text
stringlengths
13
6.01M
using System; using System.Collections.Generic; using System.Text; using OpenTK.Mathematics; using OpenTK.Graphics.OpenGL4; namespace Framework2D.Graphics { public class BatchRenderer { private Shader defaultShader; private Matrix4 projectionMatrix; private Matrix4 viewMatrix; ...
using System.Collections; using System.Collections.Generic; using UnityEngine; /// <summary> /// Only active while player is lunging /// Checks to see if it overlaps another player /// If it does, it then sends a raycast to that player to see if it hits a lunge hitbox first, which leads to a clash /// Either calls a ...
using System; using System.Collections.Generic; using System.Data.Services; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Web; namespace Sparda.Core.Services.Contexts { public class BearerManager : IDisposable { private MainBearerAuthentificationContext _ctx; ...
using System; using System.Collections.Generic; using System.Text; namespace DMS.DataAccessObject { /// <summary> /// /// </summary> [Serializable] public class ReportParamEtt { #region Propreties private String _ParamName = String.Empty; private String...
using Reactive.Flowable.Subscriber; using System; namespace Reactive.Flowable { public abstract partial class FlowableSourceBase<T> : IFlowable<T> { public virtual IDisposable Subscribe(ISubscriber<T> subscriber) { var s = GetSubscription(subscriber); subscriber.OnSubs...
namespace DChild.Databases { public enum WeaponAttackMethod { Melee = 1, Range, _COUNT } }
namespace Airelax.Infrastructure.ThirdPartyPayment.ECPay.Request { public class ECRequestHeader { public long TimeStamp { get; set; } public string Revision { get; set; } } }
#region Using directives using System; using System.Collections.Generic; using System.Text; #endregion namespace Sideris.SiderisServer { internal class ByteParser { private byte[] bytes; private int currentOffset; public ByteParser(byte[] bytes) { ...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; namespace Entities.Models { [Table("ReportEntry")] public class ReportEntry { public int ID { get; set; } public DateTime CreateDate { get; set; ...
namespace SubC.Attachments.ClingyEditor { using UnityEditor; using UnityEngine; using System.Linq; using UnityEditorInternal; [CustomEditor(typeof(SpriteParams))] public class SpriteParamsEditor : Editor { ReorderableList framesRL; public static Vector2 GetPositionParam(Spri...
using System.Drawing; using BizService.Common; using IWorkFlow.BaseService; using IWorkFlow.DataBase; using IWorkFlow.Host; using IWorkFlow.OfficeService.OpenXml; using IWorkFlow.ORM; using Newtonsoft.Json; using System; using System.Collections.Generic; using System.Data; using System.IO; using System.Lin...
using ArcOthelloBG.Logic; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Runtime.Serialization; using System.Runtime.Serialization.Formatters.Binary; using System.Text; using System.Threading.Tasks; namespace ArcOthelloBG { class OthelloFileManager { p...
using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Text; using System.Threading.Tasks; namespace _7DRL_2021.Menus { class TitleUI : Menu { public SceneTitle Scene; SubMenuHandler<TitleMenu> TitleMenu = new Su...
using System; using System.Linq; namespace Generics_7 { class ArrayList { public object[] MyArray; public int Size { get; private set; } //public int Capasity { get; set; } public ArrayList() { MyArray = new object[] { }; Size = 0; } ...
using System; using System.IO; using System.Net; using System.Net.Sockets; using System.Threading.Tasks; using ImgLib; namespace PlainServer { internal class ServerTcp { private int PORT; // integer der bruges til id på billeder der modtages private static int filenNum = 0; p...
using System.Runtime.CompilerServices; [assembly: InternalsVisibleTo("IzBone.Common.Editor")] [assembly: InternalsVisibleTo("IzBone.Common.Test")] [assembly: InternalsVisibleTo("IzBone.IzBCollider")] [assembly: InternalsVisibleTo("IzBone.IzBCollider.Editor")] [assembly: InternalsVisibleTo("IzBone.PhysCloth")] [assem...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class enemyFlightPath : MonoBehaviour { public Transform firePointTransform; public float speed; //bullet velocity multiplier public Rigidbody2D rb; private Vector2 direction; private Vector2 normalizedDirection; public Ga...
using System; using System.Collections.Generic; using System.Text; namespace Task_1_2._0_ { class Square { public void square(int s) // C большой буквы { try { Console.Clear(); Console.Write("Enter square size: "); int siz...
using BPI_WebScrapeTask.Classes; using BPI_WebScrapeTask.ClassObjects; using System.Collections.Generic; using System.Linq; using System.Windows; namespace BPI_WebScrapeTask.Controller { /// <summary> /// Class for routing between the views and models. Also performs exception handling. /// </summary> ...
using RRExpress.Common; using System; using System.Globalization; using Xamarin.Forms; namespace RRExpress.AppCommon.Converters { public class EnumDescConverter : IValueConverter { public object Convert(object value, Type targetType, object parameter, CultureInfo culture) { if (value == null) ...
using System; namespace Apache.Shiro.Authc { public class SuccessfulLoginEventArgs : LoginEventArgs { private IAuthenticationInfo _info; public SuccessfulLoginEventArgs(IAuthenticationToken token, IAuthenticationInfo info) : base(token) { if (info == ...
// Copyright (c) 2018 FiiiLab Technology Ltd // Distributed under the MIT software license, see the accompanying // file LICENSE or or http://www.opensource.org/licenses/mit-license.php. using System; using System.Runtime.Remoting.Proxies; using System.Runtime.Remoting.Messaging; using FiiiCoin.Utility; using System.W...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Text; using System.Windows.Forms; using System.Reflection; using DevExpress.XtraEditors; using IRAP.Global; using IRAP.Client.User; using IRAP.Entity.SSO; using IRAP.Entity.K...
using System; using System.Collections.Generic; using System.Linq; 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 p...
using CapaDatos; 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 Tulpep.NotificationWindow; namespace CapaUsuario.Compras.Nota_credito { publi...
using System; namespace Oop._8_Null { class Program { static void ClaimWarranty(SoldArticle article, bool inGoodCondition, bool isBroken) { //#Bad code, highlighting the probelem //var now = DateTime.Now; //if (inGoodCondition && !isBroken && //...
using UnityEngine; using System.Collections; public class AndroidScreenHider : MonoBehaviour { float startTime = -1; void Awake() { if (Application.platform != RuntimePlatform.Android) { gameObject.SetActive(false); } } // Use this for initialization void Start () { startTime = Time.time; } // Upda...
using System.Collections.Generic; using Configy.Containers; using Leprechaun.Model; namespace Leprechaun { public interface IOrchestrator { IReadOnlyList<ConfigurationCodeGenerationMetadata> GenerateMetadata(params IContainer[] configurations); } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Threading; using System.Globalization; namespace Stack { class Stack_Array<T> : IStack<T> { private T[] st; private int amount = 0; public Stac...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using com.Sconit.Utility; namespace com.Sconit.Service.SI.SAP { public interface IMaterialManagementMgr { List<ErrorMessage> ExportMMMES0001Data(); List<ErrorMessage> ExportMMMES0002Data(); List<Er...
using System; using System.Collections.Generic; using System.Data.Entity.Validation; using System.Linq; using System.Text; using System.Threading.Tasks; using P1.Data.Repositories; namespace P1.Data.UnitOfWork { public class UnitOfWork : IUnitOfWork { private readonly DBModelContainer _context; ...
using EmberKernel.Services.Statistic; using System; namespace EmberKernel { public static class StatisticKernelBuilderExtension { public static KernelBuilder UseStatistic(this KernelBuilder builder, Action<StatisticBuilder> build) { var statisticBuilder = new StatisticBuilder(build...
using System; using System.ComponentModel; using System.Data; using System.Linq; using System.Reflection; using System.Windows.Forms; namespace InstaladorMapsCS { public partial class frm2Instalacao : Form { private frm1Inicial form1; public frm2Instalacao(frm1Inicial form) { ...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; /// <summary> /// Raycast to get collision with enemies and change the list of enemies can be attack /// </summary> public class MeeleAttack : MonoBehaviour { public RaycastHit2D hitDown, hitUp, hitLeft, hitRight; pr...
using System; using System.Collections.Generic; using System.Text; using System.Threading.Tasks; using TestHouse.Application.Infastructure.Repositories; using TestHouse.Application.Extensions; using TestHouse.Domain.Models; using TestHouse.Domain.Enums; using TestHouse.DTOs.DTOs; namespace TestHouse.Application.Servi...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace DSG东莞路测客户端 { class WhiteRadioInfo { public int ID { get; set; } public string DateTime { get; set; } public double Freq { get; set; }//MHz public double...
namespace Drivers.Led { public enum Intensity { Highest = 0, High = 1, MediumHigh = 2, Medium = 3, MediumLow = 4, Low = 5, Lowest = 6, Off = 7 } }
using DAL.Models; using Microsoft.AspNetCore.Identity.EntityFrameworkCore; using Microsoft.EntityFrameworkCore; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace DAL { public class RepositoryContext : DbContext { public Repos...
using System.Web.Mvc; using CAPCO.Infrastructure.Domain; using CAPCO.Infrastructure.Data; namespace CAPCO.Areas.Admin.Controllers { public class DiscountCodesController : BaseAdminController { private readonly IRepository<DiscountCode> discountcodeRepository; public DiscountCodesController(IRepo...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Utils { static System.Random rnd = new System.Random(); static public void ShuffleAndPlaceOnTop<T>(List<T> toShuffle, Stack<T> existingDeck){ for (int n = toShuffle.Count - 1; n >= 0; n--) { ...
namespace Fingo.Auth.ManagementApp.Models.Enums { public enum SortByColumn { Name , EventType , EventMessage , CreationDate } }
using System; using ServiceStack; using ServiceStack.DataAnnotations; using SsWkPdf.ServiceModel.Type; using WkHtmlToXSharp; namespace SsWkPdf.ServiceModel { public class WebDocuments { [Route("/webdocument", "POST", Summary = "Creates the document.")] public class CreateRequest : IReturn<WebD...
namespace InoDrive.Domain.Migrations { using System; using System.Data.Entity.Migrations; public partial class Initial : DbMigration { public override void Up() { CreateTable( "dbo.Bids", c => new { ...
using UnityEngine; using System.Collections; /// <summary> /// Simple killzone script that will kill player if they jump off the map /// </summary> public class Killzone : MonoBehaviour { int damage; GameObject player; PlayerHP playerHP; // Use this for initialization void Start () { damage = 10...
using Domain.Entities; using Domain.InterfaceRepo; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace DataAccess.Repositories { public class EfCapacityRepository : IRepository<Capacity> { static Context context; public ...
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 WindowsFormsApplication1 { public partial class Form3 : Form { public Form3() ...
using System; using System.Collections.Generic; using System.Linq; namespace Problem_01 { class Program { static void Main() { var users = new Dictionary<string, Dictionary<string, int>>(); var individualStatistics = new Dictionary<string, int>(); string com...
using UnityEngine; using UnityEngine.UI; using System.Collections; public class MusicButton : MonoBehaviour { bool registeredForEvents; Sprite onSprite; Sprite offSprite; public Image buttonImage; void Awake() { string path; path = "Textures/Buttons/music_button.01"; onSprite = Resources.Load<UnityE...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ClassLibrary1 { public class Class1 { // convert ‘hello world’ to ‘HelloWorld’ // punctuation is turned into ‘_’, others are ignored. public static string Capit...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class RiverHandler : MonoBehaviour { public GameObject RiverPrefab; public Sprite[] RiverSprite; public Sprite RiverStart; private int[,] index = new int[,] { { 0, 1, 2, 3, 2, 1 }, { 1,...
using System; using UnityEngine; using HoloToolkit.Unity; using HoloToolkit.Unity.InputModule; [RequireComponent(typeof(AudioSource))] public abstract class HandTransformation : MonoBehaviour, IFocusable, IInputHandler, ISourceStateHandler { public event Action StartedTransformation; public event Acti...
using System; namespace ScriptKit { [Flags] public enum JsRuntimeAttributes { /// <summary> /// No special attributes. /// </summary> JsRuntimeAttributeNone = 0x00000000, /// <summary> /// The runtime will not do any work (such as garbage collection) ...
using System.Linq; namespace EPI.DynamicProgramming { /// <summary> /// Count the number of ways to traverse a 2D array /// How many ways can you go from the top-left to the bottom-right in an n x m arrray? /// How would you count the number of ways in the presence of obstacles, specified by /// an n x m boolean...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { public float pos; private Rigidbody rb; private boatController boat; //private float c_mass = 100, c_u_kx = 0., c_u_ky, c_gravity; //public Vector3 v_position, v_speed, v_accel...
// File Prologue // Name: Darren Moody // CS 1400 Section 005 // Assignment: Project 11 // Date: 12/14/2013 // // // // I declare that the following code was written by me or provided // by the instructor for this project. I understand that copying source // code from any other source constitutes cheating, and tha...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class NextStage : MonoBehaviour { // Start is called before the first frame update public void Next() { if (puzzlesetting.puzzletype == 3) { SceneManager.Load...
using Ninject; using SoftUniStore.App.Data.Contracts; using SoftUniStore.App.DepedencyContainer; namespace SoftUniStore.App.Services { public abstract class Service { public Service() { this.Context = DependencyKernel.Kernel.Get<IUnitOfWork>(); } protected IUnitOfW...
using System; using System.Collections.Generic; using System.Text; using Domain.Data.DataModels; using Domain.Data.ViewModels; using Services.Abstractions.Transformators; namespace Services.Implementations.Transformators { public class UserTransformator : IUserTransformator { public UserFullViewModel ...
using System.Threading.Tasks; using FrontDesk.Api; using FrontDesk.Infrastructure.Data; using MediatR; using Microsoft.EntityFrameworkCore; using Microsoft.Extensions.DependencyInjection; using Microsoft.Extensions.Logging; using Moq; using Xunit; namespace IntegrationTests { [Collection("Sequential")] public abs...
using System; using System.Collections.Generic; using System.Runtime.Serialization; namespace REvE.Configuration.Tests.Models { [DataContract] public class ComplexItem { [DataMember] public List<ComplexItemFieldValue> ComplexFields { get; set; } } [Flags] public enum ComplexIt...
using Microsoft.EntityFrameworkCore.Migrations; namespace TimeSheetApplication.Migrations { public partial class MadeChangeinRolesandEmployeeTable : Migration { protected override void Up(MigrationBuilder migrationBuilder) { migrationBuilder.RenameColumn( name: "ID"...
using System; using System.Collections.Generic; namespace IrsMonkeyApi.Models.DB { public partial class ResolutionControl { public Guid ResolutionControlId { get; set; } public int? FormResolutionId { get; set; } public int? FormQuestionId { get; set; } public int? FormControlT...
namespace SimpleMVC.App.MVC.Controllers { using System.Runtime.CompilerServices; using Interfaces; using Interfaces.Generic; using ViewEngine; using ViewEngine.Generic; public abstract class Controller { protected Controller() { } protected IAc...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using ToDoListApplication.BusinessLayer.Entities; namespace ToDoListApplication.BusinessLayer.Repositories.Data { public class PersonsData : IEntityData { public List<Person> Persons { g...
// This file has been generated by the GUI designer. Do not modify. public partial class MainWindow { private global::Gtk.VPaned vpaned1; private global::Gtk.Fixed fixed1; private global::Gtk.Entry entry4; private global::Gtk.Entry entry5; private global::Gtk.Label label2; private global::Gtk.Label la...
using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace MathApplication.Models { public class MathQuestion { int correctAnswer; String operation; public MathQuestion(int givenCorrectAnswer, String givenOperation) { correctAns...
using Animals.Exeptions; using Animals.Models; using System; namespace Animals { public class StartUp { public static void Main() { var animalType = Console.ReadLine(); while (animalType != "Beast!") { try { ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Pin : MonoBehaviour { public float standingThreshold = 10f; public float distanceToRaise = 40f; private Rigidbody rigidbody; private void Awake() { this.GetComponent<Rigidbody>().solverVelocityIt...
using System.Collections; // GENERATED CODE. public class TrackedBundleVersion { public static readonly string bundleIdentifier = "mio.game.tilemaster"; public static readonly TrackedBundleVersionInfo Version_1_0_0 = new TrackedBundleVersionInfo ("1.0", 0); public static readonly TrackedBundleVersionInfo Version_...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace MileCode { public class SceneViewTest : Editor { [MenuItem("MileTool/SceneView01")] public static void fun1() { //DrawCameraMode drawMode = DrawCameraMode.Wireframe; ...
using UnityEngine; using System.Collections; public class PaperController : MonoBehaviour { [SerializeField] private Vector3 effectsProps; [SerializeField] private Vector3[] effectsPropsPref; [SerializeField] private int myValue; [SerializeField] private GameObject[] Stamps; publi...
using System.Windows; namespace WpfAppParking.View { public partial class DetailParkingenWindow : Window { public DetailParkingenWindow() { InitializeComponent(); } } }
using System; using System.Collections.Generic; using System.Linq; namespace DDMedi { public sealed class BaseDescriptor { public Type RegisterType { get; internal set; } public Type ImplementType { get; internal set; } public SupplierLifetime Lifetime { get; internal set; } pu...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Win32 { public static class DeviceManagement { public static IEnumerable<DeviceInformation> AllDevices() => new DeviceInformationSet().Devices; public sta...
using System.Drawing; using System.Windows.Forms; namespace Com.Colin.Win.Customized { public partial class TransparentControl : UserControl { public TransparentControl() { InitializeComponent(); } private void TransparencyButton_Paint(object sender, PaintEventArgs...
using System.Collections; using System.Collections.Generic; using UnityEngine; public interface IStateBase { // 初期化 void Init(Monster monster); // 更新 void Update(Monster monster); }
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; using CIPMSBC; public partial class Enrollment_Habonim_Ta...
using LearnLanguages.Common.Enums.Autonomous; using LearnLanguages.Common.Exceptions; using LearnLanguages.Common.Interfaces.Autonomous; using System; using System.Net; using System.Threading.Tasks; using System.Windows; namespace LearnLanguages.Autonomous { [Serializable] public class AppDomainContext...
using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Linq; using System.Runtime.InteropServices; using System.Text; using System.Threading; using System.Threading.Tasks; using OpenQA.Selenium; using OpenQA.Selenium.Support.UI; namespace ToolsQaStoreProject.Pages { pub...
using UnityEngine; using System.Collections; public class TurnOnFlashlight : MonoBehaviour { private Light lt; // Use this for initialization void Start () { lt = GetComponent<Light>(); lt.intensity = 0; } public void turnOn() { lt.intensity = 5; } // Update is called once per frame void Update () { ...
using Microsoft.Xna.Framework; using System; namespace TwilightShards.Common { class GeneralFunctions { public static string FirstLetterToUpper(string str) { if (String.IsNullOrEmpty(str)) throw new ArgumentException("ARGH!"); if (str.Length > 1) ...
using Engine2D.Physics; using OpenTK.Mathematics; using System; using System.Collections.Generic; using System.Text; namespace Engine2D { public class RigidBodyComponent : Component { public float Mass { get; set; } = 1f; public BodyType Type { get; set; } = BodyType.DYNAMIC; public C...
using System; using System.Collections; using System.Collections.Generic; using System.ComponentModel.Composition; using System.ComponentModel.Composition.Hosting; using System.Linq; using System.Text; using ET.Interface; namespace ET.Main { //模块载入器类 public class Modules : IDictionary<String, ICommModule> ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace RPC.SQLAPI { public enum ResultContainerKind { NoResult, Single, List } }
using System.Reflection; using System.Xml.Serialization; using Witsml.Xml; namespace Witsml.Data { [XmlRoot("capClients", Namespace = "http://www.witsml.org/schemas/1series")] public class WitsmlClientCapabilitiesRoot { [XmlAttribute("version")] public string Version = "1.4.1"; [Xm...
namespace BettingSystem.Domain.Betting.Models { public class ModelConstants { public class Bet { public const decimal MinAmountValue = decimal.One; public const decimal MaxAmountValue = decimal.MaxValue; } public class Gambler { publi...
using System; using System.Diagnostics; class MyGCCollectClass { private const int maxGarbage = 3; static void Main() { // Put some objects in memory. // Console.WriteLine("Sleeping for 20 sec PID {0}\n", Process.GetCurrentProcess().Id); //System.Threading.Thread.Sleep(10000); //Console.WriteL...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace _01.MySchool { class SchoolClass { //Fields private List<Student> students; private List<Teacher> teachers; private List<String> comments; priv...
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using Wintellect.PowerCollections; namespace FreeContentCatalogApplication { public class FreeContentCatalog { public static void Main() { StringBuilder output = new StringBuilder...
using UnityEngine; using System.Collections; public class GameDaoJiShiCtrl : MonoBehaviour { public UISprite TimeSprite; public TweenAlpha TimeTWAlpha; GameObject TimeObj; static GameDaoJiShiCtrl _Instance; public static GameDaoJiShiCtrl GetInstance() { return _Instance; } // Use this for initialization ...
using System.Data.Entity.Validation; using System.Text; using CreateUser.Models; namespace CreateUser.Migrations { using System; using System.Data.Entity; using System.Data.Entity.Migrations; using System.Linq; internal sealed class Configuration : DbMigrationsConfiguration<UsersContext> { ...
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Threading.Tasks; using ApiMocker.Entities; using Microsoft.AspNetCore; using Microsoft.AspNetCore.Hosting; using Microsoft.Extensions.CommandLineUtils; using Microsoft.Extensions.Configuration; using Microsoft.Extensions.L...
using System; using System.Windows.Input; using BSMU_Schedule.ViewModels; namespace BSMU_Schedule.Commands { public class OpenMenuPageCommand: ICommand { public event EventHandler CanExecuteChanged; public ScheduleViewModel ViewModel { get; set; } public OpenMenuPageCommand(ScheduleV...
 using System; using System.Collections.Generic; using System.Linq; using alg; /* * tags: backtracking * Time(2^n), Space(n) */ namespace leetcode { public class Lc282_Expression_Add_Operators { /* * standard backtracking with corner cases: * 1. merge * 2. zero leading ca...
using System.Diagnostics; namespace Nono.Engine.Logging { public readonly struct Performance { public readonly double ElapsedMilliSeconds; public Performance(long startTicks, long endTicks) { ElapsedMilliSeconds = (endTicks - startTicks) / 1.0e4; } public o...
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.Configuration; using System.Data; using CreamBell_DMS_WebApps.App_Code; using Elmah; namespace CreamBell_DMS_WebApps { public partial...
using UnityEngine; using UnityEditor; //using EditorGUITable; namespace CustomEditorGUI { public class Layout { public static bool AddFoldout(bool foldoutProperty, string foldoutName) { return EditorGUILayout.Foldout(foldoutProperty, foldoutName); } public static void BeginHorizontal() { EditorGUIL...
using System; using System.Drawing; namespace Composite { partial class Program { static void Main(string[] args) { var root = new Composite("ROOT"); root.Adicionar(new Folha("Folha A")); root.Adicionar(new Folha("Folha B")); var comp = new Comp...
using DesignPatternsApp.Models; using System; using System.Collections.Generic; using System.Runtime.CompilerServices; using System.Text; namespace DesignPatternsApp.FoodOrdering { public class OrderFood : IFoodOrderCommand { private readonly Food food; public List<FoodMenuModel> FoodItems; ...
using System; using Zesty.Core.Entities; namespace Zesty.Core.Api.System.Admin.User { public class Update : ApiHandlerBase { public override ApiHandlerOutput Process(ApiInputHandler input) { UpdateRequest request = GetEntity<UpdateRequest>(input); Entities.User user = ...