text
stringlengths
13
6.01M
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Rwd.Framework.Extensions { public static class MappingExtensions1 { //static MappingExtensions() //{ // Mapper.CreateMap<Model, DTO>(); // Mapper.CreateMap<DTO, Model>().Fo...
using System; using System.Collections.Generic; using System.ComponentModel; using System.ComponentModel.DataAnnotations; using System.Globalization; using System.Linq; using System.Web; using System.Web.Mvc; using System.Web.Security; using SportsLink; using System.Data.Linq; using LinqKit; using System.Linq.Expressi...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Constants : MonoBehaviour { public static Constants constants; public GameObject fireParticle; public GameObject waterParticle; public GameObject electricityParticle; public void Awake() { constants = this; } }
using System; using System.Collections.Generic; using System.Text; using System.Xml.Linq; namespace SlackTemplate.Core { public class DefaultXmlRenderer : XmlRenderer { public DefaultXmlRenderer() { this.InlineRenderers = new Dictionary<string, IInlineRenderer>() { { "b", new StrongRende...
 using UnityEngine; public class StarMove : MonoBehaviour { public Rigidbody StarRb; public const float starSpeed = 3000f; public float chnageSpeed; public float finalSpeed; // Use this for initialization void Start() { chnageSpeed += Time.timeSinceLevelLoad / 20f; } /...
namespace GatewayEDI.Logging { /// <summary> Defines factory methods for obtaining <see cref="ILog" /> instances. These factory methods may create new instances or retrieve cached / pooled instances depending on the the name of the /// requested log. </summary> public interface ILogFactory { ...
using System; using BP12.Events; using BP12.MultiScene; using UnityEngine; namespace DChild.Gameplay.Backend { public class PlayerSpawner : MonoBehaviour { //[SerializeField] //private RequiredSceneLoader m_sceneLoader; //private EventActionArgs OnBaseSceneLoaded(object sender, EventA...
using System; namespace pjank.BossaAPI.Fixml { public class UserRequestMsg : FixmlMsg { private static uint nextId = 0; public uint Id; public UserRequestType Type; public string Username; public string Password; public string NewPassword; public UserRequestMsg() { Id = nextId...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class EnemySelectButton : MonoBehaviour { public GameObject enemyPrefabs; void Start() { } public void SelectEnemy() { GameObject.Find("Battle Manager").GetComponent<BattleManager>().Input2(enemyPr...
using Microsoft.VisualStudio.TestTools.UnitTesting; using ProjectGrace.Data.Soaper; using ProjectGrace.Data.Soaper.ServiceModels; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ProjectGrace.Data.Test { [TestClass] public class TestWc...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class CubeController : MonoBehaviour { public Material material; public Slider sliderX; public Slider sliderY; public Slider sliderZ; // Start is called before the first frame update voi...
namespace SignalRBackPlane.Web.Modelo { public class Mensagem { public string Nome { get; set; } public string Msg { get; set; } public string Maquina { get; set; } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using System; public class Map : MonoBehaviour { int t = 5; public GameObject track; // Use this for initialization void Start () { } // Update is called once per frame void Update() { /...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace com.Sconit.Utility { public class ExceptionHelper { public static string GetExceptionMessage(Exception ex) { string message = @"LEVEL1:" + ex.Message; if (ex.InnerException !...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class DestroyByHittingTimes : MonoBehaviour { public string tag; public Vector3 inverseVelocity; public bool hitted = false; public float timeRA; public GameObject death; private GameObject goodWords; pu...
using Alabo.Cloud.People.Relationship.Domain.Entities; using Alabo.Domains.Services; using Alabo.Users.Entities; using MongoDB.Bson; namespace Alabo.Cloud.People.Relationship.Domain.Services { public interface IRelationshipIndexService : IService<RelationshipIndex, ObjectId> { /// <summary> ///...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace VJBatangas.LomiHouse.Entity { public class CategoryData : BaseEntity { public List<Category> CategoryList { get; set; } public CategoryData() { this.CategoryList = new List<Cat...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class UserMembership : MonoBehaviour { public GameObject ContentPanel; public GameObject MembershipContentPrefab; ArrayList Memberships; public string[] items; public string[] memberships; ...
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; namespace GestorDeFlotasDesktop.RendirViajes { public partial class RendirViajes : Form ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace IG_WPF_Library { public class ChildGridData : ObservableModel { private int _id; private string _name; private int _age; public int ChildID ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Clink.Logging { static class Log { public static ILogger GetLogger( string name ) { return new Log4NetLogger( name ); } public static ILogg...
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Runtime.InteropServices.WindowsRuntime; using Windows.Foundation; using Windows.Foundation.Collections; using Windows.UI.Xaml; using Windows.UI.Xaml.Controls; using Windows.UI.Xaml.Controls.Primitives; using Windows.UI.Xam...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace aoc2016.day06 { public class Solution { public static void Run() { string[] input = System.IO.File.ReadAllLines("day06.txt"); int nxlen = input[0].Length; ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Michelotti.AzureEnvironmentSelector { public class CloudSetting { internal CloudSetting(string name, string displayname, string jsonconfig) { Name = name; D...
using System; using UnityEngine; using Unity.Mathematics; using static Unity.Mathematics.math; using System.Collections.Generic; using System.Linq; namespace IzBone.PhysCloth.Authoring { /** * IzBoneを使用するオブジェクトにつけるコンポーネント。 * 平面的な布のようなものを再現する際に使用する */ [AddComponentMenu("IzBone/IzBone_PhysCloth_Plane")] public u...
using System.Linq; using ChartTest.Domain.Entities; namespace ChartTest.Domain.Abstract { public interface IMeasurementRepository { IQueryable<Measurement> Measurements { get; } } }
using UnityEngine; using System.Collections; public class KeycardPickup : MonoBehaviour { PlayerMove playerMove; //When the player picks up the keycard it is stored //This allows for keycard to used again later in the game to get to the end void OnTriggerEnter(Collider other) { if (other.g...
namespace Zesty.Core { public class ContentType { public static readonly string TextPlain = "text/plain"; public static readonly string ApplicationJson = "application/json"; } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace HideAndSeek { public class Location { /// <summary> /// The name of this location /// </summary> public string Name { get; set; } /// <summary> /// The exits out of ...
using System; namespace Delegates { class Program { static void Main(string[] args) { var movie = "Frozen"; var moviePlayer = new MoviePlayer { CurrentMovie = movie }; MoviePlayer.MovieFinishedHandler handler = PrintMovieOver; moviePlayer.Movi...
using Kingdee.BOS.Core.Metadata; using Kingdee.BOS.Util; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Kingdee.BOS.Core.List { /// <summary> /// 列表选中的行扩展。 /// </summary> public static class ListSelectedRowExtension { /// <summary> /...
using UnityEngine; using System.Collections; public class MergePlayerModels : MonoBehaviour { void OnEnable() { PlayerMerge.IMerged += PlayerMerged; } void OnDisable() { PlayerMerge.IMerged-= PlayerMerged; } void PlayerMerged(IsMergeable mergeScript) { if (merge...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MenuElement : MonoBehaviour { public GameObject grid; public GameObject Grid { get { return grid; } } public GameObject GObj { get { ret...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Model.RawMaterial { /// <summary> /// 原料细类 /// </summary> public class E_RawMaterialsInfo { private int _id; private string _name; private Int32 _rm...
using System.Collections.Generic; using System.Linq; using System.Reflection; namespace AutoTests.Framework.Web.Configurators { public class PageObjectPropertiesProvider { public PageObjectPropertiesProvider(ConfiguratorsDependencies dependencies) { } public IEnum...
using System; using System.ComponentModel; using System.Drawing; using System.Drawing.Drawing2D; using System.Windows.Forms; namespace gView.Framework.UI.Controls { [DefaultProperty("BlockSize")] public partial class ProgressDisk : UserControl { private GraphicsPath bkGroundPath1 = new GraphicsPath...
namespace PersonnelRecord { partial class _D__MYDB_MDFDataSet { } } namespace PersonnelRecord._D__MYDB_MDFDataSetTableAdapters { partial class Employee1TableAdapter { } public partial class Position1TableAdapter { } }
using System; using System.Linq; using System.Web.Mvc; using CAPCO.Infrastructure.Domain; using CAPCO.Infrastructure.Data; namespace CAPCO.Areas.Admin.Controllers { public class LinksController : Controller { private readonly IRepository<Link> _LinkRepository; public LinksController(IReposi...
using ServiceCenter.ViewModel; using System; using System.Diagnostics; using System.Linq; using System.Runtime.InteropServices; using System.Windows; namespace ServiceCenter { public partial class Login : Window { //для вывода открытой программы поверх всех окон [DllImport("USER32.DLL")] ...
using Common.Extensions; using Common.Log; using IWshRuntimeLibrary; using System; using System.Diagnostics; using System.IO; using System.Reflection; using System.Threading; using System.Threading.Tasks; namespace Common { public class Utilities { #region Private Fields private static ClientPresentation mClien...
using System.Collections.Generic; namespace Euler_Logic.Problems { public class Problem243 : ProblemBase { private bool[] _notPrimes; private List<decimal> _primes = new List<decimal>(); public override string ProblemName { get { return "243: Resilience"; } ...
using System; namespace Euler_Logic.Problems { public class Problem25 : ProblemBase { /* Fibonacci sequence can be represented as the golden ratio: (1 + sqrt(5)) / 2. Starting at 1, we simply multiply by this ratio repeatedly. Anytime we get a number that exceeds 10, we divide by ...
/************************************************ * This will be our trigger for sending messages to our switches. * Any object that has interaction, switches, doors, puzzles, etc. * will be given a message sent here. All "actions" are managed here. * Version 0.2.0a * Date Modified: * 06/16/2013 * ***********...
using Alabo.Web.Mvc.Attributes; using System.ComponentModel.DataAnnotations; namespace Alabo.App.Share.Rewards.Domain.Enums { [ClassProperty(Name = "封顶限制")] public enum UpperLimitType { /// <summary> /// 没有封顶 /// </summary> [Display(Name = "无")] No = 1, /// <su...
using AGCompressedAir.Windows.Models; namespace AGCompressedAir.Windows.Converters { public class ClientToObjectConverter : ToObjectConverter<Client> { } }
using System; using System.Collections.Generic; using System.Text; using Xamarin.Forms; using Xamarin.Forms.Xaml; namespace Kulula.com.ViewModels { class CardView : Frame { public CardView() { Padding = 0; if (Device.RuntimePlatform == Device.iOS) { ...
using System; namespace Algorithms.Structures { /* Time Complexity Space Complexity Average Worst Worst Access Search Insertion Deletion Access Search Inse...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace CustomString { //Underlying structure: System.Collections.Generic.LinkedList //Each node of the underlying C# LinkedList holds one character public class SystemLinkedListString : I...
using System; using System.Collections.Generic; using System.Data.Entity; using System.Linq; using System.Text; using System.Threading.Tasks; namespace DataLayer { public class MetroRentDBContext : DbContext { public MetroRentDBContext() : base("MetroRentDBContext") { } publi...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; namespace FontAwesome5 { /// <summary> /// Defines the different flip orientations that a icon can have. /// </summary> #if !WINDOWS_UWP && !WINUI [Localizabili...
 using UnityEngine; using System.Collections; using System.Collections.Generic; public class InstantiateManager:Singleton<InstantiateManager> { private List<InstantObj> instantObjList; #region 获取instantObjList #endregion #region 实例化InstantObj //根据InstantObj内的信息实例化AssetsLoader内已经加载好的资源 pr...
using System; using System.Collections.Generic; namespace DamianTourBackend.Core.Entities { public class Route { public Guid Id { get; set; } public string TourName { get; set; } public DateTime Date { get; set; } public int DistanceInMeters { get; set; } public Path Pa...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class DataController : MonoBehaviour { private PlayerProgress playerProgress; // Use this for initialization void Start () { LoadPlayerProgress(); } // Update is called once per frame void Update () { }...
using Efa.Domain.Entities; using Efa.Domain.Interfaces.Specification; using Efa.Domain.Validation.Documentos; namespace Efa.Domain.Specification.Professores { public class ProfessorPossuiEmailValido : ISpecification<Professor> { public bool IsSatisfiedBy(Professor professor) { if (...
using Alabo.App.Share.TaskExecutes; using Alabo.Test.Base.Core.Model; using Microsoft.Extensions.DependencyInjection; using Xunit; namespace Alabo.Test.Core.User { [TestCaseOrderer("Alabo.Test.Core.PriorityOrderer", "Alabo.Test")] public class NLevelDistributionModuleTest : CoreTest { [Fact] ...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace SMN.Data.Entities { public class Lenda { public Guid Id { get; set; } public string EmriLendes { get; set; } public SmnUser Mesuesi { get; set; } public Guid MesuesiId { g...
using System; using System.Collections; using System.ComponentModel; namespace DelftTools.Utils { /// <summary> /// Helps to display properties in a specific order in the property grid. /// </summary> public class PropertySorter : ExpandableObjectConverter { public override bool GetProperti...
using UnityEngine; public static class MonoBehaviourExtension { public static bool TryGetComponent<E>(this MonoBehaviour mb, out E e) where E : Component { e = mb.GetComponent<E>(); return e; } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using Android.App; using Android.Content; using Android.OS; using Android.Runtime; using Android.Util; using Android.Views; using Android.Widget; namespace Goosent { public class BaseTabFragment : Android.Support.V4.App.Fragmen...
namespace Cradiator.Config.ChangeHandlers { public interface IConfigChangeHandler { void ConfigUpdated(ConfigSettings newSettings); } }
using FontAwesome5.Extensions; using System; using System.Windows; using System.Windows.Controls; using System.Windows.Media; namespace FontAwesome5 { /// <summary> /// Provides a lightweight control for displaying a FontAwesome icon as text. /// </summary> public class FontAwesome : TextBlock, ISpina...
#region LICENSE // Funkshun.Core 1.0.0.0 // // Copyright 2011, see AUTHORS.txt // // 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/lice...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Comp; using Dapper; using Model; using System.Data; using System.Data.SqlClient; namespace DAL { /// <summary> /// 出库 /// </summary> public class D_Outstock { /// <summ...
using NUnit.Framework; [TestFixture] public class FibonacciTests { Fibonacci sut; [SetUp] public void setUp(){ sut = new Fibonacci(); } [Test] public void should_return_0_for_0() { Assert.AreEqual(0, sut.fib(0)); } [Test] public void should_return_1_for_1() { Assert.AreEqual(1, sut.fib(1)); } [Te...
namespace BDTest.Interfaces; public interface IStepTextStringConverter<in T> { string ConvertToString(T t); }
/*********************************************************************** * Module: Survey.cs * Author: LukaRA252017 * Purpose: Definition of the Class Patient.Survey ***********************************************************************/ using System; using System.Collections.Generic; using System.Text; names...
using System; using UnityEngine.Events; using UnityEngine; namespace UnityAtoms.BaseAtoms { /// <summary> /// None generic Unity Event of type `GameObjectPair`. Inherits from `UnityEvent&lt;GameObjectPair&gt;`. /// </summary> [Serializable] public sealed class GameObjectPairUnityEvent : UnityEvent<...
using UnityEngine; using System.Collections; public class PlayerJump : MonoBehaviour { [SerializeField]private float _jumpHeight; [SerializeField]private int _maxJumps; private int _jumpNumber; private Rigidbody2D _rb2D; public int JumpNumber { get { return _jumpNumber; } set...
using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; using DG.Tweening; public class PopupText : MonoBehaviour { [HideInInspector] public string displayText; void Start() { TMP_Text tmp_text = GetComponent<TMP_Text>(); tmp_text.text = displayText; ...
using System; using System.Reflection; using System.Web.Http; using Autofac; using Autofac.Integration.WebApi; using RestLogger.Infrastructure.Helpers.PasswordHasher; using RestLogger.Service; using RestLogger.Service.Helpers.PasswordHasher; using RestLogger.Storage; using RestLogger.Storage.Repository; using RestLo...
using System.Collections.Generic; using System.Linq; using Microsoft.Extensions.Caching.Memory; using RESTfulAPI.Middleware.Interfaces; using RESTfulAPI.Model.Models; using RESTfulAPI.Repository.Interfaces; using RESTfulAPI.ViewModel; namespace RESTfulAPI.Middleware { public class RoleMw : IRole { pri...
using gView.Framework.Carto; using gView.Framework.Data; using gView.Framework.Data.Cursors; using gView.Framework.Data.Filters; using gView.Framework.Geometry; using gView.Framework.Globalisation; using gView.Framework.system; using gView.Framework.UI; using gView.Framework.UI.Events; using System; using System.Threa...
//#define FXPRO_EFFECT #define BLOOMPRO_EFFECT //#define DOFPRO_EFFECT #if FXPRO_EFFECT #define BLOOMPRO_EFFECT #define DOFPRO_EFFECT #endif using System.IO; using UnityEngine; using UnityEditor; using BloomProNS; #if FXPRO_EFFECT [CustomEditor( typeof( FxPro ) )] public class FxProEditor : Editor #elif BLOOMPRO...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using WordTree.Model; using WordTree; using Newtonsoft.Json; using WordTree.Service; na...
using MahApps.Metro.Controls; using System.Windows; using System.Windows.Input; using System.Windows.Media; namespace WPF.NewClientl.UI.Dialogs { /// <summary> /// MeetingImageFileOpen.xaml 的交互逻辑 /// </summary> public partial class MeetingImageFileOpen : MetroWindow { public Me...
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading.Tasks; namespace ClientApp { public class SynchronousSocketClient { const int SERVER_PORT = 11000; const string IP_ADDRESS =...
using System.Windows.Media; namespace Crystal.Plot2D.Common { public static class UniformLinearPalettes { static UniformLinearPalettes() { BlackAndWhitePalette.IncreaseBrightness = false; RedGreenBluePalette.IncreaseBrightness = false; BlueOrangePalette.IncreaseBrightness = false; } ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Collision : MonoBehaviour { Coroutine _switchScene; [SerializeField] ParticleSystem _goalEffect; // Start is called before the first frame update void Start() { _switchScene = null; } // U...
using System; using System.IO; using System.Reflection; using System.Runtime.InteropServices; #pragma warning disable 169 #pragma warning disable 649 // ReSharper disable InconsistentNaming namespace SimplyWeather.Models { internal static class BuildInfo { // http://msdn.microsoft.com/en-us/library/m...
using System; using System.Linq; using ServiceHelpers; using Windows.UI.Xaml; using Windows.UI.Xaml.Controls; using Windows.UI.Xaml.Input; using Windows.UI.Xaml.Navigation; using System.Threading.Tasks; using TotemInteligente.Views; using TotemInteligente.Models; using Windows.UI.Core; using Windows.UI.Popups; using W...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.AspNetCore.Authorization; using Microsoft.AspNetCore.Identity; using Microsoft.AspNetCore.Mvc; using SMN.Areas.Admin.Models; using SMN.Data; using SMN.Data.Entities; namespace SMN.Areas.Admin.Controllers {...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Cache.Core.Impl { internal class MemoryCache<TKey, TValue> : BaseCache<TKey, TValue> { private Dictionary<TKey, TValue> cache; public MemoryCache(IMemoryCachePropertie...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace CreditCardValidator.Sevices { /* The Luhn Formula: 1.Drop the last digit from the number. The last digit is what we want to check against 2.Reverse the numbers 3.Multiply the digits in odd positions (1, 3...
using FluentAssertions; using NUnit.Framework; namespace Beeffective.Tests.ViewModels.HoneycombViewModelTests { class Height : TestFixture { private const int NewHeight = 4998; public override void SetUp() { base.SetUp(); Sut.Height = NewHeight; } ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Xml.XPath; using AKSoftware.WebApi.Client; using BlazorForGithub.Shared.Models; namespace BlazorForGithub.Shared.Services { public class AuthenticationService { private read...
using System; using System.Collections.Generic; using System.Text; namespace UDemyCSharpIntermediate { public class Stopwatch { private DateTime _startTime; private DateTime _stopTime; private bool _stopwatchRunning; public Stopwatch() { _startTime = DateTi...
/* * Exception that is thrown when an illegal action in a room. * e.g. * Trying to act in Trailers or Casting Office * Trying to move to non-adjacent room * Copyright (c) Yulo Leake 2016 */ using System; namespace Deadwood.Model.Exceptions { // TODO: replace these with IllegalUserActionExcep...
using System; using System.Collections.Generic; using System.Text; using Xamarin.Forms; using XamarinApis.Base; using XamarinApis.Models; using XamarinApis.Services; namespace XamarinApis.ViewModels { public class DoctorViewModel: ViewModelBase { ServiceDoctores ServiceDoctores; publi...
using System; using UnityEngine; public class Singleton<T> { private static T m_pInstance; private static readonly object lock_ = new object(); protected Singleton() { } public static T Instance() { if (m_pInstance == null) { lock (lock_) { ...
using UnityEngine; using UnityEngine.SceneManagement; namespace GameManager { public class GameManager_SceneLoaded : MonoBehaviour { private void OnEnable() { SceneManager.sceneLoaded += OnLevelFinishedLoading; } private void OnDisable() { SceneManager.sceneLoaded -= OnLevelFinishedLoading; } ...
using Common.Business; using Common.Data; using Common.Exceptions; using Common.Extensions; using System; using System.Collections.Generic; using System.Data; using System.Data.SqlClient; namespace Entity { public partial class VODBuilderGrid { public bool BuilderHasChannels(string connectionString, ...
namespace Data { using Interfaces; using Repositories; public class SoftUniData : IDataProvidable { private readonly SoftUniStoreContext context; public SoftUniData(SoftUniStoreContext context) { this.context = context; } public IUserRepository Use...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Data; using System.Windows.Media; namespace NfePlusAlpha.UI.Wpf.Apoio.Converters { public class StatusConverterForegroundConverter : IValueConverter { public object ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO.Ports; using System.Timers; using System.Windows.Forms; using System.Threading; namespace VirtualSerial { public static class Port { public delegate void DataReceivedCallbackDelegate(stri...
namespace Autofac.Extras.AttributeMetadata.Test.ScenarioTypes.MetadataModuleScenarioDiscoveryTargets { public class MetadataModuleScenarioAlternate : IMetadataModuleScenario { } }
using Aquamonix.Mobile.Lib.Domain; using System; using System.Collections.Generic; using System.Text; namespace Aquamonix.Mobile.Lib.ViewModels { public class ProgramModel { public ItemsDictionary<Program> Programs { get; set; } } }
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.AspNetCore.Mvc; using Microsoft.AspNetCore.Mvc.Rendering; using Microsoft.EntityFrameworkCore; using UCP1.Models; namespace UCP1.Controllers { public class KurirsController : Controller { p...
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 MySql.Data.MySqlClient; namespace ASantosSchedulingApp { public partial class Con...
using System.Collections.Generic; using System.Threading.Tasks; using CustomServiceRegistration.Domain.Models; namespace CustomServiceRegistration.Domain.Infrastructure.Contracts { public interface IUserRepository { Task<IEnumerable<ApplicationUser>> GetAllUsersAsync(); Task CreateAsync(Applic...
using University.Data; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace University.Service.Interface { public interface ICategoryMasterService { IEnumerable<CategoryMaster> GetCategoryList(); CategoryMaster GetCategor...