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// Flexpressions
// Copyright © 2012 Andrew Rissing
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
// of the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
// FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
using System;
using System.ComponentModel;
namespace Flexpressions
{
/// <summary>
/// The FluentBase is used to streamline the fluent interface of the Flexpression classes.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
public class FluentBase
{
/// <summary>
/// Initializes a new instance of the <see cref="FluentBase"/> class.
/// </summary>
protected FluentBase()
{
// Intentionally left blank.
}
/// <summary>
/// Gets the <see cref="Type"/> of the current instance.
/// </summary>
/// <returns>The <see cref="Type"/> instance that represents the exact runtime type of the current instance.</returns>
[EditorBrowsable(EditorBrowsableState.Never)]
public new Type GetType()
{
return base.GetType();
}
/// <summary>
/// Returns a hash code for this instance.
/// </summary>
/// <returns>
/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
/// </returns>
[EditorBrowsable(EditorBrowsableState.Never)]
public override int GetHashCode()
{
return base.GetHashCode();
}
/// <summary>
/// Returns a <see cref="String"/> that represents this instance.
/// </summary>
/// <returns>
/// A <see cref="String"/> that represents this instance.
/// </returns>
[EditorBrowsable(EditorBrowsableState.Never)]
public override string ToString()
{
return base.ToString();
}
/// <summary>
/// Determines whether the specified <see cref="Object"/> is equal to this instance.
/// </summary>
/// <param name="obj">The <see cref="Object"/> to compare with this instance.</param>
/// <returns>
/// <c>true</c> if the specified <see cref="Object"/> is equal to this instance; otherwise, <c>false</c>.
/// </returns>
[EditorBrowsable(EditorBrowsableState.Never)]
public override bool Equals(object obj)
{
return base.Equals(obj);
}
}
}
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Since I've begun my profession as a software developer, I've learned one important fact - change is inevitable. Requirements change, code changes, and life changes.
So..If you're not moving forward, you're moving backwards.