public async Task ExecuteAsync(ChangeTesterCommand command) { if (command == null) { throw new ArgumentNullException("command", "The command is null!"); } Tester tester = await _repository.GetByKeyAsync(command.Id); tester.Update(tester.Id, command.Title, command.Disable); await _repository.SaveAsync(tester); }
public void ApplyEvent_DeriveClassUpdate() { //Arrange var instance = new Tester("Allyn", "Not ohter remark ..."); Guid id = instance.Id; int version = instance.Version; string name = "Tester"; string remarks = "Test remarks ..."; // Act instance.Update(name, remarks); // Assert Assert.Equal(instance.Id, id); Assert.Equal(instance.Version, version + 1); Assert.Equal(instance.Name, name); Assert.Equal(instance.Remarks, remarks); }
void TimerTick(object state) { lock (gen) { double[] r = gen.Calculate(new double[] { t.Rotation, t.Position }); double cont = (r[0] - 0.5) * 2; t.Update(0.02, cont); if (t.TotalTime > 10.0) { GenerateNewTest(); } } this.Invoke( new Action(delegate() { this.Refresh(); }) ); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { Exit(); } if (GameExit) { Exit(); } // TODO: Add your update logic here tester.Update(); Standard.Update(); Standard.OldViewport = GraphicsDevice.Viewport; Handler = Window.Handle; ActivationChecker = IsActive; KeyboardState stat = Keyboard.GetState(); base.Update(gameTime); }