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using UnityEngine; using UnityEngine.SceneManagement; namespace GameManager { public class GameManager_ToggleMenu : MonoBehaviour { public GameObject menu; private void OnEnable() { DontDestroyOnLoad(menu); Time.timeScale = 1; GameManager_Master.Instance.MenuToggleEvent += ToggleMenu; } priva...
using DChild.Gameplay.Objects.Characters.Enemies; using Sirenix.OdinInspector.Editor; using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace DChildEditor.Gameplay.Enemies { [CustomEditor(typeof(GemCrawlerBrain))] public class GemCrawlerBrain_Inspector : Odi...
using System; using System.Windows; using System.Windows.Data; using System.Windows.Markup; namespace IKriv.Windows.Mvvm.Converters { public class BoolToVisConverter : MarkupExtension, IValueConverter { public bool Invert { get; set; } public override object ProvideValue(IServiceProvider serv...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace MakePayroll { public class Queries { DataClassesDataContext db; public Queries() { db = new DataClassesDataContext(); } public List...
using System; using System.Runtime.InteropServices; using UnityEngine; using UnityTools.Common; using UnityTools.ComputeShaderTool; using UnityTools.Rendering; namespace GPUTrail { [StructLayout(LayoutKind.Sequential)] public class Particle : TrailSource { } public class GPUParticleSource : MonoBehaviour, ITrai...
using MahApps.Metro.Controls; using Sales.ViewModels; namespace Sales.Views.SupplyViews { public partial class SupplyOfferShowWindow : MetroWindow { public SupplyOfferShowWindow() { InitializeComponent(); Closing += (s, e) => ViewModelLocator.Cleanup("SupplyOfferShow")...
using System; namespace IntegerToBinaryStack { class Program { static void Main(string[] args) { CStack stk = new CStack(); string number; Console.Write("Enter the integer : "); number = Console.ReadLine(); int num = Convert.ToInt...
using System.Collections.Generic; using System.Linq; using log4net; using NHibernate; using Profiling2.Domain.Contracts.Queries; using Profiling2.Domain.Contracts.Queries.Search; using Profiling2.Domain.Contracts.Tasks.Sources; using Profiling2.Domain.Prf.Sources; using SharpArch.NHibernate.Contracts.Repositories; na...
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 WebApplicationControlBiblioteca.Models; namespace WebApplicationControlBiblioteca.Controllers { public class REGISTRO_LIBROController : Co...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Euler_Logic.Problems { public class Problem93 : ProblemBase { private Token[] _numbersMaster = new Token[10]; private Token[] _operatorsMaster = new Token[4]; priva...
using System; using System.Collections.Generic; using System.Linq; using System.Web; //imports needed for db using System.Data; using System.Data.SqlClient; using System.Configuration; using System.Diagnostics; /// <summary> /// Summary description for SecurityQuestion /// </summary> public class SecurityQuestion { ...
using System; namespace HandlingException { class Program { static void Main(string[] args) { #region Triggering an exception Demo1.Run(); #endregion #region Simple exception handling // Demo2.Run(); ...
using System; using System.Collections.Generic; using System.Text; namespace ConsoleApp5 { static class SortAray { public static void BubbleSort(int[] array) { if (array == null || array.Length < 2) return; bool swapDetected = false; while (t...
namespace ByteFlip { using System; using System.Linq; public class StartUp { public static void Main() { var inputLine = Console.ReadLine() .Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries) .Where(x => x.Length == 2) ...
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; namespace CaptionConverter { public class TtSerializer { public async Task<Tt> Read(string filePath) { var bakFilePath = filePath + ".bak"; ...
/*********************************************************************** * Module: Notification.cs * Author: Sladjana Savkovic * Purpose: Definition of the Class Model.Users.Notification ***********************************************************************/ using System; namespace Model.Users { public clas...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using EBS.Domain.ValueObject; using EBS.Infrastructure.Extension; namespace EBS.Query.DTO { public class SaleSummaryDto { public int Id { get; set; } public string CreatedByName {...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.EntityFrameworkCore; namespace DIGPES.Models { public class DIGPESContext : DbContext { public DIGPESContext (DbContextOptions<DIGPESContext> options) : base(options) { ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace OrgMan.DomainContracts.Adress { public class FullTextSearchAdressQuery { public List<Guid> MandatorUids { get; set; } public string SeachText { get; set; } } }
using System; using System.Collections.Generic; using Sce.PlayStation.Core; using Sce.PlayStation.Core.Imaging; using Sce.PlayStation.Core.Environment; using Sce.PlayStation.HighLevel.UI; namespace ShootingApp { public partial class SceneTitle : Scene { public SceneTitle() { Initi...
using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(fileName = "BoneSizeData", menuName = "ScriptableObjects/BoneSize", order = 1)] public class BoneSize : ScriptableObject { public Vector3 HeadSize; }
using System.Collections.Generic; namespace Com.Colin.Library.RocketMQ.Remote { internal interface ICustomHeader { Dictionary<string, string> Encode(); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Project.Game.Player { public class KeyBoardController : MonoBehaviour { public PlayerEngine engine; // Update is called once per frame void Update() { float x = Input....
using System; using System.Collections.Generic; using System.Linq; namespace EasyConsoleNG { public class BoolOption : IBoolOption { public List<string> TrueValues { get; } public List<string> FalseValues { get; } private List<string> _normalizedTrueValue { get; } private List<...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml; using IRAPShared; namespace IRAP.Entities.Asimco { public class Carton { /// <summary> /// 序号 /// </summary> public int Ordinal { get; set; } /// <su...
namespace DemoWebApi.Models { public class DemoModel { public int Id { get; set; } public int Count { get; set; } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PickableItem : MonoBehaviour { public string itemId; public Sprite itemInventorySprite; }
using NLog; using System; using System.Configuration.Install; using System.IO; using System.Linq; using System.Reflection; using System.ServiceProcess; namespace PoGoSlackBot { public class Program { private static readonly Logger log = LogManager.GetLogger("Program"); private s...
using System.ComponentModel; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; namespace Modelos { [Table("Produto")] public class Produto { [DatabaseGenerated(DatabaseGeneratedOption.Identity)] [Required] [Key] [DisplayName("C...
using System; using Rozmieszczenie.Widoki; using System.Collections.Generic; using System.Windows; using System.Linq; using System.Threading.Tasks; using System.Windows.Threading; using System.Threading; namespace Rozmieszczenie.Logika { public class Jądro { nowa_prostokat np; Ma...
using System; using System.IO; using iTunesLib; namespace Schober.Felix.ITunes.Controller.Model { public class Track { public string Album { get; } public string Artist { get; } public string Name { get; } private readonly IITArtwork _artwork; private IITTrack _track; ...
using OpenTK; using System.Diagnostics; namespace Glib { /// <summary> /// Výpočet FPS. /// </summary> public class FpsCounter : Stopwatch { private double frames = 0; private double fps = 0; /// <summary> /// Konstruktor. /// </summary> /// <param ...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using TypeInThai.Models; namespace TypeInThai.Repositories { public class LevelRepository { public Level Get(int level) { var thisLevel = new Level(); thisLevel.Criteria.Level = level...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc; namespace TpGrupal.Controllers { public class JugarController : Controller { // GET: Jugar public ActionResult Jugar() { return View(); } public Action...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ResouceManger : MonoBehaviour { public GameObject GridBlock; public GameObject[] BlockArray = new GameObject[7]; static private ResouceManger Inst; static public ResouceManger GetInst() { if(Inst ...
using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace com.Sconit.Web.Models.SearchModels.INV { public class ContainerDetailSearchModel : SearchModelBase { public String ContainerId { get; set; } public DateTime? StartDate { get; set; } pu...
namespace _04._JediDreams { using System; using System.Collections.Generic; using System.Linq; using System.Text.RegularExpressions; public class Startup { public static void Main() { int number = int.Parse(Console.ReadLine()); Dictionary<string, List<st...
// 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.Collections.Generic; using System.Text; namespace FiiiChain.Messages { [Serializable] public abs...
// A lot of this is Zapk's code from Gamemode_Prop_Hunt. Thanks, buddy. if(isFile("Add-Ons/System_ReturnToBlockland/server.cs")) { RTB_registerPref("Cycle Maps Automatically","Creep Mod","Creep::UseRounds","bool","GameMode_Super_Creeper",1,0,0,0); RTB_registerPref("Disable Shop","Creep Mod","Creep::ShopAllowed...
using neptune.data; using neptune.data.managers.score; using neptune.data.providers; public class ScoreDataManager : NScoreDataManager { #region Score: Coin public void IncreaseCoin(int value) { IncreaseScore(ScoreType.Coin.ToInt(), value); } public void DecreaseCoin(int value) { De...
using System; using Microsoft.Extensions.Configuration; using WebStore.Clients.Products; namespace WebStore.ConsoleUI { class Program { static void Main(string[] args) { var configuration = new ConfigurationBuilder() .AddJsonFile("appsettings.json") .B...
using TMPro; using UnityEngine; [RequireComponent(typeof(TMP_Text))] public class UINotificationSystem : MonoBehaviour { public static UINotificationSystem MainInstance = null; private enum FadeMode { FadeIn, FadeOut, Wait, } private FadeMode mode = FadeMode.FadeIn; public float FadeInTime; public Ani...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class MainMenuNew : MonoBehaviour { public void PlayGameZombie() { SceneManager.LoadScene("Zombie Scene"); } public void PlayGameAI() { SceneManager...
using Mojang.Minecraft.Protocol.Providers; using System; using System.Collections.Generic; using System.Linq; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; namespace Mojang.Minecraft { public class Fixed : IPackageField { public int Fraction => Raw & 0x1f; ...
using System.Linq; using DFC.ServiceTaxonomy.VersionComparison.Models; using OrchardCore.DisplayManagement.Handlers; using OrchardCore.DisplayManagement.Views; namespace DFC.ServiceTaxonomy.VersionComparison.Drivers { public class DiffItemDisplayDriver : DisplayDriver<DiffItem> { public override IDisp...
using PaperPlane.API.ProtocolSchema.Base; using System; namespace PaperPlane.API.ProtocolStack.Application.Model { internal interface IRPCWorker { void Done(Memory<byte> result); void Created(); void Queued(); void Sent(); void ServerAck(); Memory<byte> GetPayl...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class UIStatBlock : MonoBehaviour { [SerializeField] private Image healthBlock; [SerializeField] private Text levelText; public void SetValues(Vector3 enemyPos, float healthRatio, Vector3 mar...
using System; using System.Collections.Generic; using System.IO; using System.IO.Ports; using System.Threading; using BootLoader.Protocol.Interface; namespace BootLoader.Protocol.Implemantations { class SerialProtocol : IProtocol { readonly SerialPort _serialPort = new SerialPort(); private re...
using SciVacancies.ReadModel.ElasticSearchModel.Model; using SciVacancies.Domain.Enums; using System; using System.Collections.Generic; using System.Linq; using System.Globalization; using Microsoft.Framework.Configuration; using Microsoft.Framework.Logging; using Nest; namespace SciVacancies.Services.Elastic { ...
using gView.Framework.Carto; using gView.Framework.Geometry; using gView.Framework.Globalisation; using gView.Framework.system; using gView.Framework.UI; using gView.Framework.UI.Events; using gView.Plugins.MapTools.Dialogs; using System; using System.Threading.Tasks; using System.Windows.Forms; namespace gView.Plugi...
using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Threading.Tasks; using ModSettings; namespace CustomWhiteout { internal class WhiteoutGearSettings : JsonModSettings { [Name("Preset Challenge")] [Description("Preset challenges")] ...
using System; namespace WebSim.Common.PasswordGenerator { public class PasswordGenerator : IPasswordGenerator { public string GetPassword() { string allowedChars = "abcdefghijkmnopqrstuvwxyzABCDEFGHJKLMNOPQRSTUVWXYZ0123456789!@_"; char[] chars = new char[8]; ...
using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; using System.Collections; using xcControlP...
using BDTest.Test; namespace BDTest.NetCore.Razor.ReportMiddleware.Extensions; public static class ScenarioExtensions { public static Status GetTotalStatus(this IEnumerable<Scenario> scenarios) { var scenariosList = scenarios.ToList(); var firstScenario = scenariosList.FirstOrDefault(scenario ...
using System.Web.Mvc; using Castle.MicroKernel.Registration; using Castle.MicroKernel.SubSystems.Configuration; using Castle.Windsor; namespace com.Sconit.Web.Installer { public class ControllerInstaller : IWindsorInstaller { public void Install(IWindsorContainer container, IConfigurationStore store) ...
using Anywhere2Go.AccountingLogic; using Anywhere2Go.AccountingLogic.Master; using Anywhere2Go.DataAccess.AccountEntity; using Anywhere2Go.DataAccess.Entity; using Anywhere2Go.DataAccess.Object; using Claimdi.Account.Filters; using Claimdi.Account.Helper; using System; using System.Collections.Generic; using System.Dr...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.AspNetCore.Hosting; using Microsoft.Extensions.Configuration; using Microsoft.Extensions.Hosting; using Microsoft.Extensions.Logging; using NLog.Web; namespace CalculatorService.WebAPI { public class Pr...
using System; class Carro { string Modelo; //nome da Carro int Consumo; public Carro(){ /*construtor*/ Modelo = "Uno Mile"; Consumo = 18; } public Carro(string m, int c){ Modelo = m; Consumo = c; } public string GetCarro(){ return Modelo; ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; //cardsDB è una lista di tutte le carte sempre ordinata e potrebbe non essere necessaria (CONTROLLARE) //deckList è la lista usata per mescolarle //deck è il mazzo usato in gioco public...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Linq; using System.Web; namespace WebSiteCkEditor.Models { public class News { [Key] public int Id { get; set; } // int public string Title { get; set; } // nvarchar(250) p...
using UnityAtoms.BaseAtoms; using UnityEngine; namespace UnityAtoms.BaseAtoms { /// <summary> /// Set variable value Action of type `Quaternion`. Inherits from `SetVariableValue&lt;Quaternion, QuaternionPair, QuaternionVariable, QuaternionConstant, QuaternionReference, QuaternionEvent, QuaternionPairEvent, Qua...
using Aliyun.OSS; using Aliyun.OSS.Common; using Newtonsoft.Json; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; namespace SAAS.FrameWork.Util.Common { public class OssApi { /// <summary> /// 上传文件 /// </summary> /// <param...
using System; using Tools; namespace _206 { class Program { public static void Main(string[] args) { Decorators.Benchmark(Solve); } public static int Solve() { long minSquare = 1020304050607080900; long maxSquare = 19293949596979899...
using System.Collections; using System.Collections.Generic; using UnityEngine; namespace HAGJ2.Platforms { [ExecuteInEditMode] public class PlatformLimit : MonoBehaviour { [SerializeField] MovingPlatform platform = null; [SerializeField] Transform up = null; [SerializeField] Transf...
using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace SSISTeam9.Models { public class StockCard { //SourceType: 1-Adjustment Voucher; 2-Disbursement List; 3-Purchase Order public long CardId { get; set; } public long ItemId { get; set; } ...
using System; using Environment; using Managers; using UnityEngine; namespace PlayerBehaviour.Movement { public enum PlayerDirection { Up, Down, Left, Right } public class PlayerMovement : MonoBehaviour { [NonSerialized] public float Speed; priv...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace BookClass { class CompareByPages: IComparer<Book> { public int Compare(Book first, Book second) { if (ReferenceEquals(first, second)) return...
using System; using System.IO; using System.Collections.Generic; using System.Text; namespace CodingTest { class Program { /// <summary> /// Method to select and print all records that have a PatchRequired property set /// to TRUE, which indicates that they have passed all checks. ...
// Copyright (c) 2018 FiiiLab Technology Ltd // Distributed under the MIT software license, see the accompanying // file LICENSE or http://www.opensource.org/licenses/mit-license.php. using FiiiChain.Entities; using System; using System.Collections.Generic; using Microsoft.Data.Sqlite; using System.Text; namespace Fi...
using System; using Microsoft.VisualStudio.TestTools.UnitTesting; using Upgrader.PostgreSql; namespace Upgrader.Test.PostgreSql { [TestClass] public class ColumnInfoPostgreSqlTest : ColumnInfoTest { public ColumnInfoPostgreSqlTest() : base(new PostgreSqlDatabase(AssemblyInitialize.PostgreSqlConnec...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class WaitingFuns : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } public static IEnumerator WaitAndActiveAnimation(Animat...
using System.Collections.Generic; using Cometd.Bayeux; using System.Web.Script.Serialization; namespace Genesys.WebServicesClient { public class GenesysEvent { static readonly JavaScriptSerializer JsonParser = new JavaScriptSerializer(); readonly IMessage message; public Gene...
/* * Author: Generated Code * Date Created: 16.05.2012 * Description: Represents a row in the tblProtokolServiceheft table */ using System.Data.SqlClient; using System.Data; using System; namespace HTB.Database { public class tblProtokolServiceheft : Record { #region Property Declaration [MappingAttri...
using System; namespace Codenation.Challenge { public class CesarCypher : ICrypt, IDecrypt { const int _qtdeCasas = 3; char[] _alfabeto = { 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z' }; public string C...
using System; using System.Collections.Generic; using System.Text; namespace Linq_Demo { public class Employee { public string FirstName { get; set; } public string LastName { get; set; } public int ID { get; set; } public int Age { get; set; } public double YearsOfExpe...
namespace Api.Helpers.Contracts.ConfigurationManagerHelpers { public interface IConfigurationManagerHelper { T GetSettingOrDefaultValue<T>(string settingKey, T defaultValue); } }
using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Text; using System.Threading.Tasks; namespace PPO1 { public interface IVisitor { void VisitTrack(Route track, string ModuleName); } class Visitor : IVisitor { private string res...
using System; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; namespace EHContact.Entities { public class Contact : IAuditInfo { public Contact() { Status = true; } public int ContactId { get; set; } ...
using System; using System.Collections.Generic; namespace StepByStep { class Program { static void Main(string[] args) { var customer = new Customer("ivan"); var movie = new List<Movie> { new Movie("The Good. The Bad. The Ugly.", MovieType.Re...
using System; using Windows.UI; using Windows.UI.ViewManagement; using Windows.UI.Xaml; namespace AGCompressedAir.Windows.Controls { public class WindowChrome : DependencyObject { private bool _initialized; private ApplicationViewTitleBar _titleBar; public static readonly DependencyPr...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Key : MonoBehaviour { //Create a reference to the KeyPoofPrefab and Door public GameObject keyPoofObject; public GameObject doorObject; private float speed = 300f; //Create a variable to store whether or not the ke...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using DeliveryFactoryMethod.Agents; namespace DeliveryFactoryMethod.Services { class EmailService : Service { public override Agent CreateAgent() { return new EmailAg...
namespace _09._Crossfire { using System; using System.Collections.Generic; using System.Linq; public class Startup { public static void Main() { int[] dimensions = Console.ReadLine().Split(new[] { ' ' }, StringSplitOptions.RemoveEmptyEntries) .Select(int...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; public partial class CheckRequest : System.Web.UI.Page { TaskManager ts = new TaskManager(); protected void Page_Load(object sender, EventArgs e) { List<strin...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PinSetter : MonoBehaviour { [SerializeField] private Text standingPinsDisplay; private Pin[] pinsArray; // Start is called before the first frame update void Start() { ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; // API using ZKSoftwareAPI; namespace interfazZKSoftware { public class Device { public int originalID { get; set; } public ZKSoftwareAPI.ZKSoftware originalDevice {...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Euler_Logic.Problems.AdventOfCode.Y2020 { public class Problem06 : AdventOfCodeBase { public override string ProblemName => "Advent of Code 2020: 6"; public override strin...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Linq; using System.Text; using Inventor; using Autodesk.DesignScript.Geometry; using Autodesk.DesignScript.Interfaces; using Autodesk.DesignScript.Runtime; using Dynamo.Models; using Dynamo.Utilities; using InventorLibrary.Geomet...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Unicorn : BasicPiece { public override void Init (Color color) { Color = color; Step.setConstsFor(color); DefaultConstraints.SetupBuildDefaults (); move = new Or ( new Step(Step.FORWARD + Step.RIGHT_FORWARD), ...
using System; using System.Collections.Generic; namespace tennis.test { public enum Player { One, Two } public class TennisGame { private static string[] SCORES = new string[] { "Love", "Fifteen", "Thirty", "Fourty" }; private static Dictionary<int, int> ScoreMap =...
using UnityEngine; using System.Collections.Generic; using FLOAT32 = System.Single; namespace Ardunity { [AddComponentMenu("ARDUnity/Controller/Basic/AnalogInput")] [HelpURL("https://sites.google.com/site/ardunitydoc/references/controller/analoginput")] public class AnalogInput : ArdunityController, IWireInp...
using PFM.Core.Models.Balance; using System; using System.Threading.Tasks; namespace PFM.Core.Interfaces.Balance { public interface IPredictionManager { Task<PredictionRecommendation> GetAvailableMonthForPurchaseAsync(string accountId, decimal value); } }
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace TellMeMoreBlazor.Constants { public class HttpClientNames { public const string urlScanIoHttpClient = "urlScanIo"; } }
using System; namespace PatronBuilder { class Program { static void Main(string[] args) { Director miDirector = new Director(); BuilderNormal normal = new BuilderNormal(); miDirector.construye(normal); Producto auto1 = normal.obtenProducto(); ...
 using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Bank.Models { class Scope { public int Id { get; set; } public int clientId { get; set; } public int money { get; set; } public Scope(int id...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Thief : MonoBehaviour { [SerializeField] private float _speed; [SerializeField] private float _jumpForce; private void Update() { if (Input.GetKey(KeyCode.D)) { transfor...
namespace NeuroLinker.Models { /// <summary> /// Information about other anime that relate to an anime /// </summary> public class Related { #region Properties /// <summary> /// MAL Id for the related show /// </summary> public int Id { get; set; } ...
using CarRental.API.BL.Models.Clients; using CarRental.API.BL.Models.Reservations; using CarRental.API.BL.Services.Reservation; using CarRental.API.DAL.Entities; using Microsoft.AspNetCore.Http; using Microsoft.AspNetCore.Mvc; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Ta...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace VV_ProjetoLobosOvelhas { class CampoEstatistica { private Dictionary<Type, Contador> contadores; private bool contadoresValidos; public CampoEstatistica() ...
using System; using System.Diagnostics; using System.Threading.Tasks; using TestMobileApp.Models; using Xamarin.Forms; using System.Windows.Input; using Xamarin.Essentials; using Flurl.Http; namespace TestMobileApp.ViewModels { [QueryProperty(nameof(ItemId), nameof(ItemId))] public class ItemDetailViewMode...