text stringlengths 13 6.01M |
|---|
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... |
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