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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Input; namespace MVVMFrameWork { public class RelayCommand : ICommand { private Action<object> _methodToExecute; private Func<object, bool> _canExecuteEvalua...
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 systemaGYMFITNESS.LogicaNegocio; namespace systemaGYMFITNESS.Presentacion { public partial cla...
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 Kingdee.CAPP.Model; using Kingdee.CAPP.BLL; namespace Kingdee.CAPP.UI.ProcessDataManagement { /// <summary> /// 类型说明:典型工...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace CincoEnRaya.Model { public class Token { private Player player; public Token(Player player) { this.player = player; } public Player Player { get { return player...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using EBS.Application.DTO; namespace EBS.Application { public interface IAdjustSalePriceFacade { void Create(AdjustSalePriceModel model); void Edit(AdjustSalePriceModel model); ...
using System.Collections.Generic; using Newtonsoft.Json; namespace Storyblok.Sdk.Content.Types { public class Table { [JsonProperty(PropertyName = "tbody")] public IEnumerable<TableRow> TableBody { get; set; } [JsonProperty(PropertyName = "thead")] public IEnumerable<TableHead...
using System.Data.Entity; using System.Data.Entity.ModelConfiguration.Conventions; using Welic.Dominio.Models.Acesso.Mapeamentos; using Welic.Dominio.Models.City.Map; using Welic.Dominio.Models.Client.Map; using Welic.Dominio.Models.ConfigApp.Map; using Welic.Dominio.Models.Contratos.Map; using Welic.Dominio.Models.Cu...
namespace Masuit.LuceneEFCore.SearchEngine; /// <summary> /// JieBaAnalyzer 实例化之前使用 /// </summary> public static class Settings { /// <summary> /// show log /// </summary> public static bool Log { get; set; } = false; /// <summary> /// 忽略词典,每行一词 /// </summary> public static string Ign...
using System; using System.Windows.Navigation; using GalaSoft.MvvmLight.Messaging; using Microsoft.Phone.Controls; using MyTfsMobile.App.ViewModel; namespace MyTfsMobile.App { public partial class Settings : PhoneApplicationPage { public Settings() { InitializeComponent...
namespace Chess.v4.Models.Enums { public enum MetaType { Event, Site, Date, Round, White, Black, Result, WhiteElo, BlackElo, ECO, ID, Filename, Annotator, Source, Remark } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerSpritePiece : MonoBehaviour { public Vector2 deathVelocity; public int deathBouncesLeft = -1; float leftBound; float rightBound; float topBound; float bottomBound; public Quaternion or...
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; namespace CursoWindowsForms { public partial class frm_Mascara : Form { public frm_Masca...
using System.Web.Mvc; namespace DevExpress.Web.Demos { public partial class PopupControlController : DemoController { [HttpGet] public ActionResult Features() { ViewData["Options"] = new PopupControlFeaturesDemoOptions(); return DemoView("Features"); } [HttpP...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class ClicktoScene : MonoBehaviour { [SerializeField] private string newLevel; void OnMouseOver() { if (Input.GetMouseButtonDown(0)) { Sc...
using Newtonsoft.Json; using OfficeOpenXml; using OfficeOpenXml.Table; using System; using System.Collections.Generic; using System.Data; using System.IO; namespace ExcelinDotNetCoreEPPlus { class Program { static void Main(string[] args) { List<UserDetails> userDetails = ReadFromE...
using Newtonsoft.Json; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; //********************************************************************** // // 文件名称(File Name):LoadCommandListRequest.CS // 功能描述(Description): // 作者(Author...
/* CretaceousCombo.cs * Author: Agustin Rodriguez */ using System; using System.Collections.Generic; using System.Text; using System.ComponentModel; using DinoDiner.Menu; namespace DinoDiner.Menu { /// <summary> /// this class implements the combo meal at Dino-Diner /// </summary> public class Creta...
 namespace PublicHostingSite { using System; using System.Linq; class FindMe { static void Main() { //this homework can be found on GitHub public hosting site https://github.com/ekostadinov/CoursesProjects/tree/master/QA/Homework/14.DevelopmentTools } ...
using System; namespace AxiEndPoint.EndPointServer.Logging { public static class Log { private static ILogger _logger; public static void Register(ILogger logger) { _logger = logger; } public static void Trace(string message) { _logger.Trace(message); } public static void Trace(string messag...
using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEngine.UI; public class Effect : MonoBehaviour { public Image[] effectImages; public Image currentImage; public Text effectText; public List<Enemy> enemies; private GameObject[] enemiesGO; public Player...
using System.Web.Mvc; namespace AttendanceWebApp.Controllers { public class MasterController : Controller { //Create Or Update Releaser Strategies public ActionResult CreateReleaseStreategy() { if (Session["EmpUnqId"] != null && Session["UserRole"] != null) ...
using System; class Factorial{ static void Main(string[] args){ Factorial F = new Factorial(); Console.WriteLine("Factorial of 6 is : {0} ", F.fact(5)); } public int fact(int number){ int result; if(number == 1){ return 1; } else{ result = fact(number - 1) * number; return resu...
using SimpleCrawler.DAL; using SimpleCrawler.DependencyInjection; using SimpleCrawler.Entity; using System; using System.Collections.Generic; using System.Text.RegularExpressions; using System.Threading.Tasks; using Microsoft.Extensions.DependencyInjection; namespace SimpleCrawler.Crawler { public class GcxxCrawl...
using BAH.BOS.Pattern; using Kingdee.BOS; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace BAH.BOS { /// <summary> /// 模型服务工厂。 /// </summary> public abstract class AbstractServiceFactory { #region 私有域 /// <summary> /// 服务容器。 ...
namespace AVerySpecialBlueChicken { internal class Config { public double PercentageChance { get; set; } public int HeartLevel { get; set; } public Config() { PercentageChance = 0.1; HeartLevel = 3; } } }
using System; using System.Collections.Generic; using Microsoft.Xna.Framework; namespace VoxelSpace { public interface IVoxelSkin { IEnumerable<TileTexture> Textures { get; } QuadUVs GetFaceUVs(Voxel voxel, Orientation voxelOrientation, Orientation faceNormal, Orientation faceUp, Orien...
using UnityEngine; using System.Collections; public class Mine : MonoBehaviour { public GameObject explosion; public float proximityRange = 20.0F; public float damageRadius = 30.0F; public int damage = 50; private string unitTeam = "Team1"; // Use this for initialization void Start () { InvokeRepeating ("C...
using System; namespace staycoolcharcuterie { public class Shop { public static string Test { get; set; } = "test"; } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Entity : MonoBehaviour { [SerializeField] private float moveSpeed; public float MoveSpeed { get { return moveSpeed; } set { moveSpeed = value; } } }
using System.Security.Claims; using System.Threading; using Microsoft.AspNetCore.Http; namespace Atc.Rest { public class RequestContext : IRequestContext { private readonly IHttpContextAccessor accessor; public RequestContext(IHttpContextAccessor accessor) { this.accessor ...
using UnityEngine; using System.Collections; public class Chest : MonoBehaviour { /* class FissionChips : GameObject{} class ShotGun : GameObject{} class Science : GameObject{} */ GameObject goodie; void Start () { /* switch (Random.Range (0, 5)) { case 0: goodie=new FissionChips(); break; cas...
using Windows.UI.Xaml; using Windows.UI.Xaml.Controls; // The Blank Page item template is documented at http://go.microsoft.com/fwlink/?LinkId=234238 namespace Crossword_Completer { /// <summary> /// An empty page that can be used on its own or navigated to within a Frame. /// </summary> public seale...
/// <summary> /// Cell Behaviors that have inventories should implement this so /// conveyor belts can interact with them. /// </summary> public interface IContainer { bool isFull { get; } bool isEmpty { get; } bool deposit(Item item); Item pullItem(); }
using System; using UnityEngine; using System.Collections; using System.Collections.Generic; using SCFramework; namespace QFramework { public class AssetRes : BaseRes { protected string[] m_AssetBundleArray; protected AssetBundleRequest m_AssetBundleRequest; public stati...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PauseManager : MonoBehaviour { public static PauseManager pm; public GameObject PauseCanvas; public KeyCode pausekey = KeyCode.Escape; public bool isPaused = false; Inventory inventory; vo...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Linq; using System.Threading.Tasks; namespace WebApi.ViewModels { public class PaymentAccount { public Guid Id { get; set; } [Required] public string AccountNumberReceiver { get; s...
using Microsoft.EntityFrameworkCore; using RSS.Business.Models; using System.Linq; namespace RSS.Data.Context { public class CompleteAppDbContext : DbContext { public CompleteAppDbContext(DbContextOptions<CompleteAppDbContext> options) : base (options) {} public DbSet<Product> Products { get;...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Communication { [Serializable] public class AuthMessage : Message { private Boolean success; public AuthMessage(string msg, Profile p) : base(msg, p) { ...
// Copyright (c) 2018 FiiiLab Technology Ltd // Distributed under the MIT software license, see the accompanying // file LICENSE or http://www.opensource.org/licenses/mit-license.php. using System; using System.Collections.Generic; using System.Text; namespace FiiiChain.Consensus { public class NonceData { ...
using Negocio; 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 Globales; namespace AerolineaFrba.Abm_Ruta { public partial class frmABMRutaAer...
using UnityEngine; using System.Collections; // DroneAI move state public class DroneMoveState : State<DroneAI> { public void enter(DroneAI drone) { Debug.Log ("Drone entering Move State"); drone.nearest = drone.findNearestWaypoint (drone.transform.position); } public void execute(DroneAI drone, StateMachin...
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 校园卡管理系统 { public partial class stuform : Form { public static string account; ...
using System; using System.Collections.Generic; using Kattis.IO; public class CD { static public void Main () { Scanner scanner = new Scanner(); BufferedStdoutWriter writer = new BufferedStdoutWriter(); while(true){ int nJack, nJill; int both = 0; nJack = scanner.NextInt(); ...
using System; using iSukces.Code.AutoCode; namespace iSukces.Code.Irony { public partial class IronyAutocodeGenerator { internal class NestedGeneratorBase { protected NestedGeneratorBase(IAutoCodeGeneratorContext context, IronyAutocodeGeneratorModel cfg) { ...
using System.Collections; using System.Collections.Generic; using UnityEngine; namespace solmates { public class CleanSoulAction : MonoBehaviour { public Transform player; public float WaitBeforeFollow; public bool follow = false; private Transform chosenFollow; public flo...
using System; using System.Collections; using Photon.Pun; using UnityEngine; public class Projectile : MonoBehaviourPun { private Rigidbody2D rb; private Collider2D col; public event Action<GameObject> OnCollision; private void Awake() { rb = GetComponent<Rigidbody2D>(); col = G...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; namespace client { public partial class Fo...
using System.Collections.Generic; namespace GenSpriteMap { class SpriteInput { public string name { get; set; } public List<string> frames { get; set; } public int frameRate { get; set; } public bool looped { get; set; } public bool flipX { get; set; } public bo...
using System; using System.Collections.Generic; using CotizacionesApp.Models; namespace CotizacionesApp.DAL.Interfaces { public interface IMonedaRepository : IDisposable { Moneda GetMonedaByCodigo(string codigo); List<Moneda> GetAll(); } }
using System.Threading.Tasks; using DFC.ServiceTaxonomy.JobProfiles.DataTransfer.ServiceBus; using DFC.ServiceTaxonomy.JobProfiles.DataTransfer.ServiceBus.Interfaces; using Microsoft.AspNetCore.Http; using OrchardCore.ContentManagement.Handlers; namespace DFC.ServiceTaxonomy.JobProfiles.DataTransfer.Handlers { ...
using System; using System.Windows.Forms; namespace ADO.NET_data_access_template { public partial class MainForm : Form { public MainForm() { InitializeComponent(); } private void Form1_Load(object sender, EventArgs e) { // TODO: This li...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerLaserBehavior : MonoBehaviour { private float _speed = 10.0f; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //move player laser up at a speed o...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class LocalNPC : Character { public GameObject Path; public float leaveCellDelay; public float chaseDuration; int currentRoamingPositionIndex = 0; private bool leaveCell = false; //State private State currentState; privat...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace RainyDay.Models { public class News { public string title { get; set; } // news title public string date { get; set; } // news date public string link { get; set; } // news url ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Question3b { class Program { static void Main(string[] args) { Console.WriteLine("Welcome to my application."); Console.WriteLine("Can you guess...
using System.IO; using System.Net; using System.Net.Http; using System.Net.Http.Headers; using System.Threading; using System.Threading.Tasks; using System.Web.Http; namespace Parliament.ProcedureEditor.Web.Api.Configuration { /// <summary> /// Action result returning Html response /// </summary> publ...
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 校园卡管理系统 { public partial class Form20 : Form { public Form20() { ...
using System.Collections.Generic; using UnityEngine; using ModCommon; namespace EnemyRandomizerMod { public static class GameObjectExtensions { public static bool IsRandomizerEnemy( this GameObject gameObject, List<string> enemyTypes ) { if( gameObject == null ) ...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.AspNetCore.Mvc; using Microsoft.AspNetCore.Mvc.RazorPages; using EnergyController.Models; using EnergyController.Services; using EnergyController.Services.Controladores; using Microsoft.AspNetCore.Mvc.Rende...
using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace Sudoku.Models { public class BoardModel { public List<Cell> GameBoard { get; set; } public BoardModel() { GameBoard = new List<Cell>(); } } }
 // Blend two profiles based on camera entered into trigger using System.Collections; using System.Collections.Generic; using UnityEngine; public class LightingTrigger_Profile : MonoBehaviour { MobileColorGrading current; MobileColorGrading temp; [Tooltip("target profile for blending from current to it - Targe...
using System; using System.Linq; using AutoGrabberMod.Models; using AutoGrabberMod.UserInterfaces; namespace AutoGrabberMod.Features { public abstract class Feature { public abstract string FeatureName { get; } public abstract string FeatureConfig { get; } public AutoGrabber Grabber { ...
using System.ServiceModel; using DataAccess.Exceptions; namespace Services { [ServiceContract] public interface IEntryService { [OperationContract] [FaultContract(typeof(ObjectDoesNotExistException))] void AddEntry(int blogId, string title, string body); [OperationContract...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; namespace FXB.Common { class CheckBoxUtil { public static bool cbStateToBool(CheckState state) { if (state == CheckState.Checked) ...
/*using UnityEngine; using System.Collections; public class TV : Scenario { public GameObject tvScreen; private TVScreen tvscrn; public void PutTV() { sc = GetComponent<SpriteRenderer> (); sc.sortingLayerName = "Game"; sc.sortingOrder = 2; string path = "file://" + System.IO.Directory.GetCurrentDirector...
using UnityEngine; using System.Collections; using System.Collections.Generic; public class HeroAttributes : MonoBehaviour { public string heroName; public string heroRace; public string heroClass; public Color heroSkinColor; public Color heroClothesColor; public List<string> heroSkills = new...
using BenchmarkDotNet.Attributes; using Sentry.Internal.Http; using static System.Threading.CancellationToken; namespace Sentry.Benchmarks; public class RetryAfterHandlerOverhead { private HttpMessageInvoker _invoker; private readonly HttpRequestMessage _request = new(HttpMethod.Get, "/"); [Params(1, 10,...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.ComponentModel.DataAnnotations; namespace VEE.Models.BasedeDatos { public class Escuela { public int Id { get; set; } public string Nombre { get; set; } public string Codigo { get; set; }...
//using System.Collections; //using System.Collections.Generic; //using UnityEngine; //[CreateAssetMenu] //public class PickUpItemEvent : RandomEncounterEvent //{ // [Header("Pick Up Item Event Field")] // public Slot rewardItem; // public override bool GetOptionEnable(int optionIndex) // { // if ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using SFML.System; using GameTiles.Tiles; using CSConsoleRL.Logging; namespace CSConsoleRL.Helpers { public sealed class UiRenderHelper { private static UiRenderHelper _instance; public stat...
using System; namespace CourseHunter_37_SwitchCase { class Program { static void Main(string[] args) { Console.ForegroundColor = ConsoleColor.Green; Console.SetWindowSize(Console.WindowWidth, 150); Console.SetWindowSize(Console.WindowHeight, 60); ...
using System; using Microsoft.AspNetCore.Builder; using Microsoft.AspNetCore.Http; namespace NetEscapades.AspNetCore.SecurityHeaders.Headers { /// <summary> /// The header value to use for Permissions-Policy. /// </summary> public class PermissionsPolicyHeader : DocumentHeaderPolicyBase { ...
using System; using System.Collections.Generic; using System.Text; namespace ModelTransformationComponent { /// <summary> /// Ошибка парсинга модели в <see cref="TransformationComponent.Transform(string, AllRules, string, string)"/> /// <para/> /// Наследует <see cref="TransformComponentException"/> ...
using UnityEngine; using System.Collections; public class Sanji : Character { public int neutralHeavyDmg = 10; public int neutralLightDmg = 5; public void neutralHeavy(GameObject collider, GameObject hitter) { // I think we should also apply the movement vector here for the collider, current implementation is a...
using System.Security.Claims; using Fingo.Auth.Domain.Models.UserModels; using Microsoft.AspNetCore.Http; namespace Fingo.Auth.ManagementApp.Services.Interfaces { public interface ISessionService { void LogIn(UserModel user , string jwt , HttpContext httpContext); void LogOut(HttpContext httpC...
using System; using System.Collections.Generic; using System.Data; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; public partial class FriendLog : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { if (Session["user"] == null || Sess...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MyMenu : MonoBehaviour { [System.Serializable] public class MenuItem { public enum ButtonState { Active, Hidden, Inactive } public GameObject theButton; public ButtonState buttonState = But...
using System; namespace IronAHK.Rusty.Common { partial class Window { public static class WindowProvider { // UNDONE: organise WindowProvider /// <summary> /// Creates a WindowManager for the current Platform /// </summary> public static WindowManagerBase CreateWindowManager() { if (Envir...
#if UNITY_2019_1_OR_NEWER using UnityEditor; using UnityAtoms.Editor; namespace UnityAtoms.BaseAtoms.Editor { /// <summary> /// Event property drawer of type `DoublePair`. Inherits from `AtomDrawer&lt;DoublePairEvent&gt;`. Only availble in `UNITY_2019_1_OR_NEWER`. /// </summary> [CustomPropertyDrawer(t...
using MediatR; using Microsoft.EntityFrameworkCore; using PollyDemo.Core.Interfaces; using System; using System.Collections.Generic; using System.Linq; using System.Threading; using System.Threading.Tasks; namespace PollyDemo.API.Features.Companies { public class MaybeGetCompaniesQuery { public class ...
using Newtonsoft.Json; using System; using System.Collections.Generic; using System.Globalization; using XF40Demo.Models; namespace XF40Demo.Convertors { internal sealed class NewsArticleConverter : JsonConverter { private static readonly NewsArticleConverter instance = new NewsArticleConverter(); ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PannelSINfo : MonoBehaviour { public GameObject student; private PlayerLog eventLog; private GameManager manager; private void Start() { eventLog= PlayerLog.instance; manager = GameManager.i...
using System.Collections.Generic; using UnityEngine; namespace Nox.SimpleHSM { public enum TransitionType { None, Sibling, Inner, } public struct Transition { public TransitionType Type; public State FromState; public State ToState; public ...
using System.Collections.Generic; using Compiler.TreeStructure.MemberDeclarations; using Compiler.TreeStructure.Visitors; namespace Compiler.TreeStructure.Expressions { public class ConstructorCall: IPrimaryExpression, ICommonCall { public ICommonTreeInterface Parent { get; set; } public strin...
using gView.Framework.Geometry; using gView.Framework.system; using System; using System.Collections.Generic; namespace gView.Framework.Data { public class SpatialIndexedIDSelectionSetTemplate<T> : IDSetTemplate<T> { private Dictionary<long, IndexList<T>> _NIDs; private BinarySearchTree2 _tree...
using Alabo.Data.Targets.Iterations.Domain.Entities; using Alabo.Domains.Services; using MongoDB.Bson; namespace Alabo.Data.Targets.Iterations.Domain.Services { public interface IIterationService : IService<Iteration, ObjectId> { } }
using System; using UnityEngine; public abstract class OptionBase<T> : IOption { public string name { get; set; } public string saveKey { get; private set; } public GameObject controlObj { get; set; } public T value { get; protected set; } private Func<T> fetchValue; private Action<T> applyO...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace DPYM { /// <summary> /// 自定义游戏元素 /// </summary> public class CustGameElement : IGameElement { /// <summary> /// 通用属性 /// 通用属性采用 object ,仅用 EUID 来标识 /// </summary> ...
using UnityEngine; using UnityEngine.Events; namespace Project.Game { public class Gesture : MonoBehaviour { public UnityEvent @event; // Use this for initialization void Start() { if (@event == null) { @event = new UnityEvent(); ...
using gView.Framework.Carto; using gView.Framework.Geometry; using gView.Framework.Globalisation; using gView.Framework.UI; using gView.Framework.UI.Events; using gView.Plugins.MapTools.Dialogs; using System; using System.Drawing.Printing; using System.Threading.Tasks; using System.Windows.Forms; namespace gView.Plugi...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace LabsWebsite.Models { public class HTMLDocument { public IEnumerable<string> Lines; } }
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Threading; using System.Threading.Tasks; using System.Windows.Forms; namespace Morse_Tutor { enum Letters { A = 1, } static class Program { static Random Rand = new Ra...
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.IO.Ports; using System.Text.RegularExpressions; namespace Project_TouchCube { public partial class Main : Form { ...
using PropertyChanged; using Xamarin.Forms; using XamJam.Nav; namespace XamJam.Demo.ViewModel { [ImplementPropertyChanged] public class DemoImageSingleViewModel { public string Text { get; set; } = "Default Single Image View Text"; public ImageSource ImageSource { get; set; } pub...
using UnityEngine; using System.Collections; public class TerminalWeapon : MonoBehaviour { //Cached rigidbody Rigidbody rootRigidbody; void Awake(){ transform.root.GetComponent<TerminalPilot> ().RegisterWeapon (this); rootRigidbody = transform.root.rigidbody; } [SerializeField] private GameObject Ammo; ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Kingdee.CAPP.Solidworks.RoutingPlugIn { public class LItem { private string _id = string.Empty; private string _name = string.Empty; public LItem(string id, string name) { ...
using NfePlusAlpha.Application.ViewModels.ViewModel; using NfePlusAlpha.UI.Wpf.Apoio.Controles; using NfePlusAlpha.UI.Wpf.Views.Geral; 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.Wi...
using UnityEngine; using UnityEditor; using Ardunity; [CustomEditor(typeof(TorqueReactor))] public class TorqueReactorEditor : ArdunityObjectEditor { SerializedProperty script; SerializedProperty rigidBody; SerializedProperty axis; SerializedProperty torque; SerializedProperty forceMode; SerializedProperty ...
namespace MathApplication.Migrations { using MathApplication.Models; using System; using System.Collections.Generic; using System.Data.Entity; using System.Data.Entity.Migrations; using System.Linq; internal sealed class Configuration : DbMigrationsConfiguration<MathApplication.DAL.UserCont...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ArkSavegameToolkitNet.Data { public class ExtraDataZero : IExtraData { //public int calculateSize(bool nameTable) //{ // return 4; //} } }