private void addToMyCarList() { MyCar[] tempList = new MyCar[myCarList.Length + 1]; myCarList.CopyTo(tempList, 0); myCarList = tempList; myCarList[myCarList.Length - 1] = this; }
public static int Main() { MyCar car1 = new MyCar(); car1.Stop(); // calls the IAutomobile.Stop implementation IDiagnostic car2 = new MyCar(); car2.Stop(); IAutomobile car3 = new MyCar(); car3.Stop(); if (!car1.car_stop) { return(1); } if (car1.diag_stop) { return(2); } Console.WriteLine("ok"); return(0); }
static void Main(string[] args) { MyCar car = new MyCar(); int refChan = 0; int chan = 0; car.GetSpeed(chan); car.GetSpeed(ref refChan); }
public void Test() { Builder <MyCar> builder = new Builder <MyCar>(); MyCar mycar = builder.BuildUp(); foreach (string ss in mycar.log) { Console.WriteLine(ss); } }
public void Test() { //Console.WriteLine(this.Name); Console.WriteLine(base.Name); //在一般情况下,如果子类继承了父类的成员 //那么在子类中,通过this.成员或base.成员都是访问的一样的 //除非父类中德成员子类继承后又重写了。 MyCar c1 = base.Car; MyCar c2 = this.Car; }
public ActionResult Create([Bind(Exclude = "Id")] MyCar carToCreate) { if (!ModelState.IsValid) { return(View()); } db.AddToCarSet(carToCreate); db.SaveChanges(); return(RedirectToAction("Cars", "Car")); }
public void DoClick() { int a = 10; MyCar myCar = new MyCar(); myCar.Move(); myCar.Move(a); MyK5 myK5 = new MyK5(); myK5.Move(); myK5.Move(a); MyCar myCar2 = new MyK5(); myCar2.Move(); myCar2.Move(a); }
public void IgnoreSomeAttributes() { MemoryStream mstream = new MemoryStream(); BinaryFormatter ft = new BinaryFormatter(); MyCar car1 = new MyCar { Color = "While", Speed = 165.2M, Weight = 2324.6M }; ft.Serialize(mstream, car1); mstream.Position = 0L; MyCar car2 = (MyCar)ft.Deserialize(mstream); Console.WriteLine($"Color: {car2.Color}\nSpeed: {car2.Speed}\nWeight: {car2.Weight}"); mstream.Dispose(); }
public eight() { // https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/csharp-8 // readonly members var what = new ReadonlyMembers(); // default interface methods var aCoolCar = new MyCar(); // cannot do, not exposed //var output = aCoolCar.MakeNoise(); // pattern improvements var patterns = new MorePatterns(); // using declarations var useDeclarations = new UsingDeclarations(); // static local functions var staticLocal = new StaticLocal(); // disposable ref structs // don't care // nullable reference types var argh = new NullableRefs(); // asynchronous streams // don't care, but probably will one day // indices and ranges var indiciesAndRanges = new IndiciesAndRanges(); // null coalescing assignment var pantsChecking = new NullCoalescingAssignment(); // unmanaged constructed types // why? // stackalloc in nested expressions // what }
static void Main(string[] args) { Car.ShowTotalCars(); Car Benz = new Car(); // 建立第一部新車 Console.WriteLine("Benz 是第 {0} 部車", Benz.No); Car.ShowTotalCars(); Car BMW = new Car(); // 建立第二部新車 Car Ford = new Car(); // 建立第三部新車 BMW.ShowMe("BMW"); Ford.ShowMe("Ford"); Car.ShowTotalCars(); Car MyCar; // 宣告一個 Car 的參考 Car.ShowTotalCars(); MyCar = BMW; // 將 MyCar 指向 BMW MyCar.ShowMe("MyCar"); Console.Read(); }
public static int Main () { MyCar car1 = new MyCar(); car1.Stop(); // calls the IAutomobile.Stop implementation IDiagnostic car2 = new MyCar(); car2.Stop(); IAutomobile car3 = new MyCar(); car3.Stop(); if (!car1.car_stop) return 1; if (car1.diag_stop) return 2; Console.WriteLine ("ok"); return 0; }
void Start() { state = STATE_RUN; objLand1 = GameObject.Find("ground1"); objLand2 = GameObject.Find("ground2"); objLand3 = GameObject.Find("ground3"); objLand1.layer = 1; objLand2.layer = 1; objLand3.layer = 1; Physics2D.IgnoreLayerCollision(1, 1, true); HEIGHT_GROUND = objLand1.GetComponent<Renderer>().bounds.size.y; animDestroy = AnimObject.GetComponent<Animator>(); instance = this; ResetMyCar(); }
public string AddMyCar(NewCar newCar, Guid ownerId) { var result = CheckCarBeforeSave(newCar.Name, ownerId); if (!string.IsNullOrEmpty(result)) { return(result); } var myCar = new MyCar { MyCarId = Guid.NewGuid(), NickName = newCar.Name, SerieId = newCar.SerieId, OwnerId = ownerId, CreatedOn = DateTime.Now, Status = Enums.MyCar.MyCarStatus.Enabled }; _unitOfWork.MyCarRepository.Add(myCar); _unitOfWork.Commit(); return(string.Empty); }
public void SetPaused(bool value) { _paused = value; MyCar.SetState(!value); }