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using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Text; namespace MAS_Końcowy.Model { //TODO: Zmienić nazwę na zgodne z konwencją DishIngredients public class DishContent { public int DishId { get; set; } public Dish Dish { get; set; ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; using System.Data.SqlClient; using System.Collections; using System.Drawing.Printing; namespace SoundServant { public class StoredDisc { public readonly int Id; string title; bool cur...
using Stagehand; using UnityEngine; namespace Plugins.Backstage.Vendors.Unity { public class StagehandMonoBehaviour : MonoBehaviour { // Living and Breathing Code // // If you build it with no uncovered edge cases, // it will do exactly what you programmed it to do... // every time. // // Therefore, we...
using System; using Microsoft.SharePoint; using Microsoft.SharePoint.WebControls; namespace BELCORP.GestorDocumental.Contratos.EH_Tareas.Layouts.BELCORP.GestorDocumental.Contratos.EH_Tareas { public partial class ERContratosCustomError : LayoutsPageBase { public const string MENSAJE_HTML_ERROR_PERSONA...
using System; using System.Reflection; using System.Windows.Input; using Xamarin.Forms; namespace AsNum.XFControls.Binders { public class CmdBinder { #region public static readonly BindableProperty EventProperty = BindableProperty.CreateAttached("Event", typeof(string...
using System; using System.Collections; using UnityEngine; using UnityEngine.UI; //general manager of the UI public class HUDManager : MonoBehaviour { //On screen information public Image[] Lifes; public Text ScoreText; public Text HiScoreText; //Elements for "win/next level" screen public Ga...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ImageSwitchScript : MonoBehaviour { public Sprite image1; public Sprite image2; public SpriteRenderer render; bool im1current; float time = 0.0f; // Use this for initialization void Start () { i...
using GraphicalEditor.Enumerations; using GraphicalEditor.Models; using GraphicalEditor.Models.MapObjectRelated; using Newtonsoft.Json; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; namespace GraphicalEditor.Repository { public...
 namespace Elm327.Core { /// <summary> /// Represents all OBD protocols supported by the ELM chip. /// </summary> public enum ObdProtocolType { /// <summary> /// The ELM chip will automatically determine the best protocol to use. /// </summary> Automatic = '0', ...
using Discord; using Discord.Commands; using Discord.WebSocket; using JhinBot.Conversation; using JhinBot.DiscordObjects; using JhinBot.Enums; using JhinBot.Preconditions; using JhinBot.Services; using JhinBot.Utils; using NLog; using System.Collections.Generic; using System.Threading.Tasks; namespace JhinBot.Modules...
using Newtonsoft.Json; using System; using System.Collections.Generic; using System.Text; using ViaTim.Plugin.Entities.Recipient; using ViaTim.Plugin.Entities.Types; namespace ViaTim.Plugin.Entities.Package { [JsonObject] public class ViaTimPackageInputFields : EntityBase<string> { [Js...
using System; using System.Threading.Tasks; using DFC.ServiceTaxonomy.GraphSync.Extensions; using DFC.ServiceTaxonomy.GraphSync.GraphSyncers.Interfaces.Contexts; using DFC.ServiceTaxonomy.UnpublishLater.Models; using Newtonsoft.Json.Linq; namespace DFC.ServiceTaxonomy.GraphSync.GraphSyncers.Parts { #pragma warning dis...
using System; namespace UnityAtoms.BaseAtoms { /// <summary> /// Event Reference of type `int`. Inherits from `AtomEventReference&lt;int, IntVariable, IntEvent, IntVariableInstancer, IntEventInstancer&gt;`. /// </summary> [Serializable] public sealed class IntEventReference : AtomEventReference< ...
#if UNITY_2019_1_OR_NEWER using UnityEditor; using UnityAtoms.Editor; namespace UnityAtoms.BaseAtoms.Editor { /// <summary> /// Event property drawer of type `IntPair`. Inherits from `AtomDrawer&lt;IntPairEvent&gt;`. Only availble in `UNITY_2019_1_OR_NEWER`. /// </summary> [CustomPropertyDrawer(typeof(...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerRaycasting : MonoBehaviour { public float distanceToSee; RaycastHit hit; public bool isholding = false; void Start() { } void Update() { if (Input.GetKeyDown(KeyCode.F)) ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using System; public class Level36 : MonoBehaviour { public float timer = 0f; public Vector2 position; private List<Record> leftLines = new List<Record>(); private List<Record> rightLines = new List<Record>(); private L...
using Unity.Entities; using Unity.Mathematics; using Unity.Rendering; using Unity.Transforms; using UnityEngine; using Water; namespace Fire { [RequiresEntityConversion] public class FireAuthoring : UnityEngine.MonoBehaviour, IConvertGameObjectToEntity { public UnityEngine.Color UnlitColor = Unity...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using System.Data.SqlClient; using System.Data; using iTextSharp.text; using iTextSharp.text.html.simpleparser; using iTextSharp.text.pdf; using System.IO; using System.Text; using...
namespace Sentry.Extensibility; /// <summary> /// Form based request extractor. /// </summary> public class FormRequestPayloadExtractor : BaseRequestPayloadExtractor { private const string SupportedContentType = "application/x-www-form-urlencoded"; /// <summary> /// Supports <see cref="IHttpRequest"/> wit...
using System; using System.Collections.Generic; using System.Text; namespace WebScrapingRobot.Model { public class Opportunity { public int Id { get; set; } public string Name { get; set; } public string SolicitationNumber { get; set; } public string Category { get; set; } ...
using System; using System.Collections.Generic; using System.Linq; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; namespace huffman { public class Huffman { public Dictionary<char, float> numbers = new Dictionary<char, flo...
using System; using System.Collections.Generic; using System.Text; namespace FrameOS.Systems.Script { public static class NeonSharp { /* NeonSharp documentation lol * * echoLine() == terminal.writeline() * echo() == terminal.write() * text = readInput() == ? Still...
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;...
namespace dotLua { static internal class LuaConstant { public const int MultiReturn = -1; } }
 using NUnit.Framework; namespace LAB09 { [TestFixture] public class MyMathTests { [TestCase] public void CompareAdd01Asserts() { var actual = new MyMath (); var expected = 2; Assert.AreEqual(expected, actual.Add(1,1)); ...
using gView.Framework.Data; using gView.Framework.Geometry; using gView.Framework.IO; using gView.Framework.system; using gView.Framework.Web; using gView.Framework.XML; using gView.GraphicsEngine.Abstraction; using gView.MapServer; using System; using System.Collections.Generic; using System.Text; using System.Threadi...
using System; using System.Security.Claims; using Microsoft.AspNetCore.Authorization; using Microsoft.AspNetCore.Mvc; using Sunnie.Models; using Sunnie.Repositories; // Responsible for handling HTTP requests from clients // Gets data and saves data namespace Sunnie.Controllers { [Authorize] [Route("api/[contr...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Text; using System.Windows.Forms; using System.Reflection; using System.Threading; using IRAP.Client.Global; using IRAP.Global; using IRAP.Client.User; using IRAP.Client.SubS...
using YourContacts.Models; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace YourContacts.Contracts { public interface IDataStore { List<Contact> FetchAll(); Contact Find(int ID); bool Create(Contact contactDet...
using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; using AutoMapper; using Lottery.Cache; using Lottery.Controller; using Lottery.Entities; using Lottery.Enums; using Lottery.Interfaces; using Lottery.Interfaces.Analyzer; using Lottery.Interfaces.BonusCalculator; using Lotte...
using DevanshAssociate_API.Models; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace DevanshAssociate_API.Services { interface ICustomerDataService { List<CustomerData> getAllCustomerData(CustomerData request); List<CustomerData> getAll...
using System.Collections.Generic; using System.Linq; using Microsoft.EntityFrameworkCore; using HotelBooking.ViewModels; using HotelBooking.Models; using HotelBooking.ModelBuilders.Abstract; namespace HotelBooking.ModelBuilders.Concrete { public class RoomSearchBuilder : IRoomSearchBuilder { private read...
namespace Models.ViewModels.Statistics { public class _BarChart { public int[] SumStartingBids { get; set; } public int[] SumMaxBids { get; set; } public int[] Difference { get; set; } public string[] XLabels { get; set; } } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Abstraction.AbstractClass { public class Herbivora : Hewan { public override void Jenis() { Console.WriteLine("Hewan pemakan tumbuh tumbuhan.");...
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Text; namespace testMonogame { class GameOverScreen { Texture2D texture; SpriteFont header; SpriteFont font; Rectangle blackBackground = new Rect...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using AutoMapper; using CyberSoldierServer.Data; using CyberSoldierServer.Dtos.EjectDtos; using CyberSoldierServer.Dtos.InsertDtos; using CyberSoldierServer.Models.Auth; using CyberSoldierServer.Models.PlayerModels; using ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class gift : MonoBehaviour { [SerializeField] public float screenX; public float screenY; private int count = 0; private GameObject[] gifts; // Use this for initialization void Start () { this.randomLocation (); /* thi...
using Microsoft.AspNetCore.Http; using Microsoft.AspNetCore.Mvc; using senai.inlock.webApi_.Domains; using senai.inlock.webApi_.Interfaces; using senai.inlock.webApi_.Repositories; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace senai.inlock.webApi_.Controlle...
using Cs_Notas.Dominio.Entities; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Cs_Notas.Dominio.Interfaces.Servicos { public interface IServicoNomes: IServicoBase<Nomes> { List<Nomes> ObterNomesPorIdAto(int IdAto); ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Cs_IssPrefeitura.Dominio.Entities { public class ApuracaoIss { public int ApuracaoIssId { get; set; } public DateTime DataFechamento { get; set; } public int ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class UIShipRecharge : MonoBehaviour { [SerializeField] private float TransparencyWhenUsed = 0.2f; [SerializeField] private List<Image> FullRechargesObj = new List<Image>(); private int CurrentNumRecharges ...
namespace AI2048.AI.Searchers.Models { using System.Collections.Generic; using System.Globalization; using System.Text; using AI2048.Game; public class SearchResult { public LogarithmicGrid RootGrid { get; set; } public Move BestMove { get; set; } public double BestMo...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Trap : MonoBehaviour { public float damagePerTick; public int ticks; public int duration; public LayerMask enemies; private float tickTimer; private float nextTickTime; private bool activated; ...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Text; using System.Windows.Forms; using System.Globalization; using System.Collections.Specialized; using System.IO; using System.Xml; namespace WindowsFA { public partial class FormFA...
using System.ComponentModel.DataAnnotations.Schema; namespace eMAM.Data.Models { public class Attachment { public int Id { get; set; } public string FileName { get; set; } public double FileSizeInMb { get; set; } public int EmailId { get; set; } public Email...
using UnityEngine.Audio; using UnityEngine; using System; using System.Collections; public class AudioManager : MonoBehaviour { public AudioMixerGroup audioMixer; public Sound[] sounds; private Sound currentTheme ; public static AudioManager instance; void Awake() { if (instance =...
using TMPro; using UnityEngine; using UnityEngine.UI; using System.IO.Ports; using System; using UnityEngine.SceneManagement; public class CanvasScript : MonoBehaviour { [SerializeField] TMP_Dropdown comportDropdown, baudRateDropdown; [SerializeField] string[] comportNames; [SerializeField] ...
using DevExpress.XtraEditors; using DevExpress.XtraTab; using Galeri.Business.Abstract; using Galeri.Business.Ninject; using Galeri.Entities.Concrete; using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.IO; using System.Linq; using System.T...
namespace ProjetctTiGr13.Domain.FicheComponent { public class DeathRollManager { public int SuccessRoll { get; set; } public int FailRoll { get; set; } public DeathRollManager() { SuccessRoll = 0; FailRoll = 0; } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Audio; [CreateAssetMenu(fileName = "NewAudioAsset", menuName = "Scriptable Objects/Systems/Audio/Audio Asset")] public class AudioAsset : ScriptableObject { public AudioClip Clip; public Vector3 Position; publ...
using System; namespace iSukces.Code.Db { public class AutoNavigationAttribute : Attribute { public AutoNavigationAttribute(string name, Type type, string inverse = null) { Name = name; Type = type; Inverse = inverse; } public AutoNavig...
using System; using UnityEngine.Events; using UnityEngine; namespace UnityAtoms.BaseAtoms { /// <summary> /// None generic Unity Event of type `Collision2D`. Inherits from `UnityEvent&lt;Collision2D&gt;`. /// </summary> [Serializable] public sealed class Collision2DUnityEvent : UnityEvent<Collision...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace RRExpress.ApiClient { public class ApiClientOption { /// <summary> /// Api 的基地址(http://xxx/{controller}/{action} , 基地址即为 http://xxx) /// </summary> public ...
using System; using System.Collections; namespace CustomIterator { // IEnumerable needs System.Collections namespace public class CustomEnumerablePeople : IEnumerable { // People is a collection of person private Person[] _personArray; public CustomEnumerablePeople(Person[] personA...
using System.Linq; namespace TechEval.Core { public interface IODataDispatcher { IQueryable<T> Dispatch<T>() where T : class; } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.ComponentModel; using Core.DAL; using System.ComponentModel.DataAnnotations; namespace Core.BIZ { public class CongNoNXB { public CongNoNXB() { } public CongNoNXB(CO...
using AutoMapper; using University.Data; using University.Data.CustomEntities; using University.UI.Areas.Admin.Models; using University.UI.Models; using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace University.UI.App_Start { public class MapperConfg : Profile { ...
using UnityEngine; using System.Collections.Generic; namespace Ardunity { [AddComponentMenu("ARDUnity/Reactor/Transform/RotationAxisReactor")] [HelpURL("https://sites.google.com/site/ardunitydoc/references/reactor/rotationaxisreactor")] public class RotationAxisReactor : ArdunityReactor { public Axis upAxi...
using Hahn.ApplicatonProcess.December2020.Data.Entities; using Microsoft.EntityFrameworkCore; using System; using System.Collections.Generic; using System.Text; namespace Hahn.ApplicatonProcess.December2020.Data { public class ApplicationDbContext : DbContext { public DbSet<Applicant> Applicants { get; set; } p...
using UnityEngine; using System.Collections; using UnityEngine.UI; public class DuckUI : MonoBehaviour { /// <summary> /// The width of the max health bar. /// </summary> public float maxHealthBarWidth = 165; /// <summary> /// The max health. /// </summary> public int maxHealth = 100; /// <summary> /// T...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.ComponentModel; using System.Collections.ObjectModel; namespace Page500GoFishStore { class Game : INotifyPropertyChanged { private List<Player> players; private Dict...
namespace Vlc.DotNet.Core.Interops.Signatures { public enum VideoAdjustOptions { Enable = 0, Contrast, Brightness, Hue, Saturation, Gamma } }
using NUnit.Framework; using ProjectCore.EFCore; using ProjectCore.Model.EntityModel; using ProjectCore.Model.Parameter; using ProjectCore.Service.System; namespace ProjectCore.UnitTesting { public class Tests { [Test] public void TestInsert() { ApplicationDbContext dbConte...
using System; using System.Collections.Generic; using TexturePacker.Editor.Repository; using UnityEngine; namespace TexturePacker.Editor { public static class TransformationModificators { //Add modificator method here private static readonly List<Action<SpriteDescription>> Modificators = new List<Action<SpriteD...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Welic.Dominio.Models.Client.Map; using Welic.Dominio.Patterns.Service.Pattern; namespace Welic.Dominio.Models.Client.Service { public interface IServicePessoa: IService<PessoaMap> { } ...
using UnityEngine; public class FindExtremePoints : MonoBehaviour { private float Xr; private float Yt; private float Yb; public float XRight { get { return Xr; } } public float YTop { get { return Yt; } } public float YBot { get { return Yb; } } private void Start() { ...
using VehicleInventory.Services.Contracts; using VehicleInventory.Services.DTOs; using CodingExercise.Data.Models; using System.Collections.Generic; using CodingExercise.Data; using System.Linq; using AutoMapper; using System; namespace VehicleInventory.Services { public class VehicleInventoryService : IVehicleIn...
namespace Whathecode.System.Algorithm { /// <summary> /// Option which specifies how a split operation should be handled. /// </summary> public enum SplitOption { /// <summary> /// The location where is split is excluded from both results. /// </summary> None, /// <summary> /// The location where is s...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; using TMPro; using UnityEngine.Networking; using System.Text; namespace Michsky.UI.ModernUIPack { public class LoginInfo { public int code; public string ad...
using System; namespace Admin.Helpers { public class TimeConverterResult { public TimeConverterResult(int Days, int Hours, int Minutes, int Seconds) { this.Days = Days; this.Hours = Hours; this.Minutes = Minutes; this.Seconds = Seconds; ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace RandomGenerator { /// <summary> /// Provides a unified interface for accessing details of styles and features. /// Combines and simplifies interfaces provided in RunConfig, DocFeatures and Defaults cla...
using JhinBot.DiscordObjects; using JhinBot.Enums; using JhinBot.Interface; using System; using System.Linq; namespace JhinBot.Convo.Validators { public class ListChoiceValidator : IValidator { private string _errorMessage; private GuildConfig _guildConfig; private ConversationType _ty...
using Democlass; using Microsoft.VisualStudio.TestTools.UnitTesting; using System; using TechTalk.SpecFlow; namespace APITests.Features { [Binding] public class CreateUserSteps { private const string BASE_URL = "https://reqres.in/"; private readonly CeateUserDTO ceateUserDTO; ...
using UnityEngine; using System.Collections; public class EnemyScriptCS : MonoBehaviour { // PLACE THIS ON ANY ITEM THAT CAN INCREASE THE HORROR METER }
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class GameOver : MonoBehaviour { public Text first, second, third; void Start() { first.text = "1st: " + SaveSettings.winners[0]; second.text = "2...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using PAL_properties_; using System.Data; using BAL_DataAcessLayer_; using System.Threading; namespace MyOwnWebsite { public partial class LoginPage : System.Web.UI.Page {...
using Microsoft.Xna.Framework; using Project371.Rendering; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Project371.Core { /// <summary> /// Base class for a scene (a game level) /// </summary> abstract class Scene { ...
namespace gView.Framework.system { static public class NumberConverter { static public double ToDouble(this string value) { if (SystemInfo.IsWindows) { return double.Parse(value.Replace(",", "."), SystemInfo.Nhi); } return double....
using System.Threading.Tasks; using RestSharp; using ZendeskSell.Models; namespace ZendeskSell.Products { public class ProductActions : IProductActions { private RestClient _client; public ProductActions(RestClient client) { _client = client; } public asyn...
// <copyright file="Packet.cs" company="Firoozeh Technology LTD"> // Copyright (C) 2019 Firoozeh Technology LTD. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at //...
using CitizenFX.Core; namespace Fivem_Tests_Server.net { public class Main : BaseScript { public Main() { ConfigManager.Intialize(); } } }
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using FallstudieSem5.Models.Repository; using FallstudieSem5.Models; using Microsoft.AspNetCore.Mvc; using Microsoft.Extensions.Logging.Abstractions; namespace FallstudieSem5.Controllers { [Route("api/title")] public...
using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Terraria; using Terraria.ModLoader; namespace StarlightRiver.Dusts { public class JungleEnergy : ModDust { public override void OnSpawn(Dust dust) ...
using SFML.Graphics; using SFML.Window; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace IcyMazeRunner.Klassen { class Credits : GameStates { Texture creditsTex; Sprite credits; bool isPressed = false; ...
namespace Uintra.Features.Permissions.Models { public class PermissionViewModel { public int IntranetMemberGroupId { get; set; } public int ActionId { get; set; } public string ActionName { get; set; } public int? ParentActionId { get; set; } public int ResourceTypeId { ...
using System.Linq; using Cradiator.Model; namespace Cradiator.Audio { public interface ISpeechTextParser { string Parse(string sentence, ProjectStatus projectStatus); } public class SpeechTextParser : ISpeechTextParser { readonly IBuildBuster _buildBuster; public SpeechTextParser([InjectBuildBusterFullNa...
using System; using System.Collections.Generic; using System.Linq; using System.Security; using System.Text; using System.Threading.Tasks; namespace Sample.Aspects { public class RequireAdminUserAttribute : HandlerAspectAttribute { public override void BeforeHandle(object command) { ...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using HospitalSystem.Models; namespace HospitalSystem.Business { public class Examine { private teamworkContext db = new teamworkContext(); public List<string> SearchExamine(string examineName) ...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace BackendApi.DB.DataModel { public class INNER_ORDER_BASIC_SEAL_MST { public string ORDER_NO { get; set; } public string BUMP_ID { get; set; } public string BUMP_TYPE { get; set; } ...
using System.Collections.Generic; using System.ComponentModel; using System.ComponentModel.DataAnnotations; namespace AKCore.Models { public class HireModel { [Display(Name = "Namn")] [Required] public string Name { get; set; } [Display(Name = "Epost")] [Required] ...
using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using System.Text; using System.Threading.Tasks; namespace FACTEURS_PREMIERS { class Program { public static int lire() { int x; do { Co...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Text; using System.Linq; using System.Threading.Tasks; using System.Windows.Forms; using DevExpress.XtraEditors; using System.Data.SqlClient; using System.Xml; namespace Asim...
using UnityEngine; public class PlayerMovement : MonoBehaviour { [SerializeField] float speed; private Rigidbody playerRB; public void Start() { playerRB = this.gameObject.GetComponent<Rigidbody>(); } private void FixedUpdate() { float horizontal = Input.GetAxis("Horizonta...
/* * 2020 Microsoft Corp * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR C...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Z.Framework.Model { /// <summary> /// 用户基本信息 /// </summary> public class Account_Info { public string Account { set; get; } public string Password {...
using Domain.FixingDomain; using Repositories.Entities; using System; using System.Collections.Generic; using System.Linq; namespace Repositories.Repository { public static class ExchangeTableEnumerableExtensions { public static IEnumerable<Fixing> ConvertToEnumerableDomain(this IEnumerable<ExchangeTa...
// Copyright (c) Simple Injector Contributors. All rights reserved. // Licensed under the MIT License. See LICENSE file in the project root for license information. namespace SimpleInjector { using System; using System.Diagnostics; using System.Reflection; using System.Reflection.Emit; using Simpl...
using System; using System.IO; using System.Net; using System.Net.Sockets; using System.Threading; namespace IPCamFtpEvt { class Program { private const int THREAD_STACK_SIZE = 0x8000; private static string gHttpTimeServer = "google.com"; private static string gDataDirectory = string...
using Lanches_Mac.Models; using System.Collections.Generic; namespace Lanches_Mac.Repositories { public interface ILancheRepository { IEnumerable<Lanche> Lanches { get; } IEnumerable<Lanche> LanchePreferidos { get; } Lanche GetLancheById(int lancheId); } }
using Common.Data; using Common.Exceptions; using Common.Extensions; using System; using System.Collections.Generic; using System.Data; using System.Data.SqlClient; using System.Runtime.Serialization; namespace Entity { [DataContract] public partial class SystemScheduleColumns : IMappable { #region Constructors ...