text stringlengths 13 6.01M |
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FMODUnity;
using FMOD.Studio;
public class Food : Collectable
{
public Vector3 dir;
[FMODUnity.EventRef]
public string path;
EventInstance collectionSound;
public override void Collected()
{
if (!isC... |
using System;
using System.Collections.Generic;
namespace DatingApp.API.Model
{
public partial class Users
{
public Users()
{
LikesLikee = new HashSet<Likes>();
LikesLiker = new HashSet<Likes>();
MessageRecipient = new HashSet<Message>();
Message... |
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 Library_App.Class_Lib;
namespace Library_App.Forms
{
public partial class ReturnForm : Form
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
namespace SincroPelis
{
class Server
{
private Socket _serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.T... |
using UnityEngine;
using System.Collections;
public class CrossHair : MonoBehaviour {
private GameObject Player;
private GameObject ShotGun;
public GameObject projectile;
public AudioClip shotGunShot;
private CharacterControl ptrCharacterControl;
public GameObject crossHairTexture;
public bool crossHair =true;... |
using System;
using UnityEngine;
public class Wall
{
private Action<Wall> notifyDestroy;
public enum WallType
{
Half, Full
//if there is no wall the object is null
}
public Vector2 getStartPoint()
{
float startX = x - 0.5f;
float startY = y - 0.5f;
switch... |
using System;
namespace Square_Stars
{
class Program
{
static void Main(string[] args)
{
int n = int.Parse(Console.ReadLine());
for (int z = 1; z <= n; z++)
{
if (z==1 ||z==n)
{
Console.Write(new String('*'... |
using AutoMapper;
using Teste_CRUD_CiaTecnica.Domain.Entities;
using Teste_CRUD_CiaTecnica.Presentation.MVC.ViewModels;
namespace Teste_CRUD_CiaTecnica.Presentation.MVC.Mappers
{
public class AutoMapperConfig
{
public static void RegisterMappings()
{
Mapper.Initialize(x =>
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectManager : MonoBehaviour
{
public static ObjectManager instance;
public GameObject enemySPrefab;
public GameObject enemyMPrefab;
public GameObject enemyLPrefab;
public GameObject bulletPlayerAPrefab;
... |
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 Microsoft.EntityFrameworkCore;
using Microsoft.EntityFrameworkCore.Metadata;
#nullable disable
namespace EFCoreDataBaseFirst
{
public partial class TestContext : DbContext
{
public TestContext()
{
}
public TestContext(DbContextOptions<TestContext> options)... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KillScript : MonoBehaviour {
private float deathTimer = 0;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
deathTimer += Time.deltaTime;
if (de... |
using UnityEngine;
using Quaternion = UnityEngine.Quaternion;
using Vector3 = UnityEngine.Vector3;
public class GenereObjetScript : MonoBehaviour
{
public GameObject prefab;
public TraceData tracer;
// Start is called before the first frame update
void Start()
{
for (int k = 0; k < 10... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace LAB3
{
class Date
{
public int Year { get; set; }
public int Month { get; set; }
public int Day { get; set; }
public Date(int ayear, int amonth, int a... |
// -----------------------------------------------------------------------
// <copyright file="NativeArray.cs" company="Microsoft Corporation">
// Copyright (c) Microsoft Corporation. All rights reserved.
// </copyright>
// -----------------------------------------------------------------------
namespace Microsoft.Ki... |
using System;
using System.Collections.Generic;
namespace List
{
class Program
{
static void Main(string[] args)
{
List<string> list = new List<string>();
List<string> list2 = new List<string> {"Maria", "Vanessa", "Joao"};
list.Add(item:"Hamilton");... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
/*******************************
* Created By franco
* Description: ProcessCard
*******************************/
namespace Kingdee.CAPP.Model
{
/// <summary>
/// 工艺卡片
/// </summary>
[Serializable]
public class... |
using UnityEngine;
using System.Collections;
public class BulletDamage : MonoBehaviour {
public AudioClip shootSound;
public AudioClip damageSound;
void Start ()
{
// Play shot sound on spawning
AudioSource.PlayClipAtPoint (shootSound, Camera.main.transform.position);
}
void Update ()
{
}
... |
using System.Collections.Generic;
using System.Web.Mvc;
using CarDealer.App.Security;
using CarDealer.Models.BindingModels.Sale;
using CarDealer.Models.EntityModels;
using CarDealer.Models.ViewModels.Sale;
using CarDealer.Services;
namespace CarDealer.App.Controllers
{
[RoutePrefix("sales")]
public class Sale... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
using System.Xml;
using System.Collections.Generic;
using Newtonsoft.Json;
namespace WebGames
{
public class LabelImage : ICanBeReadFromXml
{
public string imageUrl;
public LabelImage(string _imageUrl)
... |
using GUI.dto;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace GUI.Objects
{
class SpiffsFile : IInteractable
{
public string name { get; set; }
public int size { get; set; }
public bool canRead { get; set; }... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace PropertiesIndexators
{
class Exc1
{
private char symb;
public char Alphabet
{
get
{
if (symb < 'A' || symb > 'Z'... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace FindAllCycles
{
class Edge
{
public int ID { get; private set; }
public Node FromNode { get; set; }
public Node ToNode { get; set; }
public Edge(int edgeID, Node fromNode, Node toNo... |
using System;
#if !NET35
using System.Collections.Concurrent;
#endif
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using Vlc.DotNet.Core.Interops.Signatures;
namespace Vlc.DotNet.Core.Interops
{
public sealed partial class VlcManager
{
private static readonly... |
namespace QStore.Tests.Comparers
{
using System.Collections.Generic;
public class SequenceComparer<T> : NullComparer<IEnumerable<T>>
{
private readonly IComparer<T> elementComparer;
public SequenceComparer(IComparer<T> elementComparer)
{
this.elementComparer = elementC... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
namespace PredictiveTextEngine
{
public class Analyzer
{
private string _fullText { get; set; }
private List<string> _sentences { get; set; ... |
using System;
using System.Collections.Generic;
using System.Text;
namespace Raiding.Models
{
public class Druid : Healed
{
private const int CONST_POWER = 80;
public Druid(string name) : base(name, CONST_POWER)
{
}
}
}
|
using Microsoft.Xna.Framework.Audio;
using System.Collections.Generic;
namespace SuperMario.Sound
{
public sealed class SoundEffects
{
float masterVolume = 0.5f;
private static readonly SoundEffects instance = new SoundEffects();
public static SoundEffects Instance
{
... |
using System;
namespace lab2
{
class Program
{
static void Main(string[] args)
{
int nn, nk;
do {
Console.Write("Enter nn: ");
nn = Convert.ToInt32(Console.ReadLine());
} while (nn<0);
do
{
... |
using LibModels;
using LibModels.common;
using System;
using System.Collections.Generic;
using System.Data;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Web;
using System.Web.Mvc;
using TrungTamTienDat.Areas.Admin.Models;
namespace TrungTamTienDat.Areas.Admin.Controllers
{
public c... |
using gView.Framework.Data;
using System;
namespace gView.Framework.Extensions
{
static public class FieldExtenstions
{
static public object TryConvertType(this IField field, object val)
{
if (field == null || val == null)
{
return null;
}
... |
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Text;
using NSubstitute;
using TypeGen.Cli.Business;
using TypeGen.Core;
using TypeGen.Core.Extensions;
using TypeGen.Core.Generator;
using TypeGen.Core.Logging;
using TypeGen.Core.SpecGeneration;
using TypeGen.Core.Storage;
using... |
using System.Collections.Generic;
using System.ComponentModel.DataAnnotations.Schema;
namespace TH2_CoreRazerContoso.Models
{
public class Course
{
[DatabaseGenerated(DatabaseGeneratedOption.None)]
public int CourseID { get; set; }
public string Title { get; set; }
public int ... |
using Newtonsoft.Json;
namespace TF2Outpost.Models
{
public class SearchResults
{
public Meta Meta { get; set; }
public Data Data { get; set; }
}
public class Meta
{
public int Code { get; set; }
}
public class Data
{
public string Type { get; set; }
... |
using System;
using System.Collections.Generic;
using System.Text;
namespace Ex03.GarageLogic
{
public class Electric : Engine
{
public Electric(float i_maxOfQuantity) :base (i_maxOfQuantity) { }
public override void FuleVehicle(float i_quantityToAddInMinutes) // this function charge ... |
using Clients.Common;
using Common.Presentation;
using Entity;
using SessionSettings;
using System;
using System.Windows.Forms;
namespace Info2257
{
public partial class PhotoForm : SkinnableFormBase
{
#region Private Fields
private int mActorId = 0;
private string mConnectionString = String.Empty;
private ... |
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 learn_180314_2
{
public partial class Form4 : Form
{
public Form... |
using DmxController.ViewModels.Modules;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Input;
namespace DmxController.ViewModels
{
/// <summary>
/// Représente le ViewModel utilisé pour la page d'ac... |
using BassClefStudio.GameModel.Graphics.Commands.Turtle;
using BassClefStudio.NET.Core.Primitives;
using Microsoft.Graphics.Canvas.Geometry;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace BassClefStudio.GameModel
{
internal static clas... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.AspNetCore.Http;
using Microsoft.AspNetCore.Mvc;
using Microsoft.EntityFrameworkCore;
using Newtonsoft.Json;
using POSServices.Models;
using POSServices.WebAPIModel;
namespace POSServices.Controllers
{
... |
using System;
internal class TrailingZeroesInN
{
private static void Main()
{
Console.WriteLine("Infinite loop. If you want to stop, pres CTRL+C !!!");
while (true)
{
uint iNum;
Console.Write("Enter positive integer number : ");
if (uint.TryParse(Con... |
using Microsoft.AspNetCore.Mvc.Rendering;
using System.Collections.Generic;
using ProjectCompany.Models;
using System.Linq;
using System;
using System.ComponentModel.DataAnnotations;
namespace ProjectCompany.ViewModels
{
public class EmployeeViewModel
{
[Required]
public string Name {get; set;... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GalleryImage : MonoBehaviour
{
private PictureGallery PictureGalleryScript;
private Image PictureImage;
void Start()
{
PictureGalleryScript = GetComponentInParent<PictureGallery>... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LandmineScript : MonoBehaviour
{
[Header("Main")]
public float timeToArm = 3f;
public float radius = 5f;
public float force = 500f;
public float falloff = 0.9f;
[Header("Assignables")]
public MeshR... |
namespace TestFCForm.CustomAjaxAttribute
{
/// <summary>
/// 自定义Method
/// </summary>
public class ValidateTestMethod : IFKFormBase.IValidateMethod
{
public bool IsValid(string value)
{
if (value != null && value.Length > 10)
{
return false;
... |
using XH.Infrastructure.Query;
namespace XH.Queries.Categories.Queries
{
public class GetCategoriesTreeQuery : QueryBase
{
public string RootNodeId { get; set; }
}
}
|
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using SolidWorks.Interop.sldworks;
namespace Kingdee.CAPP.Solidworks.RoutingPlugIn
{
public partial class SketchRefProcess : Form... |
/* PrehistoricPBJ.cs
* Modified by: Agustin Rodriguez
*/
using System.Collections.Generic;
using System.ComponentModel;
namespace DinoDiner.Menu
{
/// <summary>
/// This class implements the menu item Peanut butter and jelly sandwich in Dino-Diner
/// </summary>
public class PrehistoricPBJ : Entree
... |
using AutoMapper;
using AutoMapper.QueryableExtensions;
using Library.DataStorage.Contracts;
using Library.DataTransferObjects.Common;
using Library.Entities.Filters;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Library.Entities.Extensions
{
public static class F... |
namespace iSukces.Code
{
public class CsEvent : ClassMemberBase
{
public CsEvent(string name, string type, string description = null)
{
Name = name;
Type = type;
Description = description;
FieldName = "_" + name.ToLowerInvariant();
... |
using System.Windows;
using CODE.Framework.Wpf.Controls;
using CODE.Framework.Wpf.Mvvm;
using CODE.Framework.Wpf.Theme.Geek.Standard;
namespace CODE.Framework.Wpf.Theme.Geek.Classes
{
/// <summary>
/// Standard features supported by the Geek theme
/// </summary>
public class GeekStandardFeatures : ITh... |
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Text.RegularExpressions;
namespace Hospital
{
public partial class PatientUI : Form
{
publi... |
using Properties.Core.Interfaces;
using Properties.Core.Objects;
namespace Properties.Infrastructure.Data.Mappers
{
public class CertificateMapper : IMapToExisting<Certificate, Certificate>
{
public bool Map(Certificate source, Certificate target)
{
target.MarkClean();
... |
#if !__MOBILE__
using System.Runtime.Versioning;
using PublicApiGenerator;
namespace Sentry.Testing;
public static class ApiExtensions
{
public static Task CheckApproval(this Assembly assembly, [CallerFilePath] string filePath = "")
{
var generatorOptions = new ApiGeneratorOptions
{
... |
using FluentAssertions;
using Inventory.Application.Contract;
using Inventory.Domain._Inventory.Services;
using NSubstitute;
using Xunit;
namespace Inventory.Application.Tests.Unit
{
public class InventoryServiceTests
{
private readonly InventoryService _inventoryApplication;
private readonly I... |
using CQRSWebAPI.DTOs;
using CQRSWebAPI.Validation;
using MediatR;
using Microsoft.Extensions.Logging;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
namespace CQRSWebAPI.Behaviors
{
public class ValidationBehaviour<TRequest, TResponse> : I... |
using System;
using System.Collections.Generic;
using System.ComponentModel.DataAnnotations;
using System.Text;
namespace lsc.Model
{
/// <summary>
/// 用户答题题目
/// </summary>
[Serializable]
public class UserQuestions
{
[Key]
public int Id { get; set; }
/// <summary>
... |
using System;
using System.Collections.Generic;
using System.Linq;
namespace _02_Simple_Calculator
{
public class _02_Simple_Calculator
{
public static void Main()
{
var input = Console.ReadLine().Split().ToArray();
var resultStack = new Stack<string>(input.Reverse());... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
using Valve.VR.InteractionSystem;
public class ViveMovement : MonoBehaviour {
Hand hand_left;
Hand hand_right;
bool leftTriggerDown = false;
bool rightTriggerDown = false;
bool leftTrackpadDown = false;... |
using Newtonsoft.Json.Linq;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net;
using System.Net.Http;
using System.Reflection;
using System.Web.Http;
using CEMAPI.Models;
using CEMAPI.BAL;
using CEMAPI;
namespace TEFuguePortfolioManagementAPI.Controllers
{
public... |
using UnityEngine;
using System;
using System.Collections;
using TreeSharpPlus;
public class B4BehaviorInformant : MonoBehaviour
{
public GameObject friend;
private Animator animator;
// Use this for initialization
void Start ()
{
this.animator = this.GetComponent<Animator> ();
}
// Update is called once p... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LevelManager : MonoBehaviour
{
public static LevelManager instance;
public float respawnWaitTime, tabDuration;
public int tabsCollected;
private void Awake() {
instance = this;
}
void Start()... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Newtonsoft.Json;
namespace Turntable_Instruction_Handler
{
enum command { reset = 0, calibrate = 1, quarter = 2, fineTurn = 3 };
class TurnInstruction
{
public command command ... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Core.Concrete.Exceptions
{
public class DuplicateObjectException : Exception
{
}
}
|
using System;
using System.ComponentModel;
using System.Linq.Expressions;
using System.Reflection;
namespace WindowsUpdateNotifier
{
public class ViewModel : INotifyPropertyChanged
{
public event PropertyChangedEventHandler PropertyChanged;
/// <summary>
/// Raises the property change... |
using Aps.Data;
using Aps.Models;
using Aps.Models.api;
using Microsoft.EntityFrameworkCore;
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
namespace Aps.Repositories
{
public class DenunciasRepo
{
private readonly Context _context;
public DenunciasRepo(Context c... |
using Nac.Common.Control;
using Nac.Wpf.Common.Control;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
namespace Nac.Wpf.SectionEditor.NetworkModel {
public class NacWpfBlockSeqViewModel1 : NacWpfBlockViewModel1 {
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Slider : MonoBehaviour
{
public List<Transform> checkPoints = new List<Transform>();
public int actualCheckPoint = 0;
public float speed = 10;
public ParticleSystem particles;
public CircleCollider2D ball... |
using UnityEngine;
using System.Collections;
public class CreditsGUI : MonoBehaviour
{
public void BackToMainMenu()
{
Application.LoadLevel(0);
}
}
|
using NBitcoin;
using NBitcoin.RPC;
using Nito.AsyncEx;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.IO.Compression;
using System.Linq;
using System.Net;
using System.Net.Http;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using S... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Web;
using System.Web.Mvc;
using TP.BusinessLayer;
using TP.BusinessLayer.DeviceManagers;
using TP.BusinessLayer.JobManagers;
using TP.BusinessLayer.Results;
using TP.BusinessLayer.RoleManagers;
using TP.DataAc... |
// OnDrawGizmosで使用できるように、いつでもインクルード可能にしているが、
// Editorでのみ有効である必要があるので、ここで有効無効を切り替える
#if UNITY_EDITOR
using Unity.Mathematics;
using static Unity.Mathematics.math;
using System;
using UnityEditor;
using UnityEngine;
namespace IzBone.Common {
static internal partial class Gizmos8 {
// Gizmoで描くか、Handleで描くか
public ... |
namespace _2.ManageStatistics
{
using System;
using System.Linq;
class CalculateStatisticData
{
//fileds
private double maximumValue;
private double oldValue;
private int statisticCount;
private double[] statisticDataArray;
//properties
public ... |
using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel.DataAnnotations;
//TODO: Add other using statements here
namespace com.Sconit.Entity.MRP.ORD
{
[Serializable]
public partial class MrpShiftPlanLog : EntityBase
{
#region O/R Mapping Properties
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WayPointObject : MonoBehaviour
{
void Start()
{
WayPointScript AI = FindObjectOfType<WayPointScript>();
AI.waypoints.Enqueue(gameObject);
}
void Update()
{
}
} |
using System;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using TestStack.BDDfy;
using Xunit;
using MayaConnected.Scenarios;
namespace MayaConnected.Stories
{
[Story(AsA = "As a Customer",
IWant = "I want to see multiple windows on the native client",
SoThat = "So that these support the na... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace DAL.Models
{
/// <summary>
/// Заявление на получение ТС
/// </summary>
///
public enum DeclayerType
{
/// <summary>
/// Владелец авто
//... |
using System;
namespace Paging.Models
{
public class Pagination
{
public int Id { get; set; }
public string Item { get; set; }
}
} |
using Microsoft.AspNetCore.Http;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Web;
namespace DataAccess.Domain
{
public class ProductViewModel
{
/// <summary>
/// 商品ID
/// </summary>
public stri... |
using System;
using System.Threading;
using System.Threading.Tasks;
using DotNetty.Transport.Channels;
using Grains;
using Grains.Objects;
using Grains.Observers;
using Orleans;
using ProxyCommands;
using SocketProxy.Handlers;
namespace SocketProxy.Users
{
public class UserContext : IDisposable, IUserConnectionOb... |
using System;
using UnityEngine;
public class IntVariable : ScriptableObject, ISerializationCallbackReceiver
{
public int initialValue;
[NonSerialized]
public int value;
public void OnAfterDeserialize()
{
value = initialValue;
}
public void OnBeforeSerialize() { }
} |
using AutoMapper;
using MAS.Models;
using MAS.Models.ViewModel;
using System;
using System.Collections.Generic;
using System.Text;
namespace MAS.BusinessLogic.Factories
{
internal static class EmployeeFactory
{
private static IMapper _mapper;
private static IMapper Mapper
{
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MyShop.Core.Model
{
public class ProductCategory:BaseEntity
{
public string Category { get; set; }
}
}
|
namespace ExpenseBucket.Core.Entities
{
public class UserClaim
{
private User _user;
public int ClaimId { get; set; }
public string ClaimType { get; set; }
public string ClaimValue { get; set; }
public string UserId { get; set; }
public virtual User User
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MyIVDatabase
{
public class Queries
{
public static string Pokemon
{
get
{
return "SELECT name, HpIV, AttackIV, DefenseIV, SpAtt... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
namespace Boxes.Helpers.AutoGrid
{
public struct Box : IComparable
{
//To be used to save and load boxes.
public bool IsVisible { get; set; }
public int Row { get; init; }
public in... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraAxle : MonoBehaviour {
float speed = 60f;
void Update () {
if (Input.GetKey("left")) {
Rotate(Vector3.up);
}
if (Input.GetKey("right")) {
Rotate(Vector3.down);
}
}
void Rotate(Vecto... |
using DelftTools.Functions.Generic;
using NUnit.Framework;
namespace DelftTools.Functions.Tests
{
[TestFixture]
public class MultiDimensionalArrayEnumeratorTest
{
[Test]
public void EnumerateEmptyArray()
{
IMultiDimensionalArray<int> array = new MultiDimensionalArray<in... |
using INOTE.Core.Repository;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace INOTE.Core
{
public interface IUnitOfWork : IDisposable
{
IUserRepository Users { get; }
INoteRepository Notes { get; }
int Complet... |
namespace ANSI
{
public static class DisplayAttributes
{
public static string Reset => "\x1b[m";
public static string Bold => "\x1b[1m";
public static string Faint => "\x1b[2m";
public static string Italic => "\x1b[3m";
public static string Underline => "\x1b[4m";
... |
namespace DelftTools.Functions.Filters
{
public interface IComponentFilter : IVariableFilter
{
}
} |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace EquipmentManage.Model
{
//实体类,用来封装数据
class UserBorrow
{
public int Id { get; set; }//数据库中的表的Id
public string ApparatusName { get; set; } //器械名称
public string BorrowDate{ get; set; }//借用... |
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class AimAssist : MonoBehaviour
{
private PlayerController player;
public SpriteRenderer selectionGradient;
public SpriteRenderer playerArrow;
public SpriteRenderer targetArrow;
... |
using System;
using System.ComponentModel.DataAnnotations;
using System.ComponentModel.DataAnnotations.Schema;
namespace Wba.StovePalace.Models
{
public class OrderDetail
{
public int Id { get; set; }
[ForeignKey("Order")]
public int OrderId { get; set; }
[ForeignKey("Stove")... |
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
public class Instanciar : MonoBehaviour {
[SerializeField] GameObject[] npc, posInstanciar;
bool existeNpc;
float contador;
int numerosInstan = 0;
void Start(){
}
void Update(){
Instanciando ();
}
void Instanciando(){
if ... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerScript : MonoBehaviour
{
public Transform cP1;
public Transform cP2;
public Transform cP3;
public Transform Chase1;
public Transform Chase2;
private bool IsCP1C... |
using System;
using System.Collections.Generic;
using System.Text;
namespace ScriptKit
{
public enum JsPromiseState
{
JsPromiseStatePending = 0x0,
JsPromiseStateFulfilled = 0x1,
JsPromiseStateRejected = 0x2
}
}
|
using GasolinerasShell.Models;
using GasolinerasShell.Viewmodels;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Xamarin.Forms;
using Xamarin.Forms.Xaml;
namespace GasolinerasShell.Views
{
[XamlCompilation(XamlCompilationOpti... |
using System;
using System.Collections.Generic;
using System.Linq;
namespace ThirdLesson
{
public class functions
{
public static List<double> createGradesList()
{
List<double> grades = new List<double>();
double grade = 0;
while (grade != -1)
... |
namespace DecryptingMessage
{
using System;
public class StartUp
{
public static void Main()
{
int key = int.Parse(Console.ReadLine());
int num = int.Parse(Console.ReadLine());
string decrypt = "";
for (int i = 0; i < num; i++)
{... |
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