public void CheckThatCarExists() { CarShop shop = new CarShop(); shop.BuyCar(); Assert.AreEqual(shop.hasCar, shop.hasCar); }
public async Task GetCarShopTest() { var objA = new CarShop() { Id = "ID-123", TenantId = "SMLLC", CreatedOnUtc = DateTime.UtcNow, }; using var srv = new TestServer(TestHostBuilder <Startup, TestStartup>() .ConfigureTestServices(x => { ExecuteOnContext <CarShopContext>(x, db => { db.CarShop.Add(objA); }); }) ); var client = srv.CreateClient(); GenerateAuthHeader(client, GenerateTestToken(new[] { new Claim(TenantFilterAttribute.TenantIdsClaimType, "SMLLC") })); var resp = await client.GetStringAsync($"odata/v1/CarShop?tid=SMLLC"); TestContext.WriteLine($"Server Reponse: {resp}"); Assert.IsFalse(resp.ToLower().Contains("updatedby")); var envelope = JsonConvert.DeserializeObject <ODataEnvelope <CarShop, string> >(resp); Assert.AreEqual(objA.CreatedOnUtc, envelope.Value.First().CreatedOnUtc.ToUniversalTime()); }
public void CheckThatCustomerExists() { CarShop shop = new CarShop(); Customer test = new Customer("Ola", shop); Assert.AreEqual(test._name, "Ola"); }
public async Task <IActionResult> PutCarShop(int id, CarShop carShop) { if (id != carShop.Id) { return(BadRequest()); } _context.Entry(carShop).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!CarShopExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public static void Main(string[] args) { var car = CarShop.GetCar <Audi>(); var anotherCar = CarShop.GetCar("FabrykaRefleksja.Vw"); car.Produce(); anotherCar.Produce(); }
public void CheckThatTwoCustomersAreNotTheSameAsTheOtherOneSinceTheyAreTwoDifferentPeople() { CarShop shop = new CarShop(); Customer test1 = new Customer("Ola", shop); Customer test2 = new Customer("NotOla", shop); Assert.AreNotEqual(test1._name, test2._name); }
static void Main(string[] args) { CarShop carShop = new CarShop(); carShop.Input(); Console.WriteLine($"Total sum: {carShop.TotalSum()} lv."); carShop.Output(); }
/// <summary> /// This Command add a car in warehouse /// </summary> public AddCarFromConsoleCommand(CarShop receiver, SerializableCar newCar) { this.Shop = receiver; if (newCar != null) { this.NewCar = newCar; } else { throw new ArgumentException("Attempt to add a car that is null"); } }
private void Start() { if (instance == null) { instance = this; } urlShop = name; count = itemList.Count; //Load data loading(); // setup ui if (itemList != null) { itemList[0].bought = true; boughtList.Add(itemList[0]); } for (int i = 0; i < count; i++) { GameObject obj = Instantiate(prefItem, container, false); obj.transform.GetChild(0).GetComponent <Image>().sprite = imageItemList[i]; // add into list to manage itemObjectList.Add(obj); snap.btnn.Add(obj.GetComponent <Button>()); // xet da mua if (itemList[i].bought) { itemObjectList[i].transform.GetChild(0).GetComponent <Image>().material = null; itemObjectList[i].transform.GetChild(0).GetComponent <Image>().color = new Color(1, 1, 1, 1); itemObjectList[i].transform.GetChild(0).GetComponent <Image>().sprite = imageItemList[i]; // snake chua su dung if (itemList[i].itemID != currentItemID) { } // snake da mua va su dung else { } } else { } } coinManager.UpdateCoin(); UpdateUI(); snap._setupStart(currentItemID); }
public void RunShopTest() { CarShop bmwCarShop = new CarShop(new BmwConcreteFactory()); bmwCarShop.RunShop(); Console.WriteLine("--------------"); CarShop audiCarShop = new CarShop(new AudiConcreteFactory()); audiCarShop.RunShop(); }
public async Task <ActionResult <CarShop> > PostCarShop(CarShop carShop) { try { if (carShop is null) { return(StatusCode(409)); } if (carShop.ProductID == 0) { return(NotFound()); } carShop.Type = TypeShop(carShop.Type); carShop.StateOrder = $"{EOrder.InCarShop}"; await _context.SaveChangesAsync(); return(CreatedAtAction("GetCarShop", new { id = carShop.Id }, carShop)); } catch (Exception) { return(StatusCode(409)); } }
/// <summary> /// This command prints in console the number of all cars in warehouse /// </summary> public CountAllCommand(CarShop receiver) { this.Shop = receiver; }
static void Main(string[] args) { #region Creational Pattern #region Singleton //var cacheManager = CacheManager.Instance; //cacheManager["a"] = "a"; //Console.WriteLine(cacheManager["a"].ToString()); //cacheManager = CacheManager.Instance; //cacheManager["a"] = "b"; //Console.WriteLine(cacheManager["a"].ToString()); #endregion #region Prototype //XSnake xsnake = new XSnake(10, 20, 100, "right", "red"); //xsnake.ContainerId = "container1Id"; //xsnake.Status = "snoozed"; //// we need another snake object with the same configuration but with different container & status. //// instread of creating another one and giving it the same configuration we need some method to clone this //// object , say welcome to Protoype pattern which comes to the scene //XSnake snake2 = (XSnake)xsnake.Clone("container1Id2", "ready"); //Console.WriteLine(snake2); #endregion #region Simple Factory Pattern [ Traditional ] //// this class is tightly coupled with SnakeFactory //// SnakeFactory violates Open/Closed Principle //ISnake snake = SnakeFactory.CreateSnake(SnakeType.Normal); //snake.Move(); #endregion #region Factory Method //// so we need to let current class depend on abstract factory //// and let children to extend and decide which class to create //ISnakeFactory snakeFactory = new NormalSnakeFcatory(); //snake = snakeFactory.CreateSnake(); //snake.Move(); //snakeFactory = new MediumSnakeFcatory(); //snake = snakeFactory.CreateSnake(); //snake.Move(); //snakeFactory = new HardSnakeFcatory(); //snake = snakeFactory.CreateSnake(); //snake.Move(); // now we resolved OCP principle and loosly coupling current class from concerete factory // so you can inject different child factories #endregion #region Abstract Fcatory //// application will choose which factory to use //IFurnitureFactory furnitureFactory = new AFurnitureFactory(); // furnitureFactory = new BFurnitureFactory(); //// but this code won't be affected by which factory is already in use [ no break ] //Chair chair = furnitureFactory.CreateChair(); //Sofa sofa = furnitureFactory.CreateSofa(); //CoffeeTable coffeeTable = furnitureFactory.CreateCoffeTable(); #endregion #region Builder Pattern CarBuilder carBuilder = new XCarBuilder(); CarShop carShop = new CarShop(); var car = carShop.Construct(carBuilder); Console.WriteLine(car.Engine); #endregion #endregion }
/// <summary> /// This Command prints in console the average price of all cars in warehouse /// </summary> public AveragePriceCommand(CarShop receiver) { this.Shop = receiver; }
/// <summary> /// This command search the car by serial number and then remove it from warehouse /// </summary> public RemoveCarCommand(CarShop receiver, string serialNumber) { this.Shop = receiver; this.SerialNumber = serialNumber; }
/// <summary> /// This command prints in console the average price of cars of concrete brand which are in warehouse /// </summary> public AveragePriceTypeCommand(CarShop receiver, string brandName) { this.Shop = receiver; this.BrandName = brandName; }
/// <summary> /// This command prints in console the number of brands of cars in warehouse /// </summary> public CountTypesCommand(CarShop receiver) { this.Shop = receiver; }