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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(); } }