Passing List into method [closed] - c#

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Simple question I think. I am trying to pass in a list that I created within my Main into a method. I am missing something but can't quite put my finger on it.
Declaration
List<string> emulationList = new List<string>();
Method Call
sataHeader = ParseSataHeader(sataHeader, bcuFileName, List<string> emulationList);
Method Implementation
private static string ParseSataHeader(string sataHeader, string bcuFileName, List<string> emulationList)
{
//some code
}

You don't specify the type when passing arguments.
Change your second snippet to:
sataHeader = ParseSataHeader(sataHeader, bcuFileName, emulationList);
And it will work just fine.

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Need help to interpret this. I am a beginner in C# [closed]

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I been searching for ages about IEnumerable online but they are all in the program.cs file.
Can anyone please tell me what is it at the below code?
namespace customBank.Interfaces
{
public class Bank : customBank // the bank take the format of customBank as interface.
{
public IEnumerable<IStatementRow> GetMiniStatement(IAccount account)
}
}
IEnumerable is a list of "things" that you can loop through. In this situation, it is a list of IStatementRow things.
A list of IStatementRow things is returned when the GetMiniStatement function is called.
See: IEnumerable Interface
Also see: Interfaces
Once you read that you will understand pretty well whats happening on your code.

Unity3d "Cannot implicitly convert type `void' to `bool'" [closed]

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void Update ()
{
if (transform.Translate((Input.acceleration.x), 0, 0))
{
GetComponent<Rigidbody>().AddForce(Vector2.right);
}
}
I am using the accelerator for a Android App and doesn't seem to like it. I can change it to work for KeyDown but it wont work with the accelerator.
Error:
"Cannot implicitly convert type "void" to "bool"
According to the documentation http://docs.unity3d.com/ScriptReference/Transform.Translate.html:
transform.Translate does not return a boolean; its return type is void. Therefore you cannot use an if statement to evaluate whether or not it was successful.
If you want to check to see if the translate happened correctly you would need to check the side effects from calling transform.Translate. In other words see what has changed on the transform and see if it matches your expectations.
Don't use the if statement, as Translate returns nothing. Just leave the AddForce line

How can I solve this issue in C# Unity [closed]

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Here is my function:
public void PowerupCollected(int AddScore)
{
score += AddScore;
scoreGUI.text = "lol"+score;
}
Here is how I call that function:
if(other.gameObject.name == "Powerup(Clone)")
{
control.PowerupCollected();
}
here is the error message
error CS1501: No overload for method `PowerupCollected' takes 0 arguments
What is wrong? Is it because I don't include AddScore when in brackets when I call the function?
Either add the AddScore argument to your call (say control.PowerupCollected(42); or make the argument optional: public void PowerupCollected(int AddScore = 0).
Since second solution doesn't make sense in your case, i'd use first one.
Your function call should include the amount of score you want to add:
if(other.gameObject.name == "Powerup(Clone)")
{
control.PowerupCollected();
}
should be (for example):
if(other.gameObject.name == "Powerup(Clone)")
{
control.PowerupCollected(10);
}
This would add 10 to your score.

Use of unassigned local variable 'TargetControl' [closed]

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Showing error in line 3.
Code in Below
if (this.Page.Master != null)
{
Control TargetControl;
if (this.Page.Master.FindControl(this.TargetControlID) != null)
{
return this.Page.Master.FindControl(this.TargetControlID);
}
return TargetControl;
}
Change your code to just this:
return Page.Master.FindControl(TargetControlID);
This will either return null if its not found or it'll return the control.
Use of unassigned local variable 'TargetControl'
Your error is because you're declaring a variable here:
Control TargetControl;
But never assigning it a value. You must assign values to variables before using them.
The quick solution is this:
Control TargetControl = null;
..but then, that is pretty useless in itself, you can just do this:
return this.Page.Master.FindControl(this.TargetControlID);

Is there a naming convention for "linq" methods? [closed]

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Is there any naming convention for "utility" methods whose only reason of existence is to make your Linq statements clearer?
Example:
List<Member> myList = GetMembers();
myList.Where(AllMembersAreBlue);
//lots of code...
public bool AllMembersAreBlue(Member member)
{
//code
}
What would be the most correct way to name methods like the mentioned above (AllMembersAreBlue) ? Is there any convention?
I did some googling and found no answers.
As long as you understand the intent I'd say use whatever name suits you.
In this case I don't really see the point of a separate method, though:
myList.Where(m => m.Members.All(x => x.Color == Color.Blue))

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