public static string GetAbbreviation(ElectricChargeDensityUnit unit, [CanBeNull] IFormatProvider provider) { provider = provider ?? UnitSystem.DefaultCulture; return(UnitSystem.GetCached(provider).GetDefaultAbbreviation(unit)); }
/// <inheritdoc /> IQuantity IQuantity.ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
public static string GetAbbreviation(ElectricResistanceUnit unit, CultureInfo culture = null) { return(UnitSystem.GetCached(culture).GetDefaultAbbreviation(unit)); }
public static string GetAbbreviation(MassFlowUnit unit, [CanBeNull] Culture culture) { return(UnitSystem.GetCached(culture).GetDefaultAbbreviation(unit)); }
IQuantity <ApparentPowerUnit> IQuantity <ApparentPowerUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
IQuantity <IrradiationUnit> IQuantity <IrradiationUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
/// <inheritdoc /> IQuantity <ElectricPotentialDcUnit> IQuantity <ElectricPotentialDcUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
public static string GetAbbreviation(PowerRatioUnit unit, [CanBeNull] IFormatProvider provider) { provider = provider ?? UnitSystem.DefaultCulture; return(UnitSystem.GetCached(provider).GetDefaultAbbreviation(unit)); }
public static string GetAbbreviation(ElectricConductivityUnit unit, [CanBeNull] Culture culture) { return(UnitSystem.GetCached(culture).GetDefaultAbbreviation(unit)); }
IQuantity <MagneticFluxUnit> IQuantity <MagneticFluxUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
/// <inheritdoc /> IQuantity <ElectricResistanceUnit> IQuantity <ElectricResistanceUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
/// <inheritdoc /> IQuantity <ForcePerLengthUnit> IQuantity <ForcePerLengthUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
IQuantity <ApparentEnergyUnit> IQuantity <ApparentEnergyUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
/// <inheritdoc /> IQuantity <SpecificEnergyUnit> IQuantity <SpecificEnergyUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
/// <inheritdoc /> IQuantity <LapseRateUnit> IQuantity <LapseRateUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
IQuantity <VolumePerLengthUnit> IQuantity <VolumePerLengthUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
/// <inheritdoc /> IQuantity <AmountOfSubstanceUnit> IQuantity <AmountOfSubstanceUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
IQuantity <LevelUnit> IQuantity <LevelUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
IQuantity <PermeabilityUnit> IQuantity <PermeabilityUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
/// <inheritdoc /> IQuantity <MassFluxUnit> IQuantity <MassFluxUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
/// <inheritdoc /> IQuantity <ElectricChargeDensityUnit> IQuantity <ElectricChargeDensityUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
public static string GetAbbreviation(DensityUnit unit, CultureInfo culture = null) { return(UnitSystem.GetCached(culture).GetDefaultAbbreviation(unit)); }
IQuantity <ForceChangeRateUnit> IQuantity <ForceChangeRateUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
IQuantity <LuminousFluxUnit> IQuantity <LuminousFluxUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
IQuantity <ElectricConductivityUnit> IQuantity <ElectricConductivityUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
IQuantity <RelativeHumidityUnit> IQuantity <RelativeHumidityUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
IQuantity <TemperatureDeltaUnit> IQuantity <TemperatureDeltaUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
IQuantity <ReactiveEnergyUnit> IQuantity <ReactiveEnergyUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
IQuantity <ElectricCurrentDensityUnit> IQuantity <ElectricCurrentDensityUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);
/// <summary> /// Create a unit system for parsing and presenting numbers, units and abbreviations. /// If null is passed then <see cref="CultureInfo.CurrentUICulture" /> will be used. /// </summary> /// <param name="cultureInfo"></param> /// <returns></returns> public static UnitSystem Create(CultureInfo cultureInfo) { if (cultureInfo == null) cultureInfo = CultureInfo.CurrentUICulture; if (!CultureToInstance.ContainsKey(cultureInfo)) CultureToInstance[cultureInfo] = new UnitSystem(cultureInfo); return CultureToInstance[cultureInfo]; }
IQuantity <SpecificVolumeUnit> IQuantity <SpecificVolumeUnit> .ToUnit(UnitSystem unitSystem) => ToUnit(unitSystem);