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using System; namespace Factory.TheFactory { public class CarFactory { public Sedan CreateSedan() { var sedan = new Sedan(); // Some complicated logic; // ... return sedan; } public SUV CreateSUV() { var suv =...
#region Using declarations using System; using System.Collections.Generic; using System.ComponentModel; using System.ComponentModel.DataAnnotations; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Input; using System.Windows.Media; using System.Xml.Serializ...
using System; using UrTLibrary.Server.Queries.Game; namespace UrTLibrary.Server.Logging.Events.ChatCommands { [ChatCommandKey("say")] public class SayCommand : ChatCommand { [ChatCommandParameter(ChatCommandParameterType.Sentence)] public string Text { get; set; } public override ...
namespace tophat.sqlite { using System; using System.Data; using System.Data.SQLite; public class SqliteConnectionFactory : ConnectionFactory { public override IDbConnection CreateConnection() => new SQLiteConnection(ConnectionString); } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Collections { public sealed class MaxHeapSort<T> : HeapSort<T> where T : IComparable<T> { protected sealed override void Heapify(int n, int i) { int largest...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PlayerBehaviour : MonoBehaviour { Transform player; [SerializeField] GameObject gO; [SerializeField] Slider slider; [SerializeField] Image healthbar,shieldbar; Vec...
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; namespace WindowsFormsApplication.ManagePromotion { public partial class GUI_InsertPromotion : Form { public GUI_Inser...
//Down Beat //This script acts as parent for all actors in the game that move to the beat and is very reliant on BeatManager. using System.Collections; using System.Collections.Generic; using UnityEngine; public class BeatActor : MonoBehaviour { [HideInInspector] public AudioSource mySource; public Beat...
using Microsoft.EntityFrameworkCore; using System; using System.Collections.Generic; using System.Text; namespace TwitterLogic { public class TwitterDB : DbContext { public TwitterDB(DbContextOptions<TwitterDB> options) : base(options) { } public DbSet<G...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class RaycastToButtons : MonoBehaviour { public LayerMask hittable; public string aimedButtonName; // Use this for initialization void Start () { } // Updat...
using Microsoft.AspNetCore.Mvc; namespace KaizenApp.Controllers { public class TestController : Controller { [Route("api/test")] public IActionResult Test() { return Json(new { Test = "great success" }); } } }
using System; using System.Reflection.Metadata; namespace Session11Day4Exercises { class Program { static void Main(string[] args) { string [] messages = new string[5]; string answer = "start"; int messageID = 0; while (answer != ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Data.Common; using Microsoft.Practices.EnterpriseLibrary.Common; using Microsoft.Practices.EnterpriseLibrary.Data; using Microsoft.Practices.EnterpriseLibrary.Data.Sql; using Master.Contract;...
namespace FatCat.Nes { public interface IBus { byte Read(ushort address); void Write(ushort address, byte data); } public class Bus : IBus { internal byte[] Ram { get; } = new byte[64 * 1024]; public byte Read(ushort address) => Ram[address]; public void Write(ushort address, byte data) => Ram[addres...
using System; using System.Collections.Generic; using System.Text; namespace footbal_manager { public class PersonModel { public string name { get; protected set; } public string nationality; public int age; public int moral; public int ability; public PersonMod...
using DataCenter; using DataCenter.Data; using DataCenter.Helpers; using System; using System.Collections.Generic; using System.ComponentModel; using System.IO; using System.Linq; using System.Net; using System.Text; using System.Threading.Tasks; namespace DataCenter.Helpers { internal abstract clas...
using System; using Foundation; using UIKit; namespace BoxDragApple.iOS { public partial class ViewController : UIViewController { public ViewController(IntPtr handle) : base(handle) { } public override void ViewDidLoad() { base.ViewDidLoad(); /...
using UnityEngine; using UnityEngine.UI; using System.Collections; public class PlayerController : MonoBehaviour { public float speed; private Rigidbody rb; public GUIText ScoreText; public GUIText ToCollectText; public Text CountText; public Text GameOverText; private int score; private int count; privat...
using System.Text.Json.Serialization; using Frostbyte.Entities.Enums; namespace Frostbyte.Entities { public sealed class Configuration { public int Port { get; set; } public string Host { get; set; } public string Password { get; set; } public LogLevel LogLevel { get; set; } ...
using System; using System.Collections.Generic; using System.Text; namespace IsAncestor.Classes { public class BinaryTree { public Node Root { get; set; } public int TraverseThroughTreeLeft(Node node) { int nextValue = TraverseThroughTreeLeft(node.LeftChild); r...
using UnityEngine; using System.Collections; public class roadGenerator : MonoBehaviour { public Transform prefab; public float timesPerSecound = 30; public int currentX = 0; int currentPieces = 0; float timesSecoundFixed = 0; // Fixed update is called 60 times per secound void FixedUpda...
// ---------------------------------------------------------------------------------------------------------------------------------------- // <copyright file="BinaryValueRepresentation.cs" company="David Eiwen"> // Copyright © 2016 by David Eiwen // </copyright> // <author>David Eiwen</author> // <summary> // This fi...
/* * A perfect number is a number for which the sum of its proper divisors is exactly equal to the number. * For example, the sum of the proper divisors of 28 would be 1 + 2 + 4 + 7 + 14 = 28, which means that 28 is a perfect number. * * A number n is called deficient if the sum of its proper divisors is less than...
using LazyVocabulary.Resources.ViewModels; using System.ComponentModel.DataAnnotations; namespace LazyVocabulary.Web.Models { public class ChangePasswordViewModel { [Required(ErrorMessageResourceName = "FieldIsRequired", ErrorMessageResourceType = typeof(CommonValidationResource))] ...
using UnityEngine; using System.Collections; public class QueenBossdoorExit : MonoBehaviour { public bool lorkhanDefeated = false; public bool knightDefeated = false; public bool queenDefeated = false; // Update is called once per frame void Update () { if (lorkhanDefeated && knightDefeated && queenDefeate...
using Bindable.Linq.Tests.TestLanguage.Helpers; using NUnit.Framework; namespace Bindable.Linq.Tests.Behaviour.Iterators { /// <summary> /// Contains unit tests for the <see cref="T:AsynchronousIterator`1"/> class. /// </summary> [TestFixture] public class GroupByBehaviour : TestFixture ...
namespace BibData.Migrations { using System; using System.Data.Entity.Migrations; public partial class test21 : DbMigration { public override void Up() { CreateTable( "dbo.Carres", c => new { id ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using LSKYGuestAccountControl.ExtensionMethods; using LSKYGuestAccountControl.Repositories; namespace LSKYGuestAccountControl.JSON { public part...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class VRClock : TutorialInteractable { private VRTime timeScript; public Transform bigHand; public Transform smallHand; private Action Interacted; //gets called from the interactor private Action ...
namespace ShadowAPI.Models { public enum SkillType : byte { Active, Language, Knowledge } }
using Microsoft.Xna.Framework; namespace MonoGame.Extended.Particles.Profiles { public class PointProfile : Profile { public override void GetOffsetAndHeading(out Vector2 offset, out Vector2 heading) { offset = Vector2.Zero; Random.NextUnitVector(out heading); ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Playground { class ArrayInsert { static void Main(string[] args) { Hola(3, 7); Hola2(3, 7); } public static void Hola(int index...
 using System.Collections.Generic; using System.Reflection; using System.Windows.Controls; using System.Windows.Forms; namespace FinalliziedProject { public class Helper { public static string getCurrentPath() { var dir = System.IO.Path.GetDirectoryName(Assembly.GetExec...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.EntityFrameworkCore; namespace Mentors.Models { public class MentorsContext : DbContext { public DbSet<Mentor> Mentors { get; set; } public DbSet<Student> Students { get; set; } ...
using System; using System.Drawing; using System.Text; using System.Windows.Forms; using SiscomSoft.Comun; using SiscomSoft.Controller; using SiscomSoft.Models; using System.Drawing.Imaging; using System.Text.RegularExpressions; using System.IO; using Org.BouncyCastle.X509; using Org.BouncyCastle.Crypto; using Org.Bo...
using System; namespace _02_Bottles { internal class Song { string _zero = " No more bottles of beer on the wall."; string _one = "1 bottle of beer on the wall." + " 1 bottle of beer." + " Take one down and pass it around." + " No mor...
using System; using System.Collections.Generic; using System.Data; using System.Data.Services; using System.Data.Services.Common; using System.Linq; using System.Runtime.Serialization; using System.ServiceModel; using System.ServiceModel.Web; using System.Text; using DevExpress.Xpo; using DevExpress.Xpo.DB; using Pers...
using System; using System.Timers; namespace DiscordClients.Helpers { public class Interval : IDisposable { private readonly Timer Timer; public Interval() { Timer = new Timer(); } public Timer Set(Action action, int interval) { Timer.Int...
using UnityEngine; using System.Collections; namespace ProjectV.ItemSystem{ public interface IISPotion { //healing amount int HealingAmount{ get; set;} //CoolDown float CoolDownTime{ get; set;} } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace WF.SDK.Models.Internal { [Serializable] public class ProductItem { public Guid Id; public string Name; public string Detail; public string ProductType; public string InboundCSI...
using System; using System.Collections.Generic; using UnityEngine; namespace SLua { public class Lua3rdMeta : ScriptableObject { public List<string> typesWithAttribtues = new List<string>(); private static Lua3rdMeta _instance; public static Lua3rdMeta Instance { get { if (Lua3rdMeta._instance ==...
namespace rpiDataGrabber { class nullableServerData { public double? temperature { get; set; } public double? pressure { get; set; } public double? humidity { get; set; } public double? roll { get; set; } public double? pitch { get; set; } public double? yaw { ge...
using System; using System.IO; using System.Windows.Forms; using Ayende.NHibernateQueryAnalyzer.UserInterface.Interfaces; namespace Ayende.NHibernateQueryAnalyzer.UserInterface { public partial class ProjectView : NQADocument, IProjectView { private readonly IProjectPresenter presenter; public...
using System; using Microsoft.Practices.EnterpriseLibrary.ExceptionHandling; namespace ExceptionHandlingFramework { class Program { /* * Sample class to demponsterate the use of the enterprise library. */ static void CheckAndCreateEmployee() { LoggingManag...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class LaserTutorial : TutorialSection { public LaserPointer laserPointer; protected override void TaskNeedsVerification() { base.NextTask(); } protected override void SetTask(TutorialTask t...
using RockPaperScissors.Contestants; using RockPaperScissors.Engine; using System; using Turnamentor.Core; using Turnamentor.Interfaces; namespace RockPaperScissors.ConsoleTurnament { class Program { static void Main(string[] args) { var turnamentorBuilder = new TurnamentorBuilder<...
using System; using System.Collections.Generic; using System.Linq; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; namespace RegHook { class WinAPI { [UnmanagedFunctionPointer(CallingConvention.StdCall, CharSet = CharSet.Auto, SetLastError = true)] intern...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class ComponentsToDisable : NetworkBehaviour { public Behaviour[] componentsToDisable; void Awake() { if(!isLocalPlayer) { for (int i = 0; i < componentsToDisable.Length; i++) { compon...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using SKT.WMS.WMSReport.Model; using SKT.WMS.WMSReport.BLL; namespace SKT.MES.Web.WMSReport { public partial class WMSCurrentStockDetail : BasePage { protected vo...
namespace MultiCommentCollector.Views { /// <summary> /// OptionWindow.xaml の相互作用ロジック /// </summary> public partial class OptionWindow : MahApps.Metro.Controls.MetroWindow { public OptionWindow() => InitializeComponent(); } }
using Assets.src.model; using UnityEngine; public interface IMoveGesture { #region Methods /// <summary> /// Moves the player in a direction according to gesture. /// </summary> /// <param name="player">The player object.</param> void MovePlayer(GameObject player); /// <summary> /// ...
using MoneyBack.Rater; using MoneyBack.Requests; using System; using System.Collections.Generic; using System.Linq; using System.Net; using System.Text; using System.Threading; using System.Threading.Tasks; namespace Test { class Program { static void Main(string[] args) { //new J...
namespace TQVaultAE.GUI.Models.SearchDialogAdvanced { public enum SearchOperator { /// <summary> /// Find items having all filters /// </summary> And, /// <summary> /// Find items having one or more filter /// </summary> Or } }
using System; using System.Collections.Generic; using System.Text; using System.Net; namespace Tivo.Hme.Samples { [Tivo.Hme.Host.Services.UsesHostHttpServices] class StreamingVideo : HmeApplicationHandler { private StreamedVideoView _videoView; public override void OnApplicati...
using BenchmarkDotNet.Attributes; using Win32FileIOBenchmarkDotNet.Configs.Write; namespace Win32FileIOBenchmarkDotNet.Benchmarks.Write { /// <inheritdoc /> /// <summary> /// Implement benchmark to test single file write without IO cache cean up /// </summary> [Config(typeof(SingleFileWriteConfig)...
using diyetisyenproje.Classes; using Newtonsoft.Json; using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; namespace diyetisyenproje.Screens...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace PracticaSP { public class Auto : Vehiculo { public int puertas; public Auto():base("",2,ConsoleColor.Black) { } ...
using UnityEngine; using System.Collections; [CreateAssetMenu(fileName = "New Dialogue Container", menuName = "Data Table/Dialogue Container")] public class Dialogue_Container : ScriptableObject { public Char_Container[] speakers; public Sentence[] sentences; public float speechLetterInterval = .2f; [System.Se...
namespace RestaurantManager.Engine { internal static class EngineConstants { #region Commands internal const string CreateRestaurantCommand = "CreateRestaurant"; internal const string CreateDrinkCommand = "CreateDrink"; internal const string CreateSaladCommand = "CreateSalad"; ...
using UnityEngine; using UnityEngine.Events; public class ARDataProvider : MonoBehaviour { public bool arInEditor = false; public GameObject editorCamera; public GameObject arCoreStuffParent; public GameObject arKitStuffParent; public UnityEvent onSurfaceDetected; private IARDataProvider cur...
using System; using System.Collections.Generic; namespace logic { public struct StoreIDAmount { public String storeId; public int amount; public StoreIDAmount(String storeId, int amount) { this.storeId = storeId; this.amount = amount; } } ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.ComponentModel.DataAnnotations; namespace SMSEntities.SMSDBEntities { //`UserTypeId``UserType``Description``CreatedDate``Parent``level` public class UserTypes { public int UserTypeID { get; set; } ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class Finish : MonoBehaviour { IEnumerator toMenu() { float fadeTime = this.GetComponent<FadeIn> ().BeginFade (1); yield return new WaitForSeconds(fadeTime); SceneManager.LoadScene ("MainMe...
using System.Data; using Autofac; namespace EpicenterV2.Data { public class Base { protected IContainer Container; protected readonly IDbConnection Connection; public Base() { var builder = new ContainerBuilder(); builder.RegisterAssemblyModules(typeof(...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.ComponentModel; namespace DomainModel.BusinessObjects { [Serializable] public class PhoneNumber : INotifyPropertyChanged { private long number; public long Number { get { ...
using System; using System.Windows.Forms; namespace QuanLyTiemGiatLa.Danhmuc { public partial class frmDSGiaDeDo : Form { public frmDSGiaDeDo() { InitializeComponent(); this.Load += new EventHandler(frmDSGiaDeDo_Load); this.LoadData(); } ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging;...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; namespace Kers.Models.Entities.KERScore { public partial class BudgetPlan : IEntityBase { [Key, DatabaseGenerated(DatabaseGeneratedOption.Identity)] ...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class GameDataManager : MonoBehaviour { public static GameDataManager instance; private int asteroidCount = 1; public int AsteroidCount => asteroidCount; public int addRemoveAmount = 1; public floa...
using Sandbox; partial class HowManyBalls : Game { private WallSpawner wallSpawner; public HowManyBalls() { if ( IsServer ) { _ = new HowManyBallsHud(); wallSpawner = new WallSpawner(); wallSpawner.SpawnProps(); } } public override void ClientJoined( Client client ) { base.ClientJoined( clie...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; namespace Kers.Models.Entities.KERScore { public partial class LadderApplication : IEntityBase { [Key, DatabaseGenerated(DatabaseGeneratedOption.Identity)] ...
using CORE2; using FluentValidation; using System; using System.Threading.Tasks; namespace Accounts.Service.Validators { public class ValidationDecoratorForQueries<TQuery, TResult> : IQueryHandler<TQuery, TResult> where TQuery : Query<TResult> where TResult : DTO { private readonly IQueryHandle...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace anagram { public class Logic { public bool checkForAnagram(string val1, string val2) { return SortString(val1).Equals(SortString(val2)); } public string SortS...
using System; using System.ComponentModel.DataAnnotations.Schema; using System.Collections.Generic; using System.Text; namespace Hotel.Data.Models { public class Gost { public int Id { set; get; } public string Ime { get; set; } public string Prezime { get; set; } public string...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PlayerMovementsFarm : MonoBehaviour { public float speed; public Text CurrentCoins; private int PlayerScore; private Animator running; private float touchBorder = 1.5f; private Vec...
namespace Kit.Forms.Services.Interfaces { public interface IUpdateWidget { /// <summary> /// Request the specified widget to Update /// </summary> /// <param name="AppWidgetProviderFullClassName">On Android it must match widgetprovider class name, On ios it works as an id...
using Clases; using Serializer; using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; using System.Windows.Forms; namespace Ventana_Produccion { public partia...
using PDV.DAO.Atributos; namespace PDV.DAO.Entidades { public class Categoria { [CampoTabela("IDCATEGORIA")] [MaxLength(18)] public decimal IDCategoria { get; set; } = -1; [CampoTabela("CODIGO")] [MaxLength(6)] public string Codigo { get; set; } [Camp...
using System.Threading.Tasks; namespace Requestrr.WebApi.RequestrrBot.TvShows { public class DisabledTvShowNotificationWorkflow : ITvShowNotificationWorkflow { private readonly ITvShowUserInterface _userInterface; public DisabledTvShowNotificationWorkflow(ITvShowUserInterface userInterface) ...
namespace SchoolSystem.Tests.Core.Commands.CreateStudentCommandTests { using System; using System.Collections.Generic; using Common.Constants; using Framework.Core.Commands; using Framework.Core.Contracts.Factories; using Framework.Models.Contracts; using Framework.Models.Enums; using M...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace classdiena9 { class Program { static void Main(string[] args) { pirma pirmaisobj = new pirma(); //masina bmw = new masina pamats objekta izveide...
using System; using System.Collections; using System.Collections.Generic; public class CoffeeMachine : IEnumerable<CoffeeType> { public CoffeeMachine() { this.CoffeesSold = new List<CoffeeType>(); } private int coin; public List<CoffeeType> CoffeesSold { get; } public void BuyCoffee(...
using System.Collections.Generic; using System.Threading.Tasks; using Infrastructure.Models; namespace Infrastructure.Interfaces { public interface IRepository { //Host GetHostByHostname(string hostname); //Host GetHostById(int id); //Host PutHost(Host host); //IEnumerable<Host...
using System; using System.IO; using RegionOrebroLan.EPiServer.Data; namespace IntegrationTests.Helpers { public static class AppDomainHelper { #region Methods public static object GetDataDirectory() { return AppDomain.CurrentDomain.GetData(DataDirectory.Key); } public static void ResetDataDirectory()...
using System; using System.Collections.Generic; using System.Linq; using System.Reactive.Linq; using System.Threading.Tasks; using FluentAssertions; using NSubstitute; using OmniSharp.Extensions.DebugAdapter.Client; using OmniSharp.Extensions.DebugAdapter.Protocol.Events; using OmniSharp.Extensions.DebugAdapter.Server...
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 DAL; using BUS; using DevExpress.XtraEditors; using System.Data.Linq; using DevExpress.XtraReports....
using System; using Shopper.Domain; namespace Shopper.DataAccess.DataTier.Repo.Interfaces { public interface IUnitOfWork : IDisposable { IRepository<Customer> CustomerRepository { get; } IRepository<Department> DepartmentRepository { get; } IRepository<Inventory> InventoryRepository { ...
using Contoso.Common.Configuration.ExpressionDescriptors; namespace Contoso.Common.Configuration.ExpansionDescriptors { public class SelectExpandItemFilterDescriptor { public FilterLambdaOperatorDescriptor FilterLambdaOperator { get; set; } } }
using UnityEngine; using System.Collections.Generic; public class UnlockFormationSlot : MonoBehaviour { public ProfileController profileController; // profile master public SpriteRenderer renderer; public GameObject lockSprite; public AudioClip sound; public int price = 500; public int state; // 0 => unlock, 1...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace RandomMemberCreator { #region SetupGraphCallBack(string message, int maxValue, int currentValue); /// <summary> /// This delegate is used to send a message back to the MemberCreator...
using FluentNHibernate.Mapping; namespace ImmedisHCM.Data.Entities.Mappings { public class CurrencyMapping : ClassMap<Currency> { public CurrencyMapping() { Table("currency"); Id(x => x.Id) .Column("id") .GeneratedBy.Increment(); ...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Linq; using System.Text; using System.Threading.Tasks; namespace UGCS.Example.Enums { public enum GPSFixStatus { [Description("No fix")] NO_FIX = 0, [Description("2D fix")] FIX_2D = 1, ...
using System; using System.IO; using Android.Graphics; using Kit.Droid.Services; using Kit.Services.BarCode; using Xamarin.Forms; using ZXing; using ZXing.Common; using ZXing.Mobile; [assembly: Dependency(typeof(BarCodeBuilder))] namespace Kit.Droid.Services { public class BarCodeBuilder :IBarCodeBui...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Collections.ObjectModel; using System.Xml.Serialization; namespace WpfAppAbit2.Models { public class CompetitiveGroup { [XmlElement("UID")] public Guid UID { get; s...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace DotCatalogue.Model { public class Product { /// <summary> /// Product id /// </summary> public int Id { get; set; } /// <summary> /// P...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class HMonster : MonoBehaviour { public string monsterName; [SerializeField] protected int currentHitPoint; protected float damagedTime; protected int contactDamage = 2; protected bool isGoldenMonster = false; ...
using System.Threading.Tasks; namespace Project.API.Applications.Services { public class TestCommandService : ICommandService { public async Task<bool> IsRecommandProject(int projectId, int userId) { return await Task.FromResult(true); } } }
using Microsoft.Extensions.Configuration; using System; using System.Threading.Tasks; using XMLApiProject.Services.Models.PaymentService.Entities; using XMLApiProject.Services.Models.PaymentService.XML.RequestService.Request; using XMLApiProject.Services.Models.PaymentService.XML.RequestService.Responses; using XMLApi...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class TextToBeSaid : MonoBehaviour { [Header("Text to be said:")] [TextArea(3, 50)] public string AI_Text; // Start is called before the first frame update void Start() { } // Update is cal...
using Microsoft.AspNetCore.Identity.UI.Services; using System; using System.Net.Mail; using System.Threading.Tasks; namespace Payroll.Common { public class EmailSender : IEmailSender { public Task SendEmailAsync(string email, string subject, string htmlMessage) { var mail = new Mai...