/// <summary> /// True iff the two objects are equal Layers. /// </summary> public bool Equals(DnsLayer other) { return(other != null && Id.Equals(other.Id) && IsQuery.Equals(other.IsQuery) && OpCode.Equals(other.OpCode) && IsAuthoritativeAnswer.Equals(other.IsAuthoritativeAnswer) && IsTruncated.Equals(other.IsTruncated) && IsRecursionDesired.Equals(other.IsRecursionDesired) && IsRecursionAvailable.Equals(other.IsRecursionAvailable) && FutureUse.Equals(other.FutureUse) && IsAuthenticData.Equals(other.IsAuthenticData) && IsCheckingDisabled.Equals(other.IsCheckingDisabled) && ResponseCode.Equals(other.ResponseCode) && (Queries.IsNullOrEmpty() && other.Queries.IsNullOrEmpty() || Queries.SequenceEqual(other.Queries)) && (Answers.IsNullOrEmpty() && other.Answers.IsNullOrEmpty() || Answers.SequenceEqual(other.Answers)) && (Authorities.IsNullOrEmpty() && other.Authorities.IsNullOrEmpty() || Authorities.SequenceEqual(other.Authorities)) && (Additionals.IsNullOrEmpty() && other.Additionals.IsNullOrEmpty() || Additionals.SequenceEqual(other.Additionals))); }
public static void InitGL_1_5(OpenGLContext ctx) { glDeleteQueries = ctx.GetProc<DeleteQueries>("glDeleteQueries"); glIsQuery = ctx.GetProc<IsQuery>("glIsQuery"); glBeginQuery = ctx.GetProc<BeginQuery>("glBeginQuery"); glEndQuery = ctx.GetProc<EndQuery>("glEndQuery"); glGetQueryiv = ctx.GetProc<GetQueryiv>("glGetQueryiv"); glGetQueryObjectiv = ctx.GetProc<GetQueryObjectiv>("glGetQueryObjectiv"); glGetQueryObjectuiv = ctx.GetProc<GetQueryObjectuiv>("glGetQueryObjectuiv"); glBindBuffer = ctx.GetProc<BindBuffer>("glBindBuffer"); glDeleteBuffers = ctx.GetProc<DeleteBuffers>("glDeleteBuffers"); glGenBuffers = ctx.GetProc<GenBuffers>("glGenBuffers"); glIsBuffer = ctx.GetProc<IsBuffer>("glIsBuffer"); glBufferData = ctx.GetProc<BufferData>("glBufferData"); glBufferSubData = ctx.GetProc<BufferSubData>("glBufferSubData"); glGetBufferSubData = ctx.GetProc<GetBufferSubData>("glGetBufferSubData"); glMapBuffer = ctx.GetProc<MapBuffer>("glMapBuffer"); glUnmapBuffer = ctx.GetProc<UnmapBuffer>("glUnmapBuffer"); glGetBufferParameteriv = ctx.GetProc<GetBufferParameteriv>("glGetBufferParameteriv"); glGetBufferPointerv = ctx.GetProc<GetBufferPointerv>("glGetBufferPointerv"); }