[autoformat] Add common test files. (#16740)

This commit is contained in:
Rolf Bjarne Kvinge 2022-11-17 13:04:59 +01:00 коммит произвёл GitHub
Родитель 0a0076c6b0
Коммит 3585c66844
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Идентификатор ключа GPG: 4AEE18F83AFDEB23
131 изменённых файлов: 697 добавлений и 964 удалений

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@ -10,11 +10,9 @@ using Mono.Cecil;
using Xamarin.Tests;
namespace Xamarin.ApiTest
{
namespace Xamarin.ApiTest {
[TestFixture]
public class ApiTest
{
public class ApiTest {
[Test]
#if MONOTOUCH
[TestCase (Profile.iOS)]
@ -51,7 +49,7 @@ namespace Xamarin.ApiTest
case "BlockLiteral":
if (type == mr.DeclaringType)
continue; // Calls within BlockLiteral without the optimizable attribute is allowed
switch (mr.Name) {
case "SetupBlock":
case "SetupBlockUnsafe":

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@ -12,96 +12,96 @@ using NUnit.Framework;
using NUnit.Framework.Constraints;
namespace MonoTests {
/*
class CategoryAttribute : Attribute
{
public string Category { get; set; }
public CategoryAttribute (string category)
/*
class CategoryAttribute : Attribute
{
this.Category = category;
public string Category { get; set; }
public CategoryAttribute (string category)
{
this.Category = category;
}
}
}
/*
static class Assert
{
public static void AreEqual (object a, object b, string msg)
/*
static class Assert
{
NUnit.Framework.Assert.That (a, Is.EqualTo (b), msg);
public static void AreEqual (object a, object b, string msg)
{
NUnit.Framework.Assert.That (a, Is.EqualTo (b), msg);
}
public static void AreEqual (object a, object b)
{
NUnit.Framework.Assert.That (a, Is.EqualTo (b));
}
public static void IsNotNull (object o, string msg)
{
NUnit.Framework.Assert.That (o, Is.Not.Null, msg);
}
public static void IsNotNull (object o)
{
NUnit.Framework.Assert.That (o, Is.Not.Null);
}
public static void IsNull (object o, string msg)
{
NUnit.Framework.Assert.That (o, Is.Null, msg);
}
public static void IsNull (object o)
{
NUnit.Framework.Assert.That (o, Is.Null);
}
public static void IsTrue (object o, string msg)
{
NUnit.Framework.Assert.That (o, Is.True, msg);
}
public static void IsTrue (object o)
{
NUnit.Framework.Assert.That (o, Is.True);
}
public static void IsFalse (object o, string msg)
{
NUnit.Framework.Assert.That (o, Is.False, msg);
}
public static void IsFalse (object o)
{
NUnit.Framework.Assert.That (o, Is.False);
}
public static void AreSame (object a, object b)
{
NUnit.Framework.Assert.That (a, Is.SameAs (b));
}
public static void AreSame (object a, object b, string msg)
{
NUnit.Framework.Assert.That (a, Is.SameAs (b), msg);
}
public static void Fail (string msg)
{
NUnit.Framework.Assert.Fail (msg);
}
}
public static void AreEqual (object a, object b)
{
NUnit.Framework.Assert.That (a, Is.EqualTo (b));
}
public static void IsNotNull (object o, string msg)
{
NUnit.Framework.Assert.That (o, Is.Not.Null, msg);
}
public static void IsNotNull (object o)
{
NUnit.Framework.Assert.That (o, Is.Not.Null);
}
public static void IsNull (object o, string msg)
{
NUnit.Framework.Assert.That (o, Is.Null, msg);
}
public static void IsNull (object o)
{
NUnit.Framework.Assert.That (o, Is.Null);
}
public static void IsTrue (object o, string msg)
{
NUnit.Framework.Assert.That (o, Is.True, msg);
}
public static void IsTrue (object o)
{
NUnit.Framework.Assert.That (o, Is.True);
}
public static void IsFalse (object o, string msg)
{
NUnit.Framework.Assert.That (o, Is.False, msg);
}
public static void IsFalse (object o)
{
NUnit.Framework.Assert.That (o, Is.False);
}
public static void AreSame (object a, object b)
{
NUnit.Framework.Assert.That (a, Is.SameAs (b));
}
public static void AreSame (object a, object b, string msg)
{
NUnit.Framework.Assert.That (a, Is.SameAs (b), msg);
}
public static void Fail (string msg)
{
NUnit.Framework.Assert.Fail (msg);
}
}
*/
*/
// nunit 1.x compatibility
public class TestCase {
protected virtual void SetUp ()
{
}
public static void Assert (string msg, bool condition)
{
NUnit.Framework.Assert.True (condition, msg);
}
public static void AssertEquals (object a, object b)
{
NUnit.Framework.Assert.That (a, Is.EqualTo (b));
@ -137,45 +137,45 @@ namespace MonoTests {
NUnit.Framework.Assert.Fail (msg);
}
}
public class Assertion : TestCase {
}
public class TestFixtureSetUpAttribute : SetUpAttribute {
}
public class StringAssert {
#region StartsWith
static public void StartsWith(string expected, string actual, string message, params object[] args)
static public void StartsWith (string expected, string actual, string message, params object [] args)
{
Assert.That(actual, new StartsWithConstraint(expected), message, args);
Assert.That (actual, new StartsWithConstraint (expected), message, args);
}
static public void StartsWith(string expected, string actual, string message)
static public void StartsWith (string expected, string actual, string message)
{
StartsWith(expected, actual, message, null);
StartsWith (expected, actual, message, null);
}
static public void StartsWith(string expected, string actual)
static public void StartsWith (string expected, string actual)
{
StartsWith(expected, actual, string.Empty, null);
StartsWith (expected, actual, string.Empty, null);
}
#endregion
#region Contains
static public void Contains(string expected, string actual, string message, params object[] args)
static public void Contains (string expected, string actual, string message, params object [] args)
{
Assert.That(actual, new SubstringConstraint(expected), message, args);
Assert.That (actual, new SubstringConstraint (expected), message, args);
}
static public void Contains(string expected, string actual, string message)
static public void Contains (string expected, string actual, string message)
{
Contains(expected, actual, message, null);
Contains (expected, actual, message, null);
}
static public void Contains(string expected, string actual)
static public void Contains (string expected, string actual)
{
Contains(expected, actual, string.Empty, null);
Contains (expected, actual, string.Empty, null);
}
#endregion
}

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@ -4,13 +4,11 @@ using System.Text.RegularExpressions;
using NUnit.Framework;
namespace Xamarin.Tests
{
namespace Xamarin.Tests {
public delegate void Action ();
public static class Asserts
{
public static void Throws<T> (Action action, string expectedExceptionMessage, string message = "") where T: Exception
public static class Asserts {
public static void Throws<T> (Action action, string expectedExceptionMessage, string message = "") where T : Exception
{
try {
action ();
@ -20,7 +18,7 @@ namespace Xamarin.Tests
}
}
public static void ThrowsPartial<T> (Action action, string [] expectedExceptionMessages, string message = "") where T: Exception
public static void ThrowsPartial<T> (Action action, string [] expectedExceptionMessages, string message = "") where T : Exception
{
try {
action ();
@ -31,8 +29,8 @@ namespace Xamarin.Tests
StartsWith (expectedExceptionMessages [i], actual [i], i.ToString ());
}
}
public static void ThrowsPattern<T> (Action action, string expectedExceptionPattern, string message = "") where T: Exception
public static void ThrowsPattern<T> (Action action, string expectedExceptionPattern, string message = "") where T : Exception
{
try {
action ();
@ -41,13 +39,13 @@ namespace Xamarin.Tests
IsLike (expectedExceptionPattern, ex.Message, message);
}
}
public static void StartsWith (string expectedStartsWith, string actual, string message)
{
if (!actual.StartsWith (expectedStartsWith, StringComparison.Ordinal))
throw new AssertionException (string.Format ("Expected '{0}' to start with '{1}'. {2}", actual, expectedStartsWith, message));
}
public static void IsLike (string pattern, string actual, string message)
{
if (!Regex.IsMatch (actual, pattern, RegexOptions.CultureInvariant))

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@ -16,11 +16,9 @@ using BundlerTool = Xamarin.MTouchTool;
using BundlerTool = Xamarin.MmpTool;
#endif
namespace Xamarin
{
namespace Xamarin {
[TestFixture]
public class BundlerTests
{
public class BundlerTests {
#if __MACOS__
// The cache doesn't work properly in mmp yet.
// [TestCase (Profile.macOSMobile)]

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@ -8,10 +8,8 @@ using NUnit.Framework;
using Xamarin.Utils;
namespace Xamarin.Tests
{
public enum LinkerOption
{
namespace Xamarin.Tests {
public enum LinkerOption {
Unspecified,
LinkAll,
LinkSdk,
@ -19,16 +17,14 @@ namespace Xamarin.Tests
LinkPlatform, // only applicable for XM
}
public enum RegistrarOption
{
public enum RegistrarOption {
Unspecified,
Dynamic,
Static,
}
[Flags]
enum I18N
{
enum I18N {
None = 0,
CJK = 1,
@ -42,8 +38,7 @@ namespace Xamarin.Tests
}
// This class represents options/logic that is identical between mtouch and mmp
abstract class BundlerTool : Tool
{
abstract class BundlerTool : Tool {
public const string None = "None";
public bool AlwaysShowOutput;
@ -327,7 +322,7 @@ namespace Xamarin.Tests
return;
var errors = Messages.Where ((v) => v.IsError).ToList ();
Assert.Fail ($"Expected execution to succeed, but exit code was {rv}, and there were {errors.Count} error(s).\nCommand: {ToolPath} {StringUtils.FormatArguments (ToolArguments)}\nMessage: {message}\n\t" +
string.Join ("\n\t", errors.Select ((v) => v.ToString ())));
string.Join ("\n\t", errors.Select ((v) => v.ToString ())));
}
public void AssertExecuteFailure (string message = null)

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@ -13,11 +13,9 @@ using NUnit.Framework;
using Xamarin;
namespace Xamarin.Tests
{
namespace Xamarin.Tests {
[TestFixture]
public class ProductTests
{
public class ProductTests {
[Test]
public void MonoVersion ()
{
@ -80,7 +78,7 @@ namespace Xamarin.Tests
Version lc_min_version;
var mincmd = lc as MinCommand;
if (mincmd != null){
if (mincmd != null) {
Assert.AreEqual (load_command, mincmd.Command, "Unexpected min load command");
lc_min_version = mincmd.Version;
} else {
@ -101,7 +99,7 @@ namespace Xamarin.Tests
alternativePlatform = MachO.Platform.WatchOS;
break;
}
Assert.That (buildver.Platform, Is.EqualTo (platform).Or.EqualTo (alternativePlatform) , $"Unexpected build version command in {machoFile} ({slice.Filename})");
Assert.That (buildver.Platform, Is.EqualTo (platform).Or.EqualTo (alternativePlatform), $"Unexpected build version command in {machoFile} ({slice.Filename})");
lc_min_version = buildver.MinOS;
}
@ -189,11 +187,10 @@ namespace Xamarin.Tests
}
}
static class VersionExtensions
{
public static Version WithBuild (this Version version)
{
return new Version (version.Major, version.Minor, version.Build < 0 ? 0 : version.Build);
}
static class VersionExtensions {
public static Version WithBuild (this Version version)
{
return new Version (version.Major, version.Minor, version.Build < 0 ? 0 : version.Build);
}
}
}

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@ -1,17 +1,14 @@
using Foundation;
using UIKit;
namespace AppWithExtraArgumentThatOverrides
{
namespace AppWithExtraArgumentThatOverrides {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to application events from iOS.
[Register ("AppDelegate")]
public class AppDelegate : UIApplicationDelegate
{
public class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window
{
public override UIWindow Window {
get;
set;
}

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@ -1,11 +1,9 @@
using UIKit;
namespace AppWithExtraArgumentThatOverrides
{
public class Application
{
namespace AppWithExtraArgumentThatOverrides {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -2,10 +2,8 @@ using System;
using UIKit;
namespace AppWithExtraArgumentThatOverrides
{
public partial class ViewController : UIViewController
{
namespace AppWithExtraArgumentThatOverrides {
public partial class ViewController : UIViewController {
protected ViewController (IntPtr handle) : base (handle)
{
// Note: this .ctor should not contain any initialization logic.

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@ -7,8 +7,7 @@ using ObjCRuntime;
static class MainClass {
static int Main (string [] args)
{
Runtime.AssemblyRegistration += (object sender, AssemblyRegistrationEventArgs ea) =>
{
Runtime.AssemblyRegistration += (object sender, AssemblyRegistrationEventArgs ea) => {
Console.WriteLine (ea.AssemblyName);
switch (ea.AssemblyName.Name) {
case "AssemblyRegistration":

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@ -4,10 +4,8 @@ using Foundation;
using AppKit;
using MyLibrary;
namespace BasicPCLTest
{
public partial class AppDelegate : NSApplicationDelegate
{
namespace BasicPCLTest {
public partial class AppDelegate : NSApplicationDelegate {
public AppDelegate ()
{
}

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@ -2,11 +2,9 @@ using System;
using AppKit;
namespace BasicPCLTest
{
static class MainClass
{
static void Main (string[] args)
namespace BasicPCLTest {
static class MainClass {
static void Main (string [] args)
{
NSApplication.Init ();
NSApplication.SharedApplication.Delegate = new AppDelegate ();

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@ -2,18 +2,16 @@ using System;
using System.IO;
using Newtonsoft.Json.Linq;
namespace MyLibrary
{
public class MyClass
{
namespace MyLibrary {
public class MyClass {
public static void DoIt ()
{
JArray array = new JArray();
array.Add("Manual text");
array.Add(new DateTime(2000, 5, 23));
JArray array = new JArray ();
array.Add ("Manual text");
array.Add (new DateTime (2000, 5, 23));
JObject o = new JObject();
o["MyArray"] = array;
JObject o = new JObject ();
o ["MyArray"] = array;
var fileName = "../../../../../TestResult.txt";
if (File.Exists (fileName))

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@ -25,13 +25,11 @@
using Foundation;
using UIKit;
namespace Bug60536
{
namespace Bug60536 {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to application events from iOS.
[Register ("AppDelegate")]
public class AppDelegate : UIApplicationDelegate
{
public class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {

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@ -24,12 +24,10 @@
// THE SOFTWARE.
using UIKit;
namespace Bug60536
{
public class Application
{
namespace Bug60536 {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -26,10 +26,8 @@ using System;
using UIKit;
namespace Bug60536
{
public partial class ViewController : UIViewController
{
namespace Bug60536 {
public partial class ViewController : UIViewController {
protected ViewController (IntPtr handle) : base (handle)
{
// Note: this .ctor should not contain any initialization logic.

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@ -4,14 +4,12 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MySpacedApp
{
namespace MySpacedApp {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
public partial class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {
get;

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@ -4,12 +4,10 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MySpacedApp
{
public class Application
{
namespace MySpacedApp {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -3,10 +3,8 @@ using CoreGraphics;
using Foundation;
using UIKit;
namespace MySpacedApp
{
public partial class MySpacedAppViewController : UIViewController
{
namespace MySpacedApp {
public partial class MySpacedAppViewController : UIViewController {
public MySpacedAppViewController (IntPtr handle) : base (handle)
{
}
@ -15,7 +13,7 @@ namespace MySpacedApp
{
// Releases the view if it doesn't have a superview.
base.DidReceiveMemoryWarning ();
// Release any cached data, images, etc that aren't in use.
}
@ -24,7 +22,7 @@ namespace MySpacedApp
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
// Perform any additional setup after loading the view, typically from a nib.
}

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@ -5,10 +5,8 @@ using MobileCoreServices;
using Foundation;
using UIKit;
namespace MyActionExtension
{
public partial class ActionViewController : UIViewController
{
namespace MyActionExtension {
public partial class ActionViewController : UIViewController {
public ActionViewController (IntPtr handle) : base (handle)
{
}
@ -35,10 +33,12 @@ namespace MyActionExtension
foreach (var itemProvider in item.Attachments) {
if (itemProvider.HasItemConformingTo (UTType.Image)) {
// This is an image. We'll load it, then place it in our image view.
itemProvider.LoadItem (UTType.Image, null, delegate (NSObject image, NSError error) {
itemProvider.LoadItem (UTType.Image, null, delegate (NSObject image, NSError error)
{
if (image != null) {
NSOperationQueue.MainQueue.AddOperation (delegate {
imageView.Image = (UIImage)image;
NSOperationQueue.MainQueue.AddOperation (delegate
{
imageView.Image = (UIImage) image;
});
}
});

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@ -5,18 +5,16 @@ using System.Collections.Generic;
using Foundation;
using UIKit;
namespace MyTabbedApplication
{
namespace MyTabbedApplication {
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
public partial class AppDelegate : UIApplicationDelegate {
public override UIWindow Window {
get;
set;
}
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
Console.WriteLine (typeof (Newtonsoft.Json.JsonReader));
UIApplication.Main (args, null, "AppDelegate");

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@ -1,9 +1,9 @@
using Foundation;
namespace LibraryA {
[BaseType(typeof(NSObject))]
interface A {
}
}
using Foundation;
namespace LibraryA {
[BaseType (typeof (NSObject))]
interface A {
}
}

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@ -1,11 +1,11 @@
using Foundation;
using LibraryA;
namespace LibraryB {
[BaseType(typeof(NSObject))]
interface B {
[Export("a")]
A GetA();
}
}
namespace LibraryB {
[BaseType (typeof (NSObject))]
interface B {
[Export ("a")]
A GetA ();
}
}

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@ -4,14 +4,12 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MySingleView
{
namespace MySingleView {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
public partial class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {
get;

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@ -4,12 +4,10 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MySingleView
{
public class Application
{
namespace MySingleView {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -3,10 +3,8 @@ using CoreGraphics;
using Foundation;
using UIKit;
namespace MySingleView
{
public partial class MySingleViewViewController : UIViewController
{
namespace MySingleView {
public partial class MySingleViewViewController : UIViewController {
public MySingleViewViewController (IntPtr handle) : base (handle)
{
}
@ -15,7 +13,7 @@ namespace MySingleView
{
// Releases the view if it doesn't have a superview.
base.DidReceiveMemoryWarning ();
// Release any cached data, images, etc that aren't in use.
}
@ -24,7 +22,7 @@ namespace MySingleView
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
// Perform any additional setup after loading the view, typically from a nib.
}

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@ -5,14 +5,12 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MyXamarinFormsApp.iOS
{
namespace MyXamarinFormsApp.iOS {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : global::Xamarin.Forms.Platform.iOS.FormsApplicationDelegate
{
public partial class AppDelegate : global::Xamarin.Forms.Platform.iOS.FormsApplicationDelegate {
//
// This method is invoked when the application has loaded and is ready to run. In this
// method you should instantiate the window, load the UI into it and then make the window

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@ -5,10 +5,8 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MyXamarinFormsApp.iOS
{
public class Application
{
namespace MyXamarinFormsApp.iOS {
public class Application {
// This is the main entry point of the application.
static void Main (string [] args)
{

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@ -2,10 +2,8 @@ using System;
using Xamarin.Forms;
using Xamarin.Forms.Xaml;
namespace MyXamarinFormsApp
{
public partial class App : Application
{
namespace MyXamarinFormsApp {
public partial class App : Application {
public App ()
{
InitializeComponent ();

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@ -6,13 +6,11 @@ using System.Text;
using System.Threading.Tasks;
using Xamarin.Forms;
namespace MyXamarinFormsApp
{
namespace MyXamarinFormsApp {
// Learn more about making custom code visible in the Xamarin.Forms previewer
// by visiting https://aka.ms/xamarinforms-previewer
[DesignTimeVisible (false)]
public partial class MainPage : ContentPage
{
public partial class MainPage : ContentPage {
public MainPage ()
{
InitializeComponent ();

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@ -5,11 +5,9 @@ using CoreGraphics;
using CoreVideo;
using Foundation;
namespace MyCocoaCoreMLApp
{
static class MainClass
{
static void Main (string[] args)
namespace MyCocoaCoreMLApp {
static class MainClass {
static void Main (string [] args)
{
NSApplication.Init ();
NSApplication.SharedApplication.Delegate = new AppDelegate ();
@ -17,8 +15,7 @@ namespace MyCocoaCoreMLApp
}
}
public partial class AppDelegate : NSApplicationDelegate
{
public partial class AppDelegate : NSApplicationDelegate {
NSWindow window;
public override void DidFinishLaunching (NSNotification notification)
{

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@ -16,8 +16,7 @@ namespace MyCocoaCoreMLApp {
/// <summary>
/// Model Prediction Input Type
/// </summary>
public class SqueezeNetInput : NSObject, IMLFeatureProvider
{
public class SqueezeNetInput : NSObject, IMLFeatureProvider {
static readonly NSSet<NSString> featureNames = new NSSet<NSString> (
new NSString ("image")
);
@ -64,8 +63,7 @@ namespace MyCocoaCoreMLApp {
/// <summary>
/// Model Prediction Output Type
/// </summary>
public class SqueezeNetOutput : NSObject, IMLFeatureProvider
{
public class SqueezeNetOutput : NSObject, IMLFeatureProvider {
static readonly NSSet<NSString> featureNames = new NSSet<NSString> (
new NSString ("classLabelProbs"), new NSString ("classLabel")
);
@ -139,8 +137,7 @@ namespace MyCocoaCoreMLApp {
/// <summary>
/// Class for model loading and prediction
/// </summary>
public class SqueezeNet : NSObject
{
public class SqueezeNet : NSObject {
readonly MLModel model;
public SqueezeNet ()

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@ -3,11 +3,9 @@ using CoreGraphics;
using Foundation;
using SceneKit;
namespace MyCocoaSceneKitApp
{
static class MainClass
{
static void Main (string[] args)
namespace MyCocoaSceneKitApp {
static class MainClass {
static void Main (string [] args)
{
NSApplication.Init ();
NSApplication.SharedApplication.Delegate = new AppDelegate ();
@ -15,8 +13,7 @@ namespace MyCocoaSceneKitApp
}
}
public partial class AppDelegate : NSApplicationDelegate
{
public partial class AppDelegate : NSApplicationDelegate {
NSWindow window;
public override void DidFinishLaunching (NSNotification notification)
{

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@ -25,13 +25,11 @@
using Foundation;
using UIKit;
namespace MyCoreMLApp
{
namespace MyCoreMLApp {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to application events from iOS.
[Register ("AppDelegate")]
public class AppDelegate : UIApplicationDelegate
{
public class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {

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@ -24,12 +24,10 @@
// THE SOFTWARE.
using UIKit;
namespace MyCoreMLApp
{
public class Application
{
namespace MyCoreMLApp {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -16,8 +16,7 @@ namespace MyCoreMLApp {
/// <summary>
/// Model Prediction Input Type
/// </summary>
public class SqueezeNetInput : NSObject, IMLFeatureProvider
{
public class SqueezeNetInput : NSObject, IMLFeatureProvider {
static readonly NSSet<NSString> featureNames = new NSSet<NSString> (
new NSString ("image")
);
@ -64,8 +63,7 @@ namespace MyCoreMLApp {
/// <summary>
/// Model Prediction Output Type
/// </summary>
public class SqueezeNetOutput : NSObject, IMLFeatureProvider
{
public class SqueezeNetOutput : NSObject, IMLFeatureProvider {
static readonly NSSet<NSString> featureNames = new NSSet<NSString> (
new NSString ("classLabelProbs"), new NSString ("classLabel")
);
@ -139,8 +137,7 @@ namespace MyCoreMLApp {
/// <summary>
/// Class for model loading and prediction
/// </summary>
public class SqueezeNet : NSObject
{
public class SqueezeNet : NSObject {
readonly MLModel model;
public SqueezeNet ()

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@ -26,10 +26,8 @@ using System;
using UIKit;
namespace MyCoreMLApp
{
public partial class ViewController : UIViewController
{
namespace MyCoreMLApp {
public partial class ViewController : UIViewController {
protected ViewController (IntPtr handle) : base (handle)
{
// Note: this .ctor should not contain any initialization logic.

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@ -4,10 +4,8 @@ using System.Drawing;
using Foundation;
using UIKit;
namespace MyDocumentPickerExtension
{
public partial class DocumentPickerViewController : UIDocumentPickerExtensionViewController
{
namespace MyDocumentPickerExtension {
public partial class DocumentPickerViewController : UIDocumentPickerExtensionViewController {
public DocumentPickerViewController (IntPtr handle) : base (handle)
{
}

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@ -4,10 +4,8 @@ using System.Drawing;
using Foundation;
using UIKit;
namespace MyExtensionWithPackageReference
{
public partial class ActionViewController : UIViewController
{
namespace MyExtensionWithPackageReference {
public partial class ActionViewController : UIViewController {
public ActionViewController (IntPtr handle) : base (handle)
{
Console.WriteLine (typeof (Newtonsoft.Json.JsonReader));

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@ -1,57 +1,54 @@
using Foundation;
using UIKit;
namespace MyIBToolLinkTest
{
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to application events from iOS.
[Register ("AppDelegate")]
public class AppDelegate : UIApplicationDelegate
{
// class-level declarations
namespace MyIBToolLinkTest {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to application events from iOS.
[Register ("AppDelegate")]
public class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window
{
get; set;
}
public override UIWindow Window {
get; set;
}
public override bool FinishedLaunching (UIApplication application, NSDictionary launchOptions)
{
// Override point for customization after application launch.
// If not required for your application you can safely delete this method
public override bool FinishedLaunching (UIApplication application, NSDictionary launchOptions)
{
// Override point for customization after application launch.
// If not required for your application you can safely delete this method
return true;
}
return true;
}
public override void OnResignActivation (UIApplication application)
{
// Invoked when the application is about to move from active to inactive state.
// This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message)
// or when the user quits the application and it begins the transition to the background state.
// Games should use this method to pause the game.
}
public override void OnResignActivation (UIApplication application)
{
// Invoked when the application is about to move from active to inactive state.
// This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message)
// or when the user quits the application and it begins the transition to the background state.
// Games should use this method to pause the game.
}
public override void DidEnterBackground (UIApplication application)
{
// Use this method to release shared resources, save user data, invalidate timers and store the application state.
// If your application supports background execution this method is called instead of WillTerminate when the user quits.
}
public override void DidEnterBackground (UIApplication application)
{
// Use this method to release shared resources, save user data, invalidate timers and store the application state.
// If your application supports background execution this method is called instead of WillTerminate when the user quits.
}
public override void WillEnterForeground (UIApplication application)
{
// Called as part of the transition from background to active state.
// Here you can undo many of the changes made on entering the background.
}
public override void WillEnterForeground (UIApplication application)
{
// Called as part of the transition from background to active state.
// Here you can undo many of the changes made on entering the background.
}
public override void OnActivated (UIApplication application)
{
// Restart any tasks that were paused (or not yet started) while the application was inactive.
// If the application was previously in the background, optionally refresh the user interface.
}
public override void OnActivated (UIApplication application)
{
// Restart any tasks that were paused (or not yet started) while the application was inactive.
// If the application was previously in the background, optionally refresh the user interface.
}
public override void WillTerminate (UIApplication application)
{
// Called when the application is about to terminate. Save data, if needed. See also DidEnterBackground.
}
}
public override void WillTerminate (UIApplication application)
{
// Called when the application is about to terminate. Save data, if needed. See also DidEnterBackground.
}
}
}

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@ -1,15 +1,13 @@
using UIKit;
namespace MyIBToolLinkTest
{
public class Application
{
// This is the main entry point of the application.
static void Main (string[] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.
UIApplication.Main (args, null, "AppDelegate");
}
}
namespace MyIBToolLinkTest {
public class Application {
// This is the main entry point of the application.
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.
UIApplication.Main (args, null, "AppDelegate");
}
}
}

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@ -2,25 +2,23 @@ using System;
using UIKit;
namespace MyIBToolLinkTest
{
public partial class ViewController : UIViewController
{
protected ViewController (IntPtr handle) : base (handle)
{
// Note: this .ctor should not contain any initialization logic.
}
namespace MyIBToolLinkTest {
public partial class ViewController : UIViewController {
protected ViewController (IntPtr handle) : base (handle)
{
// Note: this .ctor should not contain any initialization logic.
}
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
// Perform any additional setup after loading the view, typically from a nib.
}
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
// Perform any additional setup after loading the view, typically from a nib.
}
public override void DidReceiveMemoryWarning ()
{
base.DidReceiveMemoryWarning ();
// Release any cached data, images, etc that aren't in use.
}
}
public override void DidReceiveMemoryWarning ()
{
base.DidReceiveMemoryWarning ();
// Release any cached data, images, etc that aren't in use.
}
}
}

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@ -4,10 +4,8 @@ using ObjCRuntime;
using Foundation;
using UIKit;
namespace MyKeyboardExtension
{
public partial class KeyboardViewController : UIInputViewController
{
namespace MyKeyboardExtension {
public partial class KeyboardViewController : UIInputViewController {
UIButton nextKeyboardButton;
public KeyboardViewController (IntPtr handle) : base (handle)

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@ -25,13 +25,11 @@
using Foundation;
using UIKit;
namespace MyLinkedAssets
{
namespace MyLinkedAssets {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to application events from iOS.
[Register ("AppDelegate")]
public class AppDelegate : UIApplicationDelegate
{
public class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {

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@ -24,12 +24,10 @@
// THE SOFTWARE.
using UIKit;
namespace MyLinkedAssets
{
public class Application
{
namespace MyLinkedAssets {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -26,10 +26,8 @@ using System;
using UIKit;
namespace MyLinkedAssets
{
public partial class ViewController : UIViewController
{
namespace MyLinkedAssets {
public partial class ViewController : UIViewController {
protected ViewController (IntPtr handle) : base (handle)
{
// Note: this .ctor should not contain any initialization logic.

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@ -3,14 +3,12 @@ using System;
using Foundation;
using UIKit;
namespace MyMasterDetailApp
{
namespace MyMasterDetailApp {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
public partial class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {
@ -22,14 +20,14 @@ namespace MyMasterDetailApp
{
// Override point for customization after application launch.
if (UIDevice.CurrentDevice.UserInterfaceIdiom == UIUserInterfaceIdiom.Pad) {
var splitViewController = (UISplitViewController)Window.RootViewController;
var splitViewController = (UISplitViewController) Window.RootViewController;
// Get the UINavigationControllers containing our master & detail view controllers
var masterNavigationController = (UINavigationController)splitViewController.ViewControllers [0];
var detailNavigationController = (UINavigationController)splitViewController.ViewControllers [1];
var masterNavigationController = (UINavigationController) splitViewController.ViewControllers [0];
var detailNavigationController = (UINavigationController) splitViewController.ViewControllers [1];
var masterViewController = (MasterViewController)masterNavigationController.TopViewController;
var detailViewController = (DetailViewController)detailNavigationController.TopViewController;
var masterViewController = (MasterViewController) masterNavigationController.TopViewController;
var detailViewController = (DetailViewController) detailNavigationController.TopViewController;
masterViewController.DetailViewController = detailViewController;

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@ -5,10 +5,8 @@ using System.Collections.Generic;
using Foundation;
using UIKit;
namespace MyMasterDetailApp
{
public partial class DetailViewController : UIViewController
{
namespace MyMasterDetailApp {
public partial class DetailViewController : UIViewController {
UIPopoverController masterPopoverController;
object detailItem;
@ -20,11 +18,11 @@ namespace MyMasterDetailApp
{
if (detailItem != newDetailItem) {
detailItem = newDetailItem;
// Update the view
ConfigureView ();
}
if (masterPopoverController != null)
masterPopoverController.Dismiss (true);
}
@ -40,14 +38,14 @@ namespace MyMasterDetailApp
{
// Releases the view if it doesn't have a superview.
base.DidReceiveMemoryWarning ();
// Release any cached data, images, etc that aren't in use.
}
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
// Perform any additional setup after loading the view, typically from a nib.
ConfigureView ();
}

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@ -5,12 +5,10 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MyMasterDetailApp
{
public class Application
{
namespace MyMasterDetailApp {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -6,21 +6,19 @@ using CoreGraphics;
using Foundation;
using UIKit;
namespace MyMasterDetailApp
{
public partial class MasterViewController : UITableViewController
{
namespace MyMasterDetailApp {
public partial class MasterViewController : UITableViewController {
DataSource dataSource;
public MasterViewController (IntPtr handle) : base (handle)
{
Title = NSBundle.MainBundle.GetLocalizedString ("Master", "Master");
if (UIDevice.CurrentDevice.UserInterfaceIdiom == UIUserInterfaceIdiom.Pad) {
PreferredContentSize = new CGSize (320f, 600f);
ClearsSelectionOnViewWillAppear = false;
}
// Custom initialization
}
@ -34,14 +32,14 @@ namespace MyMasterDetailApp
dataSource.Objects.Insert (0, DateTime.Now);
using (var indexPath = NSIndexPath.FromRowSection (0, 0))
TableView.InsertRows (new NSIndexPath[] { indexPath }, UITableViewRowAnimation.Automatic);
TableView.InsertRows (new NSIndexPath [] { indexPath }, UITableViewRowAnimation.Automatic);
}
public override void DidReceiveMemoryWarning ()
{
// Releases the view if it doesn't have a superview.
base.DidReceiveMemoryWarning ();
// Release any cached data, images, etc that aren't in use.
}
@ -58,8 +56,7 @@ namespace MyMasterDetailApp
TableView.Source = dataSource = new DataSource (this);
}
class DataSource : UITableViewSource
{
class DataSource : UITableViewSource {
static readonly NSString CellIdentifier = new NSString ("Cell");
readonly List<object> objects = new List<object> ();
readonly MasterViewController controller;
@ -87,7 +84,7 @@ namespace MyMasterDetailApp
// Customize the appearance of table view cells.
public override UITableViewCell GetCell (UITableView tableView, NSIndexPath indexPath)
{
var cell = (UITableViewCell)tableView.DequeueReusableCell (CellIdentifier, indexPath);
var cell = (UITableViewCell) tableView.DequeueReusableCell (CellIdentifier, indexPath);
cell.TextLabel.Text = objects [indexPath.Row].ToString ();
@ -105,7 +102,7 @@ namespace MyMasterDetailApp
if (editingStyle == UITableViewCellEditingStyle.Delete) {
// Delete the row from the data source.
objects.RemoveAt (indexPath.Row);
controller.TableView.DeleteRows (new NSIndexPath[] { indexPath }, UITableViewRowAnimation.Fade);
controller.TableView.DeleteRows (new NSIndexPath [] { indexPath }, UITableViewRowAnimation.Fade);
} else if (editingStyle == UITableViewCellEditingStyle.Insert) {
// Create a new instance of the appropriate class, insert it into the array, and add a new row to the table view.
}
@ -140,7 +137,7 @@ namespace MyMasterDetailApp
var indexPath = TableView.IndexPathForSelectedRow;
var item = dataSource.Objects [indexPath.Row];
((DetailViewController)segue.DestinationViewController).SetDetailItem (item);
((DetailViewController) segue.DestinationViewController).SetDetailItem (item);
}
}
}

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@ -5,39 +5,37 @@ using System.Collections.Generic;
using Foundation;
using UIKit;
namespace MyMetalGame
{
namespace MyMetalGame {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
public partial class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {
get;
set;
}
// This method is invoked when the application is about to move from active to inactive state.
// OpenGL applications should use this method to pause.
public override void OnResignActivation (UIApplication application)
{
}
// This method should be used to release shared resources and it should store the application state.
// If your application supports background execution this method is called instead of WillTerminate
// when the user quits.
public override void DidEnterBackground (UIApplication application)
{
}
// This method is called as part of the transition from background to active state.
public override void WillEnterForeground (UIApplication application)
{
}
// This method is called when the application is about to terminate. Save data, if needed.
public override void WillTerminate (UIApplication application)
{

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@ -9,12 +9,9 @@ using OpenTK;
using Metal;
using UIKit;
namespace MyMetalGame
{
public partial class GameViewController : UIViewController
{
struct Uniforms
{
namespace MyMetalGame {
public partial class GameViewController : UIViewController {
struct Uniforms {
public Matrix4 ModelviewProjectionMatrix;
public Matrix4 NormalMatrix;
}
@ -25,7 +22,7 @@ namespace MyMetalGame
// Max API memory buffer size
const int max_bytes_per_frame = 1024 * 1024;
float[] cubeVertexData = {
float [] cubeVertexData = {
// Data layout for each line below is:
// positionX, positionY, positionZ, normalX, normalY, normalZ,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
@ -165,7 +162,7 @@ namespace MyMetalGame
IMTLFunction vertexProgram = defaultLibrary.CreateFunction ("lighting_vertex");
// Setup the vertex buffers
vertexBuffer = device.CreateBuffer<float> (cubeVertexData, (MTLResourceOptions)0);
vertexBuffer = device.CreateBuffer<float> (cubeVertexData, (MTLResourceOptions) 0);
vertexBuffer.Label = "Vertices";
// Create a reusable pipeline state
@ -190,7 +187,7 @@ namespace MyMetalGame
DepthCompareFunction = MTLCompareFunction.Less,
DepthWriteEnabled = true
};
depthState = device.CreateDepthStencilState (depthStateDesc);
}
@ -244,7 +241,7 @@ namespace MyMetalGame
renderEncoder.PushDebugGroup ("DrawCube");
renderEncoder.SetRenderPipelineState (pipelineState);
renderEncoder.SetVertexBuffer (vertexBuffer, 0, 0);
renderEncoder.SetVertexBuffer (dynamicConstantBuffer, (nuint)(Marshal.SizeOf (typeof(Uniforms)) * constantDataBufferIndex), 1);
renderEncoder.SetVertexBuffer (dynamicConstantBuffer, (nuint) (Marshal.SizeOf (typeof (Uniforms)) * constantDataBufferIndex), 1);
// Tell the render context we want to draw our primitives
renderEncoder.DrawPrimitives (MTLPrimitiveType.Triangle, 0, 36, 1);
@ -258,7 +255,7 @@ namespace MyMetalGame
drawable.Dispose ();
inflightSemaphore.Release ();
});
// Schedule a present once the framebuffer is complete
commandBuffer.PresentDrawable (drawable);
@ -266,14 +263,14 @@ namespace MyMetalGame
commandBuffer.Commit ();
// The renderview assumes it can now increment the buffer index and that the previous index won't be touched until we cycle back around to the same index
constantDataBufferIndex = (byte)((constantDataBufferIndex + 1) % max_inflight_buffers);
constantDataBufferIndex = (byte) ((constantDataBufferIndex + 1) % max_inflight_buffers);
}
void Reshape ()
{
// When reshape is called, update the view and projection matricies since this means the view orientation or size changed
var aspect = (float)(View.Bounds.Size.Width / View.Bounds.Size.Height);
projectionMatrix = CreateMatrixFromPerspective (65.0f * ((float)Math.PI / 180.0f), aspect, 0.1f, 100.0f);
var aspect = (float) (View.Bounds.Size.Width / View.Bounds.Size.Height);
projectionMatrix = CreateMatrixFromPerspective (65.0f * ((float) Math.PI / 180.0f), aspect, 0.1f, 100.0f);
viewMatrix = Matrix4.Identity;
}
@ -288,8 +285,8 @@ namespace MyMetalGame
uniformBuffer.ModelviewProjectionMatrix = Matrix4.Transpose (Matrix4.Mult (projectionMatrix, modelViewMatrix));
// Copy uniformBuffer's content into dynamicConstantBuffer.Contents
int rawsize = Marshal.SizeOf (typeof(Uniforms));
var rawdata = new byte[rawsize];
int rawsize = Marshal.SizeOf (typeof (Uniforms));
var rawdata = new byte [rawsize];
IntPtr ptr = Marshal.AllocHGlobal (rawsize);
Marshal.StructureToPtr (uniformBuffer, ptr, false);
Marshal.Copy (ptr, rawdata, 0, rawsize);
@ -352,7 +349,7 @@ namespace MyMetalGame
static Matrix4 CreateMatrixFromPerspective (float fovY, float aspect, float nearZ, float farZ)
{
float yscale = 1.0f / (float)Math.Tan (fovY * 0.5f);
float yscale = 1.0f / (float) Math.Tan (fovY * 0.5f);
float xscale = yscale / aspect;
float q = farZ / (farZ - nearZ);
@ -379,8 +376,8 @@ namespace MyMetalGame
static Matrix4 CreateMatrixFromRotation (float radians, float x, float y, float z)
{
Vector3 v = Vector3.Normalize (new Vector3 (x, y, z));
var cos = (float)Math.Cos (radians);
var sin = (float)Math.Sin (radians);
var cos = (float) Math.Cos (radians);
var sin = (float) Math.Sin (radians);
float cosp = 1.0f - cos;
var m = new Matrix4 {

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@ -5,12 +5,10 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MyMetalGame
{
public class Application
{
namespace MyMetalGame {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -5,39 +5,37 @@ using System.Collections.Generic;
using Foundation;
using UIKit;
namespace MyOpenGLApp
{
namespace MyOpenGLApp {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
public partial class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {
get;
set;
}
// This method is invoked when the application is about to move from active to inactive state.
// OpenGL applications should use this method to pause.
public override void OnResignActivation (UIApplication application)
{
}
// This method should be used to release shared resources and it should store the application state.
// If your application supports background execution this method is called instead of WillTerminate
// when the user quits.
public override void DidEnterBackground (UIApplication application)
{
}
// This method is called as part of the transition from background to active state.
public override void WillEnterForeground (UIApplication application)
{
}
// This method is called when the application is about to terminate. Save data, if needed.
public override void WillTerminate (UIApplication application)
{

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@ -12,11 +12,9 @@ using ObjCRuntime;
using OpenGLES;
using UIKit;
namespace MyOpenGLApp
{
namespace MyOpenGLApp {
[Register ("EAGLView")]
public class EAGLView : iPhoneOSGameView
{
public class EAGLView : iPhoneOSGameView {
[Export ("initWithCoder:")]
public EAGLView (NSCoder coder) : base (coder)
{
@ -44,7 +42,7 @@ namespace MyOpenGLApp
ContextRenderingApi = EAGLRenderingAPI.OpenGLES1;
base.CreateFrameBuffer ();
}
if (ContextRenderingApi == EAGLRenderingAPI.OpenGLES2)
LoadShaders ();
}
@ -61,7 +59,7 @@ namespace MyOpenGLApp
CADisplayLink displayLink;
public bool IsAnimating { get; private set; }
// How many display frames must pass between each time the display link fires.
public int FrameInterval {
get {
@ -82,12 +80,12 @@ namespace MyOpenGLApp
{
if (IsAnimating)
return;
CreateFrameBuffer ();
displayLink = UIScreen.MainScreen.CreateDisplayLink (this, new Selector ("drawFrame"));
displayLink.FrameInterval = frameInterval;
displayLink.AddToRunLoop (NSRunLoop.Current, NSRunLoop.NSDefaultRunLoopMode);
IsAnimating = true;
}
@ -110,57 +108,57 @@ namespace MyOpenGLApp
#endregion
static readonly float[] squareVertices = {
static readonly float [] squareVertices = {
-0.5f, -0.33f,
0.5f, -0.33f,
-0.5f, 0.33f,
0.5f, 0.33f,
};
static readonly byte[] squareColors = {
static readonly byte [] squareColors = {
255, 255, 0, 255,
0, 255, 255, 255,
0, 0, 0, 0,
255, 0, 255, 255,
};
static float transY = 0.0f;
const int UNIFORM_TRANSLATE = 0;
const int UNIFORM_COUNT = 1;
readonly int[] uniforms = new int [UNIFORM_COUNT];
readonly int [] uniforms = new int [UNIFORM_COUNT];
const int ATTRIB_VERTEX = 0;
const int ATTRIB_COLOR = 1;
const int ATTRIB_COUNT = 2;
int program;
protected override void OnRenderFrame (FrameEventArgs e)
{
base.OnRenderFrame (e);
MakeCurrent ();
// Replace the implementation of this method to do your own custom drawing.
GL.ClearColor (0.5f, 0.5f, 0.5f, 1.0f);
GL.Clear (ClearBufferMask.ColorBufferBit);
if (ContextRenderingApi == EAGLRenderingAPI.OpenGLES2) {
// Use shader program.
GL.UseProgram (program);
// Update uniform value.
GL.Uniform1 (uniforms [UNIFORM_TRANSLATE], transY);
transY += 0.075f;
// Update attribute values.
GL.VertexAttribPointer (ATTRIB_VERTEX, 2, VertexAttribPointerType.Float, false, 0, squareVertices);
GL.EnableVertexAttribArray (ATTRIB_VERTEX);
GL.VertexAttribPointer (ATTRIB_COLOR, 4, VertexAttribPointerType.UnsignedByte, true, 0, squareColors);
GL.EnableVertexAttribArray (ATTRIB_COLOR);
// Validate program before drawing. This is a good check, but only really necessary in a debug build.
#if DEBUG
if (!ValidateProgram (program)) {
@ -173,9 +171,9 @@ namespace MyOpenGLApp
GL1.LoadIdentity ();
GL1.MatrixMode (All1.Modelview);
GL1.LoadIdentity ();
GL1.Translate (0.0f, (float)Math.Sin (transY) / 2.0f, 0.0f);
GL1.Translate (0.0f, (float) Math.Sin (transY) / 2.0f, 0.0f);
transY += 0.075f;
GL1.VertexPointer (2, All1.Float, 0, squareVertices);
GL1.EnableClientState (All1.VertexArray);
GL1.ColorPointer (4, All1.UnsignedByte, 0, squareColors);
@ -183,24 +181,24 @@ namespace MyOpenGLApp
}
GL.DrawArrays (BeginMode.TriangleStrip, 0, 4);
SwapBuffers ();
}
bool LoadShaders ()
{
int vertShader, fragShader;
// Create shader program.
program = GL.CreateProgram ();
// Create and compile vertex shader.
var vertShaderPathname = NSBundle.MainBundle.PathForResource ("Shader", "vsh");
if (!CompileShader (ShaderType.VertexShader, vertShaderPathname, out vertShader)) {
Console.WriteLine ("Failed to compile vertex shader");
return false;
}
// Create and compile fragment shader.
var fragShaderPathname = NSBundle.MainBundle.PathForResource ("Shader", "fsh");
if (!CompileShader (ShaderType.FragmentShader, fragShaderPathname, out fragShader)) {
@ -210,25 +208,25 @@ namespace MyOpenGLApp
// Attach vertex shader to program.
GL.AttachShader (program, vertShader);
// Attach fragment shader to program.
GL.AttachShader (program, fragShader);
// Bind attribute locations.
// This needs to be done prior to linking.
GL.BindAttribLocation (program, ATTRIB_VERTEX, "position");
GL.BindAttribLocation (program, ATTRIB_COLOR, "color");
// Link program.
if (!LinkProgram (program)) {
Console.WriteLine ("Failed to link program: {0:x}", program);
if (vertShader != 0)
GL.DeleteShader (vertShader);
if (fragShader != 0)
GL.DeleteShader (fragShader);
if (program != 0) {
GL.DeleteProgram (program);
program = 0;
@ -236,21 +234,21 @@ namespace MyOpenGLApp
return false;
}
// Get uniform locations.
uniforms [UNIFORM_TRANSLATE] = GL.GetUniformLocation (program, "translate");
// Release vertex and fragment shaders.
if (vertShader != 0) {
GL.DetachShader (program, vertShader);
GL.DeleteShader (vertShader);
}
if (fragShader != 0) {
GL.DetachShader (program, fragShader);
GL.DeleteShader (fragShader);
}
return true;
}
@ -269,9 +267,9 @@ namespace MyOpenGLApp
string src = System.IO.File.ReadAllText (file);
shader = GL.CreateShader (type);
GL.ShaderSource (shader, 1, new string[] { src }, (int[])null);
GL.ShaderSource (shader, 1, new string [] { src }, (int []) null);
GL.CompileShader (shader);
#if DEBUG
int logLength;
GL.GetShader (shader, ShaderParameter.InfoLogLength, out logLength);
@ -287,14 +285,14 @@ namespace MyOpenGLApp
GL.DeleteShader (shader);
return false;
}
return true;
}
static bool LinkProgram (int program)
{
GL.LinkProgram (program);
#if DEBUG
int logLength;
GL.GetProgram (program, ProgramParameter.InfoLogLength, out logLength);
@ -308,14 +306,14 @@ namespace MyOpenGLApp
GL.GetProgram (program, ProgramParameter.LinkStatus, out status);
if (status == 0)
return false;
return true;
}
static bool ValidateProgram (int program)
{
GL.ValidateProgram (program);
int logLength;
GL.GetProgram (program, ProgramParameter.InfoLogLength, out logLength);
if (logLength > 0) {
@ -323,12 +321,12 @@ namespace MyOpenGLApp
GL.GetProgramInfoLog (program, logLength, out logLength, infoLog);
Console.WriteLine ("Program validate log:\n{0}", infoLog);
}
int status;
GL.GetProgram (program, ProgramParameter.LinkStatus, out status);
if (status == 0)
return false;
return true;
}

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@ -5,12 +5,10 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MyOpenGLApp
{
public class Application
{
namespace MyOpenGLApp {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -11,21 +11,19 @@ using OpenGLES;
using GLKit;
using UIKit;
namespace MyOpenGLApp
{
namespace MyOpenGLApp {
[Register ("OpenGLViewController")]
public partial class OpenGLViewController : UIViewController
{
public partial class OpenGLViewController : UIViewController {
public OpenGLViewController (IntPtr handle) : base (handle)
{
}
new EAGLView View { get { return (EAGLView)base.View; } }
new EAGLView View { get { return (EAGLView) base.View; } }
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
NSNotificationCenter.DefaultCenter.AddObserver (UIApplication.WillResignActiveNotification, a => {
if (IsViewLoaded && View.Window != null)
View.StopAnimating ();
@ -43,7 +41,7 @@ namespace MyOpenGLApp
protected override void Dispose (bool disposing)
{
base.Dispose (disposing);
NSNotificationCenter.DefaultCenter.RemoveObserver (this);
}
@ -51,7 +49,7 @@ namespace MyOpenGLApp
{
// Releases the view if it doesn't have a superview.
base.DidReceiveMemoryWarning ();
// Release any cached data, images, etc that aren't in use.
}

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@ -6,10 +6,8 @@ using PhotosUI;
using Photos;
using UIKit;
namespace MyPhotoEditingExtension
{
public partial class PhotoEditingViewController : UIViewController, IPHContentEditingController
{
namespace MyPhotoEditingExtension {
public partial class PhotoEditingViewController : UIViewController, IPHContentEditingController {
PHContentEditingInput input;
public PhotoEditingViewController (IntPtr handle) : base (handle)

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@ -26,13 +26,11 @@
using Foundation;
using UIKit;
namespace MyReleaseBuild
{
namespace MyReleaseBuild {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to application events from iOS.
[Register ("AppDelegate")]
public class AppDelegate : UIApplicationDelegate
{
public class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {

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@ -25,12 +25,10 @@
//
using UIKit;
namespace MyReleaseBuild
{
public class Application
{
namespace MyReleaseBuild {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -27,10 +27,8 @@ using System;
using UIKit;
namespace MyReleaseBuild
{
public partial class ViewController : UIViewController
{
namespace MyReleaseBuild {
public partial class ViewController : UIViewController {
protected ViewController (IntPtr handle) : base (handle)
{
// Note: this .ctor should not contain any initialization logic.

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@ -3,8 +3,7 @@ using UIKit;
namespace MySceneKitApp {
[Register ("AppDelegate")]
public class AppDelegate : UIApplicationDelegate
{
public class AppDelegate : UIApplicationDelegate {
UIWindow window;
UIViewController dvc;
@ -20,7 +19,7 @@ namespace MySceneKitApp {
return true;
}
static void Main (string [] args)
{
UIApplication.Main (args, null, typeof (AppDelegate));

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@ -1,10 +1,8 @@
using System;
namespace MySceneKitLibrary
{
public class MyClass
{
public MyClass()
{
}
}
namespace MySceneKitLibrary {
public class MyClass {
public MyClass ()
{
}
}
}

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@ -5,10 +5,8 @@ using Foundation;
using Social;
using UIKit;
namespace MyShareExtension
{
public partial class ShareViewController : SLComposeServiceViewController
{
namespace MyShareExtension {
public partial class ShareViewController : SLComposeServiceViewController {
public ShareViewController (IntPtr handle) : base (handle)
{
}
@ -42,10 +40,10 @@ namespace MyShareExtension
ExtensionContext.CompleteRequest (null, null);
}
public override SLComposeSheetConfigurationItem[] GetConfigurationItems ()
public override SLComposeSheetConfigurationItem [] GetConfigurationItems ()
{
// To add configuration options via table cells at the bottom of the sheet, return an array of SLComposeSheetConfigurationItem here.
return new SLComposeSheetConfigurationItem[0];
return new SLComposeSheetConfigurationItem [0];
}
}
}

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@ -4,14 +4,12 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MySingleView
{
namespace MySingleView {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
public partial class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {
get;

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@ -5,12 +5,10 @@ using Foundation;
using UIKit;
using MyLibrary;
namespace MySingleView
{
public class Application
{
namespace MySingleView {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
new TestFoo ();
// if you want to use a different Application Delegate class from "AppDelegate"

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@ -1,9 +1,7 @@
using System;
namespace MyLibrary
{
public class TestFoo
{
namespace MyLibrary {
public class TestFoo {
public TestFoo ()
{
}

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@ -3,10 +3,8 @@ using CoreGraphics;
using Foundation;
using UIKit;
namespace MySingleView
{
public partial class MySingleViewViewController : UIViewController
{
namespace MySingleView {
public partial class MySingleViewViewController : UIViewController {
public MySingleViewViewController (IntPtr handle) : base (handle)
{
}
@ -15,7 +13,7 @@ namespace MySingleView
{
// Releases the view if it doesn't have a superview.
base.DidReceiveMemoryWarning ();
// Release any cached data, images, etc that aren't in use.
}
@ -24,7 +22,7 @@ namespace MySingleView
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
// Perform any additional setup after loading the view, typically from a nib.
}

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@ -3,14 +3,12 @@ using System;
using Foundation;
using UIKit;
namespace MySpriteKitGame
{
namespace MySpriteKitGame {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
public partial class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {

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@ -5,12 +5,10 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MySpriteKitGame
{
public class Application
{
namespace MySpriteKitGame {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -5,10 +5,8 @@ using Foundation;
using SpriteKit;
using UIKit;
namespace MySpriteKitGame
{
public class MyScene : SKScene
{
namespace MySpriteKitGame {
public class MyScene : SKScene {
public MyScene (CGSize size) : base (size)
{
// Setup your scene here
@ -27,7 +25,7 @@ namespace MySpriteKitGame
{
// Called when a touch begins
foreach (var touch in touches) {
var location = ((UITouch)touch).LocationInNode (this);
var location = ((UITouch) touch).LocationInNode (this);
var sprite = new SKSpriteNode ("Spaceship") {
Position = location,
@ -35,7 +33,7 @@ namespace MySpriteKitGame
YScale = 0.4f
};
var action = SKAction.RotateByAngle ((float)Math.PI, 1.0);
var action = SKAction.RotateByAngle ((float) Math.PI, 1.0);
sprite.RunAction (SKAction.RepeatActionForever (action));

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@ -3,10 +3,8 @@ using System;
using SpriteKit;
using UIKit;
namespace MySpriteKitGame
{
public partial class ViewController : UIViewController
{
namespace MySpriteKitGame {
public partial class ViewController : UIViewController {
public ViewController (IntPtr handle) : base (handle)
{
}
@ -24,7 +22,7 @@ namespace MySpriteKitGame
base.ViewDidLoad ();
// Configure the view.
var skView = (SKView)View;
var skView = (SKView) View;
skView.ShowsFPS = true;
skView.ShowsNodeCount = true;

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@ -4,14 +4,12 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MySingleView
{
namespace MySingleView {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
public partial class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {
get;

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@ -4,12 +4,10 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MySingleView
{
public class Application
{
namespace MySingleView {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -2,10 +2,8 @@ using System;
using Foundation;
using UIKit;
namespace MySingleView
{
public partial class MySingleViewViewController : UIViewController
{
namespace MySingleView {
public partial class MySingleViewViewController : UIViewController {
public MySingleViewViewController (IntPtr handle) : base (handle)
{
}

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@ -175,7 +175,7 @@ namespace MyTVMetalGame {
IMTLFunction vertexProgram = defaultLibrary.CreateFunction ("lighting_vertex");
// Setup the vertex buffers
vertexBuffer = device.CreateBuffer<float> (cubeVertexData, (MTLResourceOptions)0);
vertexBuffer = device.CreateBuffer<float> (cubeVertexData, (MTLResourceOptions) 0);
vertexBuffer.Label = "Vertices";
// Create a reusable pipeline state
@ -253,7 +253,7 @@ namespace MyTVMetalGame {
renderEncoder.PushDebugGroup ("DrawCube");
renderEncoder.SetRenderPipelineState (pipelineState);
renderEncoder.SetVertexBuffer (vertexBuffer, 0, 0);
renderEncoder.SetVertexBuffer (dynamicConstantBuffer, (nuint)(Marshal.SizeOf (typeof (Uniforms)) * constantDataBufferIndex), 1);
renderEncoder.SetVertexBuffer (dynamicConstantBuffer, (nuint) (Marshal.SizeOf (typeof (Uniforms)) * constantDataBufferIndex), 1);
// Tell the render context we want to draw our primitives
renderEncoder.DrawPrimitives (MTLPrimitiveType.Triangle, 0, 36, 1);
@ -275,14 +275,14 @@ namespace MyTVMetalGame {
commandBuffer.Commit ();
// The renderview assumes it can now increment the buffer index and that the previous index won't be touched until we cycle back around to the same index
constantDataBufferIndex = (byte)((constantDataBufferIndex + 1) % max_inflight_buffers);
constantDataBufferIndex = (byte) ((constantDataBufferIndex + 1) % max_inflight_buffers);
}
void Reshape ()
{
// When reshape is called, update the view and projection matricies since this means the view orientation or size changed
var aspect = (float)(View.Bounds.Size.Width / View.Bounds.Size.Height);
projectionMatrix = CreateMatrixFromPerspective (65.0f * ((float)Math.PI / 180.0f), aspect, 0.1f, 100.0f);
var aspect = (float) (View.Bounds.Size.Width / View.Bounds.Size.Height);
projectionMatrix = CreateMatrixFromPerspective (65.0f * ((float) Math.PI / 180.0f), aspect, 0.1f, 100.0f);
viewMatrix = Matrix4.Identity;
}
@ -340,7 +340,7 @@ namespace MyTVMetalGame {
static Matrix4 CreateMatrixFromPerspective (float fovY, float aspect, float nearZ, float farZ)
{
float yscale = 1.0f / (float)Math.Tan (fovY * 0.5f);
float yscale = 1.0f / (float) Math.Tan (fovY * 0.5f);
float xscale = yscale / aspect;
float q = farZ / (farZ - nearZ);
@ -367,8 +367,8 @@ namespace MyTVMetalGame {
static Matrix4 CreateMatrixFromRotation (float radians, float x, float y, float z)
{
Vector3 v = Vector3.Normalize (new Vector3 (x, y, z));
var cos = (float)Math.Cos (radians);
var sin = (float)Math.Sin (radians);
var cos = (float) Math.Cos (radians);
var sin = (float) Math.Sin (radians);
float cosp = 1.0f - cos;
var m = new Matrix4 (

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@ -2,11 +2,9 @@ using System;
using Foundation;
using TVServices;
namespace MyTVServicesExtension
{
namespace MyTVServicesExtension {
[Register ("ServiceProvider")]
public class ServiceProvider : NSObject, ITVTopShelfProvider
{
public class ServiceProvider : NSObject, ITVTopShelfProvider {
protected ServiceProvider (IntPtr handle) : base (handle)
{
// Note: this .ctor should not contain any initialization logic.

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@ -5,39 +5,37 @@ using System.Collections.Generic;
using Foundation;
using UIKit;
namespace MyTabbedApplication
{
namespace MyTabbedApplication {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
public partial class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {
get;
set;
}
// This method is invoked when the application is about to move from active to inactive state.
// OpenGL applications should use this method to pause.
public override void OnResignActivation (UIApplication application)
{
}
// This method should be used to release shared resources and it should store the application state.
// If your application supports background execution this method is called instead of WillTerminate
// when the user quits.
public override void DidEnterBackground (UIApplication application)
{
}
// This method is called as part of the transition from background to active state.
public override void WillEnterForeground (UIApplication application)
{
}
// This method is called when the application is about to terminate. Save data, if needed.
public override void WillTerminate (UIApplication application)
{

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@ -4,10 +4,8 @@ using System.Drawing;
using Foundation;
using UIKit;
namespace MyTabbedApplication
{
public partial class FirstViewController : UIViewController
{
namespace MyTabbedApplication {
public partial class FirstViewController : UIViewController {
static bool UserInterfaceIdiomIsPhone {
get { return UIDevice.CurrentDevice.UserInterfaceIdiom == UIUserInterfaceIdiom.Phone; }
}
@ -22,7 +20,7 @@ namespace MyTabbedApplication
{
// Releases the view if it doesn't have a superview.
base.DidReceiveMemoryWarning ();
// Release any cached data, images, etc that aren't in use.
}
@ -31,7 +29,7 @@ namespace MyTabbedApplication
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
// Perform any additional setup after loading the view, typically from a nib.
}

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@ -5,12 +5,10 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MyTabbedApplication
{
public class Application
{
namespace MyTabbedApplication {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -4,10 +4,8 @@ using System.Drawing;
using Foundation;
using UIKit;
namespace MyTabbedApplication
{
public partial class SecondViewController : UIViewController
{
namespace MyTabbedApplication {
public partial class SecondViewController : UIViewController {
static bool UserInterfaceIdiomIsPhone {
get { return UIDevice.CurrentDevice.UserInterfaceIdiom == UIUserInterfaceIdiom.Phone; }
}
@ -22,7 +20,7 @@ namespace MyTabbedApplication
{
// Releases the view if it doesn't have a superview.
base.DidReceiveMemoryWarning ();
// Release any cached data, images, etc that aren't in use.
}
@ -31,7 +29,7 @@ namespace MyTabbedApplication
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
// Perform any additional setup after loading the view, typically from a nib.
}

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@ -6,10 +6,8 @@ using Foundation;
using Social;
using UIKit;
namespace MyTodayExtension
{
public partial class TodayViewController : UIViewController, INCWidgetProviding
{
namespace MyTodayExtension {
public partial class TodayViewController : UIViewController, INCWidgetProviding {
public TodayViewController (IntPtr handle) : base (handle)
{
}

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@ -1,13 +1,11 @@
using Foundation;
using UIKit;
namespace MyWatch2Container
{
namespace MyWatch2Container {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to application events from iOS.
[Register ("AppDelegate")]
public class AppDelegate : UIApplicationDelegate
{
public class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {

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@ -1,11 +1,9 @@
using UIKit;
namespace MyWatch2Container
{
public class Application
{
namespace MyWatch2Container {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -2,10 +2,8 @@ using System;
using UIKit;
namespace MyWatch2Container
{
public partial class ViewController : UIViewController
{
namespace MyWatch2Container {
public partial class ViewController : UIViewController {
public ViewController (IntPtr handle) : base (handle)
{
}

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@ -5,19 +5,17 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MyWatchApp
{
namespace MyWatchApp {
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
public partial class AppDelegate : UIApplicationDelegate {
UIWindow window;
public override bool FinishedLaunching (UIApplication app, NSDictionary options)
{
window = new UIWindow (UIScreen.MainScreen.Bounds);
window.MakeKeyAndVisible ();
return true;
}
}

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@ -5,11 +5,9 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MyWatchApp
{
public class Application
{
static void Main (string[] args)
namespace MyWatchApp {
public class Application {
static void Main (string [] args)
{
UIApplication.Main (args, null, "AppDelegate");
}

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@ -3,10 +3,8 @@ using System;
using WatchKit;
using Foundation;
namespace monotouchtestWatchKitExtension
{
public partial class InterfaceController : WKInterfaceController
{
namespace monotouchtestWatchKitExtension {
public partial class InterfaceController : WKInterfaceController {
public InterfaceController (IntPtr handle) : base (handle)
{
}

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@ -4,8 +4,7 @@ using System.Collections.Generic;
using Foundation;
using Intents;
namespace MyWatchKit2IntentsExtension
{
namespace MyWatchKit2IntentsExtension {
// As an example, this class is set up to handle Message intents.
// You will want to replace this or add other intents as appropriate.
// The intents you wish to handle must be declared in the extension's Info.plist.
@ -15,8 +14,7 @@ namespace MyWatchKit2IntentsExtension
// "<myApp> John saying hello"
// "Search for messages in <myApp>"
[Register ("IntentHandler")]
public class IntentHandler : INExtension, IINSendMessageIntentHandling, IINSearchForMessagesIntentHandling
{
public class IntentHandler : INExtension, IINSendMessageIntentHandling, IINSearchForMessagesIntentHandling {
protected IntentHandler (IntPtr handle) : base (handle)
{
// Note: this .ctor should not contain any initialization logic.
@ -32,19 +30,19 @@ namespace MyWatchKit2IntentsExtension
// Implement resolution methods to provide additional information about your intent (optional).
[Export ("resolveRecipientsForSearchForMessages:withCompletion:")]
public void ResolveRecipients (INSearchForMessagesIntent intent, Action<INPersonResolutionResult[]> completion)
public void ResolveRecipients (INSearchForMessagesIntent intent, Action<INPersonResolutionResult []> completion)
{
var recipients = intent.Recipients;
// If no recipients were provided we'll need to prompt for a value.
if (recipients.Length == 0) {
completion (new INPersonResolutionResult[] { INPersonResolutionResult.NeedsValue });
completion (new INPersonResolutionResult [] { INPersonResolutionResult.NeedsValue });
return;
}
var resolutionResults = new List<INPersonResolutionResult> ();
foreach (var recipient in recipients) {
var matchingContacts = new INPerson[] { recipient }; // Implement your contact matching logic here to create an array of matching contacts
var matchingContacts = new INPerson [] { recipient }; // Implement your contact matching logic here to create an array of matching contacts
if (matchingContacts.Length > 1) {
// We need Siri's help to ask user to pick one from the matches.
resolutionResults.Add (INPersonResolutionResult.GetDisambiguation (matchingContacts));
@ -104,8 +102,8 @@ namespace MyWatchKit2IntentsExtension
// Initialize with found message's attributes
var sender = new INPerson (new INPersonHandle ("sarah@example.com", INPersonHandleType.EmailAddress), null, "Sarah", null, null, null);
var recipient = new INPerson (new INPersonHandle ("+1-415-555-5555", INPersonHandleType.PhoneNumber), null, "John", null, null, null);
var message = new INMessage ("identifier", "I am so excited about SiriKit!", NSDate.Now, sender, new INPerson[] { recipient });
response.Messages = new INMessage[] { message };
var message = new INMessage ("identifier", "I am so excited about SiriKit!", NSDate.Now, sender, new INPerson [] { recipient });
response.Messages = new INMessage [] { message };
completion (response);
}
}

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@ -3,10 +3,8 @@ using System;
using WatchKit;
using Foundation;
namespace WatchExtension
{
public partial class GlanceController : WKInterfaceController
{
namespace WatchExtension {
public partial class GlanceController : WKInterfaceController {
public GlanceController (IntPtr handle) : base (handle)
{
}

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@ -3,10 +3,8 @@ using System;
using WatchKit;
using Foundation;
namespace WatchExtension
{
public partial class InterfaceController : WKInterfaceController
{
namespace WatchExtension {
public partial class InterfaceController : WKInterfaceController {
public InterfaceController (IntPtr handle) : base (handle)
{
}

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@ -3,10 +3,8 @@ using System;
using WatchKit;
using Foundation;
namespace WatchExtension
{
public partial class NotificationController : WKUserNotificationInterfaceController
{
namespace WatchExtension {
public partial class NotificationController : WKUserNotificationInterfaceController {
public NotificationController (IntPtr handle) : base (handle)
{
}

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@ -5,14 +5,12 @@ using System.Collections.Generic;
using Foundation;
using UIKit;
namespace MyWebViewApp
{
namespace MyWebViewApp {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
public partial class AppDelegate : UIApplicationDelegate {
// class-level declarations
public override UIWindow Window {
get;

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@ -4,10 +4,8 @@ using System.Drawing;
using Foundation;
using UIKit;
namespace MyWebViewApp
{
public partial class HybridViewController : UIViewController
{
namespace MyWebViewApp {
public partial class HybridViewController : UIViewController {
static bool UserInterfaceIdiomIsPhone {
get { return UIDevice.CurrentDevice.UserInterfaceIdiom == UIUserInterfaceIdiom.Phone; }
}

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@ -5,12 +5,10 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MyWebViewApp
{
public class Application
{
namespace MyWebViewApp {
public class Application {
// This is the main entry point of the application.
static void Main (string[] args)
static void Main (string [] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.

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@ -1,9 +1,7 @@
using System;
namespace MyWebViewApp
{
public class Model1
{
namespace MyWebViewApp {
public class Model1 {
public string Text { get; set; }
}
}

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@ -5,14 +5,12 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MyXamarinFormsApp.iOS
{
namespace MyXamarinFormsApp.iOS {
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : global::Xamarin.Forms.Platform.iOS.FormsApplicationDelegate
{
public partial class AppDelegate : global::Xamarin.Forms.Platform.iOS.FormsApplicationDelegate {
//
// This method is invoked when the application has loaded and is ready to run. In this
// method you should instantiate the window, load the UI into it and then make the window

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@ -5,10 +5,8 @@ using System.Linq;
using Foundation;
using UIKit;
namespace MyXamarinFormsApp.iOS
{
public class Application
{
namespace MyXamarinFormsApp.iOS {
public class Application {
// This is the main entry point of the application.
static void Main (string [] args)
{

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@ -2,10 +2,8 @@ using System;
using Xamarin.Forms;
using Xamarin.Forms.Xaml;
namespace MyXamarinFormsApp
{
public partial class App : Application
{
namespace MyXamarinFormsApp {
public partial class App : Application {
public App ()
{
InitializeComponent ();

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@ -6,13 +6,11 @@ using System.Text;
using System.Threading.Tasks;
using Xamarin.Forms;
namespace MyXamarinFormsApp
{
namespace MyXamarinFormsApp {
// Learn more about making custom code visible in the Xamarin.Forms previewer
// by visiting https://aka.ms/xamarinforms-previewer
[DesignTimeVisible (false)]
public partial class MainPage : ContentPage
{
public partial class MainPage : ContentPage {
public MainPage ()
{
InitializeComponent ();

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