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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Arch.Data.Test.OtherTest { public class RightManager { //public delegate void RightAddedHandler(); public event EventHandler<RightAddedEventArgs> OnRightAdded; public virtual void AddRight()...
using UnityEngine; using System; using System.IO; using System.Collections.Generic; class player { private float playerMoney = 0; private string playerColor; private Dictionary<string,int> playerItems = new Dictionary<string,int>(); private List<string> friendList = new List<string>(); public player(string col...
namespace ChatTest.App.Models { public class UserModel : UserGetModel { public string ConnectionId { get; set; } public string Token { get; set; } } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Optymalizacja_wykorzystania_pamieci.Diagnostics { class Engine_Info { public int number_of_threads { get; set; } public long real_time { get; set; } public doub...
namespace gView.GraphicsEngine { public struct CanvasSizeF { public CanvasSizeF(float width, float height) { this.Width = width; this.Height = height; } public float Width { get; set; } public float Height { get; set; } } }
using System; using Whathecode.System.Diagnostics; using Xunit; namespace Whathecode.Tests.System.Diagnostics { public class RunTimeTest { [Fact] public void FromTest() { Action test = () => { }; // Single run. StatisticsStopwatch.Measurement oneRun = RunTime.From( test ); Assert.True( one...
using System.Windows; namespace SC.WPFSamples { /// <summary> /// Interaction logic for TriggerDemo.xaml /// </summary> public partial class TriggerDemo : Window { public TriggerDemo() { InitializeComponent(); } private void OnPropertyTrigger(object sen...
using System.Collections.Generic; namespace EPI.Recursion { /// <summary> /// Find the list of all strings that have k pairs of matched parenthesis /// </summary> /// <example> /// k=1, return {"()"} /// k=2, returns { "(())", "()()" } /// k=3, returns { "((()))", "(()())", "(())()", "()((...
using System; using System.Collections.Generic; using System.Text; using Microsoft.Extensions.DependencyInjection; namespace DomainEventsTest { public class TestHelper { public ServiceProvider ServiceProvider { get; } public TestHelper() { var services = new ServiceCollect...
using UnityEngine; public class ContentController : MonoBehaviour { public RectTransform Content; public RectTransform ContentTalisman; public RectTransform ContentSigil; }
using Arda.Common.ViewModels.Main; using System.Collections.Generic; namespace Arda.Common.Interfaces.Kanban { public interface ITechnologyRepository { // Return a list of all technologies. IEnumerable<TechnologyViewModel> GetAllTechnologies(); } }
using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Pacman { public static class RenderHelper { private static Vector3 up = new Vector3(0, 0, 1); private static Vector3 renderFogColor = new Vector3(0, 0, 0); /// <summary>Render the model wit...
using System; using EQS.AccessControl.Application.ViewModels.Input; using EQS.AccessControl.Application.ViewModels.Output; using EQS.AccessControl.Application.ViewModels.Output.Base; namespace EQS.AccessControl.Application.Interfaces { public interface ILoginAppService : IDisposable { ResponseModelBas...
using System; using System.Collections.Generic; using System.Configuration; using System.Data.SqlClient; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; namespace DMS.Admin.Images { public partial class HospitalMaster : System.Web.UI.Page { Transaction tran =...
using EngineLibrary.Game; using EngineLibrary.Scripts; using EngineLibrary.Utils; using GameLibrary.Components; using SharpDX; using SharpDX.DirectInput; using System.Collections.Generic; namespace GameLibrary.Scripts.Game { /// <summary> /// Класс поведения лука /// </summary> public class BowShoot :...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraMove : MonoBehaviour { private Transform _player; private Vector3 _vec; // Start is called before the first frame update void Start() { _player = GameObject.Find("Player").transform...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using System.Linq; using System.Web; namespace LucrareDeDisertatie.Models { public class Utilizator { [Key, Column(Order = 1)] [DatabaseG...
using Alabo.Cloud.Shop.SuccessfulCases.Domains.Entities; using Alabo.Domains.Entities; using Alabo.Domains.Services; using MongoDB.Bson; namespace Alabo.Cloud.Shop.SuccessfulCases.Domains.Services { public interface ICasesService : IService<Cases, ObjectId> { Cases GetCourseView(object id); Se...
namespace PizzaBox.Domain.PizzaLib.Abstracts { interface IPizzaRepositoryAdd<T> { void PizzaBoxAdd(T record); } }
using Microsoft.CSharp.RuntimeBinder; using Mojang.Minecraft; using Mojang.Minecraft.Protocol; using Mojang.Minecraft.Protocol.Providers; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Text; using System.Text.RegularExpressions; using System.Threading; using Sy...
using Backend.Model; using Microsoft.EntityFrameworkCore; using PatientService.Model; using PatientService.Repository; using System; using System.Collections.Generic; using Xunit; namespace PatientServiceTests.IntegrationTests { public class PatientServiceTests { private PatientService.Service.Patient...
using ImagoCore.Enums; using System.Collections.Generic; using System.Linq; using Xunit; using Xunit.Abstractions; namespace ImagoCore.Tests.Enums { public class ImagoEnumerationTests { private readonly ITestOutputHelper output; public ImagoEnumerationTests(ITestOutputHelper output) {...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ArizaTakipYazılımSistemi.Model { class Personel { public int personel_id { get; set; } public string adi { get; set; } public string soyadi { get; set; } ...
using Assets.Common.Extensions; using UnityEngine; namespace Assets.src.models { public struct TileInfo { public TileInfo(Vector3 center) { index.x = (int) center.x; index.y = (int) center.z; centerPosition = new Vector3(index.x + 0.5f, 0, index.y + 0.5f); ...
using System; using System.Collections.Generic; namespace DrivingSchool_Api { public partial class BookingPackage { public BookingPackage() { Booking = new HashSet<Booking>(); PackageInclusionsAssc = new HashSet<PackageInclusionsAssc>(); } public int Bk...
using Bank.Models; 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 Bank { public partial class AppealList : Form { DBWorker db...
using Shipwreck.TypeScriptModels.Declarations; namespace Shipwreck.TypeScriptModels { public static class TypeBuilder { public static ArrayType MakeArrayType(this ITypeReference type) => new ArrayType(type); public static UnionType UnionWith(this ITypeReference type, ITypeReference...
using System.Linq; using Efa.Application.Interfaces; using Efa.Application.ViewModels; using Efa.Domain.Interfaces.Services; using Efa.Infra.Data.Context; namespace Efa.Application.AppService { public class DashAppService : AppServiceBase<EfaContext>, IDashAppService { private readonly IAlunoService _...
using Chess.v4.Models; using Chess.v4.Models.Enums; using System.Collections.Generic; namespace Chess.v4.Engine.Interfaces { public interface ICheckmateService { bool IsCheckMate(GameState gameState, Color white, IEnumerable<AttackedSquare> whiteKingAttacks); } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Abhs.Model.ViewModel { public class StudentModelCondition { public int schoolId { get; set; } public int classId { get; set; } /// <summary> ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Chic_Move : MonoBehaviour { public Animator Chicken; public GameObject chicken; Vector3[] posi = new Vector3[4]; int posi_index = 0; int x, y; int a = 1; int plag = 0; void Awake() { ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; public class PickableItem : MonoBehaviour, ISerializationCallbackReceiver { [Header("Item")] public ItemObject item; public void OnAfterDeserialize() { } public void OnBeforeSerialize()...
using System; using System.Linq; namespace _03._Battle_Manager { class Program { static void Main() { string lines; while ((lines = Console.ReadLine()) != "Results") { string[] command = lines.Split(":", StringSplitOptions.Remov...
/* * CREATED BY HM */ using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Linq; using System.Threading.Tasks; namespace BangazonWorkforceSapphireElephants.Models { public class Computer { public int Id { get; set; } [Required] [Di...
using Newtonsoft.Json; namespace Repositories.Entities { public class ExchangeTableRate { [JsonProperty("currency")] public string Currency { get; set; } [JsonProperty("code")] public string Code { get; set; } [JsonProperty("mid")] public double Mid { get; set...
using DaScript.Lib.Data.Infrastructure; using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations.Schema; using System.Text; namespace Appointments.DAL.Models { public class UserAddress : TrackedEntityBase, IEntityBase<string> { /// <summary> /// UserName ...
using Microsoft.AspNetCore.Mvc; namespace Demo //be sure to use your own project's namespace! { public class HomeController : Controller //remember inheritance?? { // Requests // Views Index [HttpGet] //type of request [Route("")] // localost:5000/ public...
using System.Drawing; public static class Define { public static void define(Player[] player, Npc[] npc, Map[] map) { Player.current_player = 0;//默认角色 //设置角色属性 player[0] = new Player(); player[0].bitmap = new Bitmap(@"role/r1.png"); player[0].bitmap.SetResolution(96, ...
using Datos; using System; using System.Collections.Generic; using System.Data; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Negocio { public class Ciudad{ public int idCiudad { get; set; } public string nombreCiudad { get; set; } public Boolean ciudadHabi...
namespace gView.Framework.Symbology { public interface ILegendGroup { int LegendItemCount { get; } ILegendItem LegendItem(int index); void SetSymbol(ILegendItem item, ISymbol symbol); } }
using System; using System.Globalization; using System.IO; namespace FlippoMatchViewer { public struct Disqualification { public readonly bool disqualified; public readonly int move; public readonly String reason; public static Disqualification GetNone() { return new Disqualification(false, -1, null);...
using System; using System.Collections; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Linq; using DelftTools.Functions; using DelftTools.Functions.Filters; using DelftTools.Functions.Generic; using DelftTools.TestUtils; using DelftTools.Units; using DelftTools.Utils;...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Euler_Logic.Problems { public class Problem77 : ProblemBase { private List<decimal> _primes = new List<decimal>(); private List<Dictionary<decimal, int>> _primeCounts = new...
using System; using System.Collections.Generic; using System.Data; using System.Data.Entity; using System.Linq; using System.Runtime.InteropServices; using System.Security.Cryptography.X509Certificates; using Microsoft.VisualStudio.TestTools.UnitTesting; using System.Threading.Tasks; using Moq; using Timeclock.Service...
namespace UnityAtoms { /// <summary> /// Enumeration for logical operators for `AtomCondition` Predicates /// </summary> public enum AtomConditionOperators { And, Or } }
namespace ControleEstacionamento.Persistence.Entity.Migrations { using System; using System.Data.Entity.Migrations; public partial class AlternadoCampoMovimentacaoVeiculo : DbMigration { public override void Up() { AlterColumn("dbo.tbl_movimentacao_veiculo", "mov_saida",...
using Allyn.Domain.Models.Front; using System; using System.Collections.Generic; using System.Linq; using System.Linq.Expressions; using System.Text; using System.Threading.Tasks; namespace Allyn.Domain.Specifications.Definite { class OrganizeIntegralEqualSpecification : SpecificationEqualMember<int, Organize> ...
// talis.xivplugin.twintania // Settings.cs using FFXIVAPP.Common.Helpers; using FFXIVAPP.Common.Models; using FFXIVAPP.Common.Utilities; using NLog; using System; using System.Collections.Generic; using System.Collections.Specialized; using System.ComponentModel; using System.Configuration; using System.Diagnostics;...
using UnityEngine; using UnityEngine.UI; public class RuntimeOptions : MonoBehaviour { public Button optionsButton; public GameObject optionsPanel; // Use this for initialization void Start () { optionsButton.onClick.AddListener(()=> { optionsPanel.SetActive(!optionsPanel.activeInHierar...
using System; using System.Collections.Generic; using System.Data.SqlClient; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Data; using Data; namespace Data { public static class SuppliersDB { //public static int SupplierId { get; private set; } //public sta...
using Properties.Core.Objects; // ReSharper disable InconsistentNaming namespace Properties.Infrastructure.Zoopla.Objects { public class ZrtdfPropertyMedia { public string url { get; } public string type { get; } public ZrtdfPropertyMedia(Photo photo) { url = photo...
using System.Collections; using System.Collections.Generic; using UnityEngine; using FairyGUI; using DG.Tweening; public class ServerErrorCodeEmitComponent : EmitComponent { private GTextField errorCodeText = null; public ServerErrorCodeEmitComponent() { this.touchable = false; errorCodeText = new GTextField...
using System; using Rover.Enums; using Rover.Models; namespace Rover.Commands { /// <summary> /// Move command responsible for increasing the x or y position of the robot relative to its facing position. /// It will only apply the move if it is a valid new position (i.e. within the bounds of the location)...
#if NETFRAMEWORK using Sentry.PlatformAbstractions; namespace Sentry.Tests.PlatformAbstractions; public class FrameworkInfoNetFxTests { [SkippableFact] public void GetLatest_NotNull() { Skip.If(RuntimeInfo.GetRuntime().IsMono()); var latest = FrameworkInfo.GetLatest(Environment.Version.Maj...
using Photon.Pun; using Photon.Realtime; using UnityEngine; using UnityEngine.UI; /* * Allows to set each player's state in order to have the money manager be completely synced among players * when every player has a state property, money manager is enabled as well as the confirm and random button of the character...
using MiEscuela.BIZ; using MiEscuela.COMMON.Entidades; using MiEscuela.COMMON.Interfaces; using MiEscuela.DAL; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Xamarin.Forms; using Xamarin.Forms.Xaml; namespace MiEscuela.Vistas { [XamlCompilat...
using BaseLib.Xwt.Controls.DockPanel; using BaseLib.Xwt.Controls.PropertyGrid; using BaseLib.Xwt.Design; using System; using System.Collections; using System.Collections.Generic; using System.ComponentModel; using System.Globalization; using System.Linq; using Xwt; using Xwt.Drawing; namespace DockExample { parti...
using Solutia.Logging.Interfaces; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Logging.Classes { public class DbLogSinkCommandParameter { public string Name { get; set; } public LogEntryComponent LogEntryComponent...
// 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.Models; using Micr...
using UnityEngine; using System.Collections; public class Tone : MonoBehaviour { static void ShiftAudio(AudioSource audio) { var twelfthRootOfTwo = Mathf.Pow(2f, 1.0f/12); var randomShift = Random.Range(1, 12); audio.pitch = Mathf.Pow(twelfthRootOfTwo, randomShift); } public static void SpawnClip (AudioCli...
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using System.Text; using System.Threading.Tasks; using Thingy.WebServerLite.Api; namespace Thingy.WebServerLite { /// <summary> /// This class represents a set of view templates selected fr...
using UnityEngine; public class PlayerMovementController : MonoBehaviour { #region Variables #region Components private Rigidbody2D m_rigidbody2D; #endregion #region Private Variables [SerializeField] private float m_initialMoveSpeed; private Vector2 xyinput; #endregion #region ...
using Microsoft.Win32; using System; using System.Collections.Generic; using System.IO; using System.Text; namespace DSSLib { public interface IFileSelector { FileInfo Open(); FileInfo Save(); } public class DialogFileSelector : IFileSelector { private string DefaultExt {...
 namespace _05.HashSet { using System; using System.Collections.Generic; using System.Linq; using _04.HashTable; public class HashSet<T> : IEnumerable<T> { private HashTable<T, bool> set; public HashSet(int capacity = 16) { this.set = new HashTable<T, bool>...
namespace P10InfernoInfinity.Models.Weapons.WeaponLevels { using System; using Enums; public class RareWeaponLevel : WeaponLevel { private const WeaponLevelEnumeration DefaultWeaponLevel = WeaponLevelEnumeration.Rare; private const string DefaultWeaponLevelAsString = "Rare"...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Exercise9 { public class Logger { public List<string> LoggPosts { get; private set; } public Logger() { this.LoggPosts = new List<string>(); } ...
using SFA.DAS.Authorization.ModelBinding; namespace SFA.DAS.ProviderCommitments.Web.Models.Cohort { public class ConfirmEmployerRequest : IAuthorizationContextModel { public long ProviderId { get; set; } public string EmployerAccountLegalEntityPublicHashedId { get; set; } public long A...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace HomeWorkOOP7_1 { /* Задание * Описать структуру с именем Train, содержащую следующие поля: название пункта назначения, номер поезда, время отправления. *Написать программу, выпо...
using System; using System.Threading; using System.Threading.Tasks; using Microsoft.VisualStudio.TestTools.UnitTesting; using NUnit.Framework; using OpenQA.Selenium; using OpenQA.Selenium.Chrome; using OpenQA.Selenium.Interactions; using OpenQA.Selenium.Support.UI; using Assert = NUnit.Framework.Assert; namespace RMS...
namespace Alunos.Biblioteca { public class Livro { public string Nome { get; set; } private string Descricao { get; set; } protected string Autor { get; set; } internal string Versao { get; set; } } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ProjekatZdravoKorporacija.ModelDTO { class TypeOfExaminationDTO { public string Type { get; set; } public TypeOfExaminationDTO(string type) { this....
using System; using System.Collections.Generic; using System.Linq; namespace Sinav { class Program { static void Main(string[] args) { Console.WriteLine("Girilen kelimeyi tersine çevirip yazdırma"); string kelime = "Can"; Quiz1Issue(kelime); Con...
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using StarlightRiver.Abilities; using Terraria; using Terraria.DataStructures; using Terraria.Enums; using Terraria.ModLoader; using Terraria.ObjectData; namespace StarlightRiver.Tiles.Void { class Void1 : ModTile { public override...
using System.Collections; using System.Linq; using TMPro; using UnityEngine; public class Player : MonoBehaviour { public static Player Instance { get; private set; } private Health _health; private TextMeshProUGUI _healthText; private Canvas _canvas; private Rigidbody2D _rb2D; private SpriteR...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Domain; namespace Persistence { public class Seed { public static async Task SeedData(DataContext context) { if (context.Todos.Any()) return; var Todos =...
using System; using System.Linq; using System.Collections.Generic; using System.Text.RegularExpressions; using System.Text; namespace DemoFinalExam2 { class Program { static void Main(string[] args) { List<string> input = Console.ReadLine().Split("&").ToList(); string r...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace TBQuestGame.Models { public class Character { #region ENUMERABLES public enum SpecialMove { Fireball, Tackle, Sweep, ...
using System; class NumbersFromOneToN { static void Main() { Console.WriteLine("Infinite loop. If you want to stop, pres CTRL+C !!!"); while (true) { int iNum; Console.Write("Enter integer number: "); if (int.TryParse(Console.ReadLine(), out iNum)) ...
using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Text; namespace PingoSnake { class SpawnController { public SpawnController() { } public virtual void Update(GameTime gameTime) { } } }
using StardewValley; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace AshleyMod { public class CustomEvent : Event { public int EventID = -1; public CustomEvent(string eventString, int eventID = -1) :base(eventString, even...
using System.ComponentModel.DataAnnotations.Schema; namespace CodeCityCrew.Settings.Model { [Table("Setting")] public class Setting { /// <summary> /// Gets or sets the identifier. /// </summary> /// <value> /// The identifier. /// </value> public st...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace LightingBook.Tests.Api.Product.Dto.GetItinerary.Request { public class Passenger { public string HomeAirportCode { get; set; } public string Identifier { get; set; } ...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace GraphicalEditor.DTO { public class EquipmentWithRoomDTO { public int IdEquipment { get; set; } public int RoomNumber { get; set; } public int Quantity { get; set; } public...
using FPGADeveloperTools.Common.Model.Ports; namespace FPGADeveloperTools.NewTCWindow.Model { public class PortSel { private Port port; private bool isSel; public Port Port { get { return this.port; } } public string Name { get ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class SpinMechanisum : MonoBehaviour, IPointerDownHandler, IPointerUpHandler { /// <summary> /// Hole player Body it has Rigitbody Atach /// </summary> [HideInInspector] public GameObj...
using FichaTecnica.Dominio; using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace FichaTecnica.Models { public class MembroDetalheProjetoModel { public int Id { get; set; } public string Foto { get; set; } public Cargo cargo { get; set; } ...
using System.ComponentModel.DataAnnotations; namespace Uintra.Attributes { public class RequiredVirtualAttribute : RequiredAttribute { public bool IsRequired { get; set; } = true; public override bool IsValid(object value) { if (IsRequired) return base.IsVa...
using Alabo.Framework.Core.WebApis.Controller; using Alabo.Framework.Core.WebApis.Filter; using Alabo.Industry.Cms.Articles.Domain.Entities; using Alabo.Industry.Cms.Articles.Domain.Services; using Microsoft.AspNetCore.Mvc; using MongoDB.Bson; namespace Alabo.Industry.Cms.Articles.Controllers { [ApiExceptionFilter...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class Dev_QuitandReload : MonoBehaviour { void Update() { if (Input.GetKeyDown(KeyCode.Tilde)) { Scene loadedLevel = SceneManager.GetActiveScene (); ...
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.Diagnostics; using System.Runtime.InteropServices; using System.Data.OleDb; using System.Threading; using Ap...
using EmberKernel.Services.Statistic.DataSource.Variables; using EmberKernel.Services.Statistic.DataSource.Variables.Value; using System; using System.Collections.Generic; using System.Collections.Specialized; namespace EmberKernel.Services.Statistic { public interface IDataSource : IList<Variable>, INotifyCollec...
using DemoCode.Models; using DemoCode.Services; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Web; namespace DemoCode { public class ToolTipService : IToolTipService { #region Public API /// <summary> /// Build ToolTip Object /...
using System; using System.Diagnostics; using System.IO; using System.Threading; using Serilog; using Serilog.Core; namespace Titan.Logging { public static class LogCreator { private static DirectoryInfo _logDir; static LogCreator() { _logDir = new DirectoryInfo(Path.Comb...
using System; using Tomelt.ContentManagement; namespace Tomelt.Tasks.Scheduling { public interface IScheduledTask { string TaskType { get; } DateTime? ScheduledUtc { get; } ContentItem ContentItem { get; } } }
//#define DISABLE_SHOW_MESSAGE // 選擇一種等待手臂動作完成的做法,都不選就是使用預設方法。 #define USE_CALLBACK_MOTION_STATE_WAIT // #define USE_MOTION_STATE_WAIT #if (DISABLE_SHOW_MESSAGE) #warning Message is disabled. #endif using System; using System.Diagnostics; using System.Runtime.CompilerServices; using System.Threading; using System.W...
namespace BettingSystem.Application.Betting.Gamblers.Commands.Common { using Application.Common; public abstract class GamblerCommand<TCommand> : EntityCommand<int> where TCommand : EntityCommand<int> { public string Name { get; set; } = default!; } }
using System.Web.Mvc; namespace PunchOutAPI.Controllers { public class APIController : Controller { } }
using System; using System.Threading.Tasks; using Microsoft.VisualStudio.TestTools.UnitTesting; using Quote.Common; using Quote.Framework; using Tests.Common; namespace UnitTests { [TestClass] public class LenderRawDataProviderFromFileTests { [TestMethod] [DataRow("asd.csv")] [Expe...
using DistCWebSite.Core.Entities; using DistCWebSite.Infrastructure; using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc; namespace DistCWebSite.Controllers { public class PPTProcessController : Controller { ProcInstBasicInfoRespository procInst...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.ServiceModel; namespace Northwind { [ServiceContract] public interface IClientAccessPolicy { [OperationContract, System.ServiceModel.Web.WebGet(UriTemplate = "/clientaccesspolicy.xml")] System.IO.Strea...