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using System; using System.Collections.Generic; using System.Linq; namespace Euler_Logic.Problems.AdventOfCode.Y2015 { public class Problem23 : AdventOfCodeBase { private List<Instruction> _instructions; private Dictionary<string, uint> _registers; private enum enumInstructionType { ...
using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace Quizlet_Server.Entities { public class LoginRequest { public string TenNguoiDung { get; set; } public string MatKhau { get; set; } public bool RememberMe { get; set; } } }
using Microsoft.Xna.Framework.Graphics; namespace SuperMario.Entities.Mario.PlayerTexturePacks { public class SmallLuigiTexturePack: IPlayerTexturePack { public Texture2D CrouchingLeft => WinterLuigiTextureStorage.SmallLuigiStandStillLeftWinter; public Texture2D CrouchingRight => WinterLuigiT...
using System.Web.Http; using Microsoft.Owin; using Owin; using ServerApi.OwinMiddleware.Authentication; [assembly: OwinStartup(typeof(ServerApi.Startup))] namespace ServerApi { public class Startup { public void Configuration(IAppBuilder app) { HttpConfiguration config = new HttpC...
namespace KK.AspNetCore.EasyAuthAuthentication { /// <summary> /// Default values related to Azure EasyAuth authentication handler. /// </summary> public static class EasyAuthAuthenticationDefaults { /// <summary> /// Default scheme to identify the EasyAuth authentication. /...
using System; using System.Threading.Tasks; namespace Bounce.Services { public interface IImageProcessor { Task<byte[]> NormalizeAsync(byte[] imageData, float quality); Task<byte[]> ResizeAsync(byte[] imageData, int maxWidth, int maxHeight, float quality); } }
using System; using System.IO; using System.Windows.Forms; using static _7zipExample.LoggerClass; namespace _7zipExample { public partial class ReleaseNotesForm : Form { public ReleaseNotesForm() { InitializeComponent(); } private void ReleaseNotesForm_Load(object ...
using AdminWebsite.Configuration; using AdminWebsite.Contracts.Responses; using AdminWebsite.Controllers; using FluentAssertions; using Microsoft.AspNetCore.Http; using Microsoft.AspNetCore.Mvc; using Microsoft.Extensions.Options; using NUnit.Framework; namespace AdminWebsite.UnitTests { public class ConfigSettin...
using System; using System.Threading; namespace Smajlici { class ExperimentalImageSolver :ImageSolver, IImageSolver { private readonly Uri _uriToImage; private readonly Thread[] _threadArray; private readonly MyRef<bool> _solved = new MyRef<bool>() {Value=false}; private readon...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using KartObjects; using Excel=Microsoft.Office.Interop.Excel; using System.Reflection; namespace AxiReports { /// <summary> /// Экспорт списка сущностей в эксел /// </summary> ///<remarks>по свойствам через рефлекс...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Euler_Logic.Problems { public class Problem95 : ProblemBase { private int[] _nums; public override string ProblemName { get { return "95: Amicable chains"; } ...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.AspNetCore.Razor.Runtime.TagHelpers; using Microsoft.AspNetCore.Razor.TagHelpers; namespace lesson9.Infrastructure.TagHelpers { [HtmlTargetElement("current-time")] public class TimerTagHelper ...
using System.Net.Http; using System.Threading.Tasks; using Microsoft.AspNetCore.Mvc.Testing; using Xunit; namespace TennisBookings.Merchandise.Api.IntegrationTests.Controllers { public class CategoriesControllerTests : IClassFixture<WebApplicationFactory<Startup>> { private readonly HttpClient _client...
using System; using System.Collections; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; namespace com.Sconit.Entity.MRP.TRANS { [Serializable] public partial class MrpMiPlanDetail : EntityBase { #region O/R Mapping Properties public int Id { get; set; } ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class FinishTrigger : MonoBehaviour { private void OnTriggerEnter(Collider other) { if(other.transform.GetComponent<AlienController>() != null) { LevelManager.instance.GameFinished(); } ...
using System; using Compiler.TreeStructure.Expressions; using Compiler.TreeStructure.MemberDeclarations; using Compiler.TreeStructure.Statements; namespace Compiler.TreeStructure.Visitors { /// <summary> /// Makes all traverse across the tree /// </summary> // Рекурсивно пробегает по всему дереву, никаких изменен...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using AxisPosCore.Common; using KartObjects; namespace AxisPosCore { public class POSLogOnState:POSAbstractState { /// <summary> /// Диалог авторизации был отменен /// </summary> private bool ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class QuarantineSpecialist : Role { public QuarantineSpecialist(){ id = Vals.QUARANTINE_SPECIALIST; name = Vals.ROLES[id]; } }
using gView.Framework.Data; using gView.Framework.Data.Filters; using gView.Framework.Geometry; using gView.Framework.OGC.WFS; using System; using System.Threading.Tasks; using System.Xml; namespace gView.Framework.OGC.GML { public class FeatureCursor : gView.Framework.Data.FeatureCursor { private XmlN...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; namespace A_day_at_the_Races { class Guy { public string Name; public Bet MyBet; public int Cash; public RadioButton M...
using System.Collections; using System.Collections.Generic; using UnityEngine; /// <summary> /// 기본공격. 데미지를 주고 밀어내는 스킬들의 기본이된다. /// </summary> public class Push : Skill { public override void Activate(GameObject obj) { Entity entity = obj.GetComponent<Entity>(); entity.StartCoroutine(Attack(o...
using UnityEngine; using System.Collections; public class MainMenu : MonoBehaviour { public void EngageMainMenu() { gameObject.SetActive( true ); } public void SwitchProfile() { //TODO Animation stuff gameObject.SetActive( false ); TitleMenuManager.instance.StartProfilePa...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Data; namespace AreaOfCircle { class Program { static string radius; static double area; static void Main(string[] args) { Console.WriteLine("Enter the radius of the c...
using DataLayer.Models; using System; using System.Collections.Generic; namespace DataLayer.Repositories { public interface ICityRepository : IRepository<City> { IEnumerable<DefaultCity> GetAllCities(); void AddCity(DefaultCity city); bool RemoveCity(DefaultCity city); } }
/****************************************************************************************** Queue using Two Stacks *******************************************************************************************/ using System; using System.Collections.Generic; using System.IO; using System.Linq; class Solution { static ...
using evrostroy.Domain; using evrostroy.Web.Models; using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc; namespace evrostroy.Web.Controllers { public class CatalogController : Controller { private DataManager datamanager; public CatalogCon...
using System; namespace SharpMap.UI.Snapping { [Flags] public enum SnapRole { Free, FreeAtObject, Start, End, StartEnd, AllTrackers, TrackersNoStartNoEnd, None } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Docller.Core.Models { public class FileHistory { public File File { get; set; } public IEnumerable<Transmittal> Transmittals { get; set; } } }
using System; using Foundation; using UIKit; namespace DateAndTime05 { public partial class ViewController : UIViewController { protected ViewController(IntPtr handle) : base(handle) { // Note: this .ctor should not contain any initialization logic. } public overri...
//Author: Nate Hales //Builds a gui Display when the player stays with in the trigger, watch for a button press, and stops drawing the Gui when the player leaves the space. using System.Collections; using System.Collections.Generic; using UnityEngine; public class PressureValve : MonoBehaviour { [SerializeField]...
using gView.Framework.Data; using System; using System.Windows.Forms; namespace gView.Framework.Carto.Rendering.UI { internal partial class FormLabelExpression : Form { private IFeatureClass _fc; public FormLabelExpression(IFeatureClass fc) { InitializeComponent(); ...
using OrchardCore.ContentFields.Services; using OrchardCore.ContentManagement; using OrchardCore.ContentManagement.Metadata; using YesSql; namespace DFC.ServiceTaxonomy.ContentPickerPreview.Services { public class EditLinkContentPickerResultProvider : DefaultContentPickerResultProvider, IContentPickerResultProvid...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using FluentMigrator; namespace Profiling2.Migrations.Migrations { [Migration(201407170937)] public class AddUnitAlias : Migration { public override void Down() { Delete.ForeignKey().FromTable...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Prism.Interactivity.InteractionRequest; namespace HabMap.SolutionHierarchyModule.Models { public class NewSolutionNotification : Confirmation, INewSolutionNotification { public str...
#region MIT License /* * Copyright (c) 2009-2011 University of Jyväskylä, Department of Mathematical * Information Technology. * * 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 withou...
using System; namespace ResumeEditor.Torrents { public class Hashes { #region Constants /// <summary> /// Hash code length (in bytes) /// </summary> internal static readonly int HashCodeLength = 20; #endregion #region Private Fields private int...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class SoundDetect : Singleton<SoundDetect> { private AudioClip clip; private string deviceName; private int sampleSize = 128; public float maxSum; [HideInInspector] public float currentVolume; // 当前麦克风检测到的音量,用于操纵...
using ScriptableObjectFramework.Events; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ScriptableObjectFramework.Conditions { public enum EqualityComparison { EqualTo, NotEqualTo } public class EqualityCond...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Item : MonoBehaviour { //接收玩家指令 public GameObject player; // Use this for initialization protected virtual void Start () { } // Update is called once per frame protected virtual void Update () { } protected...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using c = System.Console; namespace ConsoleApplication2 { class Program { } class FirstProgram { static String St1, St2 = "Good Boys"; //public static void Main() //...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(fileName = "New BattleData", menuName = "New BattleData", order = 52)] public class BattleData : ScriptableObject { [SerializeField] public Row[] rows; public Bot bot; [Serializable] pub...
using AutoTests.Framework.Tests.Web.Elements; using AutoTests.Framework.Web.Binding; namespace AutoTests.Framework.Tests.Web.Pages.PreconditionTest { public class PreconditionTestPage : DemoPage { public ElementWithPrecondition Element { get; set; } public PreconditionTestPage(Application app...
using System; using KingNetwork.Client; using KingNetwork.Shared.Interfaces; namespace KingNetwork.HandlerExample.Client.PacketHandlers { /// <summary> /// This interface is responsible for represents the implementation of MyPacketHandlerOne from client packet handler. /// </summary> public class MyPac...
namespace ContentPatcher.Framework.Lexing.LexTokens { /// <summary>A lexical token which represents a pipe that transfers the output of one token into the input of another.</summary> internal readonly struct LexTokenPipe : ILexToken { /********* ** Accessors *********/ /// <s...
using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Linq; using System.Text; using System.Threading.Tasks; namespace WPF.Interfaces { interface IRepository<T> where T : class, IEntity { ObservableCollection<T>Data {get;set;} ObservableCollection<T...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; using UnityEngine.UI; public class ShowControlsAction : MenuAction { public GameObject toHide; public GameObject toShowOneHanded; public GameObject toShowTwoHanded; public Toggle toggle; public Transform ear...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.SharePoint; using System.Configuration; using BELCORP.GestorDocumental.Common.Excepcion; using BELCORP.GestorDocumental.Common.Util; using BELCORP.GestorDocumental.Common; using BELCORP.GestorDocumental.DA.Sharepoint;...
using System; using System.Collections.Generic; using System.IO; using System.Reflection; namespace Xamarin.Android.Tasks.LLVMIR { // TODO: add cache for members and data provider info sealed class StructureInfo<T> : IStructureInfo { public string Name { get; } = String.Empty; public ulong Size { get; } publi...
using System; using System.Collections.Generic; namespace BattleEngine.Utils { public class Factory : IDisposable { private Dictionary<Type, Stack<object>> _dictionary; public object newInstance(Type type, params object[] constructorArgs) { return Activator.CreateInstance(...
using System.Data.Entity; using angularRef.EntityFramework; using Entities; using Microsoft.Practices.Unity; using Shared; namespace angularRef.Service { public static class UnityConfigurator { public static IUnityContainer Configurate(LifetimeManager lifetimeManager) { var container = new UnityContainer(); ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class TempBasicAI : MonoBehaviour { public float testFloat; public virtual void StartTurn() { if (!Attack()) { StartCoroutine(Move()); } } public virtual bool Attack() { ...
//\=========================================================================================== //\ File: Node.cs //\ Author: Morgan James //\ Brief: The maze is made up of nodes and so this class is used to save information about each node. //\===========================================================================...
using Abhs.Application.IService; using Abhs.Common.Enums; using Abhs.Data.Repository; using Abhs.Model.Access; using Abhs.Model.Common; using Abhs.Model.Model; using Abhs.Model.ViewModel; using StructureMap.Attributes; using System; using System.Collections.Generic; using System.Linq; using System.Text; us...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using MyHotel.Utils; using AjaxControlToolkit; namespace MyHotel.Business.Statistics { public partial class IncomesStatisticsForm : BaseWebFormMgmt { ...
using NeuralNetLibrary.algorithms; using NeuralNetLibrary.components; using System; using System.Collections.Generic; using System.Diagnostics; using System.Threading; using System.Windows; namespace DigitRecognition { /// <summary> /// Logika interakcji dla klasy LearningProgressWindow.xaml /// </summary...
namespace Tutorial.Tests.Introduction { using System.Threading.Tasks; using Microsoft.VisualStudio.TestTools.UnitTesting; using Tutorial.Introduction; [TestClass] public class LinqTests { [TestMethod] public async Task LinqToJsonTest() { await Linq.LinqToJ...
namespace Blackjack21.Game.Model { /// <summary> /// Hand Type Enumerate /// </summary> public enum PlayerHandType { SINGLE_HAND = 1, SPLIT_HAND = 2 } }
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using System.Web.Services; using Newtonsoft.Json; public partial class _Default : Page { protected static void Page_Load(object sender, EventArgs e) { } ...
using System; using System.Collections; 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 Ejercicios_LibroCSharp.Cap._10.Entidades; using Ejercicios_LibroCSharp.Ca...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ReachCollider : MonoBehaviour { Ray cameraToCursorRay; Ray playerToCurorRay; RaycastHit cursorPos; public GameObject Ball; public GameObject Player; public float hittingForce = 20f; public bool inRe...
using UnityEngine; using System.Collections; public class globo : MonoBehaviour { public static bool ready = false; void Start() { this.GetComponent<SpriteRenderer>().enabled = true; StartCoroutine(Mostrar()); } void FixedUpdate() { if(ready==false) ...
using System.Collections.Generic; using System.Threading.Tasks; using Telegram.Bot.Types; using Telegram.Bot.Types.ReplyMarkups; using TelegramFootballBot.Core.Models; namespace TelegramFootballBot.Core.Services { public interface IMessageService { Task<List<SendMessageResponse>> SendMessagesAsync(str...
using System; using System.Collections.Generic; namespace POSServices.Models { public partial class StoreDiscount { public int Id { get; set; } public string Description { get; set; } public bool? Active { get; set; } public double? DiscountPrecentage { get; set; } publ...
using System; namespace DelftTools.Utils { public static class ComparableExtensions { public static bool IsBigger(this IComparable object1, IComparable object2) { if (object1 == null) { return false; // null is not bigger than anything } ...
using System; using StardewValley.Menus; namespace SkillPrestige { /// <summary> /// Manages the necessary methods to handle a level up menu. /// </summary> public class LevelUpManager { /// <summary> /// The type of the level up menu. /// </summary> public Type Men...
using AppLogic.Dto; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Domain.InterfacesRepo; using AppLogic.DtoCreate; using DataAccess; using DataAccess.Repositories; using AppLogic.DtoUpdate; using AppLogic.DtoConverter; namespace AppLogic.Mana...
 namespace Stack_Sum { using System; using System.Collections; using System.Linq; class Program { static void Main(string[] args) { var input = Console.ReadLine(); var numbers = input .Split(" ") .Select(x => int.Parse(x)) ...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations.Schema; using System.Linq; using System.Text; using System.Threading.Tasks; namespace BitClassroom.DAL.Models { public class MentorReport { public int Id { get; set; } [ForeignKey ("Mentor")] ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using EasyDev.EPS.BusinessObject; using EasyDev.EPS.Portal; using EasyDev.EPS; namespace EasyDev.EPS.Security { public class UserService : AbstractService { /// <summary> /// 服务初始化 /// <...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using MovementManager = UnityStandardAssets.Characters.ThirdPerson.MovementManager; public class FiniteStateMachine : MonoBehaviour { /// <summary> /// Variables to hold states of FSM, used to swap a Coroutin...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace DataAccesLayer.Repositorys { public class AdminsRepository { ContentManagementEntities db; Admin admin; public AdminsRepository() { db = new...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ShowAndHide : MonoBehaviour { private SpriteRenderer[] renderers; private bool m_IsShowing = false; private void Awake() { renderers = transform.GetComponentsInChildren<SpriteRenderer>(); } //...
using System; using System.Collections.Generic; using System.Text; using Hayaa.DataAccess; using Hayaa.BaseModel; using Hayaa.Security.Service.Config; /// <summary> ///代码效率工具生成,此文件不要修改 /// </summary> namespace Hayaa.Security.Service.Dao{ internal partial class LoginInfoDal : CommonDal { private static String con ...
/**************************************************************************** *Copyright (c) 2018 Microsoft All Rights Reserved. *CLR版本: 4.0.30319.42000 *公司名称:Microsoft *命名空间:HPYL.DAL.DoctorAdvice *文件名: DoctorAdviceDAL *版本号: V1.0.0.0 *当前的用户域:QH-20160830FLFX *创建人:丁新亮 *创建时间:2018/7/17 14:12:41 *描述: * *================...
using System; namespace RabbitMQ.Client.Service.Interfaces { public interface IAMQPChannelProvider : IDisposable { IModel GetAMQPChannel(); } }
namespace S3.AutoBatcher { public enum BatchStatus { /// <summary> /// it admits requests /// </summary> Opened = 1, /// <summary> /// It is being executed /// </summary> /// <remarks>it does not admit requests</remarks> Executing, } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using WebSocketSharp; // for web server connection using Newtonsoft.Json; public class LandmarksServer : MonoBehaviour { WebSocket socket; public MoveCoordinate[] nodes; // Start is called before the first frame upd...
using UnityEngine; public class Play : MonoBehaviour { GameObject mainMenuCanvas; GameObject playUICanvas; GameObject carObject; void Start() { mainMenuCanvas = GameObject.Find("MainMenu"); playUICanvas = GameObject.Find("PlayUI"); playUICanvas.gameObject.SetActive(false);...
using System; using Microsoft.AspNetCore.Builder; using Microsoft.AspNetCore.Http; namespace NetEscapades.AspNetCore.SecurityHeaders.Headers { /// <summary> /// The header value to use for Feature-Policy. /// </summary> public class FeaturePolicyHeader : DocumentHeaderPolicyBase { private ...
/** Vincent Casamayou RIES GROUP SMAP Animation System 29/05/2020 **/ using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; using Data; namespace Display { public class AnimateObject : MonoBehaviour { public bool isRectTransform = ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Movement : MonoBehaviour { public double speed; public bool jumping; private double i = 0.0; public float jumpspeed = 0.1f; public Vector3 initialvelocity; Rigidbody rb ; public float distToGr...
namespace Models.Towers { public class LargeTowerModel : ITower { public ItemType Type { get { return ItemType.LargeTower; } } public string Name { get { return "Large Tower"; } } public decimal BuyPrice { get...
using System.Collections.Generic; // ReSharper disable once CheckNamespace - must be in same namespace as the other professions classes. namespace SkillPrestige.Professions { public partial class Profession { /// <summary> /// Professions created by the Luck Skill Mod. /// </summary> ...
using UnityEngine; using System.Collections; public class DebugGUI : MonoBehaviour { private int screenButtonHeight = 100; private string logLine = string.Empty; void OnGUI() { if(GUI.Button(new Rect(0, 0, 200, screenButtonHeight), "Load Set")) { SoundCloudPlayer.Instance.LoadSet(false); } // GUI....
using AutoMapper; using CarRental.API.BL.Models; using CarRental.API.BL.Models.Car; using CarRental.API.DAL.DataServices.Car; using CarRental.API.DAL.Entities; using System; using System.Collections.Generic; using System.Text; using System.Threading.Tasks; namespace CarRental.API.BL.Services { public class CarSer...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Diagnostics; namespace badanie_ksiag_wieczystych { public class Firefox { public string pathFirefox { get; } public string pageUri { get; } public Firefox()...
using System; using System.Collections.Generic; using System.Threading.Tasks; namespace PlayFab.Internal { /// <summary> /// This is a base-class for all Api-request objects. /// It is currently unfinished, but we will add result-specific properties, /// and add template where-conditions to make some...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Exceptions; namespace ProjectManagerDAL { public class ProjectRepository : IRepository<Project> { ProjectManagerModel objContext; public ProjectRepository() { ...
using System; using System.Collections.Generic; using System.Text; namespace RPG_Game { public class Batman : Character { public Batman(int level) { MaxAttackValue = CalculateMaxMoveValue(level); MaxDefenseValue = CalculateMaxMoveValue(level); CharName = "Ba...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Diagnostics; using DSInterfaces; namespace Queues { /*Note to self When you want to implement other Queues create classes for them just like you did here ...
using lesson6.Models; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace lesson6.Services { public interface IWeatherService { Task<IWeather> GetWeatherAsync(string region = null); } }
using System; using System.Windows.Controls; using System.Windows; namespace Storage_Helper_SAS_Tool { /// <summary> /// --------------------------------------------------------------------------------------------------------- /// Constructing the Account SAS URI /// https://docs.microsoft.com/pt-p...
using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Linq; using UnityEditor; using UnityEngine; public class PointCloudDiffTool : MonoBehaviour { public TextAsset PointCloud1; public TextAsset PointCloud2; public Material Material1; public Material Mate...
#region copyright // ****************************************************************** // Copyright (c) Microsoft. All rights reserved. // This code is licensed under the MIT License (MIT). // THE CODE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIE...
using Basic.Message; namespace Arm { public abstract class ArmActionFactory { protected readonly IMessage _message; protected bool _connected = false; public bool Connected => _connected; public ArmActionFactory(IMessage message) { _message = message; ...
namespace TripDestination.Web.MVC.Controllers.ChildActionControllers { using System.Web.Mvc; using Services.Data.Contracts; using ViewModels.Shared; using Common.Infrastructure.Constants; public class StatisticsChildActionController : Controller { public StatisticsChildActionController...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace GeneralResources.XUnitExample.CollectionTests { #region Run sequencially public class TestClass1 { [Fact] public void Test1() { Thread.Sleep(300...
using UnityEngine; public class DoubleJumpTrigger : MonoBehaviour { private void OnTriggerEnter2D(Collider2D collision) { var playerController = GameManager.instance.player.GetComponent<PlayerController>(); playerController.allowedJumps = 2; } }
using System; using System.Collections.Generic; using System.Linq; namespace BorderControl { public class StartUp { static void Main(string[] args) { var buyers = new List<IBuyer>(); var numberOfLines = int.Parse(Console.ReadLine()); for (int i = 0; i < numb...
using System; using System.Collections.Generic; using System.Data; using System.Data.Entity; using System.Data.Entity.Infrastructure; using System.Linq; using System.Net; using System.Net.Http; using System.Threading.Tasks; using System.Web.Http; using System.Web.Http.Description; using CaseManagement.DataObjects; usi...