public ActionResult AddtoCart(int courseid)
        {
            int studentID = int.Parse(Session["studentid"].ToString());
            var cours     = db.courses.FirstOrDefault(i => i.courseID == courseid);



            if (cours != null)
            {
                GetCart().AddCourse(cours, 1);
            }
            try
            {
                take addc = new take();
                addc.studentID  = studentID;
                addc.courseID   = courseid;
                addc.semesterno = cours.semesterno;
                db.takes.Add(addc);
                db.SaveChanges();
                TempData["alert"] = "<script>alert('course is added');</script>";
            }
            catch (Exception e)
            {
                e.ToString();
            }
            return(RedirectToAction("CourseRegistration", "Kullanicilar"));
        }
    void advanceTake(UnityEngine.Video.VideoPlayer vp)
    {
        if (debug)
        {
            Debug.Log("take manager: end of " + currentTake.name);
        }

        if (currentTakeIndex < takes.Length - 1)           //If we're at the second-to-last index of the take array
        {
            do
            {
                currentTakeIndex++;
            } while (takes[currentTakeIndex].skip);

            //First, some clean-up
            currentTake.actors = null;             //Wipe references to actor objects in the scene

            if (actors != null)
            {
                for (int i = 0; i < actors.Length; i++)                   //Then delete the actor objects
                {
                    Destroy(actors[i]);
                }
            }

            //And now to business

            currentTake = takes[currentTakeIndex];

            if (debug)
            {
                Debug.Log("take manager: starting " + currentTake.name);
            }

            player.clip = currentTake.video; //Advance the player's clip (plays automatically)
            spawnActors();                   //Then, re-spawn new actors based on the take's spec
            gazeZones = currentTake.gazeZones;

            for (int i = 0; i < currentTake.actors.Length; i++)
            {
                if (currentTake.actors[i].animation.Length > 0)
                {
                    currentTake.actors[i].currentKeyframe = currentTake.actors[i].animation[0];
                    currentTake.actors[i].frameDuration   = currentTake.actors[i].currentKeyframe.time;
                }
            }

            player.Play();
        }

        else
        {
            if (debug)
            {
                Debug.Log("take manager: finished playback");
            }
            finished = true;
        }
    }
 await _tableStorage.GetDataWithContinuationTokenAsync(take, continuation);
    void Start()
    {
        if (offscreen.singleton == null)
        {
            offscreen.singleton = this;
        }                                                                          //Define this instance as the singleton variable
        else
        {
            GameObject.Destroy(this);
        }

        /*
         * Scene property setup
         */

        takes = new take[sequence.Length];         //Set up the takes

        for (int i = 0; i < sequence.Length; i++)
        {
            int fixedIndex =             //Make sure the take index actually fits the take pool's array boundaries
                             Mathf.Max(0, Mathf.Min(sequence[i].selectedTakeIndex, sequence[i].takes.Length - 1));

            takes[i]      = sequence[i].takes[fixedIndex]; //Set each take in the take array as the one chosen from the take pool ('sequence' variable)
            takes[i].skip = sequence[i].skip;              //Transfer properties
            takes[i].name = sequence[i].name;

            if (debug)
            {
                Debug.Log("take manager: " + takes[i].name + " skip value " + takes[fixedIndex].skip);
            }
        }

        while (takes[currentTakeIndex].skip)
        {
            currentTakeIndex++;
        }                                                                       //Set the current take as the first in the take array that doesn't have a skip flag
        currentTake = takes[currentTakeIndex];

        /*
         * Scene object setup
         */

        actorsDummy      = new GameObject();    //Just to keep the Inspector hierachy organized
        actorsDummy.name = "actors";

        player.playOnAwake       = false;
        player.loopPointReached += advanceTake;         //Move on to the next take when the video clip ends

        gazeZones   = currentTake.gazeZones;
        player.clip = currentTake.video;
        player.Prepare();

        //Animation setup

        for (int i = 0; i < currentTake.actors.Length; i++)
        {
            if (currentTake.actors[i].animation.Length > 0)
            {
                currentTake.actors[i].keyframeStartPosition = currentTake.actors[i].position;
                currentTake.actors[i].currentKeyframe       = currentTake.actors[i].animation[0];           //Load the first keyframe
                currentTake.actors[i].frameDuration         = currentTake.actors[i].currentKeyframe.time;   //Since we're at 0s, duration = time
            }
        }
    }