public ActionResult Edit([Bind(Include = "Id,Name")] SubjectNames SubjectNames) { if (ModelState.IsValid) { db.Update(SubjectNames); return(RedirectToAction("Index")); } return(View(SubjectNames)); }
public ActionResult Delete(int id = 0) { SubjectNames user = db.GetById(id); if (user == null) { return(HttpNotFound()); } return(View(user)); }
public ActionResult Create([Bind(Include = "Name")] SubjectNames SubjectNames) { if (ModelState.IsValid) { db.Add(SubjectNames); return(RedirectToAction("Index")); } return(View(SubjectNames)); }
public ActionResult Details(int id = 0) { SubjectNames SubjectNames = db.GetById(id); if (SubjectNames == null) { return(HttpNotFound()); } return(View(SubjectNames)); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { this.IsMouseVisible = true; // TODO: Add your initialization logic here subjects = SubjectNames.CompSci; rects = new Rectangle[16]; names = new string[16]; enterKeyPressed = false; oldKb = Keyboard.GetState(); base.Initialize(); }
public Task <int> SaveSubjectNamesAsync(SubjectNames item) { if (item.SubjectId != 0) { return(database.UpdateAsync(item)); } else { return(database.InsertAsync(item)); } }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState kb = Keyboard.GetState(); // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); } // TODO: Add your update logic here if (kb.IsKeyDown(Keys.Space) && !(oldKb.IsKeyDown(Keys.Space))) { switch (subjects) { case SubjectNames.CompSci: subjects = SubjectNames.English; break; case SubjectNames.English: subjects = SubjectNames.Math; break; case SubjectNames.Math: subjects = SubjectNames.PE; break; case SubjectNames.PE: subjects = SubjectNames.CompSci; break; } } oldKb = kb; base.Update(gameTime); }
public void Update(SubjectNames entity) { rep.Update(entity); }
public SubjectNames Add(SubjectNames entity) { return(rep.Add(entity)); }