Code inspections
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@@ -19,7 +19,7 @@ namespace ASCOM.Meade.net
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//public readonly bool IsComVisible;
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//public readonly bool IsComVisible;
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// Return a particular assembly attribute value.
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// Return a particular assembly attribute value.
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public static T GetAssemblyAttribute<T>(Assembly assembly)
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private T GetAssemblyAttribute<T>(Assembly assembly)
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where T : Attribute
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where T : Attribute
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{
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{
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// Get attributes of this type.
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// Get attributes of this type.
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@@ -40,7 +40,7 @@ namespace ASCOM.Meade.net
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{
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{
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}
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}
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public AssemblyInfo(Assembly assembly)
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private AssemblyInfo(Assembly assembly)
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{
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{
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// Get values from the assembly.
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// Get values from the assembly.
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//var titleAttr = GetAssemblyAttribute<AssemblyTitleAttribute>(assembly);
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//var titleAttr = GetAssemblyAttribute<AssemblyTitleAttribute>(assembly);
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@@ -135,7 +135,8 @@ namespace ASCOM.Meade.net
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#endregion
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#endregion
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#region Common ClassFactory Methods
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#region Common ClassFactory Methods
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public uint ClassContext { get; }
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private uint ClassContext { get; }
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public Guid ClassId
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public Guid ClassId
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{
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{
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@@ -143,7 +144,7 @@ namespace ASCOM.Meade.net
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set => _mClassId = value;
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set => _mClassId = value;
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}
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}
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public uint Flags { get; }
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private uint Flags { get; }
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public bool RegisterClassObject()
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public bool RegisterClassObject()
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{
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{
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@@ -30,7 +30,7 @@ namespace ASCOM.Meade.net
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_mEventThreadEnded.Set();
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_mEventThreadEnded.Set();
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}
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}
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protected bool ContinueThread()
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private bool ContinueThread()
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{
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{
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lock (this)
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lock (this)
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{
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{
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@@ -72,15 +72,15 @@ namespace ASCOM.Meade.net
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#endregion
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#endregion
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// This property returns the main thread's id.
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// This property returns the main thread's id.
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public static uint MainThreadId { get; private set; } // Stores the main thread's thread id.
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private static uint MainThreadId { get; set; } // Stores the main thread's thread id.
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// Used to tell if started by COM or manually
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// Used to tell if started by COM or manually
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public static bool StartedByCom { get; private set; } // True if server started by COM (-embedding)
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private static bool StartedByCom { get; set; } // True if server started by COM (-embedding)
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#region Server Lock, Object Counting, and AutoQuit on COM startup
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#region Server Lock, Object Counting, and AutoQuit on COM startup
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// Returns the total number of objects alive currently.
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// Returns the total number of objects alive currently.
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public static int ObjectsCount
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private static int ObjectsCount
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{
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{
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get
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get
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{
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{
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@@ -106,7 +106,7 @@ namespace ASCOM.Meade.net
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}
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}
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// Returns the current server lock count.
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// Returns the current server lock count.
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public static int ServerLockCount
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private static int ServerLockCount
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{
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{
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get
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get
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{
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{
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@@ -17,7 +17,7 @@ namespace ASCOM.Meade.net.Localization
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SetLocalisation(CultureInfo.CurrentCulture.Name);
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SetLocalisation(CultureInfo.CurrentCulture.Name);
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}
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}
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internal void SetLocalisation(string name)
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private void SetLocalisation(string name)
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{
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{
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var cultureInfo = new CultureInfo(name);
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var cultureInfo = new CultureInfo(name);
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@@ -62,12 +62,12 @@ namespace ASCOM.Meade.net
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/// <summary>
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/// <summary>
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/// Shared serial port
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/// Shared serial port
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/// </summary>
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/// </summary>
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public static Serial SharedSerial => _sSharedSerial ?? (_sSharedSerial = new Serial());
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private static Serial SharedSerial => _sSharedSerial ?? (_sSharedSerial = new Serial());
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/// <summary>
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/// <summary>
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/// number of connections to the shared serial port
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/// number of connections to the shared serial port
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/// </summary>
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/// </summary>
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public static int Connections { get; set; }
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private static int Connections { get; set; }
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public static void SendBlind(string message)
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public static void SendBlind(string message)
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{
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{
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@@ -342,7 +342,7 @@ namespace ASCOM.Meade.net
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}
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}
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}
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}
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public static bool IsConnected()
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private static bool IsConnected()
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{
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{
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foreach (var device in ConnectedDevices)
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foreach (var device in ConnectedDevices)
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{
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{
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@@ -382,7 +382,7 @@ namespace ASCOM.Meade.net
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/// Skeleton of a hardware class, all this does is hold a count of the connections,
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/// Skeleton of a hardware class, all this does is hold a count of the connections,
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/// in reality extra code will be needed to handle the hardware in some way
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/// in reality extra code will be needed to handle the hardware in some way
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/// </summary>
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/// </summary>
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public class DeviceHardware
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private class DeviceHardware
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{
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{
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internal int Count { set; get; }
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internal int Count { set; get; }
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