text stringlengths 13 6.01M |
|---|
using System;
using System.IO;
using System.Text;
using System.Data;
using System.Security.Cryptography;
using System.Collections.Generic;
using System.CodeDom;
using Microsoft.CSharp;
namespace Excel2Binary
{
class Program
{
//added JJ
static List<string> nameList = new List<string>();
... |
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SodaMachineProject
{
public class FileReader
{
public static List<Inventory> ReadInventoryFile(string fileName)
{
using (FileStream fs = ne... |
using EIM.Core.Registry;
using System.Threading;
using System.Threading.Tasks;
namespace EIM.Router.LoadBalancer
{
public interface ILoadBalancer
{
Task<RegistryInformation> Endpoint(CancellationToken ct = default);
}
}
|
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemySpawner : MonoBehaviour {
public float rateTime = 5f; //co jaki czas ma się wykonywać
float nextSpawnTime = 0f; //kiedy następne wykonanie
GameObject[] respawns;
public GameObject enemyPrefab;
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace TRPO_labe_5.States
{
class Movement : IState
{
public void DoAction()
{
Console.WriteLine("УРЯЯ, Я ЕДУУУУ");
}
}
}
|
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Xamarin.Forms;
using CustomXamarinControls;
using System.Runtime.CompilerServices;
using Plugin.Settings;
namespace CalorieCountApp
{
public partial class MainPage : ContentPage
{
... |
using Lunchify.Data.Models;
using Microsoft.AspNetCore.Mvc.Rendering;
using System;
using System.Collections.Generic;
using System.ComponentModel.DataAnnotations;
using System.Linq;
using System.Web;
namespace Lunchify.Web.Models
{
public class LunchEventViewModel
{
[Required, Display(Name = "Selecte... |
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Web;
namespace Register.Model.ViewModel
{
public class StudentViewModel
{
public long Id { get; set; }
[DisplayName("Name")]
public string Name { get; set; }
[DisplayN... |
namespace WebChapter.AspNetCore.MvcDemo.Options
{
public class InventoryOptions
{
public int PageSize { get; set; }
public int InventoryRepoSize { get; set; }
}
}
|
namespace KK.AspNetCore.EasyAuthAuthentication
{
using System;
using System.Collections.Generic;
using System.Linq;
using System.Security.Claims;
using System.Text.Encodings.Web;
using System.Threading.Tasks;
using KK.AspNetCore.EasyAuthAuthentication.Interfaces;
using KK.AspNetCore.Easy... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Will check if Game Manager has been instantiated, and if not Instantiate() one from our prefab
// We'll add this script as a component for MainCamera since that always starts first
// We'll drag and drop our GameManager prefab as ... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Collections.ObjectModel;
using System.Linq.Expressions;
using System.Reflection;
namespace Framework.Data
{
public sealed partial class ModelMerger<T> where T : IDbModel
{
p... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using TestCSharp.lib;
namespace TestCSharp.models
{
public class Customer
{
private int id;
private string first_name;
private string last_name;
private string ad... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Exercicio15
{
class OrdenacaoDecrescente
{
static void Main(string[] args)
{
{
Console.Write("Quantos números tem a lista? ");
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Organogram
{
public class Person
{
public int Id { get; set; }
public int ParentId { get; set; }
public string FirstName { get; set; }
public string Las... |
using ArkSavegameToolkitNet.Arrays;
using ArkSavegameToolkitNet.Property;
using ArkSavegameToolkitNet.Types;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.IO;
using System.IO.MemoryMappedFiles;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ArkSaveg... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
namespace AppServer.service
{
public class AppointmentService
{
public AppointmentService()
{
}
public IEnumerable<Appointment> GetAppointments()
{
using (var ctx = new ap... |
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// Works as common base for all classes in the game.
/// </summary>
/// <remarks>
/// Here contents all information that are going to be used along the development and can make the changes easier.
/// </remarks>
public clas... |
using EPI.LinkedLists;
namespace EPI.Sorting
{
/// <summary>
/// Implement a function which sorts linked list efficiently.
/// It should be stable sort (i.e. relative position of equal elements is preserved)
/// </summary>
public static class StableSortLinkedList
{
public static SingleLinkedList<int> Sort(Sin... |
using Anywhere2Go.DataAccess;
using Anywhere2Go.DataAccess.Entity;
using Anywhere2Go.DataAccess.Object;
using Anywhere2Go.Library;
using log4net;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Anywhere2Go.Business
{
public class AuthenToken
{
MyContext _context = null;
... |
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Image_BattleSceneNextBall : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
EventCenter.GetInstance().AddEventListener<string>(EventDic.SetNextBallImag... |
using System;
namespace Algorithms.LeetCode
{
public class MaximumIceCreamBars
{
public int MaxIceCream(int[] costs, int coins)
{
Array.Sort(costs);
int cnt = 0;
for (int i = 0; i < costs.Length; ++i)
{
if (coins - costs[i] < 0)
... |
using System;
using System.Net.Http;
namespace CC.Utilities
{
public enum ParameterType
{
Cookie,
GetOrPost,
UrlSegment,
HttpHeader,
RequestBody
}
public enum DataFormat
{
Json,
XForm
}
public enum Method
{
GET,
POST,
PUT,
DELETE,
HEAD,
OPTIONS,
TRACE,
PATCH
}
public static ... |
using System;
using UserService.Model;
namespace UserService.DTO
{
public class PatientRegistrationDTO
{
public string Name { get; set; }
public string Surname { get; set; }
public string Jmbg { get; set; }
public Gender Gender { get; set; }
public DateTime DateOfBirth ... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VRTK;
public class BuyGun : MonoBehaviour
{
SellGun gunToBuy;
private bool readyToBuy = false;
public void GetGunToBuy(SellGun newGun)
{
gunToBuy = newGun;
}
public void OnTriggerEnter(Collider othe... |
using Microsoft.Data.Entity;
using Microsoft.Data.Entity.Metadata;
namespace Hni.TestMVC6.Models
{
public partial class SampleInspectionContext : DbContext
{
protected override void OnModelCreating(ModelBuilder modelBuilder)
{
modelBuilder.Entity<Auditor>(entity =>
{
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using PADIbookCommonLib;
namespace Client
{
public class ClientServicesObject : MarshalByRefObject, ClientServices
{
public void receivePost(Post post)
{
ClientApp._use... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Xunit;
using Xunit.Abstractions;
namespace Algorithm.Test
{
public class GoldMineTest : TestBase
{
public GoldMineTest(ITestOutputHelper output)
: base(output)
{
}
[Theory]... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Level33 : MonoBehaviour
{
private float baseAngle = 0;
public float totalAngles;
public float valueToWin;
private float lastangle = 0;
public Transform bg;
private void OnMouseDrag()
{
var ... |
using GHCIQuizSolution.DBContext;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Http;
using System.Web.Http;
namespace GHCIQuizSolution.Controllers.UserControllers
{
public class UserQuestionController : BaseQuizController
{
public Object Post([FromBody]Q... |
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.IO;
using System.Runtime.CompilerServices;
using System.Runtime.Serialization;
using System.Text;
using System.Windows.Input;
using Windows.Storage.AccessCache;
using MindManagerTags.DataMode... |
using System;
using System.Text;
namespace gView.Framework.system
{
public static class Encryption
{
static public string InverseByBase(string st, int MoveBase)
{
StringBuilder SB = new StringBuilder();
//st = ConvertToLetterDigit(st);
int c;
for ... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class gameState : MonoBehaviour
{
public static gameState Instance;
public static int scorePlayer; //This variable is static in order to print it at the end of the game
// Start is called before the first ... |
using SteamKit2;
namespace Titan.Meta
{
public class TitanPayloadInfo
{
public SteamID SteamID { get; set; }
public uint AppID { get; set; }
}
}
|
namespace Visitor
{
public class EmailNotification : INotification
{
public string EmailAddress { get; private set; }
public EmailNotification(string emailAddress)
{
EmailAddress = emailAddress;
}
public void Execute(IOperation operation)
{
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace HTB.Database.LookupRecords
{
public class KlientLookup
{
#region Property Declaration
private int _klientID;
private string _klientType;
private string _klientName;
private s... |
namespace EmailSender
{
/// <summary>
/// Content type enumeration
/// </summary>
public enum ContentType
{
ResetPassword = 0,
ActivateAccount = 1
}
}
|
using System;
namespace MethodsWithLoopsAndConditionals
{
class Program
{
static void Main(string[] args)
{
Counter();
PauseConsole();
Counterthree(10);
PauseConsole();
EvenOrOdd(20);
PauseConsole();
IsPo... |
namespace UnityAtoms
{
/// <summary>
/// Interface for Atom Collections.
/// </summary>
public interface IAtomCollection
{
void Add(string key, AtomBaseVariable value);
bool Remove(string key);
}
} |
namespace Kata.Tests
{
using NUnit.Framework;
[TestFixture]
public class KataTests
{
[Test]
public void BonusTimeTest()
{
StringAssert.AreEqualIgnoringCase("$100000", Kata.BonusTime(10000, true));
StringAssert.AreEqualIgnoringCase("$250000", Kata.BonusTi... |
using UnityEngine;
using System.Collections;
public class SimpleDamage : MonoBehaviour {
public float maxhp=100;
float hp;
public bool make_wreck=false;
public GameObject pieces;
void Start () {if (!pieces) pieces=ResLoad.pieces_s;hp=maxhp;}
void ApplyDamage (Vector4 x) {
hp-=(int)x.w;
if (hp<=0) {
... |
using System;
using NetRuntimeSystem = System;
using System.Runtime.InteropServices;
using System.Runtime.CompilerServices;
using System.ComponentModel;
using System.Reflection;
using System.Collections.Generic;
using NetOffice;
namespace NetOffice.WordApi
{
///<summary>
/// DispatchInterface _Font
/// ... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MyFinances
{
static class Validators
{
public static bool NullStringValidator(string[] _inputs)
{
bool _result = false;
for (int i = 0; i < _inp... |
using System;
namespace E5
{
class Program
{
static void Main(string[] args)
{
FalconArmor falconArmor = new FalconArmor();
ShadowArmor shadowArmor = new ShadowArmor();
X x = new X();
string opcion = "";
int minutosEntrenados;
... |
using Models.DbModels;
using System;
using System.Collections.Generic;
using System.Text;
namespace Models.Interfaces
{
public interface IUsersRepository
{
void AddUser(User user);
void DeleteUser(int userId);
void EditUser(User user);
}
}
|
using System;
using System.Collections;
using System.Runtime.CompilerServices;
using System.Text;
namespace StringDisperser
{
public class StringDisperser : ICloneable, IComparable<StringDisperser>, IEnumerable
{
public StringDisperser(params string[] strings)
{
this.StringsArr = s... |
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Newtonsoft.Json;
using PhobiaX.Assets;
using PhobiaX.Assets.Models;
using PhobiaX.SDL2;
namespace PhobiaX.Assets
{
public class AssetProvider : IDisposable
{
private readonly SDLSurfaceFactory surfaceFactory;
... |
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Controls.Primitives;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Threading;
using COD... |
namespace DChild.Gameplay
{
public interface IWorldShifter
{
void SetOrientation(WorldOrientation worldOrientation);
}
}
|
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Serialization;
namespace lastfmRecommedizer.LastFmApiClient
{
public class ListenedTrack
{
[XmlElement(ElementName = "name")]
public string name { get; set; }
... |
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace ChampionsOfForest.Player
{
public class ArrowStickToTargetMod : arrowStickToTarget
{
public override bool stickArrowToNearestBone(Transform arrow)
{
... |
using System;
using System.Diagnostics;
using System.Threading;
using System.Windows.Forms;
using System.Xml;
namespace ACTTimeline
{
public class RemoteVersionInfo
{
private string version;
private string changeSummaryJp; // FIXME: i18n
private string downloadUrl;
public strin... |
namespace DataAccess
{
using System;
using System.Data.Entity;
using System.ComponentModel.DataAnnotations.Schema;
using System.Linq;
using Domain.Entities;
public partial class Context : DbContext
{
public Context()
: base("name=Context")
{
}
pu... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerScript : MonoBehaviour
{
[SerializeField]
int health = 5;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace WcfServiceHost.ITS_Service
{
using Entity;
using Repository.ITSRepo;
using DTO.ITSDTO;
using System.ServiceModel;
public class inkjetService : ITS_ServiceBase<inkjetRepo,... |
using NUnit.Framework;
using RulesEngine.Conditions;
namespace RulesEngine.Tests.Conditions
{
[TestFixture]
public class AreNotEqualConditionTests
{
[Test]
public void ShouldReturnTrueWhenValuesAreNotEqual()
{
var condition = new AreNotEqualCondition(1, 2);
... |
using UnityEngine;
using UnityEngine.Timeline;
[TrackColor(241.0f/255.0f, 249.0f/255.0f, 99.0f/255.0f)]
[TrackBindingType(typeof(Camera))]
[TrackClipType(typeof(CameraClip))]
public class CameraTrack : TrackAsset
{
}
|
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.Analytics;
using GooglePlayGames;
using UnityEngine.SocialPlatforms;
using UnityEngine.SceneManagement;
using Random = UnityEngine.Random;
public class GameManager : MonoBehaviour
{
public float co... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml;
using System.Collections;
using OPCAutomation;
using IRAP.Interface.OPC;
using IRAP.BL.OPCGateway.Interfaces;
using IRAP.BL.OPCGateway.Global;
using IRAP.BL.OPCGateway.Global.Entities;
using IRAP.OPC.... |
using System;
namespace Coins
{
class Program
{
static void Main(string[] args)
{
decimal change = decimal.Parse(Console.ReadLine());
int counterOfCoins = 0;
while (change > 0)
{
while (change - 2.0m >= 0)
{
... |
using System;
namespace csharp.Items
{
public class Ticket : BaseItem
{
protected override void SetQuality()
{
Quality++;
if (SellIn < 10)
{
Quality++;
}
if (SellIn < 5)
{
Quality++;
... |
namespace Refactoring_01_Calculator
{
public class Calculator
{
/// <summary>
/// qué hicimos:
/// Renombramos todos los parametros para darles un sentido semántico (significado)
/// </summary>
public decimal Calculate(decimal price, int accountStatus, int timeOfHavingAc... |
//Name: TimeScaler.cs
//Project: Spectral: The Silicon Domain
//Author(s) Conor Hughes - conormpkhughes@yahoo.com
//Description: The behaviour of the path indicator. Draws out a path of where the player will move.
using UnityEngine;
using System.Collections;
public class PathIndicator : MonoBehaviour {
NavMes... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
namespace RoboBomber
{
class powerup
{
Random rand = new Random();
public int x, y, width, height;
public double Activated;
... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace BOB2
{
class Powerup : PhysicalObject
{
private float redbull;
public Powerup(Texture2D _texture,... |
using LangInformant.Domain.Entities;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace LangInformant.Domain.Abstract
{
public interface IWordRepository
{
IQueryable<Word> GetWords();
Word GetWord(int wordID);
... |
using System.Collections.Generic;
using Abp.Application.Services.Dto;
using Dg.KMS.People;
namespace Dg.KMS.People.Dtos
{
public class GetPersonForEditOutput
{
public PersonEditDto Person { get; set; }
}
} |
using FoodPricer.Core.Order.Beverage;
using FoodPricer.Core.Order.Dessert;
using FoodPricer.Core.Order.Meal;
namespace FoodPricer.Core.Order.Offer.Discount
{
public class CoffeeDiscount : IDiscount
{
public int Reduction => 1;
public bool IsEligible(Order order)
{
r... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
namespace StudentViewerWebApp.Models
{
public class Enrollment
{
public DateTime EntryDate { get; set; }
public DateTime ExitDate { get; set; }
public string ExitReason { get; set; }
}
} |
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class OptionsController : MonoBehaviour {
[SerializeField]
private Button easy,medium, hard, back;
[SerializeField]
private GameObject check;
[SerializeField]
private Transform easyPos,mediumPos,hardPos... |
using System;
using System.Collections.Generic;
namespace Task_2
{
class Program
{
static readonly char[] open = { '(', '[', '{' };
static readonly char[] close = { ')', ']', '}' };
static void Main(string[] args)
{
bool isCorrect = true;
Stack<char> s... |
using System;
using System.IO;
namespace Docller.Core.Common
{
public class LocalStorage : ILocalStorage
{
public string CreateTempFolder()
{
Guid guid = Guid.NewGuid();
DirectoryInfo info = EnsureTempFolder();
DirectoryInfo subDir = info.CreateSubdirectory(... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
using System.Data.Entity;
using System.Data.Entity.ModelConfiguration.Conventions;
using LodowkaSerwice.Models;
namespace LodowkaSerwice.DAL
{
public class LodowkaContext : DbContext
{
public LodowkaContext() : base(... |
using System;
using System.Collections.Generic;
using System.Text;
namespace SAAS.Mq.Socket.Channel
{
enum ERequestType : byte
{
app=0,
ping = 1
}
}
|
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GazeTargetLaptop : GazeTarget {
public override void Act() {
Debug.Log ("Act called on Laptop.");
}
public override string getInfoText() {
return "Use laptop";
}
}
|
using System.Globalization;
using Simple.Expressions;
namespace Simple.Statements
{
public class While : IStatement
{
private readonly IExpression<bool> condition;
private readonly IStatement body;
public While(IExpression<bool> condition, IStatement body)
{
this.c... |
using UnityEngine;
using System.Collections;
public class randomInst : MonoBehaviour {
public int randomNum;
public Rigidbody[] arrowKeys;
public float timer;
public float keySpeed = 4.0f;
public float interval = 2.5f;
public int mod = 1;
// Use this for initialization
void Start () {
}
// Update is... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace TestingUtilities.Models
{
public class QuickResult
{
public Guid idNumber = new Guid();
public Guid clientIdNumber = new Guid();
public int status;
publ... |
using Microsoft.Diagnostics.Tracing;
using Sentry.Extensibility;
using Sentry.Internal;
using Sentry.Protocol;
namespace Sentry.Profiling;
internal class SamplingTransactionProfiler : ITransactionProfiler
{
public Action? OnFinish;
private readonly CancellationToken _cancellationToken;
private bool _stopp... |
using ManageProducts.Data;
using ManageProducts.Domain.Entities;
using ManageProducts.Service.Repositories;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ManageProducts.Console
{
class Program
{
static void Main(string[] a... |
// Code generated by Microsoft (R) AutoRest Code Generator 0.9.7.0
// Changes may cause incorrect behavior and will be lost if the code is regenerated.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using ApartmentApps.Client;
using ApartmentAp... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CyberChip : MonoBehaviour
{
private BatteryInventory bi;
public bool speedBoost;
public bool attackSpeedBoost;
public bool batteryBoost;
public bool healthBoost;
public AudioSource pickupSound;
pr... |
using System;
using System.Linq;
using System.Collections.Generic;
namespace Scrabbles
{
// //variables//
//
public class Scrabble
{
// private string _input;
private char[] _inputArray;
private int _scrabbleTotal;
private string _input;
private static char [] oneScore = {'A', 'E', 'I', 'O... |
namespace Flux.src.Flux.Renderer
{
public class ShapeFactory : AbstractShapeFactory
{
private readonly IShapeFactory _factory;
// TODO: private readonly enum shapeType
public enum FactoryType { Quad, Cube, Triangle, Pyramid};
public ShapeFactory(FactoryType type)
{
switch (type)
{
case FactoryT... |
using DLib.DAL;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data;
using System.Linq;
using System.Web;
using System.Web.UI.WebControls;
namespace BLL.DLib
{
public class CmsForm
{
#region vars
private static DlibEntities Db
{
get
... |
namespace Swan.Ldap
{
/// <summary>
/// The base class for Ldap request and response messages.
/// Subclassed by response messages used in asynchronous operations.
/// </summary>
public class LdapMessage
{
internal RfcLdapMessage Message;
private int _imsgNum = -1; // This inst... |
using System;
using System.ComponentModel.DataAnnotations;
using com.Sconit.Entity.SYS;
namespace com.Sconit.Entity.FMS
{
[Serializable]
public partial class FacilityOrderDetail : EntityBase, IAuditable
{
#region O/R Mapping Properties
public Int32 Id { get; set; }
[Display(Nam... |
using UnityEngine;
using System.Collections;
public class EnemyProjectile : MonoBehaviour {
//the projectile ejected from EnemyEmitter
private float speed = 15f;
void Update () {
this.transform.Translate(Vector3.left * speed * Time.deltaTime);
}
void OnTriggerEnter2D (Collider2D coll){
tag = coll.gameObj... |
using System;
using System.ComponentModel.DataAnnotations;
namespace YH.SAAS.Domain.Entities
{
public class BaseLongEntity
{
public long Id { get; set; }
public sbyte Status { get; set; }
public DateTime CreateDateTime { get; set; }
public DateTime UpdateDateTime { get; set... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Diagnostics;
using log4net;
namespace PaletteInstaller.utils
{
class ExecCommand
{
private static readonly ILog log = LogManager.GetLogger("ExecCommand");
... |
namespace SylphyHorn.UI.Bindings
{
public enum WallpaperPosition : byte
{
Center = 0,
Tile,
Stretch,
Fit,
Fill,
Span,
}
}
|
using Microsoft.AspNet.SignalR.Client;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Net.Http;
using System.Net.Http.Headers;
using System.Text;
using System.Threading.Tasks;
using System.Wind... |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace EasyDev.Configuration
{
/// <summary>
/// 数据源对象公共接口
/// </summary>
public interface IDataSource
{
/// <summary>
/// 数据源名称
... |
namespace RosPurcell.Web.Infrastructure.Settings
{
using RosPurcell.Web.Infrastructure.Settings.ConfigurationElements;
public interface ISettings
{
CachingElement Caching { get; set; }
}
}
|
using System;
namespace Uintra.Features.Likes.Models
{
public class LikeModel
{
public Guid UserId { get; set; }
public string User { get; set; }
}
} |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CreditasChallenge.Domain.Entities
{
//O acesso ao forum representa um produto fisico
//isento de tributação segundo a regra de negócio,
//apenas como titulo de exemplificação
p... |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IRecycle {
void Restart ();
void Shutdown ();
}
public class RecycleGameObject : MonoBehaviour {
private List<IRecycle> recycleComponents;
void Awake () {
var components = GetComponents<MonoBehaviour> ();
recy... |
using System;
using System.Linq;
using System.Windows.Forms;
using System.Collections.Generic;
using com.Sconit.SmartDevice.SmartDeviceRef;
using System.Web.Services.Protocols;
namespace com.Sconit.SmartDevice
{
public partial class UCDistributionReturn : UCBase
{
//public event MainForm.ModuleSelectH... |
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using KartObjects;
using KartLib;
using System.Linq;
namespace KartSystem
{
public partial class MoveExpDocEditor : XBaseDocEditor
{
... |
namespace FeriaVirtual.Application.Services.Users.Create
{
public class CreateUserCommandBuilder
{
private readonly CreateUserCommand _command;
private CreateUserCommandBuilder() =>
_command = new CreateUserCommand();
public static CreateUserCommandBuilder GetInstance() =... |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.