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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; }