// ... public IQuerable <SomeEntity> GetEntities() { using (var stream = new Filestream(/* ... */)) { var serializer = /* ... */; var someEntities = /* ...deserialize from file */ return(someEntities.AsQuerable()); } }
int Main(string arg) { //and here you can run your XML parser: List <string> myList = XMLParse(); FileStream fs = new Filestream("xmllist.txt"); StreamWriter sw = new StreamWriter(fs); foreach (string s in myList) { sw.WriteLine(s); } sw.Close(); fs.Close(); return(1); }
public void LoadGame() { if (File.Exists(Application.persistentDataPath + "/drawing.save")) { //NEED TO RESET DRAWING FIRST BinaryFormatter bf = new BinaryFormatter(); Filestream file = File.Open(Application.persistentDataPath + "/drawing.save", FileMode.Open); Save save = (Save)bf.Deserialize(false); file.Close(); Deebug.Log("Drawing Opened"); // convert drawing information into game state int i = 0; for (i = 0; i < save.numLines; ++i) { save.newLine.SetColor(save.colors[i]); save.newLine.SetTexture(save.textures[i]); save.newLine.SetWidth(save.sizes[i]); save.newLine.SetOpacity(save.opacities[i]); save.newLine.GetComponent<LineRenderer>().SetPositions(save.savedPoints[i]); } } }
public void DoWork1(Filestream stream) { SomeObject.DoWork2(stream); }
public void DoWork2(Filestream stream) { // Do the work required with the Filestream object }
protected abstract void RipCore(Filestream fs);
public void Rip(Filestream fs) { RipCore(fs); OnCompleted(); }