes _cardAttributes; [SerializeField] CardType _ca...
using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp; using Microsoft.CodeAnalysis.Emit; using System; using System.Collections.Generic; using System.IO; using System.Reflection; using System.Text; namespace StrategyMaker { class Program { static void BuildAssembly(SyntaxTree syntaxTree, ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Rotator : MonoBehaviour { private SpriteRenderer sr; public GameObject rotated; void Start() { sr = rotated.GetComponent<SpriteRenderer>(); } void FixedUpdate() { Vector...
using System; using System.IO; using System.Windows.Forms; namespace DiceChart { public partial class DiceChartMainWindow : Form { const int ITERATIONS = 10000; public DiceChartMainWindow() { InitializeComponent(); } /// <summary> /// Generates th...
using Practise.Core; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Practise.Infrastructure { public interface IRepository<TEntity> where TEntity : BaseEntity { List<TEntity> GetAll(); void Insert(TEntity entity); ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ArkSavegameToolkitNet.Property { public class PropertyInt8 : PropertyBase<sbyte?> { public PropertyInt8(string name, string typeName, sbyte value) : base(name, typeName, 0, val...
using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; public class CraftRecipeDatabase : MonoBehaviour { public List<CraftRecipe> recipes = new List<CraftRecipe>(); private ItemDatabase itemDatabase; private void Awake() { itemDatabase =...
namespace ParkingSystem { using System; using System.Collections.Generic; public class Startup { public static void Main(string[] args) { Execute(); } private static void Execute() { var args = Console.ReadLine().Split(new[] { ' ' }, Str...
namespace LeadChina.CCDMonitor.Infrastrue { public class EtOpManager { private static AbstractEtFactory factory; private EtOpManager() { } public static AbstractEtFactory GetFactory() { if (factory == null) { factory = n...
using Controller.UsersAndWorkingTime; using Model.Users; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public partial class ChessEntity { private List<Material> materialsCache; private List<Color> savedMaterialColors; private bool SearchMaterials() { if (Renderers == null) { return false; } if (materialsCache == null) { ...
using System; using System.Collections.Generic; using System.Data; using System.DirectoryServices; using System.DirectoryServices.AccountManagement; using System.Linq; using System.Security.Principal; using ILogging; using ServiceDeskSVC.DataAccess.Models; using ServiceDeskSVC.DataAccess.UserRefresh; using ServiceDesk...
// Code generated by Microsoft (R) AutoRest Code Generator 0.9.7.0 // Changes may cause incorrect behavior and will be lost if the code is regenerated. using System; using System.Linq; using Newtonsoft.Json.Linq; namespace ApartmentApps.Client.Models { public partial class VersionInfo { private int? ...
using System; using System.Collections.Generic; using System.Linq; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading.Tasks; namespace AirMouseTab { class ServerDataMain { // int PORT = 7875; int bufSize = 32; bool continueReceive = true; pr...
using System; namespace Vehicles { class Program { static void doWork() { Console.WriteLine("Journey by Airplane"); Airplane myAirplane = new Airplane(); myAirplane.StartEngine("Contact"); myAirplane.TakeOff(); myAirplane.Drive(); ...
using System; using Petanque.Model.Competitions; using Petanque.Model.Repository; using Petanque.Model.Results; using Petanque.Model.Teams; namespace Petanque.Model.Prices { public class PriceService { private readonly TeamService _teamService; private readonly MongoRepository<Compe...
using UnityEngine; using System; // using System.Collections; // using System.Collections.Generic; public class ParticleEffectsWrapper: MonoBehaviour { public bool doDestroy = true; public GameObject wrapper; private ParticleSystem ps; public delegate void TestDelegate(); public EffectItemVO effectItem; public T...
using System; namespace OpenHMDNet { public class NoOpenHMDContextSpecifiedException : Exception { public NoOpenHMDContextSpecifiedException(string message) : base(message) { } } public class OpenHMDContextAlreadyOpened : Exception { public OpenHMDContextAlreadyOpened(string messa...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Linq; using System.Runtime.Serialization; using System.Web; namespace XH.APIs.WebAPI.Models.Categories { [DataContract] public class UpdateCategoryRequest : CreateOrUpdateCategoryRequest { [Da...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using JustRipeFarm.ClassEntity; namespace JustRipeFarm { public partial class FormProduct : Form ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Net; using System.Net.Sockets; using System.Net.NetworkInformation; using System.Management; using IRAP.Global; namespace IRAP_MaterialRequestImport { public abstract cla...
using System; using System.Collections.Generic; using System.Linq; using System.Runtime.Serialization; using System.Text; using System.Threading.Tasks; using System.Xml; using System.Xml.Schema; using System.Xml.Serialization; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Breeze { ...
using Fingo.Auth.Domain.Infrastructure.EventBus.Events.Base; namespace Fingo.Auth.Domain.Infrastructure.EventBus.Events.CustomData { public class CustomDataRemoved : EventBase { public CustomDataRemoved(int projectId , string name) { ProjectId = projectId; Name = name; ...
using LoowooTech.Updater.Entities; using System; using System.Collections.Generic; using System.Text; namespace LoowooTech.Updater { public enum UpdateStateChangeStateEnum { InProgress,Done,Fail } public class UpdateProgressChangedEventArgs:EventArgs { public string Message { get;...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class SpawnWaveManagement : MonoBehaviour { public GameObject[] Path1; public GameObject[] Path2; private GameObject[][] Paths; public Wave[] Waves; public int currentWave = 0; ...
using AuraAPI; using UnityEngine; using UnityEngine.Rendering.PostProcessing; namespace Player { public class StressPostEffect : MonoBehaviour { [SerializeField] private PostProcessVolume _calm; [SerializeField] private PostProcessVolume _stressed; private PlayerInfo _player; ...
using MISA.Common.Models; using System; using System.Collections.Generic; using System.Text; namespace MISA.Business.Interface { public interface IGroupCustomerService: IBaseService<GroupCustomer> { } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public enum InputState { Character, Inventory, ActionBox, Dialogue, DialogueBox, Settings, Map, Cutscene, NoInput } public class GameManager : MonoBehaviour { // Singleton // public static GameM...
using Microsoft.Practices.Unity; using System; namespace Problem1.Infrastructure { /// <summary> /// Контекст запуска группы тестов, содержащий IoC-контейнер. /// </summary> public abstract class UnityContainerFixtureBase : IDisposable { protected IUnityContainer Container; protec...
using System.Collections.Generic; using System.ComponentModel; using System.ComponentModel.DataAnnotations; namespace MundoMascotaRosario.Models { public class Rol { [Key] public int RolId { get; set; } [DisplayName("Rol")] [Required] public string Descripcion { get; se...
using System; using System.Collections.Generic; using System.Data.Entity; using System.Linq; using System.Web; using System.Configuration; using CAPCO.Infrastructure.Domain; namespace CAPCO.Infrastructure.Data { public class CAPCOContext : DbContext { /// <summary> /// Initializes ...
// <copyright file="FirstTaskTest.cs" company="MyCompany.com"> // Contains the solutions to tasks of the 'Encapsulation. Inheritance. Polymorphism' module. // </copyright> // <author>Daryn Akhmetov</author> namespace Encapsulation._Inheritance._Polymorphism_Tests { using System; using Encapsulation._Inheritan...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.IO.Ports; using System.IO; namespace Ajustador_Calibrador_ADR3000.Helpers { public class SerialPortReader { // http://www.sparxeng.com/blog/software/must-use-net-system-io-p...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class WallsFollow : MonoBehaviour { public GameObject playerTofollow; public float offsetToplayer; public void Update() { transform.position = new Vector3(0f, playerTofollow.transform.position.y + offsetTopl...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc; using Xlns.BusBook.Core.Model; using Xlns.BusBook.Core.Repository; namespace Xlns.BusBook.UI.Web.Models { public class MenuView { public Utente Utente { get; set; } public IList<Messaggio...
namespace Jypeli { /// <summary> /// Rajapinta päivittyville olioille. /// </summary> public interface Updatable { /// <summary> /// Ajetaanko oliolle päivitystä /// </summary> bool IsUpdated { get; } /// <summary> /// Päivitysfunktio /// </s...
using UnityEngine; using System.Collections; public class PreprocessingCollider : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } void OnTriggerEnter(Collider other) { if (other.gameObject.layer.Equals(MyTags.Wide_Wall...
using jaytwo.Common.Extensions; using jaytwo.Common.Http; using NUnit.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace jaytwo.Common.Test.Http.UrlHelperTests { public static class SetPortTests { private static IEnu...
using Microsoft.Extensions.Configuration.CommandLine; using System; using System.Collections.Generic; using System.IO; using System.Text; using System.Text.RegularExpressions; using System.Linq; namespace CsRemoveComment { class Program { //待处理列表 private static List<string> sb = new List<strin...
using System; using System.Collections.Generic; using EPI.Sorting; namespace EPI.Recursion { /// <summary> /// You are given a list of points in a 2D cartesian plane. Each point has an /// x, y integer coordinates. /// How would you find the two closest points? /// </summary> public static class FindClosestPoin...
using System; using System.Collections; using System.Collections.Generic; namespace Common.Composite { public interface IComponentCollection : IEnumerable<Component>, IEnumerable { //-------------------------------------------------------------------------- // // PUBLIC PROPERTIES...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class TurorialMenu : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { if (Input.GetKey(KeyCode.Escape)) { ...
using Microsoft.AspNetCore.Mvc; using Microsoft.AspNetCore.Mvc.Versioning; using Microsoft.Extensions.DependencyInjection; using System; namespace Library.API.Configurations { public static class VersioningConfig { public static void AddApiVersioningConfiguration(this IServiceCollection services) ...
using System; using System.Collections.Generic; using System.Text; using System.Threading.Tasks; using Welic.App.Models.Token; namespace Welic.App.Services.ServicesViewModels { public interface IIdentityService { string CreateAuthorizationRequest(); string CreateLogoutRequest(string token); ...
using System.Data; using System.Linq; namespace test_automation_useful_features.Helpers.Examples.DB { public class ProjectRepo { private readonly string connectionString; private readonly string clientName; public ProjectRepo(string connectionString, string clientName) { ...
#if UNITY_2019_1_OR_NEWER using UnityEditor; using UnityEngine.UIElements; using UnityAtoms.Editor; using UnityEngine; namespace UnityAtoms.BaseAtoms.Editor { /// <summary> /// Event property drawer of type `Collider2D`. Inherits from `AtomEventEditor&lt;Collider2D, Collider2DEvent&gt;`. Only availble in `UNIT...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; [RequireComponent(typeof(NavMeshObstacle))] public class SlidingDoor : MonoBehaviour { private Vector3 startingPoint; private Vector3 openPosition; [SerializeField] private Vector3 direction = Vector3.down;...
using ENTIDAD; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace DATOS { public class ProyectoDALC // usar "repositorio" { public List<Proyecto> ListarProyectos() { using(var db = new ProyectosDBEntities())...
 using Android.OS; using Android.Preferences; using Android.Runtime; using System; namespace aairvid { public class SettingsFragment : PreferenceFragment { public override void OnCreate (Bundle savedInstanceState) { base.OnCreate (savedInstanceState); AddPreferencesFromResource(Resource....
using UnityEngine; using System.Collections; //using UnityEditor; public class CreateMesh : MonoBehaviour { public Vector3[] vertices; public Vector2[] uv; public int[] triangles; public Material[] materials; // Use this for initialization void Start () { GameObject g = new GameObject("hex"); g.AddCompon...
using System; using System.Collections.Generic; using System.Text; namespace D_OOP { public enum TrafficLight { Red, Yellow, Green } public enum Race { Elf = 30, Ork = 40, Terrain = 20 } }
using System; using System.Collections.Generic; using System.Net; using System.Threading.Tasks; using GitHubRetriever.Commands; using GitHubRetriever.Models; using Microsoft.Azure.Cosmos; namespace GitHubRetriever { public class GitHubApiService { private readonly CommitsDownloadCommand commitsDownload...
using Autofac; using Framework.Core.Common; using Tests.Data.Van; using Tests.Data.Van.Input.Filters; using Tests.Pages.Van.LogIn; using Tests.Pages.Van.Main.Common.DefaultPage; using Tests.Pages.Van.Main.List; using Tests.Pages.Van.Main.Turf; using NUnit.Framework; namespace Tests.Projects.Van.TurfManageme...
using System.Web.Mvc; using Tomelt.ContentManagement; using Tomelt.Layouts.Framework.Elements; namespace Tomelt.Layouts.Framework.Drivers { public class ElementEditorContext { public ElementEditorContext() { EditorResult = new EditorResult(); } public Element Element { get; se...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace learn_180402_WorkStation { class WorkStationClass { } }
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using Oracle.ManagedDataAccess.Client; namespace EESSP { public partial class MainForm : Form { ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using MySql.Data.MySqlClient; using System.Data.Common; using System.Data; namespace UFO.Server.Data { public class User { public User() { } public User(uint id, s...
using System; using System.Collections.Generic; using Kattis.IO; public class Program { static string[] items; static Dictionary<string, int> itemIDs; static List<int>[] adj; static int[] side; static bool is_bipartite = true; static void check_bipartite(int u) { for (int i = 0; i < adj[u].Count; i++) { ...
using UnityEngine; using System.Collections; using System.Collections.Generic; public class MapGenerator : MonoBehaviour { public Transform tilePrefab; // The prefab to construct the floor from public Transform obstaclePrefab; public Transform navmeshFloor; public Transform navmeshMaskPrefab; pub...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using System.Data.SqlClient; using System.Data; public partial class _Default : System.Web.UI.Page { SqlConnection con; SqlDataAdapter da; DataSet ds = new DataSet(); ...
using Microsoft.EntityFrameworkCore; using System; using User.Domain; using User.Domain.Model; namespace User1.Data.Context { public class UserContext : DbContext { public UserContext() { } public UserContext(DbContextOptions options) : base(options) { } ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Exercicio2 { class SeleccaoNomes { static void Main(string[] args) { { string[] Nomes = { "Ana", "António", "Beatriz", "Joana", "Raul", "Vit...
using KissLog; using KissLog.AspNetCore; using Microsoft.AspNetCore.Http; using Microsoft.Extensions.DependencyInjection; using Microsoft.Extensions.Options; using RSS.Business.Interfaces; using RSS.Business.Notifications; using RSS.Business.Services; using RSS.Data.Context; using RSS.Data.Repository; using RSS.WebApi...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace ELearningPlatform.Models { public class Role { public const int RoleGuest = 1; public const int RoleStudent = 2; public const int RoleInstructor = 3; public int Id { get; ...
namespace HandmadeHTTPServer.Data.Contracts { using System.Data.Entity; using SimpleHttpServer.Models; public interface ISharpStoreContext { DbSet<Knife> Knives { get; set; } DbSet<Message> Messages { get; set; } int SaveChanges(); } }
using System; using Uintra.Core.User.Models; using Uintra.Features.Permissions.Models; namespace Uintra.Core.Member.Abstractions { public interface IIntranetMember { Guid Id { get; set; } string DisplayedName { get; } string FirstName { get; set; } string LastName { get; set; } ...
using CalculatorService.Domain.Models; using OperationModel = CalculatorService.Domain.Models.Operation; using System.Threading.Tasks; using CalculatorService.CrossCutting; namespace CalculatorService.Domain { public class ServiceTracked<P, R> : IOperationService<P, R> where P : ParamsOperationBase where R : Resu...
using UnityEngine; using System.Collections; using System.IO; static public class DirectoryUtility { static public string ExternalAssets() { // switch ( Application.platform ) // { // default: return Application.streamingAssetsPath; // case RuntimePlatform.OSXEditor: // case RuntimePlatform.WindowsEditor: ...
using System; public class GClass4 { public static byte[] smethod_0(int int_0) { byte[] bytes = BitConverter.GetBytes(int_0); if (!BitConverter.IsLittleEndian) { Array.Reverse(bytes); } return bytes; } public static int smethod_1(byte[] byte_0) { if (!BitConverter.IsLittleEndian) ...
using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Medi...
namespace com.Sconit.Web.Controllers.PRD { using System.Collections; using System.Collections.Generic; using System.Linq; using System.Web.Mvc; using com.Sconit.Entity.PRD; using com.Sconit.Service; using com.Sconit.Web.Models; using com.Sconit.Web.Models.SearchModels.PRD; using com...
using System.Collections; using System.Collections.Generic; using UnityEngine.SceneManagement; using UnityEngine; using UnityEngine.UI; [System.Serializable] public struct CutsceneImage { public Sprite image; public AudioClip audio; public float delay; } public class Cutscene : MonoBehaviou...
using UnityEngine; public class ItemManager : MonoBehaviour { public enum Items { COINS, FUEL } private const float REDUCE = 5f; private float coinOffset = 1f; private float fuelOffset = 1f; public GameObject coin; public GameObject fuel; void Awake() { int c = PlayerPrefs.GetInt(Items.COINS.To...
using System; using System.Collections.Generic; using System.Text; namespace DesignPatterns.Singleton.Example1 { //https://csharpindepth.com/articles/Singleton /// <summary> /// not thread-safe /// </summary> public class Singleton { private static Singleton _instance; private...
namespace Airelax.Defines { public class PhotoUploadSetting { public string BaseUrl { get; set; } public string CloudName { get; set; } public string UploadImageApi { get; set; } } }
namespace ComputersApplication { public class LaptopBattery { //constructors internal LaptopBattery() { this.Percentage = 100 / 2; } //properties internal int Percentage { get; set; } //methods internal void Charge(int percentLeft) ...
using CrossPieCharts.FormsPlugin.Abstractions; using System; using Xamarin.Forms; using CrossPieCharts.FormsPlugin.iOSUnified; using Xamarin.Forms.Platform.iOS; [assembly: ExportRenderer(typeof(CrossPieChartView), typeof(CrossPieChartRenderer))] namespace CrossPieCharts.FormsPlugin.iOSUnified { /// <summary> ...
using System; using System.Collections.Generic; using System.Drawing; using DelftTools.Utils; using SharpMap.Layers; using SharpMap.Styles; using GeoAPI.Extensions.Feature; using SharpMap.Topology; using SharpMap.UI.FallOff; using SharpMap.UI.Mapping; using GeoAPI.Geometries; using SharpMap.Converters.Geometries; usin...
using System; using System.Collections.Generic; using System.Linq; /* * tags: bfs/dp * Time(n2^n), Space(n2^n) * dp(state|next, next) = min(dp(state|next, next), dp(state, head) + 1), for each edge (head -> next) * the state can be a bitwise integer. * Relax/tighten the distance from state with head vertex to s...
using System; using System.Collections.Generic; using System.Text; namespace SAAS.FrameWork.Extensions { public static partial class ByteDataExtensions { public static int ByteDataCount(this List<ArraySegment<byte>> byteData) { if (null == byteData || byteData.Count == 0) return 0...
using System; using System.Text; class chapt7 { static void Main() { string s1 = "foobar"; string s2 = "foobar"; int compVal = String.Compare(s1, s2); switch(compVal) { case 0 : Console.WriteLine(s1 + " " + s2 + " are equal"); break; case 1 : Console.WriteLine(s1 + " is less than " + s2); b...
using System; namespace Theatre.Model { public class DataMenuItem { public string Title { get; set; } public string Icon { get; set; } public Type TargetType { get; set; } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class VRMove : MonoBehaviour { public static VRMove singleton; void Awake(){ if(VRMove.singleton==null){ VRMove.singleton = this; } } public float moveSpeed; public float rotationSpeed...
using AlintaEnergy.Application.Extensions; using AlintaEnergy.ViewModels; using AutoMapper; using DataContext.Domain; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace AlintaEnergy.Application.AutoMapper { public class ViewModelToDomainMa...
using Common.Data; using Common.Exceptions; using Common.Extensions; using System; using System.Collections.Generic; using System.Data; using System.Data.SqlClient; using System.Runtime.Serialization; namespace Entity { [DataContract] public partial class SystemRPSFileType : IMappable { #region Constructors pub...
using UnityEngine; using UnityEngine.Rendering; public class PlayerHealthController : MonoBehaviour { #region Variables #region Components private HitFlash m_hitFlash; private BoxCollider2D m_playerCollider; #endregion #region Public Variables #endregion #region Private Variables ...
using System.Collections.Generic; using System.Linq; namespace CIS016_2.Common.ExtensionMethods { public static class ListExtensions { /// <summary> /// Allows to divide source list into list of smaller lists of selected size /// </summary> /// <typeparam name="T"></t...
using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Fra...
#region License //*****************************************************************************/ // Copyright (c) 2012 Luigi Grilli // // 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 witho...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Diagnostics; using Common; using ComplexSystems; namespace EconomicModels { public class Member { public Member(double a) { assets = a; memberId = Guid.NewGuid(); } Guid memberId; private double assets ...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class BallReturn : MonoBehaviour { private BallLauncher ballLauncher; private void Awake() { ballLauncher = FindObjectOfType<BallLauncher>(); } private void OnCollisionEnter2D(Collision2D collisi...
using EntityLayer.AdminDetails; using System.Collections.Generic; using System.Threading.Tasks; namespace EntityLayer.IAdminRepositorys { public interface IAdminRepository { Task Add<T>(T entity) where T : class; Task<Admin> GetOneAdmin(int id); Task<List<Admin>> GetAllAdmin(); ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; namespace BackToBasics { public class Pony { int taille; ConsoleColor Color; public Pony(ConsoleColor Couleur) { Random rnd =...
using DgKMS.Cube.CubeCore; using DgKMS.Cube.CubeCore.Dtos; using Microsoft.EntityFrameworkCore; using Shouldly; using System; using System.Threading.Tasks; using Xunit; namespace DgKMS.Cube.Tests.EvernoteTags { public class EvernoteTagAppService_Tests : CubeTestBase { private readonly IEvernoteTagAppS...
// The MIT License (MIT) // // Copyright (c) 2014-2017, Institute for Software & Systems Engineering // Copyright (c) 2017, Stefan Fritsch // // 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 Soft...