text stringlengths 13 6.01M |
|---|
using marvel.Models;
using Microsoft.AspNetCore.Identity.EntityFrameworkCore;
using Microsoft.EntityFrameworkCore;
using System;
using System.Collections.Generic;
using System.Text;
namespace marvel.Data
{
public class ApplicationDbContext : IdentityDbContext
{
public DbSet<HerosList>heros { get; set;... |
using System;
using System.Threading;
using System.Threading.Tasks;
using Executor.Console.Executors;
using Executor.Console.Job;
using Executor.Console.Util;
namespace Executor.Console
{
class Program
{
public static void Main(string[] args)
{
Thread.CurrentThread.Name = "Main";
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameController : MonoBehaviour
{
public GameObject ladderPrefab;
public int lengthOfLadder;
List<GameObject> listLadder = new List<GameObject>();
int playerPoint;
int xPos = 0;
... |
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.Data.SqlClient;
using System.Configuration;
namespace Hisab.form
{
public partial class frmItemEntry : Form
{
... |
using mTransport.Models;
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 Syst... |
using System;
class ModifyABitAtGivenPosition
{
static void Main()
{
//We are given an integer number n, a bit value v (v=0 or 1) and a position p.
//Write a sequence of operators (a few lines of C# code) that modifies n to hold
//the value v a... |
using SGDE.Domain.Entities;
using SGDE.Domain.ViewModels;
using System.Collections.Generic;
using System.Linq;
namespace SGDE.Domain.Converters
{
public static class AdvanceConverter
{
public static AdvanceViewModel Convert(Advance advance)
{
if (advance == null)
re... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Hang;
namespace Hang {
public class HR_HueristicScript : HueristicScript {
struct HR_PointAndCost {
public Vector3 point;
public float cost;
}
float ManHattanHeuristic(Vector3 a, Vector3 b){
//Manhattan distance on... |
using System;
namespace RepositoryPattern.Domain.Interfaces
{
public interface ITimestampable
{
public DateTime CreatedAt { get; set; }
public DateTime? UpdatedAt { get; set; }
void OnCreateTrack();
void OnUpdateTrack();
}
}
|
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
using System.Web.Mvc;
//using TwinkleStar.Common.Base64;
namespace MrHai.BMS.Filters
{
public class AuthorizeFilter : AuthorizeAttribute
{
protected override bool AuthorizeCore(HttpContextBase httpContext)
{
... |
using System;
using System.Linq;
using System.Net;
using System.Net.Mail;
using StackExchange.Redis;
namespace AngularJSWebApiEmpty.Logic
{
public class InvitationProvider
{
private readonly ConnectionMultiplexer _connection;
public InvitationProvider()
{
var config = new ... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
using System.Web.UI;
using System.Web.UI.WebControls;
using SKT.WMS.Web.AjaxServices.WMSVouchCode;
using SKT.WMS.WMSBasicfile.BLL;
namespace SKT.MES.Web.WMSBasicfile
{
public partial class WMSVouchCodeList : BasePage
{
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NativeBehaviour : MonoBehaviour
{
public string whereToShoot = default;
public Transform[] spearSpawners = default;
public GameObject spear = default;
[SerializeField]
float throwRange = default... |
using System;
using Microsoft.Extensions.Logging;
namespace SharpDL.Graphics
{
public class RendererFactory : IRendererFactory
{
private readonly ILogger<RendererFactory> logger;
private readonly ILogger<Renderer> loggerRenderer;
public RendererFactory(
ILogger<RendererFact... |
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
namespace timerBath
{
public partial class ProcsEdit : Form
{
dbFacade db = new dbFacade();
public string uin;
public P... |
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Text;
namespace MyOwnPostmanProject.Models
{
public class Book
{
[JsonProperty("id", NullValueHandling = NullValueHandling.Ignore)]
public int Id { get; set; }
[JsonProperty("title", NullValueHandling ... |
using UnityEngine;
public class NoteGenerator : NoteInteractable
{
public float reflectRadius = 0.4f;
private Projectile lastProjectile;
private bool canGenerate = true;
private void Awake()
{
col = GetComponent<BoxCollider2D>();
}
protected virtual void RepeatNote(Projectile pr... |
using Microsoft.Extensions.DependencyInjection;
using System;
namespace PriceBasket
{
class Program
{
static void Main(string[] args)
{
var services = new ServiceCollection();
DependencyInjection.RegisterServices(services);
var serviceProvider = services.B... |
using System;
using System.Collections.Generic;
using System.Text;
using ENTITY;
//<summary>
//Summary description for SettingsInfo
//</summary>
namespace ENTITY
{
public class SettingsInfo
{
private decimal _settingsId;
private string _settingsName;
private string _st... |
using System.Threading.Tasks;
namespace Executor.Console.Job
{
public abstract class VoidJob : Job<Unit>
{
async Task<Unit> Job<Unit>.Execute()
{
await Execute().ConfigureAwait(false);
return default(Unit);
}
protected abstract Task Execute();
}
} |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SoftwareAcademy
{
public class Teacher : WorldObject, ITeacher
{
private List<ICourse> teacherCourses;
public Teacher(string name)
:base(name)
{
this.teacherCourses ... |
/*
* LambdaSharp (λ#)
* Copyright (C) 2018-2019
* lambdasharp.net
*
* 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 requ... |
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class MapSceneHandler : MonoBehaviour {
GameBehavior behave;
public Text coins;
public Slider energySlider;
public Text counter;
private int missionNumber = -1;
//tutorial
public GameObject MapTutorialCanvas;
public GameObject[] but... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
using WebApplication1.Models;
using WebApplication1.Repository;
namespace WebApplication1.Sever
{
public class ProductServer
{
private ProductRepository _productRepository;
public ProductServer() {
... |
using FacultyV3.Core.Interfaces;
using FacultyV3.Core.Interfaces.IServices;
using FacultyV3.Core.Models.Entities;
using PagedList;
using System;
using System.Collections.Generic;
using System.Linq;
namespace FacultyV3.Core.Services
{
public class ConferenceService : IConferenceService
{
private IDataC... |
using System;
using System.Collections.Generic;
using System.Security.Cryptography.X509Certificates;
using System.Text;
namespace homeworkCSharp2020
{
class nal7
{
public static void func(string pal)
{
string reversed = "";
for(int i = pal.Length - 1; i >= 0; i--)
... |
using AngleSharp.Html.Parser;
using Newtonsoft.Json;
using NicoLiveAlertTwitterWPF.JSONClass;
using NicoLiveAlertTwitterWPF.ListViewClass;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Net;
using System.Net.Http;
using System.Text;
using System.Th... |
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using System.Xml.Serialization;
namespace AgentStoryComponents
{
/*
* use:
* pageement.addProp("locked","true");
* pageement.addProp("private","false");
*
* ... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using TestTask.DataClasses;
using Xamarin.Forms;
using Xamarin.Forms.Xaml;
using System.Text.Json;
using System.Text.Json.Serialization;
using Newtonsoft.Json;
namespace TestTask
{
[XamlCompilation(... |
using UnityEngine;
using System.Collections;
public class OvenWin : MonoBehaviour {
public Oven Oven = null;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
/// <summary>
///
/// </summary>
/// <param name="o... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CSConfigTargets
{
class Program
{
static void Main(string[] args)
{
string Config;
#if (PROD)
Config = "Production";
#elif (TEST)
Co... |
using MediatR;
using OmniSharp.Extensions.DebugAdapter.Protocol.Models;
using OmniSharp.Extensions.JsonRpc;
using OmniSharp.Extensions.JsonRpc.Generation;
// ReSharper disable once CheckNamespace
namespace OmniSharp.Extensions.DebugAdapter.Protocol
{
namespace Events
{
[Parallel]
[Method(Event... |
namespace WQMField.Model
{
using System.Collections.Generic;
using WQMStation.Comm;
public class Center
{
private string _name;
private int _centerIndex;
private string _transportType;
private string _path;
private string _transportSetting;
private bool... |
/**Player.cs
*
* Description: This abstract class represents a generic player in a card game
*
* @authors Matthew Cormier, Kyle Warner, Chris Hobday
* @version 1.0
* @since 1.0 (03/24/2016)
*/
/**Attribution
*
* Player images retrieved from http://opengameart.org/content/boardgame-pack
*/
using System... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProjectileController : MonoBehaviour
{
public float ProjectileSpeed;
Rigidbody rb;
[SerializeField] MeshRenderer meshRenderer;
[SerializeField] Material blue;
[SerializeField] Material orange;
// Star... |
using System.IO;
using Liddup.Droid.Services;
using Liddup.Services;
using Xamarin.Forms;
using Environment = Android.OS.Environment;
[assembly: Dependency(typeof(FileSystemAndroid))]
namespace Liddup.Droid.Services
{
public class FileSystemAndroid : IFileSystem
{
public string GetMusicDirectory()
... |
using MISA.Core.Entities;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MISA.Core.Interfaces
{
public interface IProvinceRepository : IBaseRepository<Province>
{
/// <summary>
/// Lấy dữ liệu danh sách của provinc... |
using Ghost.Utility;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace RO
{
public class ABLRUManager : DefaultABManager
{
protected SDictionary<int, LRUCache<BundleInfo, SharedLoadedAB>> _LRUCache = new SDictionary<int, LRUCache<BundleInfo, SharedLoadedAB>>();
public override int Loa... |
using ArmadaEngine.BaseObjects;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ArmadaEngine.Scenes.TestScenes
{
class SceneTw... |
using System;
using System.Collections.Generic;
using System.Text;
namespace Formulator.Variations
{
public abstract class ACalc
{
/// <summary>
/// Рассчетное значение
/// </summary>
public abstract decimal Value { get; }
/// <summary>
/// Могу л... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using DAL;
using BusinessEntity;
using System.Data.Linq;
namespace BusinessLogic
{
public class SinhVienBLL
{
DKHPDataContext db;
public SinhVienBLL()
{
}
... |
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Language.Scan;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
namespace Language.Analyzer
{
public class PredSyntaxAnalyzer
{
private readonly Scanner sc;
private readonly List<Lexema> magaz = n... |
// --- START MEHRZWECK FUNKTIONEN ---
// --- Text Verändern
string left(string src, string divider)
{
integer index = llSubStringIndex( src, divider );
if(~index)return llDeleteSubString( src, index, -1);
return src;
}
string right(string src, string divider)
{
... |
using StructureMap;
using CS.Data;
namespace CS.Web
{
public static class Bootstrapper
{
public static void ConfigureStructureMap()
{
StructureMapConfiguration.AddRegistry(new DbServiceRegistry());
StructureMapConfiguration.AddRegistry(new WebRegistry());
}
... |
using System;
namespace Timesheet.Domain.Models
{
public class TimeLog
{
public DateTime Date { get; set; }
public int WorkingHours { get; set; }
public string LastName { get; set; }
public string Comment { get; set; }
}
}
|
using System;
using System.Reflection;
using System.Windows;
namespace sample.wpf
{
/// <summary>
/// Interaction logic for App.xaml
/// </summary>
public partial class App : Application
{
protected override void OnStartup(StartupEventArgs e)
{
base.OnStartup(e);
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class FroggerTraffic : MonoBehaviour
{
public GameObject StartPoint;
public GameObject Waypoint;
public List<GameObject> TrafficObjects;
public float MaxTime;
public float MinTime;
pri... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
namespace WebApplicationBasic.Common
{
public class ApplicationRoleNames
{
public static readonly string Admin = "Admin";
public static readonly string User = "User";
public static readonly... |
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Fra... |
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Diagnostics;
using System.Net;
using System.Threading.Tasks;
using WeatherApplication.Models;
namespace WeatherApplication.ViewModels
{
class ForecastViewModel : INotifyPropertyChang... |
using System;
using System.Linq;
namespace DataSturctures
{
partial class Program
{
static void Main(string[] args)
{
Console.WriteLine("Data Structures Demo");
while (true)
{
Console.WriteLine("Please choose the Data Structure");
... |
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Web;
using System.Web.Security;
using System.Web.SessionState;
namespace Web_Push
{
using MEGA.Web;
using Web_Push.Modelos;
public class Global : System.Web.HttpApplication
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelExit : MonoBehaviour
{
[SerializeField] GameObject EndScreen;
private bool Player1 = false;
private bool Player2 = false;
private void OnTriggerEnter2D(Collid... |
/*
* OpenAPI definition
*
* No description provided (generated by Openapi Generator https://github.com/openapitools/openapi-generator)
*
* The version of the OpenAPI document: v0
*
* Generated by: https://github.com/openapitools/openapi-generator.git
*/
using System;
using System.Linq;
using System.IO;
usin... |
using UnityEngine;
using System.Collections;
public class FSM_Character : MonoBehaviour
{
public enum STATE
{
INIT,
IDLE,
MOVE,
ATTACK,
DEFEND,
END,
}
FSM<STATE> _fsm = new FSM<STATE>();
void Awake()
{
_fsm.AddState(STATE.INIT);
... |
/********************************************************************
* FulcrumWeb RAD Framework - Fulcrum of your business *
* Copyright (c) 2002-2010 FulcrumWeb, ALL RIGHTS RESERVED *
* *
* THE SOURCE CODE CONTAINED WITHIN THI... |
using LuaInterface;
using SLua;
using System;
using UnityEngine;
public class Lua_UnityEngine_AccelerationEvent : LuaObject
{
[MonoPInvokeCallback(typeof(LuaCSFunction))]
public static int constructor(IntPtr l)
{
int result;
try
{
AccelerationEvent accelerationEvent = default(AccelerationEvent);
LuaObje... |
using System;
using System.Collections.Generic;
using System.Text;
namespace DBStore.Models
{
public class WarrantyType : BaseEntity
{
public string Name { get; set; }
public string Description { get; set; }
//public virtual ICollection<Product> Product { get; set; }
}
}
|
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FireWeapon : MonoBehaviour
{
public int forceFired = 1000;
public GameObject projectile;
public int currClip = 5;
public float reloadTime = 1.55f;
private int fireInterval = 2;
private float nextTimeto... |
using Newtonsoft.Json;
namespace Game.Online.API.Responses
{
public class PlayerInfo : APIResponse
{
[JsonProperty("username")]
public string Username;
[JsonProperty("rank")]
public uint Rank;
[JsonProperty("level")]
public ushort Level;
[JsonProperty(... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace IndexMailServer
{
public class Street
{
public string Index { get; set; }
public List<string> StreetName { get; set; }
}
}
|
namespace E02_BankAccounts.Interfaces
{
public interface IInterestAmountCalculator
{
decimal CalculateInterestAmount();
}
}
|
namespace QualificationTask.Model
{
public class Server
{
public Server(int index, int size, int capacity)
{
Index = index;
Size = size;
Capacity = capacity;
}
public int Index { get; set; }
public int Size { get; set; }
publi... |
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using NivalTask.Pathfinding;
namespace NivalTask
{
public class RushingToMarkedCellActivator : MonoBehaviour
{
public UnitCreator UnitCreator;
public Field Field;
public Navigator Navigator;
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Http;
using System.Threading.Tasks;
using InterviewChallenge.Models;
using Microsoft.Extensions.Configuration;
using Newtonsoft.Json;
namespace InterviewChallenge.Services
{
public class ToDoService : IToDoService
{
pr... |
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 MyFrame;
using System.Threading;
namespace WinFormLab
{
public partial class Timer : Form
{... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
namespace TP1.Models
{
public class HoraDeTrabajo
{
public DateTime fecha { get; set; }
public TimeSpan HoraInicio { get; set; }
public TimeSpan HoraFin { get; set; }
public List<Primera> Pr... |
using System;
using System.Collections.Generic;
using System.Reflection;
using System.IO;
using System.Linq;
using System.Text;
using System.Diagnostics;
namespace ArtCom.Logging
{
public static class LogFormat
{
/// <summary>
/// DateTime format specifier using the ISO 8601 date/time format.
... |
// <copyright file="ArrayListTest.cs">Copyright © 2018</copyright>
using System;
using System.Collections;
using DataStructures;
using Microsoft.Pex.Framework;
using Microsoft.Pex.Framework.Validation;
using Microsoft.Pex.Framework.Settings;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using PexAPIWrapper;
usi... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
public class InventorySlot : MonoBehaviour
{
public ItemScriptableObject item;
public int amount;
public bool isEmpty = true;
public GameObject iconGO;
public TMP_Text itemAmountText;
... |
namespace Enrollment.Parameters.Expressions
{
public class ToUpperOperatorParameters : IExpressionParameter
{
public ToUpperOperatorParameters()
{
}
public ToUpperOperatorParameters(IExpressionParameter operand)
{
Operand = operand;
}
public... |
using UnityEngine;
using System.Collections;
public class PlayAgain : MonoBehaviour
{
public void onPlayAgain()
{
//GameManager.gameState = GameState.Menu;
Application.LoadLevel(0);
}
} |
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using SimpleShooter.Graphics;
using SimpleShooter.Graphics.ShaderLoad;
namespace SimpleShooter.PlayerControl
{
class MarkController
{
private Vector3[] _markForm;
private Vector3[] _markColors;
private Matrix4 _identity = Matrix4.Identity;... |
using ConsoleToolkit.CommandLineInterpretation.ConfigurationAttributes;
using ConsoleToolkit.ConsoleIO;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
namespace DgnOrganizer
{
[Command]
class Options
{
[P... |
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.Net.Mail;
using System.Security.Cryptography;
using Microsoft.AspNetCore.Mvc;
using Microsoft.AspNetCore.WebUtilities;
using PlatformRacing3.Common.User;
namespace PlatformRacing3.Web.Controllers;
[ApiController]
[Route("resetpassword")]
public class ResetPasswordController : ControllerBase
{
[HttpPost... |
using LuaInterface;
using SLua;
using System;
using UnityEngine;
public class Lua_UIDraggableCamera : LuaObject
{
[MonoPInvokeCallback(typeof(LuaCSFunction))]
public static int ConstrainToBounds(IntPtr l)
{
int result;
try
{
UIDraggableCamera uIDraggableCamera = (UIDraggableCamera)LuaObject.checkSelf(l);
... |
// 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.Collections.Generic;
using System.Linq;
using Microsoft.EntityFrameworkCore.Infrastructure;
using Microsoft.EntityFrameworkCore.Metadata.Bu... |
using Job.Customer.ExecuteCustomer.Configurations;
using Job.Customer.ExecuteCustomer.Http;
using Job.Customer.ExecuteCustomer.Interfaces;
using Job.Customer.ExecuteCustomer.Settings;
using Microsoft.Extensions.Configuration;
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Hosting;
using Sys... |
using Microsoft.EntityFrameworkCore;
using Microsoft.Extensions.DependencyInjection;
using TakipSistemi.Data.Core;
namespace TakipSistemi.Data
{
public class Startup
{
public void Configure()
{
}
public void ConfigureServices(IServiceCollection services)
{
s... |
using System.Collections.Generic;
namespace Frontend.Core.Model.Preferences.Interfaces
{
public interface IStringListPreference : IPreference<List<string>>
{
}
} |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace VCalendarParser
{
public enum Status
{
ACCEPTED,
NEEDSACTION = 0,
SENT,
TENTATIVE,
CONFIRMED,
DECLINED,
COMPLETED,
DELEGATED
}
}
|
using System;
using System.Collections.Generic;
using System.Data.Objects.DataClasses;
using System.Linq;
using System.Runtime.Serialization;
using System.ServiceModel;
using System.Text;
using KT.DB;
using KT.DB.CRUD;
using KT.ServiceInterfaces;
namespace KT.Services.Services
{
// NOTE: You can use the "Rename" com... |
using Prism.Mvvm;
using System;
using System.Linq;
using System.Threading.Tasks;
using Windows.Web.Syndication;
namespace LifeWithW10MViewerApp.Models
{
public class LifeWithW10MViewer : BindableBase
{
private Post[] posts;
public Post[] Posts
{
get { return this.posts; }
... |
using System;
using System.Collections.Generic;
using System.Linq;
namespace Recursion_Homework
{
class PathsBetweenCellsInMatrix
{
static char[,] matrix =
{
{'S', ' ', ' ', ' ', ' ', ' '},
{' ', '*', '*', ' ', '*', ' '},
{' ', '*', '*', ' ', '*... |
using System;
using System.Collections.Generic;
using System.Linq;
public class Program
{
public static void Main()
{
var inputList = Console.ReadLine().Split().Select(int.Parse).ToList();
var shiftsCount = int.Parse(Console.ReadLine());
var resulstsList = new List<long>(new long[inpu... |
using System;
using System.Collections.Generic;
namespace RestApiEcom.Models
{
public partial class TProprietaire
{
public TProprietaire()
{
TActivite = new HashSet<TActivite>();
TReferencePropriete = new HashSet<TReferencePropriete>();
}
public int Pro... |
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text;
using Model.DataEntity;
using Model.Locale;
using Model.Security.MembershipManagement;
using Utility;
using DataAccessLayer.basis;
namespace Model.InvoiceManagement
{
public abstract... |
using UnityEngine;
public class SetResolutionToDevelopmentResolution : MonoBehaviour
{
#region Unity Methods
void Awake()
{
Screen.SetResolution(1236, 695, true);
}
#endregion
} |
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Image))]
public class HueFillDependency : MonoBehaviour
{
[SerializeField] private Image _image;
private static Color _tempColor = new Color();
void Update()
{
_image.color = ColorFromHSV((int)Mathf.Lerp(0f, 128f, _image.fillA... |
using System;
using System.IO;
using System.Threading;
using SenticsLib;
#if MF_FRAMEWORK_VERSION_V4_2
using GHI.Premium.Native;
#endif
#if MF_FRAMEWORK_VERSION_V4_3
using GHI.Processor;
#endif
// RvS : Updated 2014-01-30 : Recording WAV & OGG
namespace SCII
{
// public delegate void VSMusicFinishedHandler();
... |
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace BukkitService.Plugins {
class ScriptLoader {
public static void LoadScript(string pluginfile) {
var sr = new StringReader(pluginfile);
}
}... |
using System;
namespace ChuanGoing.Domain.Modles.Customers
{
public class Customer : DomainEntity<Guid>
{
public Customer(string name)
{
this.Name = name;
}
public string Name { get; set; }
}
}
|
using BusinessLayer.SorterFactory;
using BusinessLayer.SortingAlgorithms;
using Microsoft.VisualStudio.TestTools.UnitTesting;
namespace SortinfApp.UnitTests.SorterFactory
{
/// <summary>
/// Represents tests for QuickSortCreator class.
/// </summary>
/// <owner>Anton Petrenko</owner>
[TestClass]
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
public class DialogueManager : MonoBehaviour
{
[SerializeField] private TMP_Text nameText = null;
[SerializeField] private TMP_Text dialogueText = null;
[SerializeField] private GameObject pr... |
using System;
namespace Timelogger.Api
{
public class TimeRegistrationSaveBusinessService : ITimeRegistrationSaveBusinessService
{
private readonly IProjectLoader projectLoader;
private readonly ITimeRegistrationSaver timeRegistrationSaver;
private readonly IDateTimeService dateTimeService;
public... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CanvasManager : MonoBehaviour
{
public GameObject[] canvas; //UI - First element
void Start()
{
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(KeyCode.T... |
using AutoMapper;
using FirstWebApp.Data;
using FirstWebApp.ViewModels;
using FirstWebApp.ViewModels.InputModel;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
namespace FirstWebApp.AutoMapper
{
public class MappingProfile : Profile
{
public MappingPro... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Sunny.Lib;
using System.IO;
namespace Sunny.BackendTool
{
/// <summary>
/// Defines command name.
/// </summary>
[AttributeUsage(AttributeTargets.Property, Inherited = false, Allo... |
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
public class MainMenu : MonoBehaviour {
public void Startgame () {
gameObject.GetComponent<SpriteRenderer> ().enabled = true;
SceneManager.LoadScene(1);
}
public void Quitgame () {
Application.Quit();
}
}
|
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