text stringlengths 13 6.01M |
|---|
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Media;
using System;
namespace Pong
{
class InputHelper
{
KeyboardState previousKeyboardState, currentKeyboardState;
... |
using MvcMonitor.Models;
namespace MvcMonitor.Broadcaster
{
public interface ISignalrBroadcaster
{
void ErrorReceived(ErrorModel error);
}
} |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using ControlValveMaintenance.Models.Lookups;
using System.Data;
using System.Data.SqlClient;
namespace ControlValveMaintenance.Services
{
class StatusCodesService
{
#region Variables
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InstantiateBall : MonoBehaviour {
public Transform ball;
private Transform newThing;
int count = 0;
GameObject obj;
// Use this for initialization
void Start () {
}
// Update is called once per frame... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
namespace api_cms.Models
{
public class ManagerModel
{
private CustomerModel customerModel;
public CustomerModel CustomerModel { get => CustomerModel.Instance; set => customerModel = value; }
public O... |
using MovieLibrary2.Model;
using MovieLibrary2.DataManagement;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.ComponentModel;
using System.Windows;
using System.IO;
using System.Windows.Controls;
usi... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Homework_Theme_01
{
/// <summary>
/// Класс билдера сотрудников. В нем скрыта логика ввода данных/валидации
/// </summary>
class EmployeeBuilder
{
/// <summary>
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class Kangaroo : Enemy
{
public NavMeshAgent navMeshAgent;
private MeshRenderer meshRenderer;
public SkinnedMeshRenderer head;
public SkinnedMeshRenderer body;
public Material defaultMat;... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Diagnostics;
namespace UserStorageServices
{
/// <summary>
/// Represents a service that stores a set of <see cref="User"/>s and allows to search through them.
/// </summary>
public abstract class UserStorageServiceBase : ... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Data;
using System.ServiceModel;
using System.Data.SqlClient;
namespace BLL集团客运综合管理.ClassesManage
{
[ServiceContract]
class FRM_BaoBanGuanLi
{
DALPublic.DALMethod myDALMethod = new DALPublic.DALMetho... |
namespace syscrawl.Game.Models.Levels
{
public class EntranceNode : Node
{
public EntranceNode()
: base(NodeType.Entrance)
{
}
}
}
|
//using NuGet.Protocol.Core.Types;
//using System;
//using System.Collections.Generic;
//using System.Linq;
//using System.Text;
//using System.Threading.Tasks;
//using Xunit;
//namespace V2V3ResourcesTest
//{
// public class FactoryTests
// {
// [Fact]
// public async Task Factory_V2()
// ... |
using System;
namespace WeatherService
{
public class WeatherForecastV1
{
public string City { get; set; }
public DateTime Date { get; set; }
public int TemperatureC { get; set; }
public string Summary { get; set; }
}
} |
using System;
using System.Reflection;
using UnityEngine;
using UnityEditor;
namespace CoreEditor
{
public interface IDrawer
{
bool DisplayProperty( SerializedProperty property, FieldInfo field, GUIContent label );
bool IsValid( object value );
string GetError( object value );
string Tooltip{get... |
using System.Reactive;
using System.Reactive.Linq;
using MVVMSidekick.ViewModels;
using MVVMSidekick.Views;
using MVVMSidekick.Reactive;
using MVVMSidekick.Services;
using MVVMSidekick.Commands;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Sy... |
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using Torshify.Radio.Framework;
using System.Linq;
namespace Torshify.Radio.EchoNest.Views.Similar.Tabs
{
public class SimilarArtistsTrackStream : ITrackStream
{
#region Fields
private readonly IRadio _radio;... |
using System.Windows;
using System.Windows.Controls;
using HandyControl.Controls;
using HandyControl.Data;
namespace HandyControl.Tools
{
public class RadioGroupItemStyleSelector : StyleSelector
{
public override Style SelectStyle(object item, DependencyObject container)
{
if (cont... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeteorController : MonoBehaviour
{
Rigidbody2D rigidbody2D;
public GameObject ship;
private void Awake()
{
rigidbody2D = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
p... |
namespace Triton.Game.Mapping
{
using ns25;
using ns26;
using System;
using System.Collections.Generic;
using Triton.Game;
using Triton.Game.Mono;
[Attribute38("ChatMgr")]
public class ChatMgr : MonoBehaviour
{
public ChatMgr(IntPtr address) : this(address, "ChatMgr")
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace POTM
{
public class EndGame : MonoBehaviour
{
public LevelChanger lc;
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.GetComponent... |
using Microsoft.Extensions.DependencyInjection;
using System;
using System.IO;
using System.Threading;
using System.Windows.Forms;
using TNBase.DataStorage;
using TNBase.External.DataExport;
using TNBase.External.DataImport;
using TNBase.Repository;
namespace TNBase
{
static class Program
{
private sta... |
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System;
using System.Text;
public class Client_Server
{
public int _port;
public IPAddress _ipAddr;
public Socket _sender;
public Client_Server(int port, IPAddress ipAddr)
{
_ipAddr = ipAddr;
_port = port;
... |
namespace Logic_Circuit.Parser.Validation.VisitorObjects
{
/// <summary>
/// Defines a visitor used to validate ValidationElements.
/// </summary>
public abstract class ValidationVisitor
{
public abstract (bool success, string validationError) VisitNodeLine(NodeLine nodeLine);
pub... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace CoreComponents
{
public static class OS
{
public static bool CheckIsMacOSX(OperatingSystem TheOS)
{
return TheOS.Platform == PlatformID.MacOSX;
}
public static b... |
namespace HH.RulesEngine.UI.ViewModels.Store
{
using System;
using System.Collections.Generic;
using System.Linq;
using HH.RulesEngine.Data.Entities;
public class CheckoutModel
{
public int Id { get; set; }
public decimal TaxPercentage { get; set; }
public ILis... |
using System;
namespace Soko.Domain
{
/// <summary>
/// Summary description for Kategorija.
/// </summary>
public class Kategorija : DomainObject, IComparable
{
public static readonly int NAZIV_MAX_LENGTH = 50;
private string naziv;
public virtual string Naziv
{
get { return naziv; }
... |
using UnityEngine;
using RimWorld;
using Verse;
using System.Linq;
using System.Text;
using Verse.AI;
using System.Collections.Generic;
namespace Quests
{
public class Action_StartTrade : DialogAction
{
public Action_StartTrade()
{
}
public override void DoAction()
{
... |
using UnityEngine;
using System.Collections;
using System.Timers;
public class salesforcePolkadotScript : MonoBehaviour {
private float deltaT = 0.01f;
private Texture2D generateRandomTexture(int frequency) {
var texture = new Texture2D (frequency, frequency, TextureFormat.ARGB32, false);
texture.filterMode =... |
//***************************************************************//
// ScribblePhysicsMainScript
//
// This script scans for mouse/touch input and instantiates a new scribble if necessary.
// Relevant user settings can be set in the unity editor or through an external script:
// 1) define a new variable that refers to ... |
namespace HaloHistory.Business.Utilities
{
public class Constants
{
public const string PerfectKill = "780104cb-5b86-4ed9-8fb1-40b919de0766";
public const string RoundWinningKill = "5262f1d7-4273-48c3-8d2f-edfcb36a1617";
public const string FlagCapture = "7cda10c8-04c4-4916-8d6e-71a426a... |
using UnityEngine;
using UnityEngine.SceneManagement;
public class Start : MonoBehaviour
{
public GameObject StartUI;
public GameObject button;
public void Startgame()
{
button.SetActive(false);
StartUI.SetActive(true);
Invoke("startInvoke", 1f);
}
void startInvoke()
... |
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 PowerString;
using PowerString.Data;
namespace PowerString
{
public partial class DeleteConfir... |
using App1.Services;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Xamarin.Forms;
using Xamarin.Forms.Xaml;
namespace App1
{
[XamlCompilation(XamlCompilationOptions.Compile)]
public partial class Page2 : ContentPage
{
pub... |
using System.Linq;
using OCP;
using OCP.App;
using OCP.Authentication.TwoFactorAuth;
namespace OCA.TwoFactorBackupCodes.Provider
{
public class BackupCodesProvider : IProvider, IProvidesPersonalSettings
{
/** @var string */
private string appName;
/** @var BackupCodeStorage */
private BackupCodeSto... |
using System.ComponentModel.DataAnnotations;
using System.ComponentModel.DataAnnotations.Schema;
using Kers.Models.Entities.KERScore;
namespace Kers.Models.Entities.SoilData
{
public partial class FormTypeSignees : IEntityBase
{
[Key, DatabaseGenerated(DatabaseGeneratedOption.Identity)]
public... |
namespace XRTTicket.Migrations
{
using System;
using System.Data.Entity.Migrations;
public partial class XRT001 : DbMigration
{
public override void Up()
{
CreateTable(
"dbo.AspNetRoles",
c => new
{
... |
using System;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using Common;
using Common.Log;
using Flurl.Http;
using Lykke.Service.SmsSender.Core.Services;
using Lykke.Service.SmsSender.Core.Settings.ServiceSettings.SenderSettings;
namespace Lykke.Service.SmsSender.Services.SmsSenders.Nexm... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace UrTLibrary.Server.Exceptions
{
public class TooMuchCommandFoundException : TooMuchElementFoundException
{
public TooMuchCommandFoundException(string target, params string[] res... |
//_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/.
// VisualNovelToolkit /_/_/_/_/_/_/_/_/_/.
// Copyright ©2013 - Sol-tribe. /_/_/_/_/_/_/_/_/_/.
//_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/.
#define ENABLE_DEBUG_MENU
#pragma warning disable 0219,0414,0649
using UnityEngine;
using System.Collectio... |
using System;
using System.Collections.Generic;
using System.IdentityModel.Tokens.Jwt;
using System.Linq;
using System.Security.Claims;
using System.Threading.Tasks;
using Kers.Models.Repositories;
using Kers.Models.Entities.KERScore;
using Kers.Models.Entities.KERSmain;
using Kers.Models.Abstract;
using Microsoft.AspN... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//Kurtis Watson
public class Ability_Handler : MonoBehaviour
{
[Header("Script References")]
[Space(2)]
private Player_Controller m_playerController; //Reference to player controller.
[Header("Ability Properties")]
[Sp... |
using System;
using System.Collections.Generic;
namespace RestApiEcom.Models
{
public partial class TCPieceIdentite
{
public TCPieceIdentite()
{
TCContribuable = new HashSet<TCContribuable>();
TCProprietaireOrdinaire = new HashSet<TCProprietaireOrdinaire>();
}
... |
using System;
namespace TwinkleStar.Data.XMLRepository
{
/// <summary>
/// XML实体基类
/// </summary>
public abstract class XMLEntity : EntityBase
{
private string id = Guid.NewGuid().ToString();
/// <summary>
/// XML实体主键
/// </summary>
public string RootID
... |
// Accord Machine Learning Library
// The Accord.NET Framework
// http://accord-framework.net
//
// Copyright © César Souza, 2009-2015
// cesarsouza at gmail.com
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as publ... |
using Faux.Banque.Domain.Exceptions;
using Faux.Banque.Domain.Interfaces;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Faux.Banque.Domain.Storage
{
public class EventStore : IEventStore
{
private IAppendOnlyStor... |
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using System;
using System.Collections;
using System.Collections.Generic;
public class TimeManager : Singleton<TimeManager>
{
public static UnityEvent PerDayEvent = new UnityEvent();
public static UnityEvent PerWeekEvent = new UnityEvent();
... |
using UnityEngine;
using System.Collections;
public class AudioController : MonoBehaviour {
void Update () {
string status_BGM = PlayerPrefs.GetString("bgm");
// If status_BGM is true, the AudioListener will be listening.
switch (status_BGM.ToLower()) {
case "false":
... |
using System;
using System.Text.RegularExpressions;
namespace Gomoku.Commands.Classes
{
public class Start : ACommand
{
public Start()
:base(ECommand.START)
{}
public override DataCommand CreateDataCommand(string input)
{
Regex mRegex = new Regex("START... |
// Copyright (c) .NET Foundation. All rights reserved.
// Licensed under the Apache License, Version 2.0. See License.txt in the project root for license information.
using System;
using System.Net.Http;
using System.Threading;
using System.Threading.Tasks;
using NuGet.Configuration;
using NuGet.Packaging.Core;
using... |
// Copyright 2017-2019 Elringus (Artyom Sovetnikov). All Rights Reserved.
using SpriteDicing;
using System.Threading;
using System.Threading.Tasks;
using UnityCommon;
using UnityEngine;
namespace Naninovel
{
/// <summary>
/// A <see cref="ICharacterActor"/> implementation using <see cref="SpriteDicing.DicedS... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class Chaining : MonoBehaviour
{
float kp=10f;
float ki=0f;
float kd=1f;
public GameObject target;
public Vector3 targetOffset;
float stableDistance=0.1f;
public V... |
using System;
using System.Collections.Generic;
using System.Text;
namespace HackerRank_HomeCode
{
public class Kangaroo
{
public void DoTheyMeet()
{
var tokens_x1 = Console.ReadLine().Split(' ');
var x1 = Convert.ToInt32(tokens_x1[0]);
var v1 = Convert.ToIn... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Interface_Segregation_Principle
{
//interface for shapes
public interface IShape
{
string Name { get; set; }
double CalculateArea();
}
}
|
using mg.hr.Core;
namespace mg.hr.API.Models
{
public class MonthlyEmployee : IEmployee
{
private readonly Employee _employee;
public int id { get => _employee.id; }
public string name { get => _employee.name; }
public string roleName { get => _employee.roleName; }
pub... |
using System;
using System.Collections.Generic;
using System.Text;
using ENTITY;
//<summary>
//Summary description for MonthlySalaryDetailsInfo
//</summary>
namespace ENTITY
{
public class MonthlySalaryDetailsInfo
{
private decimal _monthlySalaryDetailsId;
private decima... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using MoneyBack.Bankier.Models;
using MoneyBack.Requests;
namespace MoneyBack.Bankier
{
public class BankierConnection : IBankierConnection
{
public async Task<GetDataResponse> GetData(s... |
using PyFarmaceutica.acceso_a_datos.interfaces;
using PyFarmaceutica.Reportes.entidades;
using System;
using System.Collections.Generic;
using System.Data;
using System.Data.SqlClient;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace PyFarmaceutica.acceso_a_datos.implementaciones
{
pu... |
namespace MiHomeLibrary.Communication.Commands
{
public interface ICommand
{
string SerializeCommand();
}
}
|
using Microsoft.Xna.Framework;
namespace WUIClient {
public class MouseClickable<T> {
public delegate void MouseEvent(T sender);
public event MouseEvent OnMouseLeftClickDown;
public event MouseEvent OnMouseRightClickDown;
public event MouseEvent OnMouseLeftClickUp;
publi... |
//-----------------------------------------------------------------------
// <copyright file="DotNetFileSystemProvider.cs" company="Fubar Development Junker">
// Copyright (c) Fubar Development Junker. All rights reserved.
// </copyright>
// <author>Mark Junker</author>
//-------------------------------------------... |
using System;
namespace logic
{
public abstract class Link : Node
{
public readonly int amount = -1;
protected Link(String id, int amount) : base(id)
{
this.amount = amount;
}
public abstract void Connect(Stores stores, Processes processes);
}
} |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Entidades
{
public class Competencia
{
private short cantidadCompetidores;
private short cantidadDeVueltas;
private List<AutoF1> listaAutosF1;
private ... |
using LuaInterface;
using SLua;
using System;
public class Lua_TweenWidth : LuaObject
{
[MonoPInvokeCallback(typeof(LuaCSFunction))]
public static int constructor(IntPtr l)
{
int result;
try
{
TweenWidth o = new TweenWidth();
LuaObject.pushValue(l, true);
LuaObject.pushValue(l, o);
result = 2;
}... |
using System;
using CobWebs.Test.Abstraction;
namespace CobWebs.Test.Domain.Strategy
{
public class RandomPlayerStrategy : PlayerStrategyBase
{
public RandomPlayerStrategy(BasketGameConfig config) : base(config)
{
}
protected override int OnGetAnswer(BasketGameContext spec)
... |
using System;
namespace Wilddog.Sms.Util
{
public class Const
{
/// <summary>
/// The send notify URL.
/// </summary>
public static string SEND_NOTIFY_URL = "https://sms.wilddog.com/api/v1/{0}/notify/send";
/// <summary>
/// The send notify sign template.
... |
using System;
using System.Collections.Generic;
using System.Text;
using dotNetRogueLootAPI.Application;
using dotNetRogueLootAPI.Application.Interfaces;
using dotNetRogueLootAPI.Domain.Models;
using Moq;
using Xunit;
namespace dotNetRogueLootAPI.Tests
{
public class WeaponGeneratorTests
{
public stat... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
namespace Magnifinance.Models
{
public class Teacher : Person
{
public int Salary { get; set; }
public virtual ICollection<Subject> Subjects { get; set; }
}
} |
using System.Reflection;
using System.Runtime.InteropServices;
[assembly: AssemblyTitle("Тестировщик для членов комиссии с правом решающего голоса.")]
[assembly: AssemblyDescription("Бот с тестами для членов комиссии с правом решающего голоса. Бот доступен по ссылке t.me/PRGTrainerBot")]
// The following GUID is for... |
namespace cartalk.api.models
{
public class Feed
{
public int Id { get; set; }
public string photoUrl { get; set; }
public int createdById { get; set; }
public string caption { get; set; }
public int likes { get; set; }
public string dateCreated { get; set; }
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using InvoicingWebApp.Models;
using Microsoft.EntityFrameworkCore;
namespace InvoicingWebApp.Data
{
public class InvoicingDbContext : DbContext
{
public InvoicingDbContext(DbContextOptions<InvoicingDbConte... |
using System;
using System.Threading.Tasks;
using DDDSouthWest.Domain;
using DDDSouthWest.Domain.Features.Account.Admin.ManageEvents.CreateNewEvent;
using DDDSouthWest.Domain.Features.Account.Admin.ManageEvents.UpdateExistingEvent;
using DDDSouthWest.Domain.Features.Account.Admin.ManageEvents.ViewEventDetail;
using Fl... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CT.Data;
using CT.Manager;
namespace CT.UI
{
public class TileUI : MonoBehaviour
{
public int X { get; private set; }
public int Y { get; private set; }
public Image image;
... |
using System.Collections.Generic;
using UnityEngine;
namespace TypingGameKit
{
/// <summary>
/// Manages the dynamic overlay entities.
/// </summary>
public class OverlayManager : MonoBehaviour
{
[Tooltip("Specifies the settings to use for associated entities.")]
[Serial... |
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;
using System.Runtime.InteropServices;
using Mono.VisualC.Interop;
using Qt.Core;
namespace Qt.Gui {
public class QApplication : QCoreApplication {
#region Sync with qapplication.h
// C++ interface
public interface IQApplication : ICppClassOverridab... |
using System.Text;
using System;
using System.Collections.Generic;
using Newtonsoft.Json.Converters;
using Newtonsoft.Json;
using System.Net.Http;
using System.Drawing;
using System.Collections.ObjectModel;
using System.Xml;
using System.ComponentModel;
using System.Reflection;
namespace LinnworksAPI
{
public class ... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.AspNetCore.Mvc;
using Model.Interfaces;
using Model;
namespace ProductReviewAPI.Controllers
{
[Route("api/[controller]")]
public class CustomersController : Controller
{
IProductReviewUn... |
using EmployeeStorage.DataAccess.Entities;
using EmployeeStorage.DataAccess.Extensions;
using Microsoft.EntityFrameworkCore.Metadata.Builders;
namespace EmployeeStorage.DataAccess.Configuration
{
public class PositionConfiguration : DbEntityConfiguration<Position>
{
public override void Configuration(... |
using System.Collections.Generic;
namespace Wedding_Planner.Models
{
public class ViewModel
{
// Used for dashboard
public User loggedUser { get; set; }
public List<Wedding> allWeddings { get; set; }
public User User { get; set; }
public Wedding Wedding { get; set; }
}
} |
namespace MediaManager.API.Controllers
{
/// <summary>
/// The type of resource URI
/// </summary>
internal enum ResourceUriType
{
previousPage,
nextPage,
Current
}
} |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.GlobalIllumination;
public class FlashlightToggle : MonoBehaviour
{
public GameObject lightGO; //light gameObject to work with
public bool isOn = false; //is flashlight on or off?
public int MAX_I... |
using LoadBalancer.Core;
using LoadBalancer.Heartbeat;
using LoadBalancer.LoadBalancer.Strategies;
using LoadBalancer.Providers;
using System;
using System.Collections.Generic;
using System.Threading;
namespace DemoLoadBalance
{
class Program
{
public static void Main(string[] args)
{
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using NetCode.Payloads;
namespace NetCode.Connection.UDP
{
public class UDPFeed : NetworkConnection
{
public IPEndPoint Destination { get; private set; }
public UDPServer Host { get; private set; ... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StreetLight : MonoBehaviour
{
public float turnOnTime;
public float turnOffTime;
public float transitionSpeed;
private VRTime timescript;
private Light lightToControl;
private float defaultIntensity;
... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class shooting : MonoBehaviour
{
public GameObject bulletPrefab;
public Transform ShootPoint;
public Camera cam;
public Vector2 lookDirection;
public float angle;
public float bulletCap = 15;
public float... |
using System.Collections.Generic;
using UnityEngine.Serialization;
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Events;
public class AfterAudioFinishDo : MonoBehaviour
{
[Serializable]
public class StartThisEvent : UnityEvent { }
[FormerlySerializedAs("IfCounterOver")]
... |
using UnityEngine;
using System.Collections.Generic;
using System.IO;
public class MeanController : MonoBehaviour {
#region Setting
public Texture2D InputTEX;
private Color32[] InputColor32s;
#endregion
#region MONO_BEHAVIOUR
void Start () {
InputColor32s = InputTEX.GetPixels32();
... |
using BPiaoBao.Common.Enums;
using BPiaoBao.DomesticTicket.Domain.Models.Orders.Behaviors;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace BPiaoBao.DomesticTicket.Domain.Models.Orders.States
{
/// <summary>
/// 订单完成
/// </summary>
[OrderState(EnumOrderSt... |
using PointOfSalesV2.Entities;
using System;
using System.Collections.Generic;
using System.Text;
namespace PointOfSalesV2.Repository
{
public class InventoryEntryRepository : Repository<InventoryEntry>, IInventoryEntryRepository
{
public InventoryEntryRepository(MainDataContext context) : base(contex... |
using System;
using System.Collections.Generic;
using System.Data.SqlClient;
using System.Linq;
using System.Web;
using WebBanHang_FoodHub.Model;
namespace WebBanHang_FoodHub.DataUtil
{
public class DataOrderDetail
{
SqlConnection conn = null;
SqlCommand cmd = null;
SqlDataReader dr = ... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace LemonadeStand
{
public class MarketPlace
{
Lemon lemon;
Water water;
Sugar sugar;
Ice ice;
int iceAmount;
int lemonAmount;
int waterAmount;
int sugarA... |
using System;
using System.Collections.Generic;
using System.Text;
using AgentStoryComponents.core;
using AgentStoryComponents;
namespace AgentStoryComponents.commands
{
public class cmdDeleteStoryTuple : ICommand
{
public MacroEnvelope execute(Macro macro)
{
utils ute ... |
using KRF.Core.Entities.Master;
using System.Collections.Generic;
namespace KRF.Core.DTO.Master
{
/// <summary>
/// This class does not have database table. This class acts as a container for below products classes
/// </summary>
public class VendorDTO
{
public IList<Vendor> Vendors { get; ... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Reflection;
using Sunny.Lib;
namespace Sunny.BackendTool
{
public class LotteryArg : BaseArg
{
[CommandAttribute("-ssq")]
public bool SSQ { get; set; }
[Com... |
/*
* Bungie.Net API
*
* These endpoints constitute the functionality exposed by Bungie.net, both for more traditional website functionality and for connectivity to Bungie video games and their related functionality.
*
* OpenAPI spec version: 2.1.1
* Contact: support@bungie.com
* Generated by: https://github.com... |
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Remanufacture_level : MonoBehaviour,ILevel {
[SerializeField]
private float timerDuration = 1;
[SerializeField]
private float subtractAmount = 0.1f; //The step the timer dow... |
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
namespace aoc
{
public class D32
{
public string Answer
{
get
{
var directions = File.ReadAllLines("d3.txt");
var w1Dirs = directions[0].Split(',');
... |
//Problem 18.* Trailing Zeroes in N!
//Write a program that calculates with how many zeroes the factorial of a given number n has at its end.
//Your program should work well for very big numbers, e.g. n=100000.
using System;
namespace Problem18TrailingZeroesInN
{
class TrailingZeroesInN
{
static void... |
using Core.Domain;
using Core.Dto;
using Core.Fakes;
using Core.Internal.Dependency;
using Core.Internal.Kendo.DynamicLinq;
using Core.Utils.Linq2Db;
using LightInject;
using LinqToDB.Mapping;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using System;
using System.Collections.Generic;
using System.Linq;
using S... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using GamepadInput;
public class Player : MonoBehaviour
{
public PlayerInfo PlayerInfo;
} |
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