text stringlengths 13 6.01M |
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using System.Threading.Tasks;
namespace St.Eg.M1.Ex1.OOP.Model8
{
public interface IRepository
{
T Retrieve<T>(string id) where T : EntityBase;
void Save<... |
using System.Linq;
using System.Collections.Generic;
using System;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using StringReplicator.Core.Helpers;
using StringReplicator.Core.Operations.History;
using Voodoo.Messages;
namespace StringReplicator.Tests.Operations.History
{
[TestClass()]
publ... |
using System;
using System.Collections.Generic;
using ContentPatcher.Framework.Conditions;
using ContentPatcher.Framework.Constants;
using Pathoschild.Stardew.Common.Utilities;
using StardewValley;
namespace ContentPatcher.Framework.Tokens.ValueProviders
{
/// <summary>A value provider for the player's professions... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Android.App;
using Android.Content;
using Android.Graphics;
using Android.Graphics.Drawables;
using Android.OS;
using Android.Runtime;
using Android.Views;
using Android.Widget;
using Cashflow9000.Adapters;
using Cashflow9000.... |
namespace Igorious.StardewValley.DynamicApi2.Constants
{
public enum ToolID
{
ReturnScepter = 2,
MilkPail = 6,
Shears = 7,
Pan = 12,
WateringCan = 296,
}
} |
using IPA.Utilities;
using MultiplayerExtensions.Environments;
using MultiplayerExtensions.OverrideClasses;
using MultiplayerExtensions.UI;
using UnityEngine;
using Zenject;
namespace MultiplayerExtensions.Installers
{
class MPMenuInstaller : MonoInstaller
{
public override void InstallBindings()
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Experiment_Ctrl : MonoBehaviour
{
public GameObject SMI_Prefab;
float stimulus_eye_dist = 57.2285103656461f;
public float sample_rate;
public float stim... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayAnimation : MonoBehaviour
{
// This script file uses for single object with single animation.
// The name of the animation should be the same as the object name.
private Animator anim;
private string anim... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Dapper.DBContext;
using System.Security.Cryptography;
using EBS.Infrastructure.Extension;
using EBS.Domain.Entity;
using EBS.Infrastructure.Caching;
namespace EBS.Domain.Service
{
public class ... |
using System;
using System.Collections.Generic;
using System.ComponentModel.DataAnnotations;
using System.Text;
using System.Linq;
namespace EntityLayer
{
public class DebitCardValidator
{
[CreditCard]
public string DebitCardNumber { get; set; }
/// <summary>
/// This class us... |
using System;
using System.Collections.Generic;
using System.Drawing;
using Painter.WinForms.Tools.DrawingTools;
using Rectangle = Painter.WinForms.Tools.DrawingTools.Rectangle;
namespace Painter.WinForms
{
/// <summary>
/// Represent application settings
/// </summary>
public class StartupParams
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/* Displays the name of the chracter
/* References the players neck for display location */
public class NameLabel : MonoBehaviour {
public GameObject playerRef;
public float distanceAboveHead; // 0.33 is goo... |
using Def;
using NStandard.Flows;
using System;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using Xunit;
namespace NStandard.Test
{
public class StringExtensionsTests
{
[Fact]
public void CommonTest()
{
var ds = "123";
Assert.Equ... |
using DataAccess.Context;
using DataAccess.Repository;
using Ninject.Modules;
namespace Services.DependencyInjection
{
public class BlogModule : NinjectModule
{
public override void Load()
{
Bind<IBlogRepository>().To<BlogRepository>();
Bind<IContextFactory>().To<Contex... |
using System;
using System.ComponentModel;
using System.Windows.Forms;
using System.Xml;
namespace TemplateEditor
{
public partial class Form1 : Form
{
bool Saved = false;
string filename="";
public Form1()
{
InitializeComponent();
}
pu... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Reflection;
using System;
using System.Linq;
public static class Blocks
{
public const int Air = 0,
Dirt = 1,
Grass = 2,
Stone = 3,
Sand = 4,
Log = 5,
Leaves = 6,
Wat... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Lussatite.FeatureManagement.SessionManagers;
namespace RimDev.AspNetCore.FeatureFlags
{
public class FeatureFlagsSettings
{
public FeatureFlagsSettings(IEnumerable<Assembly> featureFlagAssemblies)
... |
using System.Web.Mvc;
namespace LiveTest.Controllers
{
public class EmptyController : Controller
{
// GET: Empty
public ActionResult Index()
{
return View();
}
}
} |
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 WinFormsWCF_TournamentGenerator.ServiceReference1;
using System.Linq;
namespace WinFormsWCF_Tourna... |
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace TG.AssetBundleRM
{
public class AssetBundleEditor : Editor
{
private static string DependenciesDirectory = Path.Combine(Application.... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
using System.Web.Mvc;
namespace MVC_Music.Controllers
{
public class CookieController : Controller
{
// GET: Cookie
public ActionResult Index(string val)
{
HttpCookie c = Request.Cookies.Ge... |
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using M220N.Models;
using MongoDB.Bson;
using MongoDB.Bson.Serialization.Conventions;
using MongoDB.Driver;
using NUnit.Framework;
namespace M220NLessons
{
/// <summary>
/// This Test Class shows the code used in the Basic Writ... |
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace EquationSolver
{
class Utilities
{
static char[] numberChars = { '-', '+', '.', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9' };
/// <summary>
... |
using System.Collections.Generic;
using Atc.Rest.Extended.Options;
using AutoFixture.Xunit2;
using FluentAssertions;
using Microsoft.AspNetCore.Authentication;
using Microsoft.AspNetCore.Authentication.JwtBearer;
using Microsoft.Extensions.Options;
using Xunit;
namespace Atc.Rest.Extended.Tests.Options
{
public c... |
using AutoMapper;
using Efa.Application.Interfaces;
using Efa.Application.ViewModels;
using Efa.Domain.Entities;
using Efa.Domain.Interfaces.Services;
using Efa.Infra.Data.Context;
using System;
using System.Collections.Generic;
namespace Efa.Application.AppService
{
public class NotasAppService : AppServiceBase<... |
namespace Sample
{
public interface ICommand<TResult>
{
}
} |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
using System.Web.UI;
using System.Web.UI.WebControls;
using log4net;
using EasyDev.BL;
using SQMS.Services;
using SQMS.Services.Domain.Vehicle;
using System.Data;
using System.Web.Script.Serialization;
using EasyDev.Util;
... |
using System;
using System.ComponentModel.DataAnnotations;
using FIMMonitoring.Domain.Enum;
namespace FIMMonitoring.Domain
{
public class ImportError : EntityBase
{
#region Properties
public ErrorSource ErrorSource { get; set; }
public ErrorLevel ErrorLevel { get; set; }
publ... |
using System.IO;
using Work.HTTP;
using Work.HTTP.Response;
using Work.MVC;
namespace SlusApp.Controllers
{
public class StaticFilesController : Controller
{
public HttpResponse Bootstrap()
{
return new FileResponse(File.ReadAllBytes("wwwroot/css/bootstrap.min.css"),"text/css");
... |
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectA : MonoBehaviour {
// Use this for initialization
public int poder;
private Transform tf;
private Renderer rend;
void Start()
{
GameController.Atacar +=
poder =... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SharpDX;
using SharpDX.Toolkit;
namespace Project
{
//Abstract class inherited by any object with physics
abstract public class PhysicalObject : GameObject
{
public Vector3 vel... |
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Web;
using System.Web.Profile;
using System.Web.UI;
using System.Web.UI.WebControls;
using DLib.DAL;
using BLL.DLib;
public partial class Controls_Admin_UserProfile : System.Web.UI.Page
{
private static DlibE... |
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
public class RealAngusController : MonoBehaviour {
public GameObject realAngusElementButtonPrototype;
public GameObject parentScreen;
public RealAngusTextWidget realAngusTextWidget;
public RealAngusSelectedButtonP... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotateHeal : MonoBehaviour
{
void FixedUpdate()
{
transform.Rotate(new Vector3(0, 100, 0) * Time.fixedDeltaTime);
}
}
|
using System.Collections.Generic;
using WebsiteManagerPanel.Data.Entities.Base;
namespace WebsiteManagerPanel.Data.Entities
{
//Her bir sayfaya, yani Controller’a karşılık gelen yetki tablosudur.
public partial class RoleGroup:Entity
{
public string GroupName { get; set; }
public bool IsAc... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CheckAvability.Common
{
public class Configuration : IConfiguration
{
private string baseUrl { get; set; } = "https://reserve-hk.apple.com/HK/en_HK/";
//priv... |
using UnityEngine;
using System.Collections;
[RequireComponent( typeof ( Rigidbody ) )]
public abstract class Ship : TNBehaviour {
//Madatory check for if a player is on this ship
//public abstract bool ContainsPlayer( TNet.Player check );
//A list of enemy ships this ship can see
protected TNet.List<GameObjec... |
namespace Docller.Core.Models
{
public abstract class FileBase : BlobBase
{
public string Title { get; set; }
public string DocNumber { get; set; }
public string Revision { get; set; }
public string Notes { get; set; }
public string Status { get; set; }
public lo... |
using System;
using System.Globalization;
namespace NStandard
{
public static class DateTimeEx
{
/// <summary>
/// Gets the DateTime(UTC) of UnixMinValue.
/// </summary>
/// <returns></returns>
public static readonly DateTime UnixMinValue = new(1970, 1, 1, 0, 0, 0, Date... |
using System.Collections.Generic;
using Breeze.AssetTypes.DataBoundTypes;
using Breeze.Helpers;
using Breeze.Screens;
using Breeze.Services.InputService;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Breeze.AssetTypes
{
public class SinglePixelLineAsset : KeyedAsset
{
... |
using gView.DataSources.VectorTileCache;
using gView.Framework.Data;
using gView.Framework.IO;
using gView.Framework.system.UI;
using gView.Framework.UI;
using gView.Win.DataSources.VectorTileCache.UI.Explorer.Dialogs;
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using System.Windows.F... |
using System;
namespace CryptoLab.Infrastructure.Commands.Auth
{
public interface IAuthCommand : ICommand
{
Guid UserId { get; set; }
}
} |
using Microsoft.VisualStudio.TestTools.UnitTesting;
using EditGraph;
namespace GraphUnitTest
{
[TestClass]
public class EditCraphTest
{
[TestMethod]
public void TestAddVertex()
{
GraphWirth a = new GraphWirth();
bool expected = true;
bool actual ... |
using System;
namespace CursoCsharp.ClassesEMetodos
{
class DesafioAcessarAtributo
{
int a = 10;
public static void Executar()
{
//Acessar a variavel "a" dentro do metodo executar!
//Console.WriteLine(a);
// vou acessar a instancia DesafioAcessarAt... |
using UnityEngine;
using System.Collections;
public class CameraFollow : MonoBehaviour
{
private Entity target;
public Camera cameraComponent;
private int baseCullingMask;
private void Start()
{
cameraComponent = GetComponent<Camera>();
baseCullingMask = cameraComponent.cullingMask;
EventHu... |
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;
namespace tr
{
public partial class menu : Form
{
game1 game1 = new game1();
gam... |
using System;
using System.Collections;
using System.Linq;
using UnityEngine;
using VRUI;
using SongLoaderPlugin;
using NLog;
using SongLoaderPlugin.OverrideClasses;
namespace TwitchIntegrationPlugin.UI
{
public class LevelRequestFlowCoordinator : FlowCoordinator
{
private MenuSceneSetupData _menuScen... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
using System.Windows;
namespace Arduino_Alarm.SetAlarm.GetSchedule
{
public class Settings
{
public int Subgroup { get; set; }
public string Minor { get; set; }... |
namespace JhinBot.Interface
{
public interface IValidator
{
(bool success, string errorMsg) Validate(string input);
}
} |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace _3._2_ProtectedData
{
static class Program
{
/// <summary>
/// ProtectedData é utilizada para proteger dados definidos pelo usuário. Essa classe não exige outr... |
using Cricetidae.Helper;
using Shouldly;
using Xunit;
namespace Cricetidae.Tests
{
public class BonusTextAnalyserText
{
[Fact]
public void AnalyseBonusText_bonusTextFromFor()
{
var fromPrice = 0;
var forPrice = 800;
var amountOfProducts = 1;
... |
using System;
namespace Iterator
{
class Program
{
static void Main(string[] args)
{
var concretAggregate = new ConcretAggregate();
concretAggregate[0] = "Item A";
concretAggregate[1] = "Item B";
concretAggregate[2] = "Item C";
concre... |
using Compent.Shared.DependencyInjection.Contract;
using Uintra.Core.Activity;
using Uintra.Core.Feed.Services;
using Uintra.Features.Notification.Services;
using Uintra.Features.Social;
using Uintra.Features.Social.Entities;
namespace Uintra.Infrastructure.Ioc
{
public class SocialInjectModule: IInjectModule
{
p... |
using System;
namespace Win_Lose
{
class Program
{
static void Main(string[] args)
{
Console.WriteLine("Pick a number: 1-10");
string userValue = Console.ReadLine();
if (userValue == "8")
{
string message = "You Win!";
... |
namespace P01PermutationsWithoutRepetitions
{
using System;
public class EntryPoint
{
private static string[] sequence;
public static void Main()
{
sequence = Console.ReadLine().Split();
Gen(0);
}
private static void Gen(int index)
... |
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace ej_productos
{
public partial class Form1 : Form
{
public For... |
using System;
namespace DelftTools.Utils.UndoRedo
{
public class UndoRedoEventArgs : EventArgs
{
public IMemento Memento { get; set; }
}
} |
using EntityFrameworkCore.BootKit;
using Newtonsoft.Json.Linq;
using System;
using System.Collections.Generic;
using System.ComponentModel.DataAnnotations;
using System.ComponentModel.DataAnnotations.Schema;
using System.Text;
namespace Quickflow.Core.Entities
{
public class ActivityInWorkflow : DbRecord, IDbReco... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
namespace Task2
{
class Program
{
public static bool Prime(int a) // булевая функция для проверки протое ли число
{
if (a <= 1) //... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Inventory : MonoBehaviour
{
public List<Item> inventoryItems = new List<Item>();
ItemDatabase itemDatabase;
[SerializeField] private UIInventory uiInventory;
private void Awake()
{
it... |
using System;
using System.Web.Mvc;
namespace Tomelt.Mvc.AntiForgery {
[AttributeUsage(AttributeTargets.Method)]
public class ValidateAntiForgeryTokenTomeltAttribute : FilterAttribute {
private readonly bool _enabled = true;
public ValidateAntiForgeryTokenTomeltAttribute() : this(true) {}
... |
using System;
using System.Data;
using System.Configuration;
using System.Collections;
using System.Web;
using System.Web.Security;
using System.Web.UI;
using System.Web.UI.WebControls;
using System.Web.UI.WebControls.WebParts;
using System.Web.UI.HtmlControls;
public partial class Administration_Reports_Rpt_SummaryRe... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using System;
public class ScoreMonitor : MonoBehaviour {
TextMeshProUGUI scoreText;
GameStatus gameStatus;
// Use this for initialization
void Start () {
//Debug.Log("Execute start method");
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Reflection;
using System.Data;
using System.Collections;
namespace CRL.Order.ProductOrder
{
/// <summary>
/// 产品订单维护
/// </summary>
public class ProductOrderBusiness<TType, TModel> : OrderBusiness<TType,... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using TP.BusinessLayer.Abstract;
using TP.Entities;
namespace TP.BusinessLayer.JobManagers
{
public class JobAnsManager:ManagerBase<Job_Ans>
{
}
}
|
using ChatBot.Domain.Core;
using ChatBot.Domain.Services.OpenData.Conf;
using ChatBot.Entities;
using Microsoft.Extensions.Options;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using System.Linq;
namespace ChatBot.Domain.Services.OpenData
{
public class OpenDataService : IOpenDataService
{
... |
using System;
using System.Xml.Serialization;
using System.Collections.Generic;
using Top.Api;
namespace DingTalk.Api.Response
{
/// <summary>
/// OapiChatGetResponse.
/// </summary>
public class OapiChatGetResponse : DingTalkResponse
{
/// <summary>
/// chat_info
/// </summ... |
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
namespace WpfApp4
{
public class FolderViewModel : INotifyPropertyChanged, IExpandable
{
private List<FolderViewModel> _subItems;
public Folde... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace ReSharper.Console
{
class Program
{
static void Main(string[] args)
{
new TestGenericOuter<int>();
}
}
public class TestGeneric<T>
{
}
public class TestGen... |
using System;
using Microsoft.EntityFrameworkCore;
using Microsoft.EntityFrameworkCore.Internal;
using Microsoft.Extensions.Configuration;
using Pobs.Domain;
using Pobs.Web.Helpers;
using Pomelo.EntityFrameworkCore.MySql.Infrastructure;
namespace Pobs.Tests.Integration.Helpers
{
internal static class Te... |
using PopulationFitness.Models.Genes;
using PopulationFitness.Models.Genes.Cache;
using PopulationFitness.Models.Genes.Fitness;
using PopulationFitness.Models.Genes.Performance;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace PopulationFitness.Models
{
/**
... |
using System.Windows.Controls;
using System.Windows.Input;
namespace ServiceCenter.View.Repair
{
public partial class PageOrderWorkAdd : Page
{
public PageOrderWorkAdd()
{
InitializeComponent();
}
private void TextBox_PreviewTextInput(object sender, TextComposition... |
using Core;
using DBCore;
using MaterialDesignThemes.Wpf;
using ServiceCenter.Helpers;
using ServiceCenter.View.Repair;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Windows;
using System.Windows.Input;
namespace ServiceCenter.ViewModel.Repair
{
... |
using UnityEngine;
using System.Collections;
public class ActionTreasureSet : MonoBehaviour {
//ボタンの宝番号
public int treasureNum = 0;
//スプライトリスト
public Sprite[] buttonSprite;
//プレイヤーアクション4のチェックボタン
public CheckFrameYesButton cfyb;
// Use this for initialization
void Start () {
}
// Update is call... |
namespace DemoSite.Services
{
#region namespaces
using System;
using System.Management.Automation;
using System.Management.Automation.Runspaces;
using System.Collections.ObjectModel;
using System.IO;
using System.Collections;
using DemoSite.Models;
#endregion
public... |
using System;
using System.Collections.Generic;
using System.Reflection;
using Atc.CodeAnalysis.CSharp.SyntaxFactories;
using Atc.XUnit;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using Xunit;
using Xunit.Abstractions;
namespace Atc.CodeAnalysis.CSharp.Tests
{
public class CodeComplianceTests
{
// ReS... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class T : MonoBehaviour {
LightmapData[] m_savedSceneLightmapData;
[System.Serializable]
public struct CustomLightmaps {
public Texture2D lightmapColor;
public Texture2D lightmapDir;
... |
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml;
using System.Xml.Serialization;
using Microsoft.SqlServer.TransactSql.ScriptDom;
namespace SSDTDevPack.Common.Settings
{
public class Settings
{
public Settings()
{
GeneratorOptions = new SqlScriptGe... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RoomTemplates : MonoBehaviour
{
public GameObject[] startRooms;
public GameObject[] topRooms;
public GameObject[] bottomRooms;
public GameObject[] leftRooms;
public GameObject[] rightRooms;
public GameO... |
namespace Witsml.Extensions
{
public static class StringExtensions
{
public static bool IsNumeric(this string input)
{
return double.TryParse(input, out _);
}
public static string NullIfEmpty(this string value)
{
return string.IsNullOrEmpty(value)... |
using System;
using System.Linq;
using System.Threading.Tasks;
using System.Linq.Expressions;
using System.Collections.Generic;
using Microsoft.AspNetCore.Mvc;
using Microsoft.AspNetCore.Http;
using Microsoft.EntityFrameworkCore;
using VipcoSageX3.Services;
using VipcoSageX3.ViewModels;
using VipcoSageX3.Models.Sage... |
// <copyright file="SharedSettingsTests.cs" company="Morten Larsen">
// Copyright (c) Morten Larsen. All rights reserved.
// Licensed under the MIT license. See LICENSE.txt file in the project root for full license information.
// </copyright>
using System;
using AspNetWebpack.AssetHelpers.Testing;
using FluentAsserti... |
using System;
namespace ConsoleApplication1
{
class SexException : Exception
{
public SexException() : base() { }
public SexException(string mes) : base(mes) { }
}
} |
using SQLite;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Client.Features.Jobs.Models
{
public class JobConfigurationDuplicates
{
[PrimaryKey]
public Guid Id { get; set; }
public Guid JobId { get... |
using System;
using System.Collections.Generic;
using Kattis.IO;
public class PlantingTrees
{
static public void Main ()
{
Scanner scanner = new Scanner();
BufferedStdoutWriter writer = new BufferedStdoutWriter();
string a = scanner.Next();
string b = scanner.Next();
i... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ParticleEffect_Timer : MonoBehaviour {
ParticleSystem _particlesystem; //Storing the attached Particle system
public bool BInfinite = false;//Is this Endless
void Start(){
_particlesystem = GetComponent<ParticleSystem> ... |
using Barebone.Common.Services.Interfaces;
using Barebone.Common.ViewModels.Base;
using MvvmCross.Core.Navigation;
using MvvmCross.Core.ViewModels;
namespace Barebone.Common.ViewModels
{
public class HomeViewModel : BaseViewModel<HomeViewModel.Parameters>
{
bool _hasInternet = true;
public cla... |
using System;
using System.Windows.Controls;
namespace MinecraftToolsBox.Commands
{
/// <summary>
/// EntityHostile.xaml 的交互逻辑
/// </summary>
public partial class EntityHostile : Grid
{
public EntityHostile()
{
InitializeComponent();
}
public void Enable... |
using UnityEngine;
using System.Collections;
public class Obstacle : MonoBehaviour {
public string obstacleName;
public string deathMessage;
public enum Direction {
Up,
Down
}
public Direction dir;
void Awake()
{
Destroy (gameObject, 10);
tag = "Enemy";
}
void Update()
{
if (dir == Direction.Do... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.AspNetCore.Http;
using Microsoft.AspNetCore.Mvc;
using ppedv.Planner.Logic;
using ppedv.Planner.Model;
namespace ppedv.Planner.UI.Web.Controllers
{
public class MitarbeiterController : Controller
{... |
using gView.Framework.UI;
using System.Windows.Forms;
namespace gView.Framework.Symbology.UI
{
internal partial class PropertyForm_SimpleTextSymbol : Form, IPropertyPageUI, gView.Framework.Symbology.UI.IPropertyPanel
{
private ITextSymbol _symbol = null;
public PropertyForm_SimpleTextSymbol()
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class UIOff : MonoBehaviour {
public GameObject UI;
public GameObject UILESSON;
public GameObject PlayButton;
public GameObject PauseButton;
public GameObject MenuPlane;
//public GameObject M... |
using Content.Shared.Sound;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Server.Weapon.Ranged.Ammunition.Components
{
/// <summary>
/// Allows this entity to ... |
using System;
namespace Puppeteer.Core.Planning
{
public interface IAStarNode : External.IFastPriorityQueueNode, IEquatable<IAStarNode>
{
/// <summary>
/// In A* referred to as F. G (path cost) and H (heuristic cost) combined. (f = g + h)
/// </summary>
float GetCost();
/// <summary>
/// In A* referred... |
using AutoTests.Framework.Web.Attributes;
using AutoTests.Framework.Web.Common.Handlers;
namespace AutoTests.Framework.Web.Common.Elements
{
public class Input : CommonElement
{
[FromLocator]
private string Locator { get; set; }
public Input(WebDependencies dependencies) : base(depend... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
using System.Web.UI;
using System.Web.UI.WebControls;
public partial class TelaInicial : System.Web.UI.Page
{
public static void VerificaLogin()
{
if (HttpContext.Current.Session["autenticado"] == null ||
... |
using UnityEngine;
public class ChangeBackground : MonoBehaviour
{
public Sprite[] background;
// Start is called before the first frame update
void Start()
{
this.gameObject.transform.GetChild(0).GetChild(0).GetComponentInChildren<SpriteRenderer>().sprite = background[Levels.backgroundScene]... |
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using SuperMario.ScoreSystem;
using SuperMario.Sound;
namespace SuperMario
{
public sealed class HUDController
{
SpriteFont currentFont;
long timeCounter;
long limitInTicks = 4000000000;
readonly int hurryTi... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Web.Mvc;
namespace Gibe.CacheBusting
{
public static class UrlExtensions
{
public static string Asset(this UrlHelper url, string filename)
{
var manifest = DependencyResolver.Curre... |
using System.Collections.Generic;
using System.ComponentModel.DataAnnotations;
using System.ComponentModel.DataAnnotations.Schema;
namespace WebShop.API.Models
{
public class CATEGORIES
{
[Key]
[DatabaseGenerated(DatabaseGeneratedOption.None)]
public int ID { get; set; }
public... |
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