/// <summary>
/// Desctop constructor
/// </summary>
...
This is best XML commentary I found so far.
i++;
i++;
i++;
i++;
Console.WriteLine(i);
He doesn't know what is " i+=4 " :||||
var doc = (Parent as Doc);
doc.Name = (doc != null) ? "" : doc.Name
[HttpPost]
[Route("validaPrepacks")]
public IHttpActionResult ValidaPrepacks(ValidaPrepackVO validacion)
{
try
{
return Ok();
}
catch (Exception e)
{
return Ok(e.Message);
}
}
A code that "validate" a pack in the backend
public event EventHandler<Cles_graph_doivent_etre_redessines> les_graph_doivent_etre_redessines;
public void remove_event()
{
if (this.les_graph_doivent_etre_redessines != null)
{
foreach (EventHandler<Cles_graph_doivent_etre_redessines> F_les_graph_doivent_etre_redessines in this.les_graph_doivent_etre_redessines.GetInvocationList())
{
this.les_graph_doivent_etre_redessines -= F_les_graph_doivent_etre_redessines;
}
}
}
string date = user.RegistrationDate.ToShortDateString().ToString();
private void reset_kolejnosc()
{
this.kolejnosc_s[0] = 1;
this.kolejnosc_s[1] = 2;
this.kolejnosc_s[2] = 3;
this.kolejnosc_s[3] = 4;
this.kolejnosc_s[4] = 5;
this.kolejnosc_s[5] = 6;
this.kolejnosc_s[6] = 7;
this.kolejnosc_s[7] = 8;
this.kolejnosc_s[8] = 9;
this.kolejnosc_s[9] = 10;
}
if ((bool)greenButton.IsChecked)
{
CurrentColor = Color.FromArgb(0xFF, 0x00, 0xCC, 0x00);
}
else if ((bool)greyButton.IsChecked)
{
CurrentColor = Color.FromArgb(0xFF, 0x79, 0x79, 0x79);
}
foreach (var item in ItemsList.Items)
{
if ((grid.Background as SolidColorBrush).Color == CurrentColor)
{
selectedItems.Add(item);
}
}
base.transform.name = this.bodyName;
this.radius = this.diameterKm * 500.0;
this.mass = Math.Pow(this.radius, 2.0) * this.surfaceGravity;
this.cameraSwitchHeightM = this.cameraSwitchHeightKm * 1000.0;
if (this.atmosphereData.shadowIntensity == 0f)
{
this.atmosphereData.shadowIntensity = 1.65f;
}
this.atmosphereData.atmosphereHeightM = this.atmosphereData.atmosphereHeightKm * 1000.0;
if (this.terrainData.terrainMaterial != null)
{
this.terrainData.terrainMaterial.color = this.terrainData.terrainColor;
}
this.terrainData.maxTerrainHeight = this.GetMaxTerrainHeight();
this.terrainData.unitToAngle = 360.0 / ((this.radius + this.terrainData.maxTerrainHeight) * 2.0 * 3.1415926535897931);
for (int i = 0; i < this.terrainData.detailLevels.Length; i++)
{
this.terrainData.detailLevels[i].chunckSize = (double)this.terrainData.baseChunckSize / Math.Pow(2.0, (double)i);
this.terrainData.detailLevels[i].angularSize = (float)this.terrainData.detailLevels[i].chunckSize / (float)this.terrainData.heightMaps[0].heightMap.HeightDataArray.Length * 360f;
}
this.terrainData.detailLevels[0].loadDistance = double.PositiveInfinity;
if (this.type == CelestialBodyData.Type.Star)
{
this.parentBody = null;
this.orbitData.SOIMultiplier = double.PositiveInfinity;
}
if (this.parentBody != null && (this.type == this.parentBody.type || (this.type == CelestialBodyData.Type.Planet && this.parentBody.type == CelestialBodyData.Type.Moon)))
{
this.parentBody = null;
}
if (this.parentBody != null)
{
this.orbitData._period = Kepler.GetPeriod(0.0, this.orbitData.orbitHeightM, this.parentBody.mass);
this.orbitData.periodString = Ref.GetTimeString(this.orbitData._period);
this.orbitData._meanMotion = -6.2831853071795862 / this.orbitData._period;
this.orbitData.orbitalVelocity = this.orbitData.orbitHeightM * this.orbitData._meanMotion;
this.orbitData.SOI = this.orbitData.orbitHeightM * Math.Pow(this.mass / this.parentBody.mass, 0.4) * this.orbitData.SOIMultiplier;
if (!this.ParentHasThisBodyAsSatellite())
{
List<CelestialBodyData> list = new List<CelestialBodyData>(this.parentBody.satellites);
list.Add(this);
this.parentBody.satellites = list.ToArray();
this.parentBody.ValidateSatellites();
}
if (string.Compare(json["result"].ToString(), "OK", true) == 0)
{
if (string.Compare(json["list"][0]["result"].ToString(), "OK", true) == 0)
return null;
//omitted
}
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class StoryOfMyLife : MonoBehaviour
{
void OnDestory()
{
Debug.Log(" Directed by ");
Debug.Log("ROBERT B. WEIDE");
}
}
For Unity developers only
/// <summary>
/// Method that checks if an object is not null
/// </summary>
/// <param name="obj">extend type of <see cref="Object"/></param>
/// <returns>true if object is not null</returns>
public static bool NotNull(this Object obj)
{
return obj != null;
}
[TestMethod]
public void Test_Something()
{
// test
var result = DoSomething();
// assert
Assert.IsTrue(result.NotNull());
}
try {
User.ClaimToken();
}
catch {
User.ClaimToken();
}
if ((string)filtros[0] != "-1" && (string)filtros[0] != "0")
filtros[0] = (string)filtros[0] != "" ? filtros[0] : DBNull.Value;
else
filtros[0] = DBNull.Value;
class {
public State state;
//enums cant take double values...
public struct State
{
public const float IDLE = 0f;
public const float WALKING = 0.5f;
public const float RUNNING = 1f;
}
protected void Stop()
{
SetSpeed(State.IDLE);
}
protected void SetSpeed(float f)
{
agent.speed = f;
if (agent.speed > 1f && agent.speed < 5f)
{
f = State.WALKING;
agent.Resume();
}
else if (agent.speed > 5f)
{
f = State.RUNNING;
agent.Resume();
}
else
{
f = State.IDLE;
agent.Stop();
}
}
}
Who needs static float
when you can have a constant in a nested struct, as a bonus State state
has 0 references in the project