How to use HasFlag method of System.Tuple class

Best FlaUI code snippet using System.Tuple.HasFlag

MediaQuerier.cs

Source:MediaQuerier.cs Github

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...77 foreach (MetaData other in data.Where(x => x.Type != MetaType.Directory && x.Type != MetaType.File && !x.Equals(item)))78 {79 QueryType match = QueryType.None;80 bool equalFilename = Path.GetFileName(item.Path).Equals(Path.GetFileName(other.Path), StringComparison.Ordinal);81 if (queries.HasFlag(QueryType.EqualFileName) && equalFilename)82 match |= QueryType.EqualFileName;83 if (queries.HasFlag(QueryType.EqualFileNameDifferentFileSize) && equalFilename)84 {85 if (RequireMetaKey(MetaKey.Size, item, other))86 {87 if (item.Data[MetaKey.Size] != other.Data[MetaKey.Size])88 match |= QueryType.EqualFileNameDifferentFileSize;89 }90 }91 if (queries.HasFlag(QueryType.EqualChecksumMD5) || queries.HasFlag(QueryType.EqualFileNameDifferentChecksumMD5))92 {93 string md5item;94 if (!md5sums.TryGetValue(item.Path, out md5item))95 {96 using (FileStream fileStream = File.OpenRead(item.Path))97 md5item = fileStream.GetMD5Sum();98 md5sums[item.Path] = md5item;99 }100 string md5other;101 if (!md5sums.TryGetValue(other.Path, out md5other))102 {103 using (FileStream fileStream = File.OpenRead(other.Path))104 md5other = fileStream.GetMD5Sum();105 md5sums[other.Path] = md5other;106 }107 bool md5match = md5item.Equals(md5other, StringComparison.Ordinal);108 if (queries.HasFlag(QueryType.EqualChecksumMD5) && md5match)109 match |= QueryType.EqualChecksumMD5;110 if (queries.HasFlag(QueryType.EqualFileNameDifferentChecksumMD5) && equalFilename && !md5match)111 match |= QueryType.EqualFileNameDifferentChecksumMD5;112 }113 if (queries.HasFlag(QueryType.EqualChecksumSHA1) || queries.HasFlag(QueryType.EqualFileNameDifferentChecksumSHA1))114 {115 string sha1item;116 if (!sha1sums.TryGetValue(item.Path, out sha1item))117 {118 using (FileStream fileStream = File.OpenRead(item.Path))119 sha1item = fileStream.GetSHA1Sum();120 sha1sums[item.Path] = sha1item;121 }122 string sha1other;123 if (!sha1sums.TryGetValue(other.Path, out sha1other))124 {125 using (FileStream fileStream = File.OpenRead(other.Path))126 sha1other = fileStream.GetSHA1Sum();127 sha1sums[other.Path] = sha1other;128 }129 bool sha1match = sha1item.Equals(sha1other, StringComparison.Ordinal);130 if (queries.HasFlag(QueryType.EqualChecksumSHA1) && sha1match)131 match |= QueryType.EqualChecksumSHA1;132 if (queries.HasFlag(QueryType.EqualFileNameDifferentChecksumSHA1) && equalFilename && !sha1match)133 match |= QueryType.EqualFileNameDifferentChecksumSHA1;134 }135 if (queries.HasFlag(QueryType.EqualChecksumSHA256) || queries.HasFlag(QueryType.EqualFileNameDifferentChecksumSHA256))136 {137 string sha256item;138 if (!sha256sums.TryGetValue(item.Path, out sha256item))139 {140 using (FileStream fileStream = File.OpenRead(item.Path))141 sha256item = fileStream.GetSHA256Sum();142 sha256sums[item.Path] = sha256item;143 }144 string sha256other;145 if (!sha256sums.TryGetValue(other.Path, out sha256other))146 {147 using (FileStream fileStream = File.OpenRead(other.Path))148 sha256other = fileStream.GetSHA256Sum();149 sha256sums[other.Path] = sha256other;150 }151 bool sha256match = sha256item.Equals(sha256other, StringComparison.Ordinal);152 if (queries.HasFlag(QueryType.EqualChecksumSHA256) && sha256match)153 match |= QueryType.EqualChecksumSHA256;154 if (queries.HasFlag(QueryType.EqualFileNameDifferentChecksumSHA256) && equalFilename && !sha256match)155 match |= QueryType.EqualFileNameDifferentChecksumSHA256;156 }157 if (queries.HasFlag(QueryType.LowResolution) || queries.HasFlag(QueryType.EqualFileNameDifferentResolution))158 {159 if (RequireMetaKey(MetaKey.Width, item) && RequireMetaKey(MetaKey.Height, item))160 {161 //const int limit = 960 * 1280;162 const int resolutionLimit = 1024 * 768;163 int resolutionItem = (int)item.Data[MetaKey.Width] * (int)item.Data[MetaKey.Height];164 if (queries.HasFlag(QueryType.LowResolution) && resolutionItem <= resolutionLimit)165 match |= QueryType.LowResolution;166 if (queries.HasFlag(QueryType.EqualFileNameDifferentResolution) && equalFilename)167 {168 if (RequireMetaKey(MetaKey.Width, other) && RequireMetaKey(MetaKey.Height, other))169 {170 int resolutionOther = (int)other.Data[MetaKey.Width] * (int)other.Data[MetaKey.Height];171 if (resolutionItem != resolutionOther)172 match |= QueryType.EqualFileNameDifferentResolution;173 }174 }175 }176 }177 if (match != QueryType.None)178 matches.Add(Tuple.Create(other.Path, match));179 }180 if (matches.Count > 0)...

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RandomizePrimMaze.cs

Source:RandomizePrimMaze.cs Github

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1using System;2using System.Text;3using System.Collections.Generic;4using asim.unity.extensions;5namespace asim.unity.generation.maze6{7 /// <summary>8 /// Randomize Prism based on a list of walls/edges9 /// </summary>10 public class RandomizePrimMaze : Maze11 {12 MazeCell[,] cells;13 public override void CreateMaze(int rowNum, int colNum)14 {15 if (rowNum == 0 || colNum == 0) return;16 //1. initizlie starting cells17 cells = new MazeCell[rowNum, colNum];18 for (int i = 0; i < rowNum; i++)19 {20 for (int j = 0; j < colNum; j++)21 {22 cells[i, j] = MazeCell.Initial;23 }24 }25 //2. Start by choosing a random cell, mark it as visited and add its wall into a list;26 int randomrow = UnityEngine.Random.Range(0, rowNum);27 int randomcol = UnityEngine.Random.Range(0, colNum);28 cells[randomrow, randomcol] |= MazeCell.Visited;29 List<Tuple<int, int, MazeCell>> wallList = new List<Tuple<int, int, MazeCell>>();30 wallList.AddRange(GetCellWalls(randomrow, randomcol));31 //3. while theres still walls32 while(wallList.Count > 0)33 {34 //3a. pick a wall at random, 35 int randomWallI = UnityEngine.Random.Range(0, wallList.Count);36 Tuple<int, int, MazeCell> randomWall = wallList[randomWallI];37 //3b if the random picked wall has an unvisited celland set the cell to be visited and remove the wall to create a path38 int row = randomWall.Item1;39 int col = randomWall.Item2;40 MazeCell direction = randomWall.Item3;41 int row2 = row;42 int col2 = col;43 if (direction.hasflag(MazeCell.TopWall))44 {45 row2 -= 1;46 }47 else if (direction.hasflag(MazeCell.BottomWall))48 {49 row2 += 1;50 }51 else if (direction.hasflag(MazeCell.LeftWall))52 {53 col2 -= 1;54 }55 else if (direction.hasflag(MazeCell.RightWall))56 {57 col2 += 1;58 }59 if(!cells[row2, col2].hasflag(MazeCell.Visited))60 {61 //3c. Remove walls, carve a path and Set wall as visited62 cells[row, col] -= direction;63 cells[row2, col2] -= direction.OppositeWall();64 cells[row2, col2] |= MazeCell.Visited;65 //3c. add the neighbouring walls fo the list66 wallList.AddRange(GetCellWalls(row2, col2));67 }68 //3d. remove the current wall69 wallList.RemoveAt(randomWallI);70 }71 }72 List<Tuple<int, int, MazeCell>> GetCellWalls(int x,int y)73 {74 if (x < 0 || y < 0 || x > cells.GetLength(0) || y > cells.GetLength(1)) return null;75 List<Tuple<int, int, MazeCell>> walls = new List<Tuple<int, int, MazeCell>>();76 if (x > 0 && cells[x,y].hasflag(MazeCell.TopWall)) 77 walls.Add(new Tuple<int, int, MazeCell>(x, y, MazeCell.TopWall));78 if (x < cells.GetLength(0) - 1 && cells[x, y].hasflag(MazeCell.BottomWall)) 79 walls.Add(new Tuple<int, int, MazeCell>(x, y, MazeCell.BottomWall));80 if (y > 0 && cells[x, y].hasflag(MazeCell.LeftWall)) 81 walls.Add(new Tuple<int, int, MazeCell>(x, y, MazeCell.LeftWall));82 if (y < cells.GetLength(1) - 1 && cells[x, y].hasflag(MazeCell.RightWall)) 83 walls.Add(new Tuple<int, int, MazeCell>(x, y, MazeCell.RightWall));84 return walls;85 }86 public override char[][] GetMaze()87 {88 if (cells == null) return null;89 char[][] Mazedata = new char[cells.GetLength(0) * 2 + 1][];90 for (int i = 0; i < cells.GetLength(0); i++)91 {92 StringBuilder sbTop = new StringBuilder();93 StringBuilder sbMid = new StringBuilder();94 for (int j = 0; j < cells.GetLength(1); j++)95 {96 sbTop.Append(cells[i, j].hasflag(MazeCell.TopWall) ? "##" : "#-");97 sbMid.Append(cells[i, j].hasflag(MazeCell.LeftWall) ? "#-" : "--");98 }99 sbTop.Append("#");100 sbMid.Append("#");101 Mazedata[2 * i] = sbTop.ToString().ToCharArray();102 Mazedata[1 + 2 * i] = sbMid.ToString().ToCharArray();103 if (i == 0)104 {105 Mazedata[2 * cells.GetLength(0)] = sbTop.ToString().ToCharArray();106 }107 }108 return Mazedata;109 }110 }111 /// <summary>112 /// Randomize Prism based on a list of neighbours instead of list of walls/edges113 /// http://weblog.jamisbuck.org/2011/1/10/maze-generation-prim-s-algorithm114 /// </summary>115 public class RandomizePrimMaze2 : Maze116 {117 MazeCell[,] cells;118 public override void CreateMaze(int rowNum, int colNum)119 {120 if (rowNum == 0 || colNum == 0) return;121 //1. initizlie starting cells122 cells = new MazeCell[rowNum, colNum];123 for (int i = 0; i < rowNum; i++)124 {125 for (int j = 0; j < colNum; j++)126 {127 cells[i, j] = MazeCell.Initial;128 }129 }130 //2. Start by choosing a random cell, mark it as visited and add its non visited neighbours into a list;131 int randomrow = UnityEngine.Random.Range(0, rowNum);132 int randomcol = UnityEngine.Random.Range(0, colNum);133 cells[randomrow, randomcol] |= MazeCell.Visited;134 List<Tuple<int, int>> FrontierSet = new List<Tuple<int, int>>();135 FrontierSet.AddRange(GetCellNonVisitedNeighbours(randomrow, randomcol));136 //3. while theres still non visited neighbours137 while (FrontierSet.Count > 0)138 {139 //3a. pick a random cell from frontier set140 int randomCellI = UnityEngine.Random.Range(0, FrontierSet.Count);141 Tuple<int, int> randomCell = FrontierSet[randomCellI];142 int row = randomCell.Item1;143 int col = randomCell.Item2;144 //3b pick a random neighbour from a list of that is visited of the random cell 145 List<Tuple<int, int>> neighbour = GetCellVisitedNeighbours(row, col);146 Tuple<int, int> randomneighbour = neighbour[UnityEngine.Random.Range(0, neighbour.Count)];147 int row2 = randomneighbour.Item1;148 int col2 = randomneighbour.Item2;149 //3c remove walls150 MazeCell direction = GetDirection(row, col, row2, col2);151 152 cells[row, col] -= direction;153 cells[row, col] |= MazeCell.Visited;154 cells[row2, col2] -= direction.OppositeWall();155 //3d. remove the current from set,add the neighbouring walls fo the list 156 FrontierSet.RemoveAt(randomCellI);157 foreach (var cell in GetCellNonVisitedNeighbours(row, col))158 {159 if (!FrontierSet.Contains(cell))//we dont want to add duplicated cells160 FrontierSet.Add(cell);161 }162 }163 }164 List<Tuple<int, int>> GetCellNonVisitedNeighbours(int x, int y)165 {166 if (x < 0 || y < 0 || x > cells.GetLength(0) || y > cells.GetLength(1)) return null;167 List<Tuple<int, int>> neighbours = new List<Tuple<int, int>>();168 if (x > 0)169 {170 if(!cells[x - 1, y].hasflag(MazeCell.Visited))171 neighbours.Add(new Tuple<int, int>(x - 1, y));172 }173 if (x < cells.GetLength(0) - 1)174 {175 if (!cells[x + 1, y].hasflag(MazeCell.Visited))176 neighbours.Add(new Tuple<int, int>(x + 1, y));177 }178 if (y > 0)179 {180 if (!cells[x, y - 1].hasflag(MazeCell.Visited))181 neighbours.Add(new Tuple<int, int>(x, y - 1));182 }183 if (y < cells.GetLength(1) - 1)184 {185 if (!cells[x, y + 1].hasflag(MazeCell.Visited))186 neighbours.Add(new Tuple<int, int>(x, y + 1));187 }188 return neighbours;189 }190 List<Tuple<int, int>> GetCellVisitedNeighbours(int x, int y)191 {192 if (x < 0 || y < 0 || x > cells.GetLength(0) || y > cells.GetLength(1)) return null;193 List<Tuple<int, int>> neighbours = new List<Tuple<int, int>>();194 if (x > 0)195 {196 if (cells[x - 1, y].hasflag(MazeCell.Visited))197 neighbours.Add(new Tuple<int, int>(x - 1, y));198 }199 if (x < cells.GetLength(0) - 1)200 {201 if (cells[x + 1, y].hasflag(MazeCell.Visited))202 neighbours.Add(new Tuple<int, int>(x + 1, y));203 }204 if (y > 0)205 {206 if (cells[x, y - 1].hasflag(MazeCell.Visited))207 neighbours.Add(new Tuple<int, int>(x, y - 1));208 }209 if (y < cells.GetLength(1) - 1)210 {211 if (cells[x, y + 1].hasflag(MazeCell.Visited))212 neighbours.Add(new Tuple<int, int>(x, y + 1));213 }214 return neighbours;215 }216 MazeCell GetDirection(int x,int y, int x2,int y2)217 {218 MazeCell dir;219 if(x < x2)220 {221 dir = MazeCell.BottomWall;222 }223 else if ( x > x2)224 {225 dir = MazeCell.TopWall;226 }227 else if (y < y2)228 {229 dir = MazeCell.RightWall;230 }231 else// if (y > y2)232 {233 dir = MazeCell.LeftWall;234 }235 return dir;236 }237 public override char[][] GetMaze()238 {239 if (cells == null) return null;240 char[][] Mazedata = new char[cells.GetLength(0) * 2 + 1][];241 for (int i = 0; i < cells.GetLength(0); i++)242 {243 StringBuilder sbTop = new StringBuilder();244 StringBuilder sbMid = new StringBuilder();245 for (int j = 0; j < cells.GetLength(1); j++)246 {247 sbTop.Append(cells[i, j].hasflag(MazeCell.TopWall) ? "##" : "#-");248 sbMid.Append(cells[i, j].hasflag(MazeCell.LeftWall) ? "#-" : "--");249 }250 sbTop.Append("#");251 sbMid.Append("#");252 Mazedata[2 * i] = sbTop.ToString().ToCharArray();253 Mazedata[1 + 2 * i] = sbMid.ToString().ToCharArray();254 if (i == 0)255 {256 Mazedata[2 * cells.GetLength(0)] = sbTop.ToString().ToCharArray();257 }258 }259 return Mazedata;260 }261 }262}...

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PmacErrorHandler.cs

Source:PmacErrorHandler.cs Github

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...46 private void CheckGlobalFlagsForErrors(GlobalStatusXs globalX)47 {48 foreach (var error in _globalErrorList)49 {50 if (!globalX.HasFlag((GlobalStatusXs)Enum.Parse(typeof(GlobalStatusXs), error)))51 _globalErrorList.Remove(error);52 }53 var errorList = new HashSet<string>();54 switch (globalX)55 {56 case GlobalStatusXs.PhaseClockMissing:57 errorList.Add(nameof(GlobalStatusXs.PhaseClockMissing));58 break;59 case GlobalStatusXs.MacroRingError:60 errorList.Add(nameof(GlobalStatusXs.MacroRingError));61 break;62 case GlobalStatusXs.MacroCommunicationError:63 errorList.Add(nameof(GlobalStatusXs.MacroCommunicationError));64 break;65 case GlobalStatusXs.TWSVariableParityError:66 errorList.Add(nameof(GlobalStatusXs.TWSVariableParityError));67 break;68 case GlobalStatusXs.ServoMacroICConfigError:69 errorList.Add(nameof(GlobalStatusXs.TWSVariableParityError));70 break;71 case GlobalStatusXs.IllegalLVariableDefinition:72 errorList.Add(nameof(GlobalStatusXs.IllegalLVariableDefinition));73 break;74 case GlobalStatusXs.EAROMError:75 errorList.Add(nameof(GlobalStatusXs.EAROMError));76 break;77 case GlobalStatusXs.DPRamError:78 errorList.Add(nameof(GlobalStatusXs.DPRamError));79 break;80 case GlobalStatusXs.FirmwareChecksumError:81 errorList.Add(nameof(GlobalStatusXs.FirmwareChecksumError));82 break;83 case GlobalStatusXs.GeneralChecksumError:84 errorList.Add(nameof(GlobalStatusXs.GeneralChecksumError));85 break;86 case GlobalStatusXs.ServoError:87 errorList.Add(nameof(GlobalStatusXs.ServoError));88 break;89 case GlobalStatusXs.RTIReEntryError:90 errorList.Add(nameof(GlobalStatusXs.RTIReEntryError));91 break;92 case GlobalStatusXs.MainError:93 errorList.Add(nameof(GlobalStatusXs.MainError));94 break;95 default:96 break;97 }98 foreach (var error in errorList.Except(_globalErrorList))99 {100 var prop = typeof(GeneralComponentsStrings).GetProperty(error);101 var errorString = prop.GetValue(null, null);102 _logger.Log($"{errorString}", Category.Warn, Priority.High);103 }104 _globalErrorList.UnionWith(errorList);105 }106 private void CheckMotorsFlags(List<Tuple<MotorXStatuses, MotorYStatuses>> motorsStatuses, int motorCount)107 {108 var collectionToRemove = new HashSet<Tuple<int, string>>();109 foreach (var error in _motorsErrorList)110 {111 if (Enum.TryParse(error.Item2, out MotorXStatuses xs) && !motorsStatuses[error.Item1].Item1.HasFlag(xs))112 {113 collectionToRemove.Add(error);114 }115 if (Enum.TryParse(error.Item2, out MotorYStatuses ys) && !motorsStatuses[error.Item1].Item2.HasFlag(ys))116 {117 collectionToRemove.Add(error);118 }119 }120 _motorsErrorList.ExceptWith(collectionToRemove);121 var motorsErrorList = new HashSet<Tuple<int, string>>();122 for (int i = 0; i < motorCount; i++)123 {124 if (!motorsStatuses[i].Item1.HasFlag(MotorXStatuses.MotorActivated))125 continue;126 switch (motorsStatuses[i].Item1)127 {128 case MotorXStatuses.DataBlockError:129 motorsErrorList.Add(new Tuple<int, string>(i, nameof(MotorXStatuses.DataBlockError)));130 break;131 default:132 break;133 }134 switch (motorsStatuses[i].Item2)135 {136 case MotorYStatuses s when s.HasFlag(MotorYStatuses.WarningFollowingErrorEx):137 motorsErrorList.Add(new Tuple<int, string>(i, nameof(MotorYStatuses.WarningFollowingErrorEx)));138 break;139 case MotorYStatuses s when s.HasFlag(MotorYStatuses.FatalFollowingErrorEx):140 motorsErrorList.Add(new Tuple<int, string>(i, nameof(MotorYStatuses.FatalFollowingErrorEx)));141 break;142 case MotorYStatuses s when s.HasFlag(MotorYStatuses.AmplifierFaultError):143 motorsErrorList.Add(new Tuple<int, string>(i, nameof(MotorYStatuses.AmplifierFaultError)));144 break;145 case MotorYStatuses s when s.HasFlag(MotorYStatuses.I2TAmplifierFaultError):146 motorsErrorList.Add(new Tuple<int, string>(i, nameof(MotorYStatuses.I2TAmplifierFaultError)));147 break;148 case MotorYStatuses s when s.HasFlag(MotorYStatuses.IntegratedFatalFollowingError):149 motorsErrorList.Add(new Tuple<int, string>(i, nameof(MotorYStatuses.IntegratedFatalFollowingError)));150 break;151 case MotorYStatuses s when s.HasFlag(MotorYStatuses.PhasingSearchError):152 motorsErrorList.Add(new Tuple<int, string>(i, nameof(MotorYStatuses.PhasingSearchError)));153 break;154 case MotorYStatuses s when s.HasFlag(MotorYStatuses.StoppedOnPositionLimit):155 motorsErrorList.Add(new Tuple<int, string>(i, nameof(MotorYStatuses.StoppedOnPositionLimit)));156 break;157 case MotorYStatuses s when s.HasFlag(MotorYStatuses.DesiredPositionLimitStop):158 motorsErrorList.Add(new Tuple<int, string>(i, nameof(MotorYStatuses.DesiredPositionLimitStop)));159 break;160 default:161 break;162 }163 }164 foreach (var error in motorsErrorList.Except(_motorsErrorList))165 {166 var prop = typeof(GeneralComponentsStrings).GetProperty(error.Item2);167 var errorString = prop.GetValue(null, null);168 _logger.Log($"Motor {error.Item1 + 1}: {errorString}", Category.Warn, Priority.High);169 }170 _motorsErrorList.UnionWith(motorsErrorList);171 }...

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HasFlag

Using AI Code Generation

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1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6{7 {8 static void Main(string[] args)9 {10 Tuple<bool, bool, bool, bool> tuple = Tuple.Create(true, true, false, true);11 Console.WriteLine(tuple.Item1);12 Console.WriteLine(tuple.Item2);13 Console.WriteLine(tuple.Item3);14 Console.WriteLine(tuple.Item4);15 Console.WriteLine(tuple.HasFlag(Tuple.Create(false, true, true, false)));16 Console.WriteLine(tuple.HasFlag(Tuple.Create(true, false, false, true)));17 Console.WriteLine(tuple.HasFlag(Tuple.Create(false, false, false, false)));18 Console.WriteLine(tuple.HasFlag(Tuple.Create(true, true, true, true)));19 Console.WriteLine(tuple.HasFlag(Tuple.Create(false, false, false, true)));20 Console.WriteLine(tuple.HasFlag(Tuple.Create(true, true, true, false)));21 Console.WriteLine(tuple.HasFlag(Tuple.Create(false, true, false, false)));22 Console.WriteLine(tuple.HasFlag(Tuple.Create(true, false, true, true)));23 Console.ReadKey();24 }25 }26}27Recommended Posts: C# | HasFlag() method of System.Enum class28C# | HasFlag() method of System.Reflection.BindingFlags class29C# | HasFlag() method of System.Reflection.MethodAttributes class30C# | HasFlag() method of System.Reflection.PropertyAttributes class31C# | HasFlag() method of System.Reflection.ConstructorInfo class32C# | HasFlag() method of System.Reflection.EventAttributes class33C# | HasFlag() method of System.Reflection.FieldAttributes class34C# | HasFlag() method of System.Reflection.InterfaceMapping class35C# | HasFlag() method of System.Reflection.MethodImplAttributes class36C# | HasFlag() method of System.Reflection.ParameterAttributes class37C# | HasFlag() method of System.Reflection.ParameterModifier class38C# | HasFlag() method of System.Reflection.PropertyInfo class39C# | HasFlag() method of System.Reflection.TypeAttributes class

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HasFlag

Using AI Code Generation

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1using System;2{3 static void Main()4 {5 Tuple<int, int, int> tuple = new Tuple<int, int, int>(1, 2, 3);6 Console.WriteLine(tuple.HasFlag(1));7 Console.WriteLine(tuple.HasFlag(2));8 Console.WriteLine(tuple.HasFlag(3));9 Console.WriteLine(tuple.HasFlag(4));10 }11}

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HasFlag

Using AI Code Generation

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1using System;2{3 {4 }5 public static void Main()6 {7 MyEnum x = MyEnum.A | MyEnum.B;8 MyEnum y = MyEnum.C | MyEnum.D;9 Tuple<MyEnum, MyEnum> t = Tuple.Create(x, y);10 Console.WriteLine(t.HasFlag(Tuple.Create(MyEnum.A, MyEnum.D)));11 Console.WriteLine(t.HasFlag(Tuple.Create(MyEnum.B, MyEnum.C)));12 Console.WriteLine(t.HasFlag(Tuple.Create(MyEnum.A, MyEnum.C)));13 }14}15using System;16{17 {18 }19 public static void Main()20 {21 MyEnum x = MyEnum.A | MyEnum.B;22 MyEnum y = MyEnum.C | MyEnum.D;23 Tuple<MyEnum, MyEnum> t = Tuple.Create(x, y);24 }25}26{27 public static bool HasFlag(Tuple<MyEnum, MyEnum> t, Tuple<MyEnum, MyEnum> flag)28 {29 return (t.Item1 & flag.Item1) == flag.Item1 && (t.Item2 & flag.Item2) == flag.Item2;30 }31}

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HasFlag

Using AI Code Generation

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1using System;2{3 public static void Main()4 {5 Tuple<int, int, int, int> tuple = Tuple.Create(1, 2, 3, 4);6 Console.WriteLine(tuple.HasFlag(Tuple.Create(1, 2, 3, 4)));7 Console.WriteLine(tuple.HasFlag(Tuple.Create(2, 4, 6, 8)));8 Console.WriteLine(tuple.HasFlag(Tuple.Create(1, 2, 3, 4, 5)));9 }10}11at System.Tuple`4.HasFlag(Tuple`4 other)12at Test.Main()13using System;14{15 public static void Main()16 {17 Tuple<int, int, int, int> tuple = Tuple.Create(1, 2, 3, 4);18 Console.WriteLine(tuple.HasFlag(Tuple.Create(1, 2, 3, 4)));19 Console.WriteLine(tuple.HasFlag(Tuple.Create(2, 4, 6, 8)));20 Console.WriteLine(tuple.HasFlag(Tuple.Create(1, 2, 3, 4, 5)));21 }22}23at System.Tuple`4.HasFlag(Tuple`4 other)24at Test.Main()25using System;26{27 public static void Main()28 {29 Tuple<int, int, int, int> tuple = Tuple.Create(1, 2, 3, 4);30 Console.WriteLine(tuple.HasFlag(Tuple.Create(1, 2, 3, 4)));31 Console.WriteLine(tuple.HasFlag(Tuple.Create(2, 4, 6, 8)));32 Console.WriteLine(tuple.HasFlag(Tuple.Create(1, 2, 3, 4, 5)));33 }34}35at System.Tuple`4.HasFlag(Tuple`4 other)36at Test.Main()37using System;38{39 public static void Main()40 {

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HasFlag

Using AI Code Generation

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1using System;2{3 {4 static void Main(string[] args)5 {6 Tuple<int, int> t = Tuple.Create(1, 2);7 Console.WriteLine(t.HasFlag(Tuple.Create(1, 2)));8 }9 }10}

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HasFlag

Using AI Code Generation

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1using System;2using System.Collections.Generic;3{4 {5 static void Main(string[] args)6 {7 Tuple<string, string> tuple1 = new Tuple<string, string>("a", "b");8 Tuple<string, string> tuple2 = new Tuple<string, string>("a", "b");9 Tuple<string, string> tuple3 = new Tuple<string, string>("a", "c");10 Tuple<string, string> tuple4 = new Tuple<string, string>("b", "a");11 List<Tuple<string, string>> tuples = new List<Tuple<string, string>>();12 tuples.Add(tuple1);13 tuples.Add(tuple2);14 tuples.Add(tuple3);15 tuples.Add(tuple4);16 Tuple<string, string> searchTuple = new Tuple<string, string>("a", "b");17 bool result = tuples.Exists(t => t.Item1 == searchTuple.Item1 && t.Item2 == searchTuple.Item2);18 Console.WriteLine(result);19 result = tuples.Exists(t => t.Item1 == searchTuple.Item2 && t.Item2 == searchTuple.Item1);20 Console.WriteLine(

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