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using ArenaBase; namespace Interfaces { public interface IMapsContainer { ActorsMap Actors { get; set; } ArenaMap Arena { get; set; } } }
using CHSystem.Models; using CHSystem.Repositories; using CHSystem.Services; using CHSystem.ViewModels.Users; using System; using System.Collections.Generic; using System.Linq; using System.Web.Mvc; namespace CHSystem.Controllers { public class UsersController : BaseController { UnitOfWork unitOfWork ...
using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Lowscope.Saving.Examples { [AddComponentMenu("")] public class ExampleGameScreenFader : MonoBehaviour { [SerializeField] private float fadeDuration; [SerializeField] private CanvasGroup canvasGroup; ...
/* * Copyright 2014 Technische Universität Darmstadt * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by appl...
using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Runtime.Serialization.Formatters.Binary; using System.IO; public class SaveLoad { public static PlayerProgress playerProgress; public static void Save() { BinaryFormatter bf = new BinaryFormatter(); ...
namespace Triton.Game.Mapping { using ns25; using ns26; using System; using System.Collections.Generic; using Triton.Game; using Triton.Game.Mono; [Attribute38("ZonePlay")] public class ZonePlay : Zone { public ZonePlay(IntPtr address) : this(address, "ZonePlay") { ...
using System; namespace B01_05_Buch { public class Test { #region Methods // Objektmethoden void Run() { // Erzeugen der Bücher Buch buch1 = new Buch( "Grundkurs Programmieren in Visual C#", "Wimmer, H.", "Hanser Verl...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class InvulnerabilityTimer : MonoBehaviour { internal bool isVulnerable = true; public float TimeToVulnerable = 1f; public void StartInvulnerabilityTimer() { StartCoroutine(StartTimer()); } IEnumera...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class BossAttacks : MonoBehaviour { [SerializeField] private GameObject _leftTurretPrefab; [SerializeField] private GameObject _rightTurretPrefab; [SerializeField] private GameObject _shipCorePrefab; [SerializeField]...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.ComponentModel.DataAnnotations.Schema; using System.ComponentModel.DataAnnotations; namespace WebApplication7.Models { public class Lifeguards { [Key] public int lifeguard_id { get; set; } ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class SuccessItem : MonoBehaviour { [Header("Parametres")] [Range(0, 10f)] public float RangeToGiveKeyPlayer; LayerMask PlayerMask; GameObject mode; GameObject Player; private bool _allReadyGived; p...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Server.Constants { partial class Constants { /// <summary> /// 게임 시작까지 최소 몇명 기다려야하는지 /// </summary> public static readonly int MinPlayerForGame = 2; ...
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 CentralitaHerencia; namespace Formulario { public partial class frmLlamador : For...
using System; using System.Text.Json.Serialization; namespace ZenHub.Models { public class CreatedDate { [JsonPropertyName("created_at")] public DateTime CreatedAt { get; set; } } }
using UnityEngine; using System.Collections; public class AutoTiler : MonoBehaviour { public GameObject tileObject; public Camera camera; private Vector3 topLeft; private Vector3 bottomRight; // Use this for initialization void Start () { FindCorners(); Tile(); } void Tile(){ for(int x = 0; x < Mathf....
using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(PlayerStateMachine))] public class PlayerSoundEvtController : RuntimeMonoBehaviour { // ------------------------------- PRIVATE ATTRIBUTES -------------------------------- // private PlayerStateMachine.eSt...
using Application.DTOs.Product.Requests; using Application.DTOs.Product.Responses; using Application.Exceptions; using Application.Interfaces.Repositories; using Application.Wrappers; using AutoMapper; using Domain.Entities; using System.Collections.Generic; using System.Threading; using System.Threading.Tasks; names...
using System.Data.Entity; using System.Linq; using Diligent.BOL; using Diligent.DAL.Core; namespace Diligent.DAL.Repositories { public class ProjectRepository : Repository<Project>, IProjectRepository { public ProjectRepository(DiligentContext context) : base(context) { } publ...
namespace DemoLibrary { public interface IMessageSender { void SendMessage(IPerson owner, string v); } }
using LogicBuilder.Attributes; using System.Collections.Generic; namespace Enrollment.Forms.Parameters.Bindings { public class MultiSelectItemBindingParameters : ItemBindingParameters { public MultiSelectItemBindingParameters ( [Comments("The section of the item template we're binding the propert...
namespace Triton.Game.Mapping { using ns26; using System; [Attribute38("FramedRadioButton")] public class FramedRadioButton : MonoBehaviour { public FramedRadioButton(IntPtr address) : this(address, "FramedRadioButton") { } public FramedRadioButton(IntPtr address, ...
// Copyright (c) .NET Foundation. All rights reserved. // Licensed under the Apache License, Version 2.0. See License.txt in the project root for license information. using System; using System.Diagnostics; namespace Benchmarks.Utility.Helpers { public class EnvironmentHelper { public static bool Prep...
using System.Collections.Generic; namespace W3ChampionsStatisticService.CommonValueObjects { public static class RaceExtensions { static Dictionary<RaceId, Race> raceIdMap = new Dictionary<RaceId, Race>() { { RaceId.RnD, Race.RnD }, { RaceId.HU, Race.HU }, { RaceId....
using Microsoft.AspNetCore.Mvc; using SeattleRPG.Models; using System.Collections.Generic; namespace SeattleRPG.Controllers { public class PlayerController : Controller { [HttpGet("/player")] public ActionResult Index() { return View(Highscore.GetHighestScore()); } [HttpPost("/player")...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace SP2010.Manage.FileTypes { public enum ExtState { Success, Failed, IsExists } }
using System; using System.Collections.Generic; using System.Linq; using System.CommandLine; using ProjectFinder.Manager; namespace ProjectFinder.Command { public class DeleteCommand : CommandBase { private IReadOnlyList<string> aliase; public IReadOnlyList<string> Aliases => aliase; p...
namespace WpfAppCesi { using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using System.Data.Entity.Spatial; [Table("HotelsSet")] public partial class HotelsSet { public int Id { get; se...
using OmniSharp.Extensions.LanguageServer.Server; namespace Lsp.Integration.Tests.Fixtures { public sealed class DefaultServer : IConfigureLanguageServerOptions { public void Configure(LanguageServerOptions options) { } } }
using NServiceBus; using NServiceBus.Logging; using System; class NextNumberHandler : IHandleMessages<NextNumber> { static ILog logger = LogManager.GetLogger( typeof( NextNumberHandler ) ); public void Handle( NextNumber message ) { logger.InfoFormat( "NextNumber for sequence '{0}' is '{1}', generated on thread...
using System.Collections.Generic; using BitcoinLib.RPC.RequestResponse; using Newtonsoft.Json; namespace blocknet_xrouter.Controllers.ViewModels { public class SpvWalletResultViewModel: ServiceResultViewModel { public SpvConfigViewModel SpvConfig { get; set; } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ProceduralTerrain : MonoBehaviour { public GameObject tilesHolder; public GameObject[] tileTypes; public CameraController cameraController; public Dictionary<Vector2Int, GameObject> CurrentTiles = new Dictiona...
using FormEsgi.Data; using FormEsgi.Models; using FormEsgi.Tools; using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Helpers; using System.Web.Mvc; namespace FormEsgi.Controllers { public class StatisticController : Controller { // // GET: /St...
/* * Created By: Evan Combs * Created On: 9/10/2015 * Modified On: 9/10/2015 * File Name: Product.cs * Full Namespace: DeadDodo.InAppPurchasing.Product * Inherites: * Purpose: iOS specific implementation of Product * Fields: * Delegates: * Methods: * ToDo: * Proposed Changes: */ using Stor...
using UnityEngine; using UnityEngine.SceneManagement; using System.Collections; public class UIManagerScript : MonoBehaviour { public void StartGame() { SceneManager.LoadScene("MainScene"); } public void QuitGame() { Application.Quit(); } }
/*-------------------------------------------------------------------------- Reactor.Web.Sockets The MIT License (MIT) Copyright (c) 2015 Haydn Paterson (sinclair) <haydn.developer@gmail.com> Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation ...
using AutoMapper; using JQDT.WebAPI; using KingdomJoy.Dtos; using KingdomJoy.Models; using System; using System.Collections.Generic; using System.Data.Entity; using System.Linq; using System.Net; using System.Net.Http; using System.Threading.Tasks; using System.Web.Http; namespace KingdomJoy.Controllers.Api { pub...
using System.Collections.Generic; namespace PaderbornUniversity.SILab.Hip.EventSourcing.Migrations { public class StreamMigrationArgs : IStreamMigrationArgs { private readonly IEventStream _stream; private readonly List<IEvent> _eventsToAppend = new List<IEvent>(); public IReadOnlyLis...
// Accord Machine Learning Library // The Accord.NET Framework // http://accord-framework.net // // Copyright © César Souza, 2009-2015 // cesarsouza at gmail.com // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // Licens...
using DotNetNuke.Common; using DotNetNuke.Entities.Users; using DotNetNuke.Security.Membership; using System; using System.Collections.Generic; using System.Data; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; namespace QLSC { public partial class LOAISUCO_CN : DotNetNu...
using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEngine; public class MovementCommand : Command { /// <summary> /// The direction in which we are going to move /// </summary> private Vector3 movementV...
namespace PANDAWebApp.ViewModels.Home { public class PackageBaseViewModel { public int Id { get; set; } public string Description { get; set; } } }
namespace CustomConfigurationSection { public enum AppRole : int { Deny = 0, Reader = 1, Customer = 2, Auditor = 3, Contributor = 4, ApplicationAdmin = 5, WebsiteAdmin = 6 } }
using System.Collections.ObjectModel; using Newtonsoft.Json; namespace StarWarsApi.DataAccess.Entities { public class Film { [JsonProperty("id")] public int FilmId { get; set; } public string Title { get; set; } public virtual Collection<FilmCharacterMapping> Characters { get; ...
using System.Web.UI.WebControls; using System.Linq; using ShCore.Extensions; using System; using ShCore.Web.WebBase; using ShCore.DataBase.ADOProvider; using System.Collections.Generic; using ShCore.Utility; using ShCore.Attributes; using System.Text; namespace ShCore.Web.Inputs { /// <summary> /// /// <...
using System.IO; using Assets.Scripts; using Assets.Scripts.Core.Events; namespace Assets.Events { public class GameOverEvent : IGameEvent { public GameResult Result { get; private set; } public GameOverEvent(GameResult result) { Result = result; } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class EnemyTurnState : State { public EnemyTurnState(StateMachine stateMachine) : base(stateMachine) { } public override void Enter() { base.Enter(); //call start enemy turn GameManager....
// // Copyright (c) .NET Foundation. All rights reserved. // Licensed under the MIT License. See LICENSE file in the project root for full license information. // using System.Web.Mvc; using DotNetNuke.Entities.Modules.Actions; using DotNetNuke.UI.Modules; namespace DotNetNuke.Web.Mvc.Framework.Modules { public...
 using System; using System.Data; using System.Text; using System.Data.SqlClient; using Maticsoft.DBUtility;//Please add references namespace HealthCloud.DBDAL { /// <summary> /// 数据访问类:ERRLog_Upload /// </summary> public partial class ERRLogUploadDAL { public ERRLogUploadDAL() {} #region BasicMethod ...
using ChuanGoing.Base.Interface.Db; using ChuanGoing.Base.Interface.Event; using ChuanGoing.Domain.Modles.Customers; using ChuanGoing.Domain.Modles.Customers.Dtos; using ChuanGoing.Domain.Modles.Customers.Events; using Microsoft.AspNetCore.Mvc; using System; using System.Threading.Tasks; namespace ChuanGoing...
using System.Collections.Generic; using System.Linq; using CloneDeploy_DataModel; using CloneDeploy_Entities; using CloneDeploy_Entities.DTOs; namespace CloneDeploy_Services { public class RoomServices { private readonly UnitOfWork _uow; public RoomServices() { _uow = new ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class hitEffect : MonoBehaviour { //Holds invuln time [SerializeField] private float invulnTime; //Holds matWhite material [SerializeField] Material matWhite; //Holds current invuln time...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using AutoMapper; using Microsoft.EntityFrameworkCore; using WebApi_1.Data; using WebApi_1.DTO.Character; using WebApi_1.Models; namespace WebApi_1.Services { public class CharacterService : ICharacterService { ...
using Newtonsoft.Json; using System; /// <summary> /// Scribble.rs ♯ data namespace /// </summary> namespace ScribblersSharp.Data { /// <summary> /// A class that describes color data /// </summary> [JsonObject(MemberSerialization.OptIn)] internal class ColorData : IValidable { /// <su...
using PDV.DAO.Custom; using PDV.DAO.DB.Controller; using PDV.DAO.Entidades; using PDV.DAO.Enum; using System; using System.Collections.Generic; using System.Data; namespace PDV.CONTROLER.Funcoes { public class FuncoesUnidadeMedida { public static bool Existe(decimal IDUnidadeMedida) { ...
using System; using System.Collections.Generic; using System.Linq; //description //You get an array of numbers, return the sum of all of the positives ones. //Example [1,-4,7,12] => 1 + 7 + 12 = 20 Note: if there is nothing to sum, the sum is default to 0. class Program { public st...
using UnityEngine; public class FinishController : MonoBehaviour { [SerializeField] private GameObject _finishBlock; private const string PlayerTag = "Player"; private bool _scaleOut; private Vector3 _scaleStart; private Quaternion _rotationStart; private float _scaleTimer = 0.0f; p...
using Ghost.Extensions; using System; using System.Collections.Generic; using UnityEngine; namespace RO { public class ScenePointLight : MonoBehaviour { public Renderer[] renderers; public Color color = Color.get_white(); public float intensity = 1f; private Dictionary<Material, Material> orig_inst = new ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace final_year_project_biocomp_csharp { public class Common { public static Random GlobalRandom = new Random(); public static float ActivationFunction(float value) { ...
// Accord Statistics Library // The Accord.NET Framework // http://accord-framework.net // // Copyright © César Souza, 2009-2015 // cesarsouza at gmail.com // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as p...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class RoomGenerator : MonoBehaviour { public enum Direction { up, down, left, right }; public Direction direction; [Header("房间")] public GameObject roomprefab; public int roomnu...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ShopScript : MonoBehaviour { BlockPoints playerBlockPoints; public GameObject[] buyableObjects; public float[] prices; // Start is called before the first frame update void Start() { play...
/** 版本信息模板在安装目录下,可自行修改。 * MEETING_ROOM_INFO.cs * * 功 能: N/A * 类 名: MEETING_ROOM_INFO * * Ver 变更日期 负责人 变更内容 * ─────────────────────────────────── * V0.01 2014-6-26 9:19:36 N/A 初版 * * Copyright (c) 2012 Maticsoft Corporation. All rights reserved. *┌──────────────────────────────────┐ *│ 此技术信息为本公司机...
using Microsoft.EntityFrameworkCore.Migrations; namespace MigrationTool.Migrations { public partial class Mig1801 : Migration { protected override void Up(MigrationBuilder migrationBuilder) { migrationBuilder.DropColumn( name: "calidation_text", tabl...
using log4net; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; namespace MFW.LALLib { public delegate void EventMonitorEvent(Event evt); public class EventMonitor { object synObject = new object(); private bool isRunning = false...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; // Agregar los namespaces de conexión con SQL Server using System.Data.SqlClient; using System.Configuration; using System.Globalization; namespace Clinica_Dental { public enum EstadoUsuario { ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace poker.rules { class judge { private int[] sortnumber; private int[] handcard; public judge(int[] number) { sortnumber = number; ...
using System; using Service; using MKModel; using System.Collections.ObjectModel; using ReDefNet; using MKService.Updates; namespace MKService.Updates { internal interface IUpdatableClick : IUpdatable, IClick, IQueryResponse { new IObservableCollection<IUpdatableStat> Stats { get; } new int In...
using System; using System.Collections; using System.Collections.Concurrent; using System.Collections.Generic; using System.IO; using System.Threading; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using static KyxEngine.DataCapacities.Byte; namespace AtlasSystem { public static class Atl...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ControlerCheck : MonoBehaviour { public bool flag; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { ...
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 Gestion { public partial class ejemplo_for : Gestion.Forms.EnClasesForm { publi...
using Spine; using System; using UnityEngine; [AddComponentMenu("Spine/SkeletonAnimation"), ExecuteInEditMode] public class SkeletonAnimation : SkeletonRenderer { public delegate void UpdateBonesDelegate(SkeletonAnimation skeleton); public float timeScale = 1f; public bool loop; public AnimationState state; p...
using Newtonsoft.Json; using Newtonsoft.Json.Converters; using System; using System.Text; namespace InfluxData.Net.Common.Helpers { /// <summary> /// Helper object extensions. /// </summary> public static class ObjectExtensions { private static DateTime _epoch = new DateTime(1970, 1, 1, 0,...
using System; using System.Collections.Generic; using System.Text; namespace DilemaPrisionero { interface IEstrategia { int DevuelveAccion(); } }
using UnityEngine; using System.Collections; public class Trinket : MonoBehaviour { public GameObject[] targets; void OnTriggerEnter( Collider other ) { if ( other.gameObject.CompareTag( "Player" ) ) { foreach( GameObject target in targets ) { target.SendMessage( "Activate" ); } Player.nu...
// ---------------------------------------------------------------------------------------------------------------------------------------- // <copyright file="ConnectionMessageBase.cs" company="David Eiwen"> // Copyright © 2016 by David Eiwen // </copyright> // <author>David Eiwen</author> // <summary> // This file c...
using System.Diagnostics; using Windows.UI.Xaml; using Windows.UI.Xaml.Controls; using Windows.UI.Xaml.Navigation; using Uwp.Xaml.Navigation.Navigation; using Uwp.Xaml.Navigation.ViewModels; // The Blank Page item template is documented at http://go.microsoft.com/fwlink/?LinkId=234238 namespace Uwp.Xaml.Navigation.P...
namespace WinCompetitionsParsing.BL.Models { public class SubcategoryModel { public string Name { get; set; } public string Category { get; set; } public int Row { get; set; } public int Col { get; set; } public SubcategoryModel() { } public SubcategoryModel(str...
using System.Collections.Generic; using System.Linq; using System.Net.Http; using System.Web.Http.Routing; namespace NuGet.Lucene.Web { public class AcceptHtmlConstraint : IHttpRouteConstraint { public bool Match(HttpRequestMessage request, IHttpRoute route, string parameterName, IDictionary<string, o...
using Microsoft.AspNetCore.Http; using Microsoft.AspNetCore.Mvc; using WhiteList.Attributes; using WhiteList.Data.Context; using WhiteList.Data.Entities; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using WhiteList.Data.Entities; namespace WhiteList.Controllers { ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace irc_client.connection.requests { public class AuthRequest : AbstractRequest, IRequest { public const int LOGIN = 0; public const int PASSWORD = 1; public AuthRequest(string login, str...
using System.Text; using System; using System.Collections.Generic; using Newtonsoft.Json.Converters; using Newtonsoft.Json; using System.Net.Http; using System.Drawing; using System.Collections.ObjectModel; using System.Xml; using System.ComponentModel; using System.Reflection; namespace LinnworksAPI { public class ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Double_Score_Powerup : MonoBehaviour { public bool doublePoints; public bool saveMode; public float powerUpLength; private PowerupManager thePowerupManager; public ScoreManager theScoreManager; public i...
using System.Web.Mvc; namespace SampleAspNetApp.Controllers { public class HomeController : Controller { public ActionResult JavaScriptPage() { return View(); } public ActionResult TypeScriptPage() { return View(); } ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace HackerrankSolutionConsole { class luck_balance : Challenge { public override void Main(string[] args) { string[] inputs = Console.ReadLine().Split(' '); ...
namespace Lfs.Calculator.Models { public static class Constants { public static string LeftBracket = "("; public static string RightBracket = ")"; public static string Or = "or"; public static string And = "and"; public static string Not = "not"; public static s...
using Microsoft.AspNet.Identity; using Microsoft.AspNet.Identity.EntityFramework; using System; using System.Collections.Generic; using System.Data; using System.Data.Entity; using System.Linq; using System.Net; using System.Web; using System.Web.Mvc; using ThemeParkManagementSystem.Models; namespace ThemeParkManagem...
namespace SchoolSystem.Framework.Core.Commands { using System; using System.Collections.Generic; using Common.Constants; using Contracts.Commands; using Contracts.Repositories; using Models.Contracts; public class RemoveTeacherCommand : ICommand { private readonly IDbRepository...
using System; using NetPayroll.Guides.Common; using NetPayroll.Guides.Constants; namespace NetPayroll.Guides.Interfaces { public interface IContractTaxing { // Advance Taxing decimal BasisAdvancesRounded(Period period, decimal taxableHealth, decimal taxableSocial, decimal taxableIncome); decimal Basis...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; public partial class ListArticles : System.Web.UI.Page { protected PagedDataSource pds = new PagedDataSource(); protected void Page_Load(object sender, EventAr...
using System; using System.Collections.Generic; using System.Linq; using System.Runtime.Serialization; using System.ServiceModel; using System.Text; namespace Tivo.Has.Configuration { public class HasConfigurationService : IHasConfigurationService { private HmeServersController _controller;...
using Xamarin.Forms; namespace App1 { public class LetterSpacingLabel : Label { public float LetterSpacing { get; set; } } }
using System; using System.Collections; using System.Collections.Generic; using System.Net.Sockets; using System.Net; using System.Text; using System.Reflection; using System.Threading; using System.Windows.Forms; using System.IO; using Siemens.Simatic.RfReader.ReaderApi; using System.Globalization; nam...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Savarankiskas1 { struct Mokinys { public string vardas; public string pavarde; public DateTime kursoPradzia; public DateTime kursoPabaiga; } }
namespace BuilderExample { public enum Oberfläche { Unbehandelt, Gewachst, Lackiert } }
using UnityEngine; using System.Collections; using UnityEngine.SceneManagement; /// <summary> /// Might change name. /// This class handles keyboad buttons and depending on which button is pressed it passes char equal to it's note. /// Then it takes the passed in char and uses that to pick which lane to go into/which ...
using System; public class Distance : Unit { public Distance() : base() { base.rol = Rol.Distance; base.movement = 4; base.abilityRange = 3; base.r_lifePoints = new int[2]{ 60, 80 }; base.r_damage = new int[2]{ 15, 20 }; base.r_velocity = new int[2]{ 20, 25 }; base.CalculateAtributes (); } ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace PlayTennis.Model.Dto { public class WxUserLoginDto { public string Openid { get; set; } public string SessionKey { get; set; } public string NickName { get; set...
using UnityEngine; using System.Collections; public class CamerMovement : MonoBehaviour { // Use this for initialization void Start() { } // Update is called once per frame void Update() { if (Input.mousePosition.x < 20) { Camera.main.transform.Translate(new...
namespace Shapes { using System; public class Shapes { public static void Main(string[] args) { Size size = new Size(5, 10); Console.WriteLine("Initial figure size: {0}", size); Size rotatedSize = GetRotatedSize(size, 30); Consol...
using System; namespace TNBase { public partial class FormScannedOutTotal { public void setup(int totalScanned) { lblTotal.Text = totalScanned.ToString(); } private void btnScanMore_Click(object sender, EventArgs e) { this.Close(); } private void btnFinished_Click(object sender, EventArgs e) ...